Hood World · How to play Play

How to play Hood World

Everything on this page is how the game behaves right now. Where a number is set in the code, it is printed here exactly. Where it is not, the sentence stays qualitative on purpose.

Levels 1–30 · Ten zones · Four classes

Getting started

Open mmohood.world/play. The world loads in the page — there is no launcher, no download and no patcher. First load pulls the art once and then caches it.

Guest or wallet

The main menu offers two doors, and both lead to the same game.

Guest play is never going away. Connecting a wallet buys you a server-side save and a roster, nothing else. It grants no item, no currency and no advantage of any kind.

Creating a character

Pick one of the four classes (below), name the character, and you spawn on the plaza at Vesperfall. Autosave runs while you play, so you can close the tab and come back. A short tutorial walks you through the first few actions; it can be turned off.

Controls

The same table is in the game under Esc → Settings → Controls, or straight from the Controls tile on the feature bar.

Movement and camera
KeyAction
W / Move forward
S / Move back
AStrafe left
DStrafe right
/ Turn the camera
SpaceJump
ShiftSprint
Left-drag / right-dragOrbit the camera
ScrollZoom in and out
Left-clickSelect a target, or talk to an NPC
Right-clickUse, equip or clear a slot
Click a nameplateOpen another player's menu
Fighting
KeyAction
TabCycle target
19, 0Hotbar slots 1 to 10
RToggle auto-attack
FTalk / interact
Panels
KeyOpens
MMap
LQuest log
B or IInventory
CCharacter sheet
KSkill book
OFriends & party
UGuild
GWishes
VWardrobe
JAchievements
HRecall home
EnterChat
EscSettings, or close the panel that is open

Camera: Free or Auto

Settings → Gameplay has a Camera setting. In the game's words: "Free: the camera only turns when you turn it. Auto: while you run it also eases back behind your character." Free is the default. There is also an Invert Camera Y switch next to it.

Keys cannot be rebound yet — that is coming.

Recall home

H channels for six seconds and returns you to your home point — Vesperfall Plaza by default. Moving or taking damage cancels it, and it then goes on a five-minute cooldown. It is also the way out if you get stuck on terrain.

The HUD

The full HUD. Nothing here is configurable yet beyond the panels themselves.

Classes

Four classes, eight skills each. Skills unlock at levels 1, 1, 4, 6, 8, 10, 13 and 16. The ones below level 6 are free; the rest are taught by Sera Vance, the skill trainer on the village plaza, for gold (see Progression).

Warrior

Tank · Sword & shield

Holds the line. High armour, taunts, and the only class that can reliably keep something angry at it.

  • Slash, Shield Bash — a bash stuns for 1.6 s and shortens Execute
  • Battle Cry +25 % attack and taunts within 10 m
  • Whirlwind, Shield Wall (armour ×2.5), Charge
  • Execute — triple damage below 30 % HP; Last Stand at 16

Mage

Damage · Staff

Frost and fire. The most fragile class and the one that ends a pull fastest if it gets to cast.

  • Ice Bolt chills and stacks Arcane Charge; Fireball burns
  • Frost Nova freezes everything within 6 m for 2 s
  • Arcane Shield, Blizzard, Blink
  • Meteor — telegraphed, extra damage on frozen targets; Time Warp at 16

Archer

Ranged · Crossbow

Kites. High single-target damage at range, and the best tools for not being where the enemy is.

  • Quick Shot returns mana; Piercing Arrow bleeds
  • Multishot, Evasive Roll (backwards 6 m, off the global cooldown)
  • Poison Arrow, Rain of Arrows
  • Snipe — a 2 s aimed shot at 32 m; Hunter's Mark doubles physical damage taken

Shaman

Healer · Wand & spellbook

Keeps people alive and still contributes damage. The class a party notices when it is missing.

  • Lightning Strike — guaranteed crit on chilled targets; Mend
  • Healing Rain, Earth Totem (damage and slow within 6 m)
  • Chain Lightning jumps to three; Spirit Link heals and shields
  • Thunderstorm — five hits over the target ground; Ancestral Guard at 16

Combat basics

Targeting and facing

Click an enemy or press Tab to cycle to the next one. A target gets a rotating gold ground ring and a frame at the top of the screen. If the thing you are casting at is more than 100° off your facing, your character turns to face it before the cast goes out — so a cast can feel a beat late if you fire it over your shoulder.

