How to Play Greywick
Greywick is a free browser text-adventure RPG: you explore, talk, quest, and fight by typing short commands or clicking the buttons the game offers. This guide takes you from your first character to fighting bosses with friends. Nothing to install — just make an account and go.
Getting started
- Create a free account at the sign-up page — just a username and password.
- Choose a race, then a class. If your class casts spells, you'll also pick a favoured school of magic.
- You begin in your homeland. Type look to survey the room, a direction like north to travel, and help any time to see your options.
You can keep up to five heroes per account, and the world remembers each one — where you've been, what you've done, and what you carry.
Commands: how you play
Type a command, or click the buttons in the side panel — they do the same thing. The essentials:
- look — describe the room and what's here; examine <thing> to inspect something.
- north / south / east / west / in / out / up / down — travel. go <place> works too.
- take <item>, drop <item>, inventory (or i) — manage what you carry.
- talk to <npc>, then ask about <topic> — conversation, quests, and lore.
- equip <item> / remove <item>, read <note>, rest, character, journal.
- help — always available; lists what you can do right now.
Combat
Battles are turn-based and tactical, rolled on dice you can see. On your turn you choose an action:
- attack — strike with your weapon. power — an all-out blow: harder to land, hits harder.
- defend — fight cautiously (attackers have disadvantage). study — take aim; your next strike has advantage.
- Special moves — type a class ability's name (or click it) to cast a spell or use a signature move.
- flee — try to break off and escape.
The battle line: position matters
Every fight lays out on a line of four ranks — your rear, your front, the enemy front, and the enemy rear. Melee heroes start at the front and clash at once; archers and casters stand at the back. A melee weapon reaches its own rank and the one next to it; a bow or a spell can reach any rank (but at disadvantage if a foe is right on top of the shooter). advance and retreat shift you a rank for free; charge rushes the whole way in to strike at once, off-balance (at disadvantage); disengage pulls back without giving the foe a free swing. Foes play the same way — archers kite you, brutes hold the front and telegraph a heavy blow you can interrupt.
The numbers: AC, DC, HP, and your abilities
Greywick runs on light "5e-lite" tabletop rules — but you don't need to know Dungeons & Dragons. Here's every number the game puts in front of you, in plain terms:
- HP (hit points) — your health. Reach 0 and you're knocked out; rest or heal to recover.
- AC (armour class) — how hard you are to hit. An attacker rolls a 20-sided die plus bonuses; if the total meets or beats your AC, the blow lands. Higher AC is better.
- DC (difficulty class) — the number a foe's saving throw must beat to shrug off one of your spells. Higher DC means your magic is harder to resist.
- Atk — the bonus added to your own to-hit roll. Strike (×N) — how many blows you land per attack (it rises with Extra Attack).
- The six ability scores — STR strength, DEX dexterity, CON constitution, INT intelligence, WIS wisdom, CHA charisma. Each gives a modifier (a 14 counts as +2) that feeds your attacks, defences, and saves; your class leans on one or two of them.
- Advantage / disadvantage — roll twice and keep the better result (advantage) or the worse (disadvantage). study a foe to gain advantage on your next strike; fighting off-balance gives disadvantage.
- Stamina — a warrior's pool for heavy and signature moves; it refills a little each round of a fight and fully on a rest. Casters use spell slots instead — charges shown as pips by level (1st, 2nd…), spent per spell and restored on a rest. At-will cantrips cost nothing.
- Insight & Resolve — narrative resources tracked on your sheet that certain choices, discoveries, and lore grant you; they open deeper responses at key moments in the story.
Conditions and lingering effects
Attacks can leave conditions: prone, stunned, frightened, or damage-over-time. A frost weapon builds stacking frostbite that bites for cold each turn; a cleric can lay a healing renewal that mends an ally over several turns. Effects fade if they aren't kept up.
Searching for hidden treasure
Not every prize sits in plain sight. In the deep rooms of a dungeon, type search to hunt for concealed caches — a legendary blade behind a loose stone, a hoard under the roots. Rumours from townsfolk and scratched maps hint at what's worth searching for, and where. What you uncover stays found.
Gear, rarity, and sets
Weapons, armour, and cloaks come in rarities — Common, Uncommon, Rare, Epic, Legendary, and the loot-only Mythic — shown as a coloured tag in your pack. Better gear carries more enchantments: bonuses to hit, to armour, to your ability scores, elemental riders, even imbued spells. equip a piece to wear it.
The best gear comes in class sets: collect matching pieces to unlock escalating set bonuses. Sets are class-bound — your gear is yours alone. A merchant will sell you up to Epic arms if your purse is deep enough, but the Legendary sets and the Mythic relics of the deep are won, never bought.
Blacksmiths, vendors, and coin
Kills and quests earn gold. Spend it at merchants: barkeeps pour drinks and rent rooms (a full rest), pedlars sell provisions and cloaks, and blacksmiths sell weapons and armour up to Rare — talk to them, then menu to see the stock and buy <item>.
Quests
Characters offer quests — accept them through conversation, and they're recorded in your journal. Most ask you to clear something out or recover something, then report back. High-end quests send you against a region's great bosses, who guard the finest loot.
Playing with friends
Greywick is multiplayer. Add friends, invite them to a party, and adventure together: the leader chooses where the party travels, everyone shares a chat, and you fight the same battles turn by turn, each controlling your own hero.
Loot rolls: Need, Greed, or Pass
When a party fight drops an item, everyone gets a roll. Choose Need (only if it's your class's gear), Greed (you want it anyway), or Pass. Need beats Greed, and the highest roll wins — so each piece tends to go to whoever it fits. No more one-sword-for-everyone: each drop goes to exactly one winner.
Saving and your heroes
Your progress saves automatically as you play. Come back any time and pick up where you left off — or start another of your five heroes. When you're ready, create your free account and begin.