Ascmearc
Ascmearc is a turn-based roguelike played on a grid, in the spirit of the classic ASCII game ADOM. Everything on screen is a glyph: creatures, terrain, and the menus too. The glyphs are drawn on the GPU with colored light, real shadows, and gently animated terrain.
This wiki explains how the game works: the rules you play by and the facts of its world. It is written for players, and it describes the game as it is today, which is an early build.
In this build you can walk and explore, travel the overworld, and watch the days, the moon, and the weather change. You hear what you cannot see. You talk to the people you meet. You pick up and carry objects, wear them, and wield them.
Creatures go about their business, notice you, and fight each other and you. Blows and arrows are rolled against your Defence. They hurt, they kill, and death is final. Spells work the same way, whether a creature casts them or you do; they cost mana (see Magic). How well you fight depends on your stats, your weapon, and your armour.
The numbers here are exact. The game keeps many numbers to itself and tells you in words instead: a creature looks “badly wounded”, you “feel more skilled”, boots make you “move faster”. The wiki gives the real numbers, generated from the game’s data so they cannot drift. That includes your bonus to hit and where it comes from, the stat modifiers, speeds, how loud things are, what a rank gives, and every creature’s stats, attacks, and senses (Creatures in numbers).
- Play in your browser: https://ascmearc.com/ (needs a browser with WebGPU)
- Download for Windows, macOS, and Linux: https://github.com/jannef/ascmearc/releases
- Build a version from source:
cargo install --git https://github.com/jannef/ascmearc --tag v0.18.0 --locked --no-default-features ascmearc(details in the README) - Source and issues: https://github.com/jannef/ascmearc
Where to start
- New to the game? Read Your first run. How do I…? links the answers to the questions players ask most.
- Choosing a build? Your character, Classes, and Talents are where to start.
- Looking something up? The sidebar is in the order you meet things in play, from making a character to the reference at the end, How the world works.
Starting a run
The game opens on the main menu. New run starts a new character in the Ascmearc, the world you play in. (See Saving for the characters you keep.) You make your character one step at a time: your race, your gender, and your class. A summary then shows your age and birth sign and the stats you will start with (see Your character). You set out with your starting kit:
The Ascmearc: Through Beorggeat into the Ascmearc, where the ash falls and no road leads home.
| Scenario | Starts at | What it is |
|---|---|---|
| The Ascmearc | 08:00, 11 Darkening, Year 1444 | Come down through Beorggeat into the Ascmearc; the market town of Cēaptūn lies a short way east along the road. |
Tables in this wiki that list names, times, or numbers are generated from the game’s own data, so they match the version of the game this wiki was published with.
The Ascmearc, “the ash march”, is the first world. You come down into it through Beorggeat, a pass in the mountains on its western edge. Snow closes the pass behind you, so there is no way back. The road runs east to Cēaptūn, a market town an easy morning’s walk away (see The Ascmearc).
Apart from the land and its places, this wiki does not describe levels or walk you through them. The game’s world is still being built.
See also: Your first run, How do I…?, and What’s in the game.
Your first run
New to the game? Make a warrior, walk into the little cave beside the pass where you start, then on to the market town to the east. Rest when you are hurt, eat when you are hungry, and leave a fight that is going badly. Death is final. This page tells you the rest of what you need for your first hour; the other pages tell you everything else.
Make a character
Choose New run on the main menu. You pick your race, your gender, your class, two talents (or let Random pick them), and a name (see Your character). Any race will do for a first run. Your class matters more.
Choosing a class
The warrior, the berserker, and the paladin are the best first picks. They have the most hit points, they start with good arms, and they fight by walking into the enemy. Casters and the thief are harder: they have few hit points and need to keep their distance or stay unseen. The everyday folk are hardest of all, and two of them are a joke.
| Class | Role | Difficulty | Key stats | Hit points | Mana | Spells given | How it plays |
|---|---|---|---|---|---|---|---|
| Ascetic | Fighter, bare hands | Normal | Dexterity, Willpower | 5 | 4 | none | Fights unarmed and unarmoured, quick on their feet, spending ki on extra blows and stuns. |
| Berserker | Fighter | Easy | Strength, Toughness | 8 | 1 | none | The most hit points of any class; rages for harder blows and wades in. |
| Paladin | Fighter, holy | Easy | Strength, Presence | 6 | 3 | 3, from level 6 | Sword and shield; smites foes, the undead and fiends hardest, and heals with zeal. |
| Ranger | Fighter, archer | Normal | Dexterity, Willpower | 5 | 2 | 3, from level 6 | Shoots from a distance with a bow, beside an animal companion that holds the foe. |
| Warrior | Fighter | Easy | Strength, Toughness | 7 | 1 | none | Armour, a sword and a shield, and steady blows. The simplest class to start with. |
| Druid | Caster, nature | Normal | Toughness, Willpower | 4 | 9 | 13, from level 1 | Staff and sling, spells of storm and frost, and beasts called to fight beside them. |
| Priest | Caster, healer | Normal | Willpower, Presence | 4 | 9 | 7, from level 1 | A mace and a shield, and a prayer that mends their wounds and more, for no mana. |
| Witch | Caster, hexes | Hard | Intelligence, Willpower | 1 | 10 | 14, from level 1 | Frail; lays hexes from afar and lets her familiar harry what she has hexed. |
| Wizard | Caster | Hard | Intelligence | 0 | 12 | 8, from level 1 | The most mana and the fewest hit points; kills with spells before anything gets close. |
| Bard | Support, all-rounder | Hard | Intelligence, Presence | 2 | 5 | 5, from level 1 | A little of everything: songs, many skills, and any weapon, but frail. Stops at level 30. |
| Thief | Sneak | Hard | Dexterity | 4 | 1 | none | Strikes from hiding and builds openings on one foe, then spends them on one deep blow. |
| Aristocrat | Everyday folk | Joke | Presence | 1 | 7 | none | Soft and unfit for this, but money and finds from home wait in town at every level. |
| Commoner | Everyday folk | Hard | Toughness | 3 | 1 | none | A club and a few turnips. Levels come quickest, and their bonus talents come from any tree. |
| Craftsperson | Everyday folk, maker | Hard | Dexterity | 3 | 1 | none | Makes, mends, and takes apart gear with two trades of their choice; a poor fighter. |
| Merchant | Everyday folk | Joke | Intelligence, Presence | 2 | 2 | none | Weak in a fight; their gold grows with a business partner in town. |
The key stats are the ones the class rolls dice to raise. Hit points and mana are what the class adds to yours. Each class’s page says how to play it (see Classes).
The keys you need first
These are the default keys. ? shows them in the game, as you have bound them (see
Controls).
| Key | Does |
|---|---|
| numpad or arrows | Move; move into an enemy to attack it |
s or numpad 5 | Wait a turn, searching the cells around you |
, | Pick up what lies on your cell |
i / I | Your equipment (wear and wield) / your pack |
a | The abilities menu: your spells and class abilities |
t | Shoot or throw what is ready in your Missile weapon slot |
e | Eat or drink |
b | Rest |
> / < | Go down / up stairs; > also enters a place on the overworld map |
@ | Your character: stats, level, and experience |
? | Every key |
Esc | The pause menu: save and quit |
What the status bar tells you
The line under the map (see The screen) shows your hit points as HP 18/24.
When something is wrong, it says so in words: Bleeding, Poisoned, or Diseased for what ails
you, Hungry or worse for hunger, and Burdened or worse when you carry too much
(see Burden). Each of these is a reason to stop and deal with it.
Your first hour
The run starts at eight in the morning on Beorggeat, the pass on the western edge of the Ascmearc. Snow closes it behind you.
- Lytelscræf, a little cave two cells from the pass, is the easiest dungeon there is: three
short floors of rats, bats, and kobolds, with a chest at the bottom (see
The dungeons). On the overworld map, walk onto it and
press
>. - Cēaptūn, the market town, lies six cells east along the road, under two hours’ walk (see Cēaptūn). It is safe. Its shops sell food, arms, and armour; at the Mynster you can rest, and Sister Hild cures and mends for gold; at the Gildhalle, Wat One-Eye gives out work (see Quests).
- Cealdhlāw, the cold barrow in the downs east of the town, is the next dungeon, and harder (see Dungeons and danger).
Pick up what the dead leave behind: arms, armour, potions, and gold. Sell what you don’t need in town, and buy food before you run short.
When you level up
Kills and finished quests give you experience. At each new level your hit points grow, and a screen opens by itself for the choices you make: skill rolls at every level, and a talent at every third (see When you level up).
Staying alive
- Rest when you are hurt. Press
bonce no enemy is about. You heal twice as fast resting (see Healing). - Eat when you are hungry. Press
e. Carry food; the corpses of what you kill can be eaten too, but not all of them safely (see Food and corpses). - Bleeding and poison wear off by themselves, but they hurt, and they slow or stop your healing while they last. Potions, the Heal skill, and prayer end them sooner (see Curing bleeding, poison, and disease).
- Carry a light. Most races start with a lantern; press
uto light it in a dark dungeon. Dwarves and the other races that see in the dark start without one. - Don’t fight burdened. Too much in your pack makes you slow and clumsy (see
Burden). Drop what you don’t need with
d. - Leave a losing fight. Walk away, drink a healing potion, or take the stairs. A foe right beside you that knows you are there follows you up or down the stairs (see Stairs), so get a step ahead first.
- Death is final. When you die, your character’s save is deleted. Your save is your character: you can stop and go on later, but never go back (see Saving and Death).
Questions about a task? How do I…? links the answers.
See also: Controls, Your character, and Combat.
How do I…?
Each question links to the place that answers it. New to the game? Start with Your first run.
Getting going
- …pick a class for my first run? Choosing a class
- …find the keys? Controls, or
?in the game - …use an ability or cast a spell? The abilities menu
- …save and quit? When the game saves
- …know what happens when I die? Death
Growing stronger
- …level up, and what do I choose? When you level up
- …pick a talent? When you get a talent
- …raise a skill? Improving a skill
- …learn a skill I don’t have? Training
- …raise a weapon skill? Raising a weapon skill
- …learn a new spell? Learning a spell
- …become a prestige class? Callings
Staying alive
- …get my hit points back? Getting your health back
- …cure poison, or stop bleeding? Curing bleeding, poison, and disease
- …cure a disease? Curing a disease
- …rest? Resting
- …eat a corpse safely? Corpses
- …carry more? How much you can carry
- …see in the dark? Your lantern
- …get away from a fight? Stairs
Fighting
- …shoot a bow or throw a dagger? Shooting and throwing
- …make a sneak attack? Sneak attacks
- …use openings and Exploit, as a thief? Exploit
- …rage, as a berserker? Rage
- …fight more boldly or more carefully? Stances
- …train on something that can’t hurt me? Target dummies
Allies
- …get an animal companion? Taming
- …give my allies orders? Orders
- …get my familiar back, as a witch? Call familiar
Items and money
- …buy and sell? Buying and Selling
- …find out what an unknown item is? Unidentified items
- …open a locked door? Locked doors
- …open a locked chest? Locked chests
- …find secret doors and hidden traps? How to search
- …disarm a trap? Disarming traps
Making things
- …make a sword? Forging a weapon
- …make arrows? Fletching
- …brew a potion? How a brew goes
- …enchant an item? Enchanting an item
- …get magic crystals? Magic crystals
- …cut a gem? Gem cutting
- …take an item apart for its materials? Salvage
- …dig through a wall, or mine ore? Digging and Mining
Out in the world
- …find work? Getting a quest
- …talk to someone? Chatting
- …travel across the map? Travel
- …find a hidden dungeon? Hidden locations
- …lift a room’s curse? Cursed rooms
- …pray at an altar? Forgotten altars
See also: Your first run, Controls, and What’s in the game.
