Mounts and riding
Overland stamina savers — distinct from trains, ships, and flight items. Full overview in Adventurer's Guide VIIc.
NPC and wild mounts
Mounts appear in townes, villages, wilderness, and some oceans (e.g. dolphins).
| Command | Action |
|---|---|
mount |
Ride a nearby creature |
dismount |
Get off |
hitch / unhitch |
Tie mount to a hitching post so it does not wander |
Mounts on roads and trails try to follow the best path in the direction you give. Hitch mounts at least once per game day or they may leave.
Combat while mounted: without the Riding proficiency, your accuracy is roughly halved mounted. Paladins and Cavaliers get Riding at low complexity; practice at stables in Lasler, Lowangen, Tellerium, and elsewhere — see help 1702.
Personal mounts
Bred, customizable mounts stored in a pocket dimension — see PERSONAL MOUNTS.
| Topic | Detail |
|---|---|
| Summon cooldown | Once every 4 Alyrian hours ( 1 minute in a Stables room) |
| Lifespan | 120 Alyrian days before usable mainly for stud |
| Level cap | 300 (Mar 2025) |
| Alignment | Good riders cannot mount evil mounts (and vice versa) at extreme alignments |
Mount types (defaults from help — horse, pack animal, pegasus, dragonette, nightmare, sea serpent, etc.): see PERSONAL MOUNT EXAMPLES.
Ranger summon mount (spell)
Rangers can cast 'summon mount' — calls the nearest available NPC mount for temporary shared use (not the same as a bred personal mount). See help 1769.
Spiderrider (Dwarf)
Dwarf Spiderrider spell carries the caster from the surface into the underground (often toward Decara). Night-only, no combat — transport spell, not a permanent mount. See help 2378.
Flight items
Magically enchanted items that grant flight (not just levitation) over land or ocean — carpets, witchcraft broomsticks, and quest rewards such as Lord Vendredi's rocking horse in Sigil.
- Operate like worn or held items depending on the piece — verify
lookand item keywords in game. - See Adventurer's Guide VIIc and MAGIC CARPET for spell and item details.
See also (not covered here): teleport spells, worldgates, and moon-phase gate travel — help 3492.
Ferries & scheduled ships
| Service | Route | Notes |
|---|---|---|
| Riddenmast Ferry | Rune ↔ Sigil surface | World broadcast when docked; Rune docks south toward Runic seaport |
| Merdraco | Surface loop: Rune ↔ Sigil ↔ Pirate's Cove ↔ Tellerium ↔ Templeton | Scheduled NPC ship — see sailing guide |
| Hallowhold ferry | Town ferries | help 2199 |
Renn Small Dock #78952 is a brewery export dock — not Ebongate, not the whirlpool, not the skeletal skull machine (skull is on cobblestone #78973).
When to sail vs buy a ticket
| Situation | Recommendation |
|---|---|
| First visit to Sigil Underground | Ebongate 45k or recall to Renn — cheaper and simpler than sailing |
| Treants' Truce, skull station, SUG farms | recall → walk — no train needed |
| North SUG water (Darksea, Faceblight marine, kelp bosses) | Ship through ocean whirlpool 1540, 742 — see sailing guide |
| Cargo / piracy / whirlpool marks | Own or crew a ship |
Whirlpool success gossip: "has survived the treacherous passage through a great whirlpool". Sub-241 characters may be unable to walk some SUG wilds after docking; at 241+ walking is normal.