Getting started
What a new player needs, in the order you need it. The game shows you the way as you play; this page is here when you want to check something.
Join
You need Hytale and your own account, with the game up to date. Join the server at
play.playrelicrealms.com.
Relic Realms runs Hytale's current release version, so a pre-release version of the game may not be able to join. If you cannot get in, see Server status.
Your first minutes
You start in a lantern-lit shelter. Your objective is on screen, one step at a time, with a hint.
- Follow the lit road, or leave it and explore. The road is always there to come back to.
- The people you meet have more to say if you ask them.
- The road leads to the Capital, where the Expedition Hall gives you your first assignment.
- Your level and experience are shown on screen as you go.
Your journal: /journal
Type /journal to open your own record. It shows:
- where you left off, and anything waiting for you;
- the road so far, and the relics you have won (the chapters ahead stay unwritten);
- the places you have found off the road;
- your deeds, and the title you choose to wear;
- travel, and your Home and company.
From the journal you can also travel, trust a friend in your Home, and invite someone to your party.
Playing with others: /party
Everything in Relic Realms works when you play alone. A party of up to four makes it better: you share credit for the creatures you fight together, and you go into runs together. Everyone who did a real share of a fight is credited, whoever lands the last hit.
| Command | What it does |
|---|---|
/party invite <name> |
Invite a player who is online. The invitation lasts two minutes. |
/party accept |
Join the party that invited you. |
/party leave |
Leave your party. |
/party |
See who you travel with. |
At a run's door
Step into a run's doorway to see its page: the ways in (Normal, Heroic, Nightmare), how hard each is, what it needs and what it gives. A way you cannot take yet says what is missing.
In a party, the leader chooses: the member who has been in the party longest. Everyone at the door is then asked if they are ready. Nobody outside your party is taken into your run.
Being in your party gives nobody rights in your Home. Only trust does (below).
Your Home and travel: /home, /capital
Everyone who rides out for the Expedition Hall keeps a Home. The Hall's Land Steward gives you your first Hearth Lantern: light it in the open wilds, and the land around it is yours. Only you, and friends you trust, can build or open things there.
| Command | What it does |
|---|---|
/home |
Where your Home is, and whose land you are standing on. |
/home go |
Travel to your Home. |
/home trust <name> |
Let a friend who is online build and open things in your Home. |
/home untrust <name> |
Stop trusting them. |
/capital |
Travel back to the Capital's Expedition Hall, once you have been there. |
To travel, stand still for a moment, out of a fight and outside a run. Moving or being hurt cancels it, and there is a wait between journeys.
Rules and staying safe: /rules, /report, /ignore
/rulesshows the rules. They are also on the rules page./report <name> <what> <what happened>tells the moderators about a player. See Report and appeal./ignore <name>keeps a player's chat and party invitations from you, and they are not told./ignoreon its own lists whom you ignore, and/unignore <name>undoes it.
Chat is filtered: personal details, links, slurs, threats and insults aimed at other players are not sent. Never share your own details in chat, and never your password. Nobody from Relic Realms will ask for it.
Your privacy: /privacy
/privacy shows, in short, what Relic Realms keeps about you. /privacy access
asks for a copy of it, and /privacy erase asks for it to be deleted. We answer within a
month. The full notice is on the privacy page.
If you fall
A fall costs a little. Your gear wears, though a fall never breaks it, and a small share of your ordinary materials (ores, bars, hides and the like) drops where you fell.
- Only you can pick your drop up. It waits a while for you, and the wait pauses while you are away.
- Weapons, armour, tools, food, your rewards, Gold and your journey are never dropped.
- Once you have a Home, you wake at its hearth.
Coming back
Back after a while away? The game tells you where you left off, and the Hall's news tells you what has changed. Your journal has the rest.
All the commands
| Command | What it does |
|---|---|
/journal |
Your own record: where you left off, the road, places, deeds, travel, Home and company. |
/party |
Who you travel with. |
/party invite <name> |
Invite a player who is online. |
/party accept |
Accept an invitation (it lasts two minutes). |
/party leave |
Leave your party. |
/home |
Your Home, and whose land you stand on. |
/home go |
Travel to your Home. |
/home trust <name> |
Let a friend who is online build and open things in your Home. |
/home untrust <name> |
Stop trusting a player. |
/home release |
Give back the area of your Home you are standing in (type it twice). |
/home relinquish |
Move out: give your Home's land back. Your buildings stay (type it twice). |
/home reclaim |
Take back the Home you moved out of, while its grace lasts. |
/capital |
Travel to the Capital's Expedition Hall. |
/rules |
The rules. |
/report <name> <what> <what happened> |
Report a player to the moderators. |
/ignore <name> |
Keep a player's chat and party invitations from you. |
/ignore |
List whom you ignore. |
/unignore <name> |
See a player's chat again. |
/privacy |
What Relic Realms keeps about you. |
/privacy access |
Ask for a copy of your data. |
/privacy erase |
Ask for your data to be deleted. |
/store |
What you have bought, and how to set it up. |
/store try |
See one of the store's looks for a moment, before anything is bought. |
/store glows hide |
Hide other players' glows and arrivals (/store glows show brings them
back). |