What’s in the game
A short tour of what the game has today. Each section links to the page that explains the rules.
Creatures hunt you, fight, shoot, cast spells, and die. Your own death is permanent. You grow by experience levels and by skills that improve with use.
The world
You come into the Ascmearc through a mountain pass that closes behind you. It is an overworld with a 12-month, 30-day calendar, day and night, and weather. Every step across it takes real travel time: a road is quick, a swamp slow, and mountains cannot be crossed. Its locations lead to the market town of Cēaptūn and to the dungeons. Two of them stay hidden until a quest tells you where they are. Any other cell opens an outdoor area made for your run (meadow, forest, hills, swamp, or riverbank), which you leave by walking off its edge.
The dungeons lie under the barrows, the fen, and the hills. Their levels, rooms and corridors or caves, are made anew for each run, with hand-made vaults set into them. Creatures of the floor’s danger keep coming. Some levels have a special room that changes the rules inside it, such as a shadowed room that drains all light or a sanctuary where wounds heal fast and nothing hostile follows you in.
Light, sight, and sound
Every cell carries light from torches, lamps, crystals, braziers, and your lantern. Walls and pillars cast shadows, and creatures cast soft ones. Firelight drifts gently in hue and strength; magical light holds steady.
What you see depends on your eyes. Normal vision needs light. Low-light eyes see by faint fungus glow. Darkvision sees in the dark, in fading grey. UV sight reveals runes no one else can see. Explored ground stays on the map as dim memory.
Footsteps, doors, and fights make noise that travels around corners. You hear what you cannot see as faint marks on the map and short messages (“You hear footsteps to the north-east.”). Creatures hear you too, and come to look.
The sky
The sun crosses the sky of outdoor levels: warm and low at dawn and dusk, white at noon. Shadows from trees, walls, and stones turn and stretch with it.
By night a faint moon lights the land, waxing and waning with the month. Under a full moon you dimly make out open ground. Low-light eyes see by a half moon. A new moon leaves you to your lantern.
Weather comes and goes with the season: clear, overcast, rain, and heavy rain. Clouds dim the sun and the moon for you and every creature alike. Rain shortens your sight on the overworld.
Every place has a temperature. Water freezes slowly in the cold and thaws in the warmth, even while you are away. Ice holds by its thickness against your weight: a laden dwarf breaks through where a light elf crosses, and falls into the freezing water.
Your character
You make a character at the start of every run. There are thirteen races, each with its own eyes, three genders, and twelve classes to choose from, from berserker and wizard to aristocrat, though not every class is open to every race (Who may take which). Your year of birth gives you a horoscope sign. Characters are not balanced, on purpose: some are a challenge.
Six stats describe you and every creature. Skills such as
Stealth and Open lock grow with use. Every
kill you make earns experience; levels run to 60. One
menu (a) holds everything you can do because of who you are.
Fighting
Every blow and shot is rolled with two twelve-sided dice against Defence. A miss tells you why (“You block the kobold’s spear with your shield.”). Criticals hit hard, and armour and hides soak damage (“Your sword glances off the cave beetle’s shell.”). Creatures look as hurt as they are, and drop what they carried when they die.
Weapon skills and fighting styles improve as you fight. Ranged combat has bows, a crossbow, a sling, and throwing weapons; you aim with a cursor and pick up your arrows where they fell. Big hits leave blood on the floor and the walls.
Wounds can bleed, bites can poison, and diseases take points off your stats. Hit points come back with time, twice as fast while you rest.
Magic
Spells cost mana. A few come with a casting class; the rest are learned from scrolls. Wands cast their spell from charges, for anyone. Rods do what no spell does, such as digging or sending a creature away, for your own mana. Some classes use resources of their own, such as a berserker’s rage.
Things to find and use
Objects lie in piles to pick up and drop: weapons, armour, tools, potions, scrolls, food, gems, coins, rings, and amulets. Each is made of a material, from tin to nicrosil. You put things on in the equipment screen. Everything you carry has weight, and too much leaves you burdened.
Magic items roll prefixes and suffixes: “Sharp long sword of the Bear” in blue, or a rare one with a name of its own, “Grim Bite, long sword”, in yellow. They work even while unidentified.
You get hungry. Eat rations, bread, and apples before they spoil, or the corpses creatures leave behind.
The dungeon’s defences
Some doors are locked: open them with a key,
or kick them in (k). Traps lie hidden until someone steps on
them. Secret doors look like the wall until you
search (s, or any wait) or notice them in passing.
With a pick-axe you can dig through walls.
People, quests, and shops
Cēaptūn has folk to chat with (C). Some have
topics to ask about, and some sell services for
gold. Quests come from the people you meet: kill something, bring
something, go somewhere, or carry something to someone. Some tell you where a hidden
place lies.
Shops show the price of their goods. What you pick up you owe until
you pay (p). Your Presence and the Negotiation
skill get you better prices. Cēaptūn has two shops on its square, and now and then a dungeon
level has one.
Effects and settings
Ponds glint in the torchlight, streams flow and foam against rocks, torches flicker, and braziers throw sparks and heat haze. Every effect can be turned off on its own in the settings, and a reduced-effects preset turns them all off. Settings also cover font size, color palettes (including high contrast and a colorblind-friendly one), °C or °F, and fully rebindable keys.
The game saves one file per run, when you quit and as you play. When you die, the save is deleted. It runs on Windows, macOS, Linux, and in the browser (WebGPU).
See also: Controls, Your character, and Combat.
Controls
The game is played with the keyboard. These are the default keys for play. You can rebind every
one of them (see Rebinding keys), and the hints on screen always name your own
keys. In the game, ? shows the list made from your current keys, so trust it over this page.
The screen explains what the window shows: the map, the message line, the status
bar, and the info pages.
The ten keys you need first
Key Does numpad or arrows move; move into a hostile creature to attack it numpad 5orswait a turn, searching around you ,pick up what is underfoot iequipment: wear and wield athe abilities menu: spells, class abilities, skill uses tshoot or throw >/<down or up stairs llook around ?every key, as you have bound it Escthe pause menu: save and quit
All the keys
| Command | Keys |
|---|---|
| Move (numpad) | 8 9 6 3 2 1 4 7 |
| Move (arrows) | Up, Right, Down, Left (four directions) |
| Run (step after step until something stops you) | Alt with a movement key (Option on a Mac) |
| Attack | move into a hostile creature |
| Swap places | move into any other creature |
| Chat with someone next to you | C (then a direction, if several are near; see Something beside you) |
| Wait a turn, searching the cells around you | numpad 5 or s |
| Search for a while (up to 10 turns, stops when something turns up) | Alt with s or numpad 5 (Option on a Mac) |
| Open a door or a chest | o (then a direction, if several are beside you; or walk into the door) |
| Close a door | c (then a direction, if several are beside you) |
| Kick (a door, to break it in, or a creature) | k, then a direction, always |
| Go down stairs, or enter a place on the overworld | > |
| Go up stairs, or leave an outdoor area when no enemy is about | < |
| Pick up | , or ; |
Drop (your pack in its drop mode; D there too) | d |
| Pay the shopkeeper | p |
| Equipment (wear and wield) | i |
| Inventory (your pack) | I |
| Character (your stats and weight) | @ |
| Skills | A |
| Weapon skills | W |
| Quest log | q |
| Talents (yours, and every other with what it needs) | G |
| Message history | v |
| Info page 1 to 9 (while an info screen is open) | 1 to 9 |
| Next / previous info page (wraps) | Tab / Shift+Tab |
| Rest | b |
| Consume (eat) | e |
| Read a scroll | r, choose it, then aim a spell |
| Look around | l |
| Shoot or throw what is in your Missile weapon slot | t, then aim |
| Throw something from your pack | T, choose it, then aim |
| More aggressive combat stance, more defensive (no time passes) | +, - |
| Abilities: everything you can do because of who you are, in one menu | a (see Abilities) |
| Use the ability you used last again | X |
| Bash with your shield (an ability: also in the abilities menu) | no key until you bind one, then a direction |
| Throw your voice (an ability: also in the abilities menu) | no key until you bind one, then aim |
| Disarm a trap (an ability: also in the abilities menu) | no key until you bind one, then a direction |
| Steal (an ability: also in the abilities menu) | no key until you bind one, then a direction |
| Next target while aiming (with Shift: the one before) | Tab |
| Use a tool: light, hood, or douse a lantern ready in the Tool slot; else dig into a wall with a pick-axe | u (to dig, then a direction) |
| Show or hide the controls | ? |
Show the next messages at --more-- / skip the rest | Space or Enter / Esc |
| Yes / no, when a question asks | y / n |
| Pause menu | Esc |
Wherever ADOM has the same command, the default key is ADOM’s, so ADOM
players find keys where their fingers expect them. You move with the numpad or the arrows; the
arrows move in four directions only. If you prefer the vi keys (hjklyubn), bind them in
Controls. Give Kick, Look around, and Use a tool other keys first, since they use k, l, and
u, as in ADOM.
Some commands ADOM does not have, or has only behind a prefix. They get keys ADOM leaves free:
the message history v, rest b, the
talents G, and repeating an ability X. Waiting and searching are
one command, numpad 5 or s, and searching for a while is Alt with either. You save and quit from the pause menu (Esc), or
bind a key for it in Controls.
Symbol keys such as <, >, and ? are matched by the character they type, so they work on any
keyboard layout.
More about the keys:
- Menus, lists, and text fields: the fixed keys of menus and screens, picking up and dropping, the abilities menu, and the equipment screen.
- Rebinding keys: changing your keys in Controls, and sharing them.
- Prompts, looking, and aiming: the questions a command asks, look mode, and aiming a shot, a throw, or a spell.
See also: Settings, How do I…?, and Your first run.
The screen
The map fills most of the window. Above it, the message line (two rows) tells you what this turn brought. Prompts and look mode use the same line. This page also covers the info pages, the menus, and the death screen; the keys are on Controls.
Below the map, the status bar shows, from left to right:
- The name of the level. On the overworld and in its local areas, also the region you are in.
