Alamayo World Wiki

The basics

The buttons and the rules most questions come down to.

The game screen
The screen: your frame and the bar at the bottom, chat on the left, the map and your quests on the right.

Moving

Modern (the default)

W A D go where the camera looks; S walks back facing it.

Classic

You move the way your body faces, and only a right-drag turns you. Switch in Esc → Controls.

Both

Left-drag looks around, right-drag turns you, both buttons walk. Space jumps.

The basics, in one minute

Most questions players ask come down to these buttons and six rules.

Gtalk to a person, pick something up, use a board or a chest (Interact: move it to another key in Esc → Keys)
Right-clicktalk, loot, or attack what you point at
Q Eyour first two powers (E opens at level 2)
R 2 Futility (2) at level 3, third power (R) at 4, ultimate at 5; the Cleric holds them the other way round: Veil on R, Contrition on 2
Nyour skill tree: a point every level from 6 to 10, then from Mastery
Z X Vquick slots: drag anything from your bag onto one (a meal, a bandage, Homeward, a piece of gear), then just press its key
Shiftroll: slips any hit, even the red ones
Tabthe next enemy: only what is on your screen within 40 m, those in the fight first, then where you look
Oyour crew: the people you play with (/invite a name)
B C Mbag, character sheet, map
Enterchat (/p crew, /w name whisper)
Hshows every key in the game
Quests show up one level early

A level-5 quest appears when you reach level 4. A yellow ! over someone's head means they have work for you; a grey ! means their next job is for a later level (their card and your journal, L, say which); a ? means you're done and should go back. Do the story in order and it keeps you at the right level for each quest.

Fires are safe

Nothing starts a fight within 8 m of one of the five fires (the town has one now). Standing by one also heals you faster (3% a second, after 8 s without a blow).

Dying is cheap but not free

You wake at the nearest fire you've found, at half health. Below level 9 the sea takes 5% of your level's XP bar (never a level); from level 9 it takes no XP at all. Either way your worn gear loses 10% durability. It also wears a little in every fight (a point every second kill). Repair it with salvage at a fire.

You share the island

Everyone online plays the same island: the same crabs, the same rares, the same tide. A mob belongs to the first crew to hit it, XP and loot included, so to help a stranger, invite them to your crew (O). Your own quest's mobs (the thief, an ambush, a false fire's Slingers) come for you alone.

Your characters live on your account

Log in with a wallet on the welcome screen (one signature, no gas, nothing moves) and your characters are saved to it, on any computer. Or play as a guest: your characters are kept on the server too, but only this browser can reach them. Log in with a wallet later and they come along. A guest who stays away 30 days can't reach them again. Up to 6 characters, one for every class. Everyone starts at level 1.

If the wallet already has 6 characters, a guest's extra ones stay behind on the guest account, kept and never deleted: free a slot, then sign in with the wallet again to bring them over.

The market is a place

Players buy and sell with each other at the market hall in town, for $ALAMAYO. Talk to Gavel, the auctioneer at its door, or use the door (G). Walking away closes it.

The Tailor

Pins the Tailor, west of the market hall, puts any look you've worn over what you wear. It costs $ALAMAYO by the look's rarity; taking a look off is free.

The Barber

The Barber, in town, gives your character a new style (the looks its body offers) or a new body its class can take, for $ALAMAYO.

Group quests are a bonus, never a wall

A quest with a blue Best with chip is built for friends, but nothing checks how many you bring: any crew can go, even just you (it's hard). Nothing waits on it: the story goes on without it, so come back with a crew. It pays better: a rare piece with a forge star, and a boss's quest adds a 1 in 3 chance at one of its own pieces. No bots in crews: bring people.

Red on the ground means move

A mob's normal swing just lands. Its special attacks (slams, sweeps, thrown bottles) paint the ground red first. Walk out of the red, or roll with Shift.

Your bag, food and the town's work

A bigger bag comes on your belt

Your bag is 16 slots plus the pouches on your belt (three pouch slots). The Satchel (quest 7) adds 4. Sew a Boot Pouch (6) at any fire from a hundred salvage, or make a Sea-Chest Pouch (10) from 250 at level 8. A Sailcloth Sack (8), an Oilskin Duffel (10) and the Quartermaster's Kitbag (12) drop from elites, rares, the bounties and the Scrap King. At any fire, four bags of one size and some salvage make the next size up (the fire's Bags tab; a pouch you wear is never used). Right-click a pouch to put it on. Keepsakes like Homeward sit in your pockets, and the Bank in town keeps 24 more (quest 4b).

