Travel: Moongates, Recall and Runebooks

Britannia is big. Walking from Britain to Minoc takes a long time; the game has three shortcuts: moongates (free, open to everyone), Recall (teleporting to a spot you marked yourself) and Gate Travel (going through together with the people next to you).

Quick summary

Way What it needs Where it takes you
Moongate Nothing The towns on the list and the other lands
Mark Magery, a rune Records where you stand onto the rune
Recall Magery, a marked rune Takes only you to that spot
Gate Travel Magery (7th circle) Opens a gate anyone can enter
Sacred Journey Chivalry, tithing points The paladin's version of Recall
The Watcher's Passage Gold (500 / 1,000 / 2,000), a 1-minute wait To the moongate you choose

World map

The website has a World Map: all of Felucca, in the colors of the in-game map. With the buttons at the top you switch between Britannia, the Lost Lands (Papua, Delucia) and Dungeons (dungeon interiors); click a dungeon entrance and choose See inside to go into that dungeon.

Players' positions are not shown on the map.

Moongates

The blue rings of light near the towns. Double-click one and choose your destination from the list. They are free and need no skill — the safest way for a new player.

The nine gates in Felucca: Moonglow · Britain · Jhelom · Yew · Minoc · Trinsic · Skara Brae · Magincia · Buccaneer's Den

The nine gates in Ilshenar are at the shrines of virtue: Compassion · Honesty · Honor · Humility · Justice · Sacrifice · Spirituality · Valor · Chaos

Two gates in Malas: Luna and Umbra (Umbra's glows purple).

The gates are marked on the world map → World Map.

When a moongate does not work

In three cases the gate does not let you in (the game tells you why):

The Watcher's Passage

If you know no magic and the moongate is far away: the HELP button on your paperdoll → The Watcher's Passage. Choose the land (Felucca, Ilshenar, Malas) and the moongate, then Make the offering. The Ancient Watcher carries you to that moongate.

Skara Brae ferry

Skara Brae is an island. Next to its moongate, a ferry runs between the island's eastern dock and the mainland dock opposite. A ferryman stands at the end of each dock.

The Britain harbor captain

Captain Morwen on the Britain docks (at the end of the pier) takes you to the islands you cannot reach by land or moongate. Left-click the captain → Set Sail (or double-click): the routes and fares are listed, and a separate confirmation window opens for the route you pick.

Stop What is there Fare
Dagger Isle The island of the Ice Dungeon; no bank, no healer 2,804 gold
Serpent's Hold The knights' castle, with the Fire Dungeon on the same island; bank, healer, mage 3,216 gold
Nujel'm The nobles' island; a bank, no healer 3,379 gold
Ocllo A farming town; bank, healer, mage 3,333 gold
Avatar Isle The island of Hythloth; nothing else 4,824 gold

The Vesper cemetery passage

Enter the stone mausoleum in the Vesper cemetery through the entrance in its east wall; stepping on the pit in its floor takes you down to the cave below. From the cave, the underground passage to the Lost Lands continues. Stepping on the tile next to the stairs in the cave brings you back up to the mausoleum.

The Papua and Moonglow pentagram

There is a password-operated passage between Papua in the Lost Lands and Moonglow. A pentagram is drawn on the floor of the mage shop in both towns; stand on it or within 4 tiles of it and say the word, and you are teleported to the other end. Stepping on it is not enough; you must say the word. The signpost next to the pentagram tells you which word to say.

From What you say To
Moonglow, mage shop (4545, 851) recdu Papua, mage shop
Papua, mage shop (5736, 3196) recsu Moonglow, mage shop

Runes and marking

A rune is a small stone that holds the address of a spot. 15 gold at the mage merchant; scribes can make them too.

  1. Stand where you want to go back to.
  2. Cast Mark and target the rune.
  3. The rune now points to that spot. Double-click the rune to give it a new name (such as "Britain bank").

Then with Recall you teleport alone to that spot; with Gate Travel you open a gate anyone can enter.

Your pets next to you (at most 3 steps) come with you on Recall too — even if they are not bonded; only those on follow, guard or come. Runebooks and the paladin's Sacred Journey work the same. A passenger you are escorting does not come. If a pet near you but not right next to you (more than 3 steps away, or not following you) is left behind, you get a "… was left behind" warning; the pet waits for you where you left.

Note: a gate works both ways and is open to everyone — a murderer chasing you can enter it too.

If you are not a mage: you mark your first rune in Innkeeper Agatha's Memory of the Road lesson (at the front of the inn). To mark new places you need the Mark spell or a mage/scribe player. Reading a Recall scroll directly needs Magery: at 0 Magery only one try in ten works, at 36 Magery it always works. If you load the scroll into a runebook, no skill is needed.

Runebooks

Carrying runes one by one is a nuisance; a runebook holds them all in one place.

Capacity 16 runes
Where from Made by scribes: Inscription 45, 8 blank scrolls → Inscription. You get your first book in Innkeeper Agatha's Memory of the Road lesson (one per account) → Traveler's Road
Charges The book has its own charges; every Recall uses one
Maximum charges 14–20, depending on the maker's Inscription and the quality
Recharging Drop Recall scrolls on the book

Double-click the book and pick an entry; Recall, Gate Travel and Sacred Journey buttons appear on the right. A Recall done with the book's charges has no skill check: it works every time even with no Magery at all. No reagents are used; 11 mana and one charge are spent. (The Recall button in the book that casts the spell yourself needs Magery and reagents.)

Managing the book, step by step:

Where you cannot teleport

You cannot Recall everywhere. The rules:

Place Teleport in Teleport out Gate
Ilshenar ✗ no ✓ yes ✗ no
Felucca dungeons ✗ no ✗ no ✗ no
Lost Lands (T2A) ✗ no ✗ no ✗ no
Solen hives, Khaldun, Wind ✗ no ✗ no ✗ no
Doom, the Crystal Cave ✗ no ✗ no ✗ no
Champion altar area ✗ no ✗ no ✗ no
Safe zones ✗ no ✓ yes ✗ no

This has three big consequences:

Marking is forbidden in the same places: the Mark spell does not work in a forbidden area.

Getting home

The three most used runes are: your house door, in front of the bank, and the entrance to wherever you are hunting at the moment. Advice for new players:

  1. Mark a rune in front of the Britain bank (the bank is the same box in every town → Economy).
  2. Once you own a house, mark a second rune at its door → Owning a House.
  3. Put the third at the entrance of the dungeon you go to.

If you are not a mage: Sacred Journey (Chivalry) does the same job, spending tithing points instead of reagents → Magic Skills. If you have neither, there are moongates and ships.

Mount fatigue

Your mount only tires when running or when you are overloaded; walking with a normal load does not tire it at all. While mounted your own stamina does not drop, and the fatigue is not shown on a bar; you get an orange warning when it is half tired and when it is very tired, and it stops when it is completely exhausted.

Weight limit and stamina → Strength, Dexterity, Intelligence.

When you die

A ghost cannot teleport; you have to walk to your corpse or find a resurrector. The direction arrows and the return kit that make the way back easier → Death and Recovery.


Other pages: Item Properties · How Magic Works · World Map · World and Basic Rules