- Your hit points, as
HP 18/24: what you have left, then your most (see Combat). - Your mana, as
MP 5/12, the same way (see Mana). - Each resource you hold, as
Rage 7orFocus 7/10(see Resources). - What ails you, if anything, the most urgent first:
Bleeding,Poisoned,Diseased(see Status effects and Diseases). - How hungry you are, unless you are not hungry:
Hungry,Weak,Fainting,Starving,Satiated, orBloated. FromHungrydown, the colour grows more alarming as it gets worse (see Hunger). - Your burden, when you have one:
Burdened,Strained, orOverloaded(see Burden). - Your level, as
Lv 3, and your combat stance unless it is neutral. - How your companion or familiar looks, as
Snel: unhurt. - The time of day, as
14:32(see Time and the calendar).
The date, the moon, the weather, and the temperature are not on the status bar: the pause menu tells them.
At its right end, ? controls reminds you where the keys are. It names the key as you bound it
(Esc menu when the controls have no key), and so does the welcome line at the start of a new
run.
When the window is too narrow for everything, the status bar leaves out the least important parts
first: the region, then your animal’s health. The time, your burden,
your hunger, your status effects
(the least urgent go first), your resources (the last one goes first), your
mana, your hit points, and the name of the level
stay longest. From Hungry down, your hunger outlasts them all. Parts come back as soon as there
is room. The character screen always lists everything that ails you, even what
the status bar has no room for.
Messages
The message line shows this turn’s messages: everything said since you last acted, one after
another, wrapped at the ends of words. Rows they leave free show earlier messages, one per row;
those from before the last turn are dimmed. A message repeated in a row is shown once with a count,
as in You open the door. (×2).
When a turn says more than the two rows hold, the line shows what fits, then --more--, and
waits. Space or Enter shows the rest, a page at a time, and Esc skips the rest of this turn’s
messages. Until then no other key does anything, and a key you hold down never turns the page, so
nothing happens that you have not read.
A rest or a long dig counts as one turn here: what was
said during it, and what stopped it, shows the same way. Both keys can be rebound in their own
group in Controls. Skipping has no key until you bind one, but Esc always skips. A screen that
opens by itself, such as someone answering you, comes first: --more-- waits beneath it until it
closes.
v opens the message history: the last 200 messages, the newest at the bottom, where it
opens. The up and down keys scroll it a line at a time, and < and > (or PageUp and
PageDown) a screenful. Esc, Enter, or v closes it. It takes no time.
Character
@ shows who you are:
- your name, race, gender, and class;
- your age, birthday, and birth sign;
- your stats; one lowered by a status effect or a disease is shown lowered, in red;
- your hit points and Defence (
Dv; see Combat); - everything that ails you, all of it, even what the status bar has no room for: your status
effects, being dazzled, your hunger, and
your burden (
Status Bleeding, Poisoned, Hungry, Burdened), and the diseases you know you have (Diseased Filth fever; see Diseases); - your weight, what you carry, and the weights at which your burden changes.
It takes no time. Press @ or Esc to close it, or A for your skills.
Skills
A lists the skills you are trained in. Each shows its value and a small meter of how
practised it is, which is how big its next roll at a level-up will be.
Pick a skill with the arrow keys to read what it does. It takes no time. Press A or Esc to
close it.
Info pages
Nine screens form one set of numbered pages: the character screen, the inventory, the equipment screen, the skills screen, the weapon skills screen, the Magic page, the quest log, the talents page, and your story. The bottom edge of each shows
1 Character · 2 Inventory · 3 Equipment · 4 Skills · 5 Weapons · 6 Magic · 7 Quests · 8 Talents · 9 Story
with the page you are on highlighted. All pages are the same width, so the frame stays put as you
turn them. The game keeps most of its numbers hidden, with one exception: every list of items,
the inventory and the equipment screen among them, shows after each item what it gives, its
to-hit and damage, or its Defence and Protection, “a long sword (+0 hit, 1d9)”, “a chain mail
shirt (Dv +2, Pv 3)” (see Equipment). In a small window the pages go by short names (1 Char · 2 Inv · 3 Eqp · 4 Skl · 5 Weap · 6 Mag · 7 Qst · 8 Tal · 9 Story), and in the narrowest by their numbers alone.
While one of them is open, 1 to 9 switch to the page with that number. These are the number
keys above the letters; on a page the numpad moves the selection, as the arrows do. Tab and Shift+Tab go to the next or previous
page, wrapping around. The new page replaces the one you were on, so Esc closes it and takes you
back to where you opened the first one.
The number keys do nothing during play. On a screen that is a step of a page, such as choosing
what goes in a slot, they keep their own meaning. Every page except the Magic page also has its
own key (@, I, i, A) that opens and closes it; you reach the Magic page by its number
from another page. The digits and Tab are fixed; only “Previous info page” can be given a key
in the Controls screen. They are separate from the play keys, so Tab can be both “next target”
while aiming and “next info page” on an info screen.
Death
When you die, a screen says what killed you (if you saw it), where, when, and after how many
turns. Your save is already gone (see Saving). Enter or Esc returns to the main
menu.
Menus
Esc during play, when no prompt is open, opens the pause menu: Resume, Settings, Controls, Save
and quit to menu, and Quit, which saves too. Under its title one line tells the date, the
moon’s phase, the weather when you are under the open sky, and the
temperature where you are, for example: The 11th of Darkening, 1444, under a
waxing gibbous moon, rain at 4 °C, the world waits. Indoors and underground it says the air at
10 °C instead of the weather. In a narrow window the moon is left out first, then the weather.
The main menu, where the game opens, has Continue (when there is a saved run), Characters (when
any character is saved), Graveyard (once any character has died), New run, Settings, Controls, and
Quit; see Saving and Settings. New run goes on to
creating your character, one step at a time. The arrow keys (or j and k) choose, Enter goes
on, and Esc goes back a step (see Your character).
No game time passes while a menu or screen is open. That includes the inventory, the equipment screen, the character screen, the pick-up screen and the pack’s drop mode, the abilities menu, and the screen of topics someone you chat with offers. Only what you choose to do there takes time: picking up, dropping, putting on or taking off, and using an ability. Asking about a topic takes none.
Developer keys
Test builds, and desktop builds started with --dev, add a few keys for trying things out. They
are not part of normal play, and the browser version does not have them. They are fixed: Controls
cannot rebind them, and ? does not list them:
| Key | Does |
|---|---|
F2 | Reveal the map: draws everything on the level, even what you cannot see, in violet |
F3 | Switch to the next vision type |
F4 | Show how brightly each cell you see is lit, as a digit from 0 (dark) to 9 (fully lit) |
F5 / F9 | Save / load a snapshot of the run |
F6 | Skip an hour: the clock jumps ahead, and nobody acts meanwhile |
F7 | Set the next weather for three hours, after which the usual weather returns |
F8 | Identify everything you carry: magic items show what they are |
With these keys on, the status bar also shows, at its end, the turn
count, your position (column, row), how brightly your own cell is lit
(Light, where 255 is full light), and your vision type. They give
way first when the window is narrow.
See also: Controls, Menus and lists, and Your character.
Menus, lists, and text fields
These are the keys inside menus, lists, and screens. The keys of play are on Controls.
Menus and screens
On every menu and screen these keys are fixed: you cannot rebind them.
| Command | Keys |
|---|---|
| Up / down | Up / Down, numpad 8 / 2, or k / j |
| Left / right (change a setting) | Left / Right, numpad 4 / 6, or h / l |
| Choose | Enter or numpad Enter |
| Back | Esc, always |
| Remove a key or reset a command’s keys (Controls), delete a saved character (Characters) | Delete or Backspace |
| Mark a stack, mark everything (picking up, dropping) | Space, , |
| Next / previous page of a list of items | > or PageDown / < or PageUp |
Text fields
In a text field (your character’s name), every key types what it types, but these fixed keys:
| Command | Keys |
|---|---|
| Accept the text | Enter or numpad Enter |
| Erase the last character | Backspace or Delete |
| A random name | Tab |
| Back | Esc, always |
Some lists name their rows by letter, such as your pack, a pile, or the equipment slots. Others name them by number, such as the topics someone offers. On those lists the letters and digits always pick rows, whatever else they are bound to. The numpad’s digits never pick rows or turn pages: on a screen the numpad moves the selection, as the arrows do, with Num Lock on or off. In a text field they type.
A list of items is grouped by kind (weapons,
armour, food, and so on) and shows one
page at a time. The letters name the rows of the page you see, and start again at a on every
page.
Objects
, or ; picks up what lies where you stand. A single stack is picked up at once; where several
lie, you choose from a list. d opens the same kind of list for what you carry, to drop.
On these lists:
- A letter marks or unmarks a stack, even
h,j,k, andl. ,marks everything, on every page.- The arrows and Space work too.
>and<turn the pages of a long list. What you marked stays marked.Enterconfirms, andEsccancels.
I shows your pack, what it weighs, and how much more you can carry before
your burden grows. It takes no time. See Objects and your pack.
T opens a list of what you carry that can be thrown. Choose
one by its letter and aim it.
e (Consume) opens a list of what you can eat, titled “Consume what?”. It shows
food lying where you stand first, then the food you carry. A letter, or Enter on the
marked row, eats it. Potions and magic crystals
are in the same list. See Food and corpses.
Abilities
a opens the abilities menu: everything you can do because of
who you are. That includes throwing your voice, a shield
bash, disarming a trap, the other
skills you use as actions, and racial and class abilities. They are grouped by where
each comes from and lettered like a list of items.
Choose one by its letter, or press Enter on the > row. One you cannot use now is greyed out,
with the reason. The ability then asks for what it needs, such as a direction or a place to aim
at. The menu opens on the ability you used last, and X uses that one again at once.
Abilities have no keys of their own unless you give them one in Controls, where they are listed last, under “Ability keys”. See Abilities.
i shows what you wear and wield, slot by slot, as ADOM’s i
does (I is your pack). On this screen every letter names a slot. A slot’s letter opens a list of
what you carry that fits there. Picking an item puts it on, swapping out what was there; picking
what is already there takes it off. Each change takes its time. You stay on the equipment screen
until you press Esc. See Equipment.
See also: Controls, Prompts and aiming, and Objects and your pack.
Rebinding keys
You rebind the keys of play in the Controls screen: open the main menu or the pause menu, then
Controls. The keys of menus and screens, text fields, the
question windows (y and n), the info pages (the digits and Tab),
the rest prompt (h, d, n), and aiming (Tab and
Enter) are fixed. The hints on screen name them.
Controls lists the commands in groups, by where they are used: in play, while aiming, at
--more--, on menus and screens, in text fields, and on the info pages. Outside play, each group
holds only a “back” or “previous” command. It has no key until you give it one, since Esc and
Shift already do it, and it cannot take a key that is fixed there. Last come the ability keys, which have
no key until you give them one.
A command can have several keys: moving north is numpad 8 and Up. To change them, select the
command and press Enter. Its keys open in a short list under it, one per line, with Add a
key last. The first key is the main one, the key the hints on screen name.
- Replace a key: select it, press
Enter, then press the new key. - Add a key: select Add a key, press
Enter, then press the new key. - Remove a key: select it and press
Delete. A command may be left with no key. Esccloses the list.
If another command in the same group already uses the key you press, the key moves to this
command and the screen says what moved. The old command keeps its other keys, or shows (none)
if that was its only one.