Level 10, then Mastery

The levels stop at 10. Levels 1 to 5 each teach a power; levels 6 to 10 each give a skill point. At 10, everything you earn (kills, quests, the tide and Wreck runs) fills the gold Mastery bar instead: fourteen more points, each bar longer than the last. Six more are Marks: the first timed clear of Wreck keys 3, 5, 7, 9, 11 and 13 (your character sheet, C, shows them). Twenty-five points in all. Spend them with N; they are for keeps, and only Rigger, the Trainer, in town, can take them all back (the first time is free).

What a quest asks you to bring drops as a thing

Crab legs, crab junk, roof flags, a scout's letter, a page of the keeper's log: when a quest wants one, it drops in the loot of what you kill (gold icon, Quest item). Take it: the quest counts what you carry, and the hand-in takes it. Throw it away and it stops counting. Nothing more drops once you carry enough.

Food heals, and two meals do more

Cook at any fire. A meal heals 60% of your health in 20 seconds of sitting. The two bounties teach one recipe each: Barnacle Chowder (+4 Grit) and Lamp-Oil Fritters (+4 Armour). Eat one for 10 seconds and you are Well Fed for 15 minutes on the island (not in the Wreck), even through a death, one at a time. Both need a gull egg, which only drops from mobs that still give you XP.

The fire's workbench

Every fire makes things from salvage. A Field Repair Kit (40) mends everything you wear and carry, anywhere, once. A Whetstone (20): your blows land 5% harder for 15 minutes. A Patch-Up Tonic (25): 40% of your health at once, two minutes between. Broken gear in your bag is repaired at a fire too.

Bandages work in a fight

Cut a Tarred Bandage at a fire from four salvage. Right-click it: stand still for 8 seconds and a fifth of the health comes back, on you or on another player you target within 5 m (a player too far away or down is told so, and nothing is used). Moving or a hit breaks it, you can't eat and bandage at once, and the same person can't be bandaged again for a minute.

Named pieces, and rolling for them

Each rare, the Scrap King and four elites (Veteran Racer, Drowned Warrior, Galley Guard, Wrecker Bruiser) have pieces of their own, always rare. A rare drops one 1 time in 25. The King and those elites drop one 1 time in 50. Alone, it's simply yours. On the shared island a crew rolls for it: Need (only if your class wears it) beats Greed, and you have 60 seconds. The dice belong to the kill, so nobody can roll twice.

The forge and the still

Up the street, the forge breaks down Wreck gear you don't need into Tidesteel and tempers what you wear (+3 item levels a rank, four ranks, paid in Tidesteel and salvage). By the Alamayo Cafe's barrels, the still brews the Wreck's flasks from Black Pearls with lamp oil or tar.

Levels and XP

Level 10 is the top. At 10, everything you earn fills the Mastery bar instead, and Mastery and the Wreck's Marks bring the rest of your talent points. A kill gives XP by its level: more for elites (×3.5), rares (×6) and bosses (×8), less for mobs under you, none at 4 levels under. A crew shares a kill's XP, +25% for each extra person. Below level 9, dying costs 5% of your level's bar, never a level; from level 9 it costs no XP.

LevelXP to the nextTotal to reach the next
1 → 2200200
2 → 3500700
3 → 41,3002,000
4 → 53,4005,400
5 → 611,50016,900
6 → 721,85038,750
7 → 836,80075,550
8 → 957,850133,400
9 → 1090,000223,400

Rested: log out at a fire and you save up 1% of your bar a day (×1.5 with company, ×2 if your wallet owns a house on the pier), up to 5%: kills give +50% XP until it's spent (at level 10, rested doubles your Mastery instead).

Fires, health and food

Safe ground

Nothing hostile comes within 8 m of a lit fire. A fight that reaches one ends.

Health back

3% a second within 6 m of a fire, 1% anywhere else, after 8 s without a blow.

Eating

Sit and eat: 60% of your health over 20 s. Moving or a hit stops it.

Dying

You wake at the nearest fire you've found (by the walk), at 50% health. Below level 9, 5% of the level's XP bar goes (from level 9, no XP at all), and worn gear loses 10% durability.

Homeward

10 seconds standing still, then you're at the Alamayo Cafe's door. Once every 30 minutes.

The day

Dailies, weeklies and the Locker reset on the UTC clock: the day at 00:00 UTC, the week on Monday.