The Keep
The house in the dream where you raise stats, train a role, trade and work on your gear: how to reach it from a campfire, who lives there and how to wake.
The Keep is an old house in the dream. Every player on the server shares it and can meet there. Each service has one person: the Keeper raises your stats, five trainers teach the roles, two merchants trade, the Smith works on your gear and the Scribe sells inscriptions.
Getting There
Light a campfire. A soul campfire works too. See The Stone Age.
Right-click it with an empty hand. Don't sneak. You sit down by the fire.
Choose Go to the Keep. The screen fades, and you arrive in the Keep's entrance.
By the fire you have three choices. Click one, press its number key, or pick one with the arrow keys and press Enter.
| Choice | What it does |
|---|---|
| Ask the Keeper | The Keeper appears across the fire and tells you about the Keep. Only you see him |
| Go to the Keep | Takes you to the Keep. The fire is remembered, so you can wake there |
| Leave | You stand up |
Esc, moving, jumping or sneaking also stands you up. So do taking damage, being teleported, dying, logging out and the fire going out. Several players can sit round one fire.
You can't sit by a fire until the Keeper has finished welcoming you on your first join.
In the Keep
- Nothing can be broken or placed, and nothing can hurt you.
- Doors and barrels don't open. The front door is barred.
- The hearth is the only way out. If you get outside the walls, by an ender pearl, chorus fruit or any other way, you are put back by the hearth.
- If you log out in the Keep, you log back in there.
- Each person has a mark over their head that shows what they do. You see the marks through walls. Look at someone to see their name.
- The people of the Keep can't be hurt. Hit one and they flinch and tell you what they think of it.
The hearth hall is in the middle, with a gallery along its north side and a stair up the east wall. Off the hall are the entrance, the store, the apothecary's room, the shrine under the gallery, the forge a step down, and the range under the landing. Off the gallery are the library and the Magister's study.
The People
Right-click someone to talk to them.
| Who | Mark | Where | What they do |
|---|---|---|---|
| Keeper of the Threshold | A gold ! | By the hearth | Raises your stats with XP. See Stats |
| Castellan | Shield | On the gallery | Trains Guardians and sells Guardian gear |
| Monk | Golden apple | At the shrine | Trains Clerics and sells Cleric gear |
| Master-at-Arms | Iron sword | In the range | Trains Warriors and sells Warrior gear |
| Archery Artisan | Bow | In the range | Trains Hunters and sells Hunter gear |
| Magister | Ender eye | In his study | Trains Warlocks and sells Warlock gear |
| Provisioner | Bread | In the store by the door | Sells food, torches, rope and other supplies. Buys ore, ingots, gems, hides, fur and mob drops |
| Apothecary | Potion | In the apothecary's room | Sells potions, brewing ingredients and a brewing stand. Buys brewing ingredients |
| Smith | Anvil | At the forge | Upgrades, inscribes and repairs weapons and armour. See The Smith |
| Scribe | Book and quill | At a desk in the library | Sells inscriptions for your role and for every role. See Inscriptions |
A trainer sells only to players of their own role. See Roles for training, relearning and changing role, and Coins and Shops for how shops work.
Waking
Right-click the hearth with an empty hand. You sit down by it.
Choose Wake at your fire. The screen fades, and you wake sitting at the fire you came from. Stay keeps you in the Keep.
- If your fire has gone out or been broken, you wake standing where it was.
- If you die in the Keep, you wake beside your fire.