A key of play can be held with Ctrl, Alt, or Super (on a Mac Ctrl, Option, or Cmd; Controls calls Option Alt):
hold them while you press the new key, as in Ctrl+r. A modified key is its own key: Ctrl+r
never does what r does, and r does nothing while Ctrl is held. Shift counts with keys
that type no character, such as Shift+Up; a letter carries it already (K is not k). Keys
your system or browser keeps for itself, such as Cmd+Q, Alt+F4, or Ctrl+W in the browser,
cannot be bound, and the screen says why. The back commands of menus, screens, and prompts take
no modifiers.
The same key can mean different things in different places. Tab is the next target while
aiming and the next page on an info screen. d
drops in play but rests until dawn in the
rest prompt.
You cannot lock yourself out. Esc always backs out of every screen and cancels every prompt, and
it cannot be taken. The keys of the menus, which you need to get back to Controls, and of text
fields, which you need to name a new character, are fixed. Delete on a command whose keys are closed
puts its default keys back, and Reset all keys resets every command. If your keys still get in the way, start the game with
ascmearc --reset-keys: every key goes back to its default, and the game starts as usual. Your
keys are kept with your settings.
Sharing your keys
Export keys… in Controls writes all your keys to a file, ascmearc-keys.toml, in the folder
with your settings (Settings, then Files, shows where). In the browser it downloads the file.
Import keys… reads it back; in the browser, you choose the file. Use it to copy your keys to
another computer, to back them up, or to share them.
It is a plain text file you can edit. It lists each command by name with its keys, in the same
groups as the Controls screen, as in descend = [">"]. An import changes only the commands the
file lists and moves keys the way rebinding does. It skips anything it does not know, says so,
and is saved at once. From the command line, ascmearc --export-keys FILE and
ascmearc --import-keys FILE do the same. The desktop downloads come with the default keys in such
a file, keymaps/default.toml.
See also: Controls, Settings, and Menus and lists.
Prompts, looking, and aiming
Prompts
Some commands ask a question on the message line before they act:
- Kicking asks
In which direction? (Esc to cancel), and so do opening or closing a door, bashing with your shield, and stealing when more than one thing beside you could be meant (see Something beside you). - Digging, with more than one wall beside you to dig, asks
Dig in which direction? (Esc to cancel)(see Digging and walls). - Chatting when several creatures are near asks
Talk in which direction? (Esc to cancel)(see People and talk). - Disarming a trap, with more than one known trap beside you, asks
Disarm in which direction? (Esc to cancel)(see Traps). - Resting asks how long (see Resting).
Answer with a direction or the key shown, or press Esc to cancel. Pressing any other command also
cancels the prompt. The rest prompt’s keys (h, d, n) are its
own and fixed: in play d still drops.
A few things ask first, in a small window over the map: quitting, stepping onto a trap you know
(see Traps), leaving a shop owing money, and dropping something a shop
would buy (see Shops). The window lists its answers, each with the keys that choose it.
y picks the yes answer, n the no answer, and Esc the one that backs out. You can also move
with the arrow keys and press Enter. The safe answer is selected at first, so pressing Enter
alone never does something you might regret. The yes and no keys are their own: you can rebind
them without touching any key of play.
Something beside you
A command or ability that works on something next to you looks around you first:
- With nothing beside you to use it on, it does nothing and tells you so at once, taking no time. No prompt opens.
- With one thing, it acts on that at once, without asking.
- With two or more, it asks which way, as above.
Only what you know counts: a door or chest you see or remember, a trap you know of, a creature you can see. What each one looks for:
| Command or ability | What it works on beside you |
|---|---|
| Open | a closed door or a shut chest |
| Close | an open door with nothing standing in it |
| Chat | any creature |
| Use tool, with a digging tool ready | a wall you can dig through |
| Disarm a trap | a trap you know of |
| Pick lock, Knock | a closed door or a shut chest (unless you can see the chest is not locked) |
| Listen at a door | a closed door |
| Wedge a door | a closed door not wedged already |
| Steal | a creature that is not hostile |
| Feint | a hostile creature with a mind to fool |
| Tame | a beast that can be tamed and is no ally |
| Gather | the glowing fungus |
| Shield bash, the smites and other class blows, weapon blows aimed in a direction | a hostile creature (a lunge reaches one two paces off) |
Kicking always asks: you may kick any way you like.
Look mode
l puts a cursor on the map, on you. Move it with the movement keys, and the message line
describes what you know about the cell under it:
- What you see there. For a creature: “hostile” if it is hostile to you, how hurt it looks (unhurt, lightly wounded, wounded, badly wounded, or nearly dead; see Combat), whether it bleeds (see Status effects), and what it wields and wears. Then the objects lying there and the terrain: “A giant rat (hostile, unhurt), on stone floor.” or “A kobold (hostile, badly wounded, bleeding), wielding a spear, on stone floor.” A wall you have started digging into is “partly dug”.
- A trap you know there, as part of the ground: “A pit, on stone floor.” (see Traps).
- What you remember there, if you cannot see it now: the terrain and the objects you saw on it.
- Where stairs and places on the overworld lead.
- The special room the cell lies in, once you have been inside it: “A stone floor in an echoing hall.”
- A sound you heard there this turn (Hearing).
- Otherwise, “You don’t know what is there.”
If your Knowledge is above a creature’s level, a second line says what you know of its kind: “You know the skeleton is immune to poison, resistant to piercing, and vulnerable to bludgeoning.” (see Skills).
Looking takes no time. Press l or Esc to leave.
Aiming
t shoots or throws whatever is in your Missile weapon slot. A bow, a crossbow, or a
sling shoots its ammunition from the Missiles slot; you
ready both with i. A throwing weapon (a dagger, a spear,
rocks) or any other weapon is thrown. T instead lists what you carry that can be thrown, so you
can choose one. There is no separate key for firing a launcher: t does it.
Either key puts a cursor on the map:
- It starts on your last target if you still see it and it is within range (an empty spot is never remembered), else on the nearest hostile creature you see within range, else on you.
Tabmoves it to the next creature you see, nearest first, andShift+Tabmoves it back. The movement keys move it anywhere, into the dark too.- A faint dotted line shows the way the missile would fly, as far as you know the ground. It ends before anything solid you know of, and at the edge of the range. A target past the line’s end is marked on the cursor, and the message line says “Out of range.” or “The way is blocked.” (a wall, or a creature in the way that the missile would reach first).
- The message line describes the target as look mode does. It never shows a chance to hit.
Enter, or the key that started the aim (tagain, orTfor a throw), shoots or throws, andEsccancels. The next time, the cursor starts on the same target, sotEntershoots it again.
Tab and Enter are fixed. Only the previous target is in Controls, with no key until you bind
one. An ability that asks for a place is aimed the same way: Enter, the
abilities key a, or the key that repeats the last ability, X, uses it.
A spell scroll you read (r, see Scrolls) is aimed the same way, and Enter or r
reads it at the cursor. A lightning bolt runs through creatures,
so only walls block its line. If a fireball would land close enough to
catch you, the game asks first.
Throwing your voice (an ability) is aimed the
same way too. Nothing flies, so there is no line. On a cell you do not see, or a wall, the cursor
is marked and the message line says “You do not see there.”; beyond 6 cells it says “Out of
range.” Enter throws your voice there.
See Ranged combat.
See also: Controls and Menus and lists.
Settings
Open Settings from the main menu or the pause menu (Esc). Up and Down choose a row, and
Left and Right change it. Enter also turns a switch on or off and picks Reset to defaults.
Changes apply and are saved at once. Nothing you change here affects the game itself. Keys are
changed in the Controls screen instead; see Controls.
| Setting | What it does |
|---|---|
| Font size | The size of the glyphs, from 12 to 36 (18 to start with). Larger glyphs show less of the map. |
| Reduced effects | Turns every effect below but Spell circles and Blood off at once, whatever its own switch says. |
| Glyph animation | Water waves and flows, the altar pulses, and a sound you hear ripples in on the map. |
| Light flicker | Firelight flickers and drifts in color. Off, every light is steady. |
| Slides, camera | Creatures slide from cell to cell, attackers lunge, the view follows you smoothly, and a fireball or a lightning bolt plays out. Off, they jump, and a spell is a brief still flash of the cells it hits. |
| Bloom and glow | A soft glow around glowing glyphs such as lava and crystals. |
| Heat haze | The air shimmers above lava and fires. |
| Particles | Sparks, embers, splashes, dust, foam, arrows in flight, and the sparkle of a spell. |
| Screen fades | The fade in from black after you change level, and the rest of the view darkening for a moment while a fireball or a lightning bolt flares. |
| Screen shake | The view shakes for a moment when a fireball or a lightning bolt goes off near you; the nearer, the harder. |
| Weather | Rain falling, splashing, and ringing on water. |
| Spell circles | The turning circles about everyone who has a buff or a hex on them. Reduced effects (or Slides, camera off) only stops them turning, since they tell you something. Off, they are not drawn, but look mode still says what each creature suffers. |
| Blood | The stains big hits and kills leave on floors and walls (see Combat), and the char fire leaves. Not one of the effects: Reduced effects leaves it as it is. |
| Color palette | The colors: Default, High contrast, or Colorblind (red-green). See below. |
| Clock | How the time of day is written: 24-hour (14:32, the default) or 12-hour (2:32 PM). It changes the status bar and the death screen; the game itself keeps one clock. |
| Temperature | The unit the pause menu tells the temperature in: °C (Celsius, to start with) or °F (Fahrenheit). See Temperature and ice. |
| Where are my files? | Opens a screen showing where your settings, save, and logs are, and why, with Open folder for each. See Saving. |
| Reset to defaults | Puts every setting above back to its default. Your keys stay as they are. |
Effects never hide anything
Every effect is only for show, and no information depends on one:
- A sound you hear is marked on the map whether or not it ripples in (see Hearing).
- With the Weather switch off, a rainy day is still as dark as it is; only the falling drops are gone (see Weather).
- With Light flicker off, lights are steady at the brightness the rules use for them.
- A fireball or a lightning bolt always shows the cells it hits, if only as a brief still flash; its light, the darkening, and the shake are only for show.
- Creature shadows are always drawn, and they never change what you or anyone else can see (see Light).
- With Spell circles off, nobody’s buffs and hexes are hidden: the status bar shows yours and look mode names a creature’s.
- Blood is only for show: with the Blood switch off, nothing about a fight changes, and look mode stops mentioning it.
Palettes
A palette changes how colors are drawn on the screen, not the colors of the world. A red
crystal still gives red light by the rules,
whatever the palette shows. The menus stay readable in every palette, and never tell you something
by color alone: the selected row is marked with >, and a refused choice starts with !.
Where settings are kept
On the desktop your settings, key bindings included, are kept in
the file settings.toml in the game’s configuration folder. In the browser they are kept with the
page (see Saving). A damaged settings file does no harm: the game
uses the default for anything it cannot read.
See also: Controls, The screen, and Light.