The global cooldown

Almost every skill puts all your others on a 1.0-second global cooldown. A handful are deliberately off it — Shield Wall, Last Stand, Arcane Shield, Blink, Evasive Roll, Hunter's Mark, Spirit Link — so a defensive is never stuck behind a rotation.

How a hit is worked out

In this order:

  1. Dodge. Physical hits on you only: 5 % base, plus 0.15 % per point of Dexterity, capped at 12 % from Dexterity.
  2. Variance. Every hit rolls within ±8 %.
  3. Crit. Your crit chance against your crit multiplier — 1.5× for Warriors and Shamans, 1.6× for Mages, 1.8× for Archers.
  4. Mitigation. Defence against physical, Resist against magic, on a diminishing curve.
  5. Level difference. Hitting something above your level costs you 3 % damage per level, capped at 30 %. There is no penalty in the other direction.
  6. Shields soak what is left before your health does.

Auto-attack

R toggles it. While it is on and you have a hostile target in range, your class's first skill repeats on its own. It switches off when the target dies, when you retarget, or when you do.

Potions

Potions live in hotbar slots 9 and 0, are instant, and share a three-second cooldown between them. A Minor Health Potion restores 60 health, a Health Potion 180. They stack to twenty and are sold by both vendors on the plaza.

Dying

Death costs you nothing. No experience is lost, no gold is lost, and there is no durability damage — that was an explicit design decision, not an oversight. You wait out a five-second countdown, press Respawn, and wake up at your home point.

Progression

Experience and levels

The cap is level 30. The curve is 100 · L1.55 + 40 · L, which is 140 experience for your first level and 19,641 for your last — about 237,000 across the whole run. Killing something above its zone's base level pays more; killing something well below your level pays the same experience but far less gold.

Attributes

Every level gives you two attribute points to spend in the Character panel (C). The tooltips in game read exactly:

What a point buys
AttributePer point
Strength+1.6 Attack
Intellect+1.8 Spell Power, +5 Max MP, +0.2 Resist and +0.06 MP Regen
Dexterity+0.6 Attack and +0.3 % Crit Chance
Vitality+9 Max HP, +0.3 Defense and +0.05 HP Regen

Dexterity also feeds your dodge chance, which the tooltip does not mention. Points are spent one at a time and are not refundable today.

Training skills

Open the Skill Book (K) to see all eight of your class's skills and the level each unlocks at. Anything unlocking below level 6 is free. The rest cost gold at the trainer:

Trainer fees
Unlocks atCost
Level 1 and 4Free
Level 659 g
Level 898 g
Level 10144 g
Level 13229 g
Level 16329 g

Quests & zones

The quest chain

There are eleven quests, and they form one chain from level 1 to the end of the game. A quest appears when you meet its level requirement and have handed in the one before it. Four people give them out: Elder Maren on the Vesperfall plaza, Marshal Rook in Cinderfell, Warden Ysolde at Thornfen and Old Cairn at Ashfall Pass.

L opens the quest log — objectives, progress, hints, rewards and a Track button. The tracker under the minimap holds up to three tracked quests, and a large chevron in the world points at the first objective of the first one. It is hard to lose.

The ten zones

Vesperfall plaza — the trainer, both vendors, the Wishwarden and Elder Maren are all within a few steps of the well.

The world is one continuous 480 × 480-metre valley. Nothing is instanced and nothing loads between zones — you walk from one into the next, and the fog, the music and the light change around you.

Zones and level bands
ZoneLevelsWhat is in it
Vesperfall1–3The hub. Vendors, the trainer, the quest giver, guards, and grubs in the outskirts
Sunlit Meadow2–5Open grass. Grubs and the first skeletons
Whisperwood4–8Dense forest, fog closing to eighteen metres. Skeleton rogues and warriors; a Bone Stalker elite
Mirror Lake5–9Still water with a real reflection. Skeleton mages on the far shore
Hollow Graves8–13The graveyard. Dense undead and a Skeleton Champion
Ashen Ruins12–16Ruined halls, elites and hexers — and the Bone Lord in his arena
Cinderfell17–21Kilns and brigands on the south road. Where the second half starts
Thornfen21–25Drowned marsh. Fenstalkers, mirecallers, drowned knights
Ashfall Pass25–28The high road. Raiders and a champion
Barrowdeep28–30A crypt cut into the hillside, and the Hollow Forgewright at the end of it

M opens the map. A zone you have visited stays discovered, which is what makes fast travel possible — see Waystones.