Saving
Every character has a save of its own. You can stop a run and continue it later, and keep several characters going side by side. There are no manual save slots and no going back: saves are for continuing, not for retrying.
Death is final. When you die (see Combat), that character’s save is deleted at once. Your other characters are untouched. A run that has ended is never saved again, since there is nothing to continue.
When the game saves
- When a run starts, so a new character is saved at once.
- When you close the window (no question asked).
- When you choose Save and quit to menu or Quit in the pause menu
(
Esc) and answer Yes. Quitting always asks first:y, or Enter on Yes, confirms;n,Esc, or Enter on No (the default) cancels. You can bind a “Save and quit” key in the Controls screen; it asks too. - Automatically every 50 turns.
- Automatically when you change level.
On the web the page is also saved when it is hidden or closed.
Your characters and the graveyard
Continue on the main menu resumes the character you played last, and names them. It appears only if a character that this version of the game can continue is saved.
Characters lists every saved character: name, race and class, and
level. For the one selected it also shows where they are and when you last
played them (in UTC). Press Enter to resume one, or Delete to delete one for good (the game
asks first). A character saved by another version of the game is listed as made by that version.
It cannot be continued, and Continue skips it, but you can still delete it.
Graveyard appears once any character has died. It lists every fallen character, the one with
the most experience at the moment of death first: name, race and class,
level, and experience, then what killed them, where, when (in UTC), and how old they were.
Characters who died before the game began keeping their experience count as 0 and come last, the
highest level first. If the list is longer than the screen, the arrow keys or > and < turn the
page; Esc goes back.
New run lets you create a character for the Ascmearc and starts a fresh run with a save of its own. It never touches your other characters.
Where saves are kept
Desktop. Each character’s save is a file in the saves folder of the game’s data folder,
named after the character with a number: brakka-1.sav. Beside it, brakka-1.toml holds what the
list of characters shows. A second Brakka is brakka-2. Your settings are
settings.toml in the configuration folder:
| System | Data folder (saves is in it) | Settings (configuration folder) |
|---|---|---|
| macOS | ~/Library/Application Support/ascmearc | ~/Library/Application Support/ascmearc |
| Linux | ~/.local/share/ascmearc | ~/.config/ascmearc |
| Windows | %APPDATA%\ascmearc\data | %APPDATA%\ascmearc\config |
Logs and crash reports are in a logs folder: on macOS and Linux inside the data folder, on Windows
in %LOCALAPPDATA%\ascmearc\data\logs.
To see the exact folders for your launch, and why they are there, run ascmearc --paths, or open
Settings, then Where are my files?, which also has an Open folder action for each.
Portable mode
To keep everything with the game, for a USB stick or a game folder you can copy, make an empty
folder named ascmearc-data next to the game (on macOS, next to Ascmearc.app, not inside it).
The game then keeps its settings, key bindings, saves, and logs in it:
Inside ascmearc-data | What |
|---|---|
config/ | settings.toml (settings and key bindings) |
data/ | saves/ (one save per character), and snapshots/ |
logs/ | logs and crash reports |
ascmearc --portable does the same, and makes the folder if it is missing. ascmearc --portable DIR uses the folder DIR instead. When several apply, the first of these wins: --config-dir and
--save-dir (each for its own folder), then --portable DIR, then an ascmearc-data folder next to
the game, then the standard folders above. If a portable folder cannot be written to (a read-only
disk), the game says so and carries on. It reads what is there but does not save.
ascmearc --move-data native moves a portable folder’s files into the standard folders and renames
the emptied folder to ascmearc-data.moved-<date>. ascmearc --move-data portable [DIR] does the
reverse. Add --dry-run to see the plan first. Nothing is overwritten: a file already there is
kept as NAME.bak-<time>. It will not run while the game is running.
From Warlock. The game was called Warlock before version 0.18. The first time the new
version starts, it moves your files from the old folders (warlock in place of ascmearc above,
or a warlock-data folder next to the game) to the new ones, and in the browser from the old
storage. Your settings, keys, and graveyard carry over. Saves from before 0.18 do not load, as
after any update. The game only moves files where the new place is still empty, and notes each
move in its log.
Browser. Saves and settings are kept in your browser’s local storage for the
page, under ascmearc/saves/ (ascmearc/saves/brakka-1.sav). They survive reloads. If the browser
blocks storage (some private modes do), the game runs but cannot save, and writes a warning to its
log. If the browser runs out of room, a message appears on the message
line.
Good to know
- A save only works in the version of the game that made it. After an update, your earlier characters stay on the list, marked as made by another version, and cannot be continued. The older version of the game can still continue them.
- A save that cannot be read at all is renamed (
brakka-1.sav.bad), never deleted, and no longer shown in the list of characters. - Saves from before each character had its own (a single
run.sav) are left where they are and not read. - The status bar shows the run’s seed: give it when you report a problem with a run.
See also: Your character, Hit points and death, and Settings.
Your character
Every new run starts with character creation. Choose New run on the main menu and you decide who you are, one step at a time, before you set out into the Ascmearc.
- Race: your people. Your race shapes your stats, gives you your eyes, and sets how old you can be (see Races).
- Gender: a small push to one stat (below).
- Class: what you did before the adventure. It shapes your stats again and trains you in a handful of skills (see Classes).
- Talents: pick two talents from those your character may take. A bard or a
human picks three, a human bard four. A letter or
Entermarks one, Random lets chance pick, and Done goes on. - Name: type your character’s name, up to 20 characters (below).
- Summary: everything you chose, and what follows from it. It shows your name, race, gender, class, and talents; your age, birthday, and birth sign; the stats you start with, and beside them the skills you are trained in; your starting kit item by item; the alignment you start in; your vision; and where you start. Start the run begins it. Name, Race, Gender, Class, and Talents take you back to that step.
Each step lists its options with a short description. Races and classes also show how they change
your stats. Move with the arrow keys (or j and k), press Enter to choose and go on, and
Esc to go back one step. The steps remember what you chose when you go back and forward again.
Every step also has Random, which leaves the choice to chance. Come back and press it again for another pick. On the Talents step, Random always gives the same picks for the same character.
Name
On the name step every key types its letter (j and k too), as long as the game’s font can draw
it. Backspace erases and Enter accepts. Tab puts in one of your people’s names, picked at
random by race and gender; press it again for another.
A name cannot be empty. If you accept an empty field, you get the random name it shows, dimmed. These keys are fixed (see Text fields).
Your name appears on the character screen, the summary, the death screen, and the list of saved characters (see Saving). It changes nothing else.
Gender
| Gender | Starting stats |
|---|---|
| Male | Strength +1 |
| Female | Dexterity +1 |
| Other | +1 to one stat, chosen by fate |
For other, fate chooses the stat. Character creation does not tell you which, and the summary shows only your final scores. Once the run has begun, the character screen names it.
Age, birthday, and sign
You do not choose these. Your age is picked at random from your race’s range, and your birthday from the whole year. The year you were born gives you your birth sign: an animal and an element from the horoscope, such as the Fire Manticore. Your sign changes your stats a little too.
How your stats add up
Each of your six stats starts at 10, the average. Then the changes are added in order: your race’s, your gender’s, your class’s, and your sign’s animal’s and element’s. Nothing goes below 1.
Some changes are dice, rolled when you start:
1d3is one three-sided die: 1, 2, or 3.2d2+1is two two-sided dice plus 1: 3, 4, or 5.1d4-1is one four-sided die minus 1: 0 to 3.−1d2takes one two-sided die away: −1 or −2.- A plain number, such as
+2or−1, is always that.
Classes roll their key stats. A warrior’s
Strength is 1d3+1, a wizard’s
Intelligence 2d2+1. Races are mostly plain numbers,
with a few dice. The horoscope rolls none. The summary shows only the final
scores. Change a choice and the dice are rolled again.
The choices are not balanced, and they are not meant to be. Some combinations are poor on purpose: a halfling commoner or a gnome berserker has a hard start. That is part of the fun. There is one consolation. Your race and class also set how much experience each level needs. Long-lived races and patient callings level slowly; short-lived races and everyday folk level quickly.
Seeing who you are
The character screen (@) shows:
- your race, gender, and class, your age, birthday, and sign;
- your stats, with your attacks beside them: what you hit with, your bonus to hit, your damage, and a missile’s range (see Combat);
- your alignment, your level, and your experience (see Experience);
- your hit points: your Toughness plus what your race and class give;
- your mana, Defence, and Protection;
- each resource you hold;
- what ails you (see Status effects) and the diseases you know you have (see Diseases);
- what you weigh and carry, against what you can carry (see Burden).
A, there or anywhere in play, shows your skills. W shows your
ranks in each weapon skill, which your race
and class start you with, and in each fighting style, which your class
starts you with.
Your race, gender, class, and sign never change once a run has started. You do get a year older on every birthday.
See also: Classes, Stats, and What’s in the game.
Races
Your race is the first choice of a new run (see Your character). It does several things:
- It changes your starting stats.
- It gives you your eyes: the vision type you start with.
- It sets how old you can be when you start.
- It adds to your hit points.
- It trains you in a skill or two. Humans instead get a little more in one of their class’s skills (see Skills).
- It may give you a rank in a weapon skill or two, on top of your class’s.
- It adds a few things to your starting kit: an elf’s waybread, a dwarf’s pick-axe, a halfling’s pipe. It also gives the everyday clothes and shoes of your folk where your class gives none (halflings go barefoot).
- It may close a few classes to you: no drow paladins, no elven witches (see Who may take which).
The first table is what each race adds to your starting stats. The second gives its eyes, its starting ages, its hit points, and its weapon skills. A short description of each race follows.
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Race | Vision | Starting age | Hit points | Weapon skills |
|---|---|---|---|---|
| Elf | Low-light | 90–300 | 2 | Long blades 1, Bows 1 |
| Half-elf | Low-light | 20–60 | 3 | Bows 1 |
| Human | Normal | 16–35 | 4 | - |
| Dwarf | Darkvision | 40–120 | 6 | Axes 1, Crossbows 1 |
| Halfling | Normal | 20–50 | 2 | Slings 1 |
| Gnome | Low-light | 40–150 | 3 | Crossbows 1 |
| Half-orc | Darkvision | 14–30 | 6 | Axes 1 |
| Goblin | Darkvision | 10–30 | 2 | Short blades 1, Slings 1 |
| Drow | Darkvision | 100–400 | 2 | Short blades 1, Crossbows 1 |
| Kobold | Darkvision | 6–20 | 1 | Spears 1, Slings 1 |
| Lizardfolk | Normal | 12–50 | 5 | Spears 1, Thrown weapons 1 |
| Duergar | Darkvision | 40–300 | 6 | Maces and clubs 1, Crossbows 1 |
| Ratfolk | Low-light | 8–40 | 2 | Daggers and knives 1 |
- Elf: Graceful and long-lived, keen of mind and eye but frail; elven eyes need little light.
- Half-elf: Of two peoples and at home in neither: adaptable and charming, with some of the elves’ eyes.
- Human: Short-lived, ambitious, and everywhere: no gift and no flaw.