Loot & gear

Rarity

Five tiers, and the tier really is the stat budget: Common, Uncommon, Rare, Epic, Legendary. An Uncommon carries one affix, a Rare two, Epics and Legendaries three. Rare and better also roll a quality value worth up to +15 % on top, which is why two Rares of the same name are not the same item. Rarity is visible on the weapon in your hand, not just in the tooltip.

Drops land in the world with a coloured beam, last two minutes, and are picked up by walking over them. Your bag holds 30 slots; you have six equipment slots — weapon, offhand, head, chest, legs and ring.

Vendors

Tempering

Weapons only, at the Forge tab. Each temper level adds 4 % to the weapon's primary stat, to a maximum of +10 — a 1.40× weapon, deliberately just under what one rarity step would give you, so tempering never replaces finding something better.

Every strike at the Forge is a chance, not a guarantee. Your first two levels, +1 and +2, always land. After that the odds fall the higher you push:

Forge strike chance, by the level being bought
Level+1+2+3+4+5+6+7+8+9+10
Chance100%100%85%75%65%55%45%35%27%20%

A failed strike still costs the gold and the Ember Shards it asked for — but it keeps your weapon's level exactly where it was, and never destroys it. Forge Cores are only spent when a strike succeeds: missing at +7 never eats the two cores that step needs.

Heat: every failed strike on a weapon adds 5 % to that weapon's next attempt, at any level — the forge remembers a losing streak and leans back your way. A success cools it back to nothing. Because of heat, reaching +10 costs about twice the gold and Ember Shards it used to, on average — the ceiling itself and every other cost are unchanged.

Each level's base price is gold and Ember Shards (4, then 6, then 8 … 130 shards for one clean run to +10, more once retries are counted). Shards drop from Ashen Ruins onwards and pour out of the late zones. Forge Cores — rarer, unsellable, from bosses and elites — are what raise your ceiling: +3 from the start, +6 at level 12, +8 at level 18, +10 at level 24, each step costing one core the first time you push into it, on the strike that actually lands. A tempered weapon glows, in four visible steps.

The Forge also has Hone, which keeps the better quality roll of two duplicates, and Reclaim, which moves temper levels from one weapon to another of the same class — you keep 80 % of them, and it costs a Forge Core.

Waystones and fast travel

A Waystone is a consumable sold by both plaza vendors from level 1. Using one from the map teleports you to any zone you have already discovered. It costs no gold beyond the stone itself, it consumes the stone, and it will not work while you are in combat.

Wishes

The Wishes panel (G). The odds are on the panel, before you spend anything.

Everything you can win here is cosmetic. No outfit, weapon skin, trail, title or nameplate frame carries a stat, an attribute, a drop rate or an experience rate — and that is enforced by a test that equips every cosmetic in the game in turn and checks your stat block does not move by a single byte.

Sigils

Wishes are paid for with Rite Sigils. A Sigil costs 5,600 gold from the Wishwarden — gold you earned in the world. There is no way to buy gold, and no way to buy a Sigil or anything else in this game with money. You can hold up to forty Sigils at once; free ones granted over that cap wait in a queue until you have room.

Sigils also arrive free:

Odds and pity

These are the published rates, copied from the panel:

Wish rates
OutcomeBaseGuarantee
5★0.600 %Rises from the 74th wish without one; guaranteed on the 90th
4★ or better5.100 %Guaranteed on the 10th wish without one
5★, long run1.60 %Including guarantees
4★, long run12.4 %Including guarantees
3★, long run86.0 %

A 5★ on a limited banner is a 50/50 between the featured item and the standard pool; lose that coin flip and your next 5★ is the featured one. Pity is counted separately for the limited banners and the standard banner, and it carries across a limited banner rotating.

Ember Dust

A duplicate turns into Ember Dust — 2 for a 3★, 8 for a 4★, 40 for a 5★. Dust buys a cosmetic outright: 25 for a 3★, 120 for a 4★, 900 for a 5★. It cannot buy a banner's currently-featured 5★, a keepsake or an achievement title.

Keepsakes

Your lifetime wish count also pays out on its own track, with no timer and nothing that expires: a title at 25 wishes, a nameplate frame at 75, another title at 150 and another frame at 300. Those four never appear in any wish pool.