- Dwarf: Stout, stubborn folk of the deep halls: hard to kill, hard to hurry, and at home in the dark.
- Halfling: Small, quick, and unflappable, with nimble fingers and quiet feet; no match for anything big.
- Gnome: Small, tireless tinkerers and illusionists, curious about everything; they see well by little light.
- Half-orc: Strong, tough, and sharp-eyed in the dark, but slow with letters and short on charm.
- Goblin: Small, weak, and short-lived, but quick-handed, sneaky, and at home in the dark; goblins eat little.
- Drow: The elves of the deep dark: graceful, sharp, and long-lived but frail, hard to poison, and dazzled by strong light.
- Kobold: Small, scaly, and the weakest of all, but clever with traps and quick to spot them; kobolds live fast and die young.
- Lizardfolk: Strong, tough swamp folk with scaly hides, cold-blooded and slow of wit, and alien to everyone else.
- Duergar: The dwarves’ grey cousins of the deepest dark: tough, dour, and joyless, unbowed by loads and wise in stonework.
- Ratfolk: Small, nimble scavengers of sewers and ruins: weak and shunned, but hard to sicken, and they eat anything, rotten or not.
The changes are added to the average score of 10, together with your gender’s, your
class’s, and your birth sign’s. Most are plain
numbers. A few are dice, rolled when you start: 1d2+1 is one or two, plus one (see
How your stats add up). Your starting age is picked at random
within the race’s range.
Races are not balanced against each other. Humans start with no gifts and no flaws. The others trade one strength for one weakness, or for two.
Halflings, gnomes, goblins, kobolds, and ratfolk are small, and carry three quarters of what the others do. Dwarves and duergar are not slowed or hindered by a load until they strain under it. See Burden.
Races need different amounts of food. Elves, drow, goblins, and kobolds need the least, halflings (second breakfast) the most. See Hunger.
The evil races
Six races start on the evil side of alignment. Goblins, kobolds, lizardfolk, and ratfolk start Callous; drow and duergar start Evil. Some are poor choices on purpose, and their levels come quicker for it (see Experience).
- Goblins are the quick, crappy choice. They are weak and frail but quick-handed and sneaky (Stealth), short-lived, and light eaters. Only the kobolds’ levels come faster.
- Drow are the elves of the deep dark: graceful and sharp, but frail. They are a little resistant to poison, and like elves they notice every hidden thing in passing. Strong light dazzles them (below). They are long-lived, so their levels come slowly.
- Kobolds are the weakest of all, but good with traps. They notice hidden traps in passing (never a secret door), find hidden things more easily, and start trained in Disable device. With their huge families, their levels come cheapest of all.
- Lizardfolk are strong and tough, dull and alien. Their scales soak a point of every physical blow, as natural armour does for a creature’s hide (see Combat). They are cold-blooded, and will be slower in the cold once the cold slows anyone.
- Duergar, the dwarves’ grey cousins, are tough and dour. Like dwarves, they shrug off a load until they strain under it, and they notice what is hidden in stone.
- Ratfolk are nimble scavengers, weak and shunned. They are hard to sicken, with a bonus on every check against a disease, and they eat rotten food without harm (see Food).
No creature takes your side because of your race. Hostile kobolds attack a kobold too. Good folk greet an Evil character coldly, but that comes from your alignment, not your race.
Strong light dazzles drow. Light is strong
enough when the sun is well up under a clear sky, or a bright fire is close
by; your own lantern alone is not enough. While the light on your own cell is that
bright, you see nothing farther than ten cells and fight a little worse. The game tells you when it
begins and ends, and the status bar shows Dazzled while it lasts.
Each race’s gifts and flaws beyond its stats, exactly:
| Race | Natural armour | Resists | Strong light | Disease checks | Rotten food |
|---|---|---|---|---|---|
| Drow | — | poison 25 % | dazzled from brightness 250: sees 10 cells, to-hit −1 | — | — |
| Lizardfolk | Protection 1 (scales) | — | — | — | — |
| Ratfolk | — | — | — | +4 | eaten unharmed |
Racial talents
Each race except the humans has talents that only it may pick, in the Racial tree. Humans get Versatile instead: one more talent at creation and at level 30.
| Race | Talent | Needs | Effect |
|---|---|---|---|
| Dwarf | Dwarven resilience | Toughness 14 | Poisoned eases 100 % faster; disease checks (catching, progressions) +2 |
| Dwarf | Stone sense | — | +4 to every check to find what is hidden on stone, searching and in passing; digging work a turn +25 % |
| Elf | Ageless | level 9 | hunger pace −20 %; a disease’s progressions come +100 % further apart |
| Elf | Elven accuracy | Bows 3 | threat range +1 with Bows |
| Gnome | Gem lore | — | item descriptions show what each gem is worth; the chance a find is a loose gem +100 % (anything found, and what creatures drop) |
| Gnome | Tinkerer | Intelligence 12 | the Disarm ability without Disable device (Dexterity alone) |
| Half-elf | Diplomat | Presence 11 | shop favour +10 % (before the cap); gold from quests +25 % |
| Half-orc | Ferocity | — | damage +2 with every attack while below a third of your hit points |
| Half-orc | Orcish hide | Toughness 13 | Protection +1 |
| Halfling | Lucky | — | a natural 2 on the attack roll is rolled again, once |
| Halfling | Slinger | Slings 2 | damage +1 with Slings; range +2 cells with launchers of Slings |
| Halfling | Small target | Dexterity 13 | Dodge +1 against the attacks of creatures larger than you |
| Human | Versatile | given, never picked | one more talent at creation; one more talent at level 30 |
See also: Classes, Horoscope, and Stats.
Classes
Your class is the last choice of a new run (see Your character). It is what you did before you set out. Your class:
- changes your starting stats;
- adds to your hit points;
- trains you in a handful of skills, and sets how many skill rolls each level gives and which skills it is known for (see Improving a skill);
- gives you your first ranks in a few weapon skills (a berserker has learned one of two) and fighting styles (a thief or an ascetic one of two);
- decides most of your starting kit, its garb among it (a wizard’s robe, a priest’s habit).
No spells come with it at the start. Each class also gives class abilities as you reach its levels, and bonus talents (see Levels below). You keep your class for good, but a class may later open onto a prestige class.
The first eleven classes are adventurers. The last four are everyday folk: an aristocrat, a commoner, a craftsperson, and a merchant. They were never trained for this, and it mostly shows. A new run offers all four.
At a glance
New to the game? The warrior, the berserker, and the paladin are the easiest to start with: plenty of hit points, armour or rage, and a plain way to fight. The everyday folk are the hardest, and two of them are a joke on purpose.
The role says how the class fights, and the difficulty how forgiving it is while you learn the game. The key stats are the ones the class rolls dice to raise. Hit points and mana are what the class adds to yours at the start; each level adds half of that again, plus what your stats add (see Levelling up). The spells given are those the class’s level table hands you, and from which level.
| Class | Role | Difficulty | Key stats | Hit points | Mana | Spells given | How it plays |
|---|---|---|---|---|---|---|---|
| Ascetic | Fighter, bare hands | Normal | Dexterity, Willpower | 5 | 4 | none | Fights unarmed and unarmoured, quick on their feet, spending ki on extra blows and stuns. |
| Berserker | Fighter | Easy | Strength, Toughness | 8 | 1 | none | The most hit points of any class; rages for harder blows and wades in. |
| Paladin | Fighter, holy | Easy | Strength, Presence | 6 | 3 | 3, from level 6 | Sword and shield; smites foes, the undead and fiends hardest, and heals with zeal. |
| Ranger | Fighter, archer | Normal | Dexterity, Willpower | 5 | 2 | 3, from level 6 | Shoots from a distance with a bow, beside an animal companion that holds the foe. |
| Warrior | Fighter | Easy | Strength, Toughness | 7 | 1 | none | Armour, a sword and a shield, and steady blows. The simplest class to start with. |
| Druid | Caster, nature | Normal | Toughness, Willpower | 4 | 9 | 13, from level 1 | Staff and sling, spells of storm and frost, and beasts called to fight beside them. |
| Priest | Caster, healer | Normal | Willpower, Presence | 4 | 9 | 7, from level 1 | A mace and a shield, and a prayer that mends their wounds and more, for no mana. |
| Witch | Caster, hexes | Hard | Intelligence, Willpower | 1 | 10 | 14, from level 1 | Frail; lays hexes from afar and lets her familiar harry what she has hexed. |
| Wizard | Caster | Hard | Intelligence | 0 | 12 | 8, from level 1 | The most mana and the fewest hit points; kills with spells before anything gets close. |
| Bard | Support, all-rounder | Hard | Intelligence, Presence | 2 | 5 | 5, from level 1 | A little of everything: songs, many skills, and any weapon, but frail. Stops at level 30. |
| Thief | Sneak | Hard | Dexterity | 4 | 1 | none | Strikes from hiding and builds openings on one foe, then spends them on one deep blow. |
| Aristocrat | Everyday folk | Joke | Presence | 1 | 7 | none | Soft and unfit for this, but money and finds from home wait in town at every level. |
| Commoner | Everyday folk | Hard | Toughness | 3 | 1 | none | A club and a few turnips. Levels come quickest, and their bonus talents come from any tree. |
| Craftsperson | Everyday folk, maker | Hard | Dexterity | 3 | 1 | none | Makes, mends, and takes apart gear with two trades of their choice; a poor fighter. |
| Merchant | Everyday folk | Joke | Intelligence, Presence | 2 | 2 | none | Weak in a fight; their gold grows with a business partner in town. |
Each class’s page starts with the same card, then how to play it, its level table, and what its abilities do.
Stats, hit points, and weapons
The first table is what each class adds to your starting stats. The second gives its hit points and the weapon skills and fighting styles it starts you in. A short description of each class follows, linking to its own page: its level table, what each ability does, and its spells and resource.