What a wish is worth in time

Sigils are priced at roughly 0.30 hours of endgame play each. A ten-wish — which guarantees a 4★ or better — is about three hours. That is the design target the price was set from, not a promise about your particular session.

Wardrobe & outfits

The Wardrobe (V), previewing an outfit before you commit to it.

Everything you win goes to the Wardrobe, sorted into seven shelves: Outfits, Weapon, Offhand, Trail, Title, Frame and Keepsakes. Click a piece to preview it on a live render of your own character — previewing is free even for things you do not own, so you can see what you are wishing for. Wear commits it, Revert puts the preview back. Wearing costs nothing and can be undone at any time.

An outfit is not a recolour. Depending on the piece it can:

Other players see what you are wearing. Your outfit, weapon skin and trail travel on the wire, so the person standing next to you in the plaza sees the same character you do.

Friends & party

The nameplate menu

Click another player's nameplate and you get their menu: View profile, Invite to party, Invite to guild. The profile card shows their character, their level and class, their achievement points and their titles, with Add friend and Whisper on it.

Friends and whispers

O opens Friends — your list, up to a hundred of them, shown online first, with the requests you have sent and received at the top and each row carrying its own Whisper button. Whispers get their own chat tab, and /w, /r, /ignore and /unignore work from the chat bar. A whisper only reaches someone who is online.

Finding someone: the search box at the top of Friends looks players up by name (type at least two letters). Each result shows their level, guild tag and whether they are online, with an Add friend button — the request works even when they are offline and waits for them the next time they log in.

Party

Up to five players including you. A party exists so you can hunt together and be paid for it: every other member within 60 metres of a kill adds +10 % experience, capped at +40 %, and an assisting member banks half the base experience for themselves.

Gold is split, not multiplied — a five-person party sees each member take 60 % of a kill's gold rather than all of it. Items are rolled per player, so you are never competing with your own friends for a drop. Party members show on your minimap and in a frame under your own. Only the leader can invite, and an invite expires after thirty seconds.

Guilds

Finding and joining a guild

Without a guild, U opens Find a guild: every guild, highest level first, with its tag, level, members, how many are online and its message of the day. Search by name or tag. Each guild chooses how it recruits: Open guilds let you join in one click, Apply guilds get your application and an officer accepts or declines it (you can have three applications out at once, and they expire after a week), and Invite only guilds need a member to invite you. Officers see applications at the top of the Roster tab; the leader sets the recruitment mode in Settings.

Founding a guild

The Found a guild tab starts your own. Founding costs 25,000 gold. Pick a name (3 to 20 characters), a tag (2 to 4 letters or digits that shows on every member's nameplate), and one of sixteen painted heraldic emblems. The server checks that the gold was plausibly earned in multiplayer before it takes it — an edited save with nothing earned online cannot found a guild, and a refused request never costs you gold.

Ranks

Three ranks: Member, Officer and Leader. Officers and the leader can invite and kick anyone ranked below them. Only the leader can promote, demote, transfer leadership, rename the guild (10,000 gold, once a month), set the bank's daily withdrawal allowances, or disband it.

The guild bank

Any member can deposit gold. A 5 % tax is destroyed on every deposit — deposit 10,000 and the bank gains 9,500 — with a 100-gold minimum. Withdrawals are capped per UTC day by rank: the leader can draw up to the full balance, while officers and members each draw against a daily allowance the leader sets, 0 to 100,000 gold. Every deposit and withdrawal shows in the Bank tab's last twenty transactions and in the guild's activity log.

Levels and perks

A guild earns XP only from kills the server itself credited to its members — 1 XP per kill, 25 for an elite, 250 for a boss — plus weekly quest rewards, with a single member's contribution capped at 2,500 guild XP a day. Levelling unlocks:

Guild levels
LevelGuild XPPerk gained
10Bank (cap 100,000), 2 weekly quests, 100-member cap
25,000+1 % member kill XP
315,000+2 % member kill XP, bank cap 200,000
435,000+3 % member kill XP, 3 weekly quests
570,000+4 % member kill XP, bank cap 350,000, silver emblem rim
6120,000+5 % member kill XP, 110-member cap
7190,000+6 % member kill XP, bank cap 500,000, 120-member cap
8280,000+7 % member kill XP, 4 weekly quests, 130-member cap
9400,000+8 % member kill XP, 140-member cap
10550,000+9 % member kill XP, bank cap 750,000, 150-member cap, gold emblem rim

The XP bonus applies to server-credited kill experience only — never to gold or drops.

Weekly guild quests

A fresh set of quests picks itself every Monday at 00:00 UTC — two to four of them, depending on the guild's level. Progress counts only kills the server credited to members. Completing a quest pays the guild 5,000 XP, and every member who contributed at least 2 % of its target earns a Rite Sigil, up to 2 Sigils per member per week across every quest.

The activity log

Founding, joins, leaves, kicks, promotions, demotions, leadership transfers, renames, emblem and message-of-the-day changes, deposits, withdrawals, allowance changes, level-ups and completed quests all write a row to the guild's Log tab, twenty rows to a page.

Events

Events are scheduled windows that change the world's rates for everyone at once. When one is running there is a ticker on the HUD, and the Events tile on the feature bar opens a panel listing what is live now and what is coming up, each on its own painted plate with a countdown. There is no hotkey for it — use the tile.

An event can change exactly five things, and nothing else:

What an event can move
ModifierRange
Drop rate×1 to ×5
Experience×1 to ×5
Ember Dust from duplicates×1 to ×5
Wish price — a discount on Sigilsdown to −75 %
Bonus Sigils per ten-wish+0 to +9

Two things an event can never do. It can never boost gold — the sinks in the economy are tuned against a fixed faucet, and a double-gold weekend would quietly double the wish economy. And it can never raise the odds on anything random: price and quantity can move, the pity table and the star rates cannot. There is no "increased 5★ rate" event, and there will not be one.

If two events overlap, the multipliers multiply, the best wish discount wins without compounding, and the largest Sigil bonus applies. The panel's own footer puts it plainly: "Events change in-game rates only. Nothing here can be bought, sold or exchanged for money."

Achievements

The Achievements panel — J, or the Deeds tile.

41 achievements in six categories — Combat, Journey, Wishes, Fellowship, Mastery and Treasury — worth 3,225 points in total. Most have one to four tiers, and you earn each tier as you pass its threshold: 10 points for the first, 25, 50, then 100 for the fourth.

Rewards are Rite Sigils (34 across the whole catalogue), Ember Dust (1,775) and eight exclusive titles that cannot be wished for or bought with Dust — the Chronicler, Forgebreaker, the Wayfarer, the Grave-Tally, Rite-Touched, Hearthbound, Forgehand and Coinsworn. No achievement pays gold, experience or a stat.

Two achievements are hidden and render as ??? until you trip the first tier. Points are a score and nothing spends them — except one achievement, which counts them.

Multiplayer

Multiplayer is on by default. You share the valley with whoever else is playing: you see them move, you see their casts and their projectiles land, you see the outfit they are wearing, and you fight the same enemies they do — the server owns those enemies and their health bar is shared.

Loot and experience are instanced per player. Anyone who did at least 10 % of the damage — or landed the first hit — gets their own roll and their own experience. Nobody can steal your kill, and you cannot steal theirs.

Some things it deliberately does not do:

To play alone on purpose, open the game as mmohood.world/?flags=solo, or turn Multiplayer off in Settings → Gameplay. That switch reloads the page to take effect.

FAQ

Is it free?

Yes. All of it. There is no paid tier, no subscription and no paid content.

Can I buy power?

No — there is nothing to buy at all. No part of the game takes money, and the one random system in it (wishes) pays out cosmetics that are proven by test to leave your stats untouched.

Do I need a wallet?

No. Guest play is a first-class way to play and is staying that way. A wallet gets you a server-side character roster that follows you between machines, and nothing else.

What are Hood Coins?

A planned deposit-only cosmetic currency: you would get Hood Coins only by depositing the Hood World (HW) token, and could withdraw them back to HW. It is not live — every deposit and withdrawal route in the build is switched off and answers "coming soon". By design it would never convert from gold in either direction, and it would never be able to buy Rite Sigils, because coins are not allowed to buy randomness.

Do I need to install anything?

No. It is a web page. A recent desktop browser with WebGL is all it needs; a discrete GPU helps but is not required — quality settings go down a long way.

Where do my saves live?

As a guest, in your browser's local storage. With a wallet connected, on the server, versioned per character, with the local copy kept as a cache.

Is there a hotkey list in game?

Yes — Esc → Settings → Controls, or the Controls tile on the feature bar.