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Class | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Ascetic | 0 | 1d3 | +1 | 0 | 1d3 | −1 |
| Berserker | 1d3+1 | +1 | 1d3 | −1d2 | 0 | −1 |
| Paladin | 1d3 | −1 | 0 | −1 | +1 | 1d3 |
| Ranger | 0 | 1d3 | +1 | 0 | 1d2 | −1 |
| Warrior | 1d3+1 | +1 | 1d3 | −1 | 0 | 0 |
| Druid | 0 | 0 | 1d2 | 0 | 2d2 | −1 |
| Priest | −1 | −1 | 0 | +1 | 1d3+1 | 1d2 |
| Witch | −2 | 0 | −1 | 1d3 | 1d3 | 1d3−2 |
| Wizard | −2 | 0 | −1d2 | 2d2+1 | +1 | 0 |
| Bard | −1 | +1 | −1 | 1d2 | 0 | 1d3+1 |
| Thief | −1 | 1d3+1 | 0 | 1d2−1 | −1 | 0 |
| Aristocrat | −2 | 0 | −1d2 | +1 | −1 | 1d3+1 |
| Commoner | 0 | 0 | 1d3−1 | −1 | 0 | −1 |
| Craftsperson | +1 | 1d3 | 0 | +1 | 0 | −1d2 |
| Merchant | −1 | −1 | −1 | 1d2 | 0 | 1d3 |
| Class | Hit points | Weapon skills | Fighting styles |
|---|---|---|---|
| Ascetic | 5 | Staves 1, Unarmed 2 | Brawler 1 or Staff Fighter 1 |
| Berserker | 8 | Unarmed 1; Axes 2 or Great blades 2 | Great Weapon 1 |
| Paladin | 6 | Long blades 2, Shield bashing 1 | Sword and Board 1, Battle caster 1 |
| Ranger | 5 | Short blades 1, Bows 2 | Marksman 1 |
| Warrior | 7 | Long blades 2 | Sword and Board 1 |
| Druid | 4 | Staves 2, Slings 1 | Staff Fighter 1, Sniper 1 |
| Priest | 4 | Maces and clubs 2 | Sword and Board 1, Toucher 1 |
| Witch | 1 | Daggers and knives 1, Staves 1 | Toucher 1 |
| Wizard | 0 | Staves 1 | Sniper 1 |
| Bard | 2 | Daggers and knives 1d2, Short blades 1 | Duelist 1 |
| Thief | 4 | Daggers and knives 2, Thrown weapons 1 | Twin Blades 1 or Duelist 1 |
| Aristocrat | 1 | Long blades 1 | Duelist 1 |
| Commoner | 3 | Maces and clubs 1 | Brawler 1 |
| Craftsperson | 3 | Axes 1 | - |
| Merchant | 2 | Daggers and knives 1 | - |
- Ascetic: A wandering ascetic of the old discipline, body and breath trained as one: quick, enduring, inward-turned.
- Berserker: A warrior of the wild lands who fights in a fury: mighty and hardy, quicker to rage than to read.
- Paladin: A holy knight sworn to an oath: strong and commanding, steadfast to a fault, and slow to doubt.
- Ranger: A hunter and tracker of the borderlands: sharp-eyed, sure-footed, and easier with beasts than people.
- Warrior: A trained fighter of the shield wall and the dueling ground: strong, steady, and well drilled.
- Druid: A keeper of the old ways who speaks for forest and beast: hardy and patient, and uneasy in towns.
- Priest: A servant of a god, schooled in rite and scripture: strong of will and voice, soft of hand.
- Witch: A hedge-magician of herbs, hexes, and old bargains: cunning, wise in strange ways, and feared.
- Wizard: A scholar of the arcane who traded sunlight for candlelight: brilliant of mind, frail of body.
- Bard: A wandering singer and teller of tales who gets by on charm, quick fingers, and a quicker tongue.
- Thief: A cutpurse, burglar, and picker of locks who lives by nimble fingers and a quick wit.
- Aristocrat: Born to wealth and command and never asked to lift anything heavier than a goblet.
- Commoner: A farmhand, laborer, or servant with no training to speak of: used to hard work, not to being heard.
- Craftsperson: A smith, carpenter, or weaver who knows a trade inside out: sure hands, a patient mind, and few words.
- Merchant: A trader who knows the price of everything: shrewd and persuasive, softened by years behind a counter.
The changes are added to the average score of 10, together with your race’s, your
gender’s, and your birth sign’s. Each class rolls dice for its key
stats, and sometimes for a weakness too: 1d3+1 is two to four, −1d2 takes away one or two (see
How your stats add up). Classes are not balanced against
each other, and some are poor choices on purpose.
Who may take which
Not every class is open to everyone. A new run lists only the classes open to the race and gender you chose, and its Random picks only among those. No goblin, drow, kobold, lizardfolk, duergar, or ratfolk is taken into a paladin’s order. Elves and dwarves keep no witches. Among the drow, only women are priests.
Levels
Each class’s level table gives an ability at levels 1, 6, 12, 18, 25, 32, 40, 50, and 60. It also gives a bonus talent at a few levels in between, from the trees it names. The bard’s table is shorter. It stops at level 30, with its abilities at 1, 3, 6, 9, 12, 16, 20, 25, and 30.
An ability comes the moment you reach its level (“You gain Fencing.”) and works from then on. The game describes each in words; the class’s page gives the exact numbers. A stat an ability raises rises for good, both score and potential. Some abilities are used from the abilities menu; the rest simply work.
A table may hand out an ordinary talent: the ranger’s and the thief’s Evasion, the bard’s Fast healer, the druid’s Beast-friend. If you took that talent already, the level gives you a talent pick in its place.
Some classes give spells: the priest, druid, wizard, and witch a few, a bard, a paladin, or a ranger one or two (see What your class gives and Casting a spell). Some fight from a pool of their own, such as the berserker’s rage or the thief’s openings (see Resources).
See also: Races, Starting kit, and Prestige classes.
Ascetic
A wandering ascetic of the old discipline, body and breath trained as one: quick, enduring, inward-turned.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Fighter, bare hands | Normal | Dexterity, Willpower | 5 | 4 | none |
Plays like: Fights unarmed and unarmoured, quick on their feet, spending ki on extra blows and stuns.
Starts with: a quarterstaff (wielded, with Staff Fighter); a pair of leather gloves (being worn, with Brawler); a wool cloak (being worn); a frock (being worn); a pair of sandals (being worn); 3 apples; 7 copper coins (see Starting kit).
See also: Ki.
How to play
You fight with bare hands and kicks, in light clothes. Martial arts makes your bare blows roll 1d6 and gives you ki, and Flurry spends a point of it on a second blow with every attack. Ki comes back by itself, a point every 18 seconds. Keep your hands empty, and wear no body armour or shield: much of what your levels bring works only so. You are hard to pin down but not hard to hurt, so do not let a crowd surround you.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Vigour or Finesse.
| Level | Ability | Effect |
|---|---|---|
| 1 | Martial arts | blows with nothing in hand and kicks roll 1d6; you hold Ki from now on |
| 1 | Flurry | free blow: a melee attack with nothing in hand strikes twice, the second blow at −2 to hit; each second blow of the flurry spends 1 ki; with less, there is none |
| 6 | Step of the wind | steps cost −10 % while in no body armour and with no shield; active, taking no time: a degree of Light-footed, so the next action, whatever it is, costs half its time; refused while you are Light-footed already; costs 1 ki |
| 12 | Stunning strike | active (the time of a melee attack), in a direction, nothing in hand: a bare-handed blow; a hit that does damage leaves 1 degrees of Stunned; costs 1 ki |
| 18 | Patient defence | active (the time of a wait): you are Poised until your next action; a melee blow you dodge (it misses by your Dexterity or Dodge) or parry meanwhile is answered with your blow at once (a riposte, a free blow); costs 1 ki |
| 25 | Still mind | every Willpower check +2; no status lowers your Intelligence; no status lowers your Willpower; active (Stillness), taking no time: whichever of Held, Engulfed, Swallowed, Latched, Pinned, Staggered, Stunned, Surprised, Transfixed, Frightened, Drowsy, Webbed, Stiffening you suffer ends at once; refused with none of them to end; costs 2 ki |
| 32 | Purity of body | you never catch a disease |
| 40 | Diamond soul | Deflection +2; a shot or throw (a trap’s too) that would hit you while you hold no weapon and no shield spends 1 ki by itself and misses, the missile falling at your feet; with less, it hits |
| 50 | Quivering palm | active (the time of a melee attack), in a direction, nothing in hand: a bare-handed blow; a hit that does damage leaves 3 degrees of Bleeding; costs 5 ki |
| 60 | Perfect self | blows with nothing in hand and kicks roll 1d8; threat range +1, critical multiplier +1 (at most ×5) with unarmed fighting; ki regeneration pace +100 % |
Abilities
The ascetic’s flurry, stunning strike, and quivering palm run on ki.
Martial arts gives you ki at level 1, full. You have 5 with Willpower 12, and more as your Willpower and your level grow.
Flurry (level 1) spends it. Every attack with nothing in your hands strikes a second blow, at −2 to hit, for a point of ki. With no ki left, the attack is a single blow.
Step of the wind (level 6) makes your steps 10 % quicker while you wear no body armour and carry no shield. For a point of ki, taking no time at all, it also leaves you light-footed: your next action, whatever it is (a step, a blow, a shot), takes half its time. It cannot be stacked. While you are light-footed already it is refused and costs nothing.
Stunning strike (level 12) costs 1 ki. It is a blow of your bare hand that leaves a foe it wounds stunned: caught flat-footed and slow to act. It cannot be used with a weapon in hand.
Patient defence (level 18) costs a point of ki and the time of a wait. It leaves you poised until your next action, whatever it is. While poised you have +4 Dodge, and you answer at once with a blow of your own, a riposte, every melee blow you dodge (it misses by your Dexterity or Dodge) or parry. Used again while poised, it holds for one action more. It works with any grip, a staff too.
Stillness (level 25, with still mind):
- Cost: 2 ki, and no time at all. Any grip will do.
- Effect: it ends at once whichever of these you suffer, so you act this very turn: held, pinned, staggered, stunned, surprised, transfixed, frightened, drowsy, and webbed.
- Refused: with none of them on you, for no ki.
Diamond soul (level 40) adds +2 Deflection. While you hold no weapon and no shield, it also lets you pluck from the air a shot or a throw that would hit you, a trap’s arrow too, for a point of ki, spent by itself. The hit becomes a miss, and the missile falls at your feet. With no ki left, or a weapon or shield in hand, it hits. Spells and blasts are never caught.
Quivering palm (level 50) costs 5 ki and has no other wait. It cannot be used with a weapon in hand.
Ki
The ascetic gets ki, full, with martial arts at level 1. The pool holds 4, plus your Willpower modifier, plus a point per 6 levels, and never less than 3. For example, Willpower 12 holds 5 at level 1, Willpower 14 holds 10 at level 25, and Willpower 16 holds 17 at level 60. Inner calm adds 2.
Ki comes back a point every 3 base turns (18 seconds), resting too. Perfect self (level 60) brings it back twice as fast, a point every 9 seconds. What spends it:
- Each second blow of a flurry (level 1) spends a point. With none left, the attack is a single blow.
- Step of the wind (level 6) spends 1 and takes no time.
- Stunning strike (level 12) spends 1.
- Patient defence (level 18) spends 1 and takes a wait’s time.
- Stillness (level 25) spends 2 and takes no time.
- Diamond soul (level 40) spends 1 by itself on each missile it catches.
- Quivering palm (level 50) spends 5.
The talent on it
Inner calm (Finesse; ascetic, level 18): ki holds 2 more and comes back half again as fast, a point every 12 seconds instead of every 18. Inner calm changes nothing until something gives the ascetic ki.
See also: Abilities and Fighting styles.
Berserker
A warrior of the wild lands who fights in a fury: mighty and hardy, quicker to rage than to read.
Plays like: The most hit points of any class; rages for harder blows and wades in.
Starts with: a great axe (wielded, with Axes); a great sword (wielded, with Great blades); a fur cloak (being worn); a bone amulet (being worn, perhaps magic); 3 strips of dried meat; 4 gold coins (see Starting kit).
See also: Rage.
How to play
You fight up close with a great axe or a great sword, whichever you are trained in, and you
have the most hit points of any class. When a real fight starts, use
Rage from the abilities menu (a):
while you hold rage you are stronger and tougher, but you can neither read nor cast.
Being hit and killing keep it going. When it runs out you are
Exhausted for two and a half minutes, so save it for the
fights that matter, and rest after.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Vigour or Might.
| Level | Ability | Effect |
|---|---|---|
| 1 | Rage | active (the time of a wait): you gain 12 rage (see Resources), and you are Raging while you hold any; no rage while it or what follows it lasts |
| 6 | Battle-scarred | Protection +1; Protection +2 while raging |
| 12 | Headlong | steps cost −20 % while raging |
| 18 | Brutal critical | critical multiplier +1 with a two-handed weapon (at most ×5) |
| 25 | War cry | active (the time of a wait): a roar of loudness 150; every hostile that hears it, sees you, and has vitals rolls its Willpower against 10 + your Strength modifier + your Intimidate (see Skills); failed, it suffers Frightened at 3 degrees (it runs from you while a step takes it farther, a degree easing every 6 s). No level cut; with nobody to hear it the roar is still made, its time and cost spent; costs 4 rage |
| 32 | Mighty thews | Strength +2 (score and potential); Toughness +2 (score and potential) |
| 40 | Blood frenzy | a kill builds 5 more rage while you hold it; melee attacks cost −20 % while raging |
| 50 | Mighty rage | what Raging raises your scores by +100 %; rage holds 10 more at most; Exhausted eases 100 % faster |
| 50 | Hardened | every level past the last that adds hit points adds them again, and 3 more |
| 60 | Unstoppable | while raging: Bleeding and Poisoned tick nothing, and a blow that would take your last hit point leaves it for 10 rage, when you have that much (spending the last of it ends the rage) |
Abilities
The berserker’s rage runs on a pool of its own, Rage.
Rage
A berserker’s Rage ability (from the abilities menu, taking a wait’s time) gives them 12 rage. They are Raging (see Status effects) for as long as they hold any: Strength +2 and Toughness +2, Intelligence −2, and they can neither read nor spend mana.
Rage wears off a point every base turn (6 seconds), starting with the turn of the rage itself, and while resting too. Fighting feeds it:
- Every blow, shot, or throw that hits you builds 1. It need not hurt you: one your Protection soaks or you resist to nothing still counts.
- Every critical of yours that does damage builds 2.
- Every kill of yours builds 3.
A blow of yours that merely lands builds nothing. Rage holds 20 at most, so a long fight does not store up a long rage after it.
When rage reaches 0, the rage ends, its bar with it. The berserker is then Exhausted for two and a half minutes (150 seconds), and can have no rage until that passes. Anything else that ends being Raging ends the rage too.
The berserker’s later levels add to it (see Talents):
- Battle-scarred (level 6): Protection +1, and +2 more while raging (3 in all), whatever armour you wear.
- Headlong (level 12): while raging, every step costs a fifth less time, in any armour and under any burden.
- Blood frenzy (level 40): while raging, every melee attack costs a fifth less time, and every kill builds 5 more rage (8 in all).
- Mighty rage (level 50): Raging gives Strength +4 and Toughness +4, rage holds up to 30, and the exhaustion lasts 75 seconds.
- Unstoppable (level 60): while raging, bleeding and poison cost no hit points. A blow that would take your last hit point leaves it to you for 10 rage, as often as you have that much. Spending the last of the rage this way ends it.
The talent on it
Battle trance (Might; berserker, level 6): your rage starts at 18 instead of 12 (never above its maximum), and wears off at two thirds of its pace: a point about every 9 seconds instead of every 6.
See also: Resources, Buffs and hexes, and Stances and stamina.
Paladin
A holy knight sworn to an oath: strong and commanding, steadfast to a fault, and slow to doubt.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Fighter, holy | Easy | Strength, Presence | 6 | 3 | 3, from level 6 |
Plays like: Sword and shield; smites foes, the undead and fiends hardest, and heals with zeal.
Starts with: a long sword (wielded); a small shield (in off hand); a hardened leather jerkin (being worn); an iron helm (being worn); a pair of gauntlets (being worn); an amber amulet (being worn, perhaps magic); 2 strips of dried meat; 15 gold coins (see Starting kit).
See also: Zeal.
How to play
You fight up close with sword and shield, like a warrior, and you hold
zeal: every blow of yours that hits, and every blow that hits you, builds a point.
Spend it from the abilities menu (a) on
Smite, a harder blow, hardest against the undead and fiends, or on
Lay on hands, hit points back at once. Your few spells come from level 6.
A deed that moves you toward evil empties your zeal (see Alignment).
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Vigour or Guard.
| Level | Ability | Effect |
|---|---|---|
| 1 | Smite | active (the time of a melee attack), in a direction: a blow with 1d6 more damage per 10 levels (at least 1d6), and 1d6 more against the unholy (a creature tagged undead, fiend, demon, devil, yugoloth), your Presence modifier added to hit; you hold Zeal from now on; costs 3 zeal |
| 1 | Lay on hands | active (the time of a cast): 2 hit points per level back at once; costs 6 zeal |
| 6 | Divine grace | disease checks (catching, progressions) +2; Poisoned eases 100 % faster; checks against a drain +2 |
| 6 | Blessing | the spell Blessing (level 3, a cast, 4 mana): you are Blessed (1) |
| 12 | Branding smite | active (the time of a melee attack), in a direction: your Smite’s blow (its dice, aim, and unholy dice), and on a hit that does damage the foe suffers 1 degree of Branded; costs 3 zeal |
| 12 | Consecrate | active (1m of prayer, for 15 mana; interrupted as a rest is, it lifts nothing): standing in a cursed or draining room, it becomes a plain room for good; on a level a curse or a drain covers whole, the whole level’s is lifted instead. A good deed (see Alignment). Anywhere else it is refused, with no time spent |
| 14 | Brand | the spell Brand (level 7, a cast, 7 mana): you are Burning blade (1) |
| 18 | Purity of body | you never catch a disease |
| 20 | Unbinding | the spell Unbinding (level 8, a cast, 8 mana): ends Hexed and Weakened and Sluggish and Drowsy and Webbed and Frightened and Transfixed and Pinned |
| 25 | Retribution | a hostile beside you whose melee attack lands a blow on you takes your plain smite back at once (its dice, its aim, and its unholy die), free but for an exertion, spending 4 zeal; with less, or outside the talent’s alignment, nothing; an attack it answers is not also riposted |
| 32 | Wrathful smite | active (the time of a melee attack), in a direction: your Smite’s blow (its dice, aim, and unholy dice), and on a hit that does damage the foe checks Willpower (2d12 + its modifier) against 13 plus your Smite’s aim modifier; failed, it is Frightened by you for 2d3 turns, fleeing you; costs 4 zeal |
| 40 | Holy radiance | active (the time of a cast), on and off: while you are Radiant you shed a light reaching 3 cells |
| 40 | Holy wrath | every melee blow, shot, or throw of yours that hits an unholy creature (the undead and the fiends) rolls 1d6 more, of the blow’s kind of damage, resisted but never soaked, for no zeal |
| 50 | Banishing smite | active (the time of a melee attack), in a direction: your Smite’s blow (its dice, aim, and unholy dice), and on a hit that does damage a creature that was summoned is unmade, dying there whatever its hit points, your kill as any other; an unholy creature not summoned takes the Smite’s dice twice over (the rest of the blow once); anyone else, a plain smite; costs 6 zeal |
| 50 | Bulwark | Protection +2 |
| 60 | Avatar | Lay on hands heals every hit point and cures every status that ticks (bleeding, poison) and every disease, for 50 % of its cost (at least 1); and Holy wrath’s die lands on every creature you hit, not only the unholy |
Abilities
The paladin fights from one pool, zeal, for wrath and mercy alike. It holds 10, plus your Presence modifier, plus a point per 10 levels. It comes with Smite at level 1, holding 5.
You build a point of zeal with every blow, shot, or throw of yours that hits, and with every blow that hits you. It also comes back a point a minute, resting too (see Zeal). Your mana is for your spells; none of this spends it.
A deed that moves you toward evil empties the pool at once (“Your zeal deserts you.”). It fills again, and bars nothing (see Alignment).
The unholy are the creatures holy wrath falls hardest on: every type tagged undead, fiend, demon, devil, or yugoloth. What a creature has done, or which side it is on, plays no part. A hostile bear takes your smite as well as a ghoul does; only the ghoul takes the unholy die.
The smites are each a row of the abilities menu. Each is a melee blow with what you wield at the hostile in a direction:
- Cost: its zeal (the table below), and the time of the attack. A miss still spends its zeal.
- Effect: your Presence modifier is added to hit, and 1d6 more damage per 10 levels (at least 1d6), with one die more against the unholy.
- Refused: with nobody hostile there, for no time and no zeal.
| Level | Smite | Zeal | What it does |
|---|---|---|---|
| 1 | Smite | 3 | The blow, and nothing more |
| 12 | Branding smite | 3 | The foe it wounds is Branded for five minutes: it sheds a faint light wherever it goes, so you can see it in the dark and it lights its fellows |
| 32 | Wrathful smite | 4 | The foe it wounds makes a Willpower check against 13 plus your Presence modifier; failing, it is Frightened of you for 2d3 turns and flees |
| 50 | Banishing smite | 6 | A foe it wounds that was summoned is unmade, whatever its hit points, your kill as any other; an unholy foe not summoned takes the smite’s dice twice over; anyone else takes a plain smite |
A smite’s extra effect still spends its zeal when it has nothing to do, and a blow that does no damage carries no extra effect.
Lay on hands (level 1) spends 6 zeal and a spell’s time to heal 2 hit points a level. Avatar (level 60) makes it heal fully, cure every status that ticks and every disease, and cost half: 3 zeal.
Retribution (level 25) works by itself. When a hostile creature beside you lands a blow of its melee attack on you, your smite answers once the attack is over. It costs 4 zeal and an exertion, and no time. The blow has already built its point, so 3 zeal is enough. With less, or while you are off guard, nothing happens. An attack it answers is not also riposted; see Combat.
Holy wrath (level 40) works by itself and costs nothing. Every blow, shot, or throw of yours that hits the unholy, smites too, rolls 1d6 more of the blow’s own kind. It is resisted but never soaked by Protection. From Avatar on, it lands on every creature you hit.
Zealot is the one talent pick on the pool, from level 6. Every blow that hits you builds 2 zeal instead of 1, for a paladin who stands in the doorway and takes them.
Which side you are on. Lay on hands, the smites, and Holy radiance work only while you are Kind or better; Consecrate while you are Neutral or better (see Alignment). Otherwise you can still use them, but nothing happens and no zeal is spent. A smite says “You call for holy wrath, but none answers.” The abilities that work by themselves do not care, except Retribution, which answers no blow while you are outside them. Your zeal builds whichever side you are on.
Zeal
The paladin gets zeal with Smite at level 1, holding 5. The pool holds 10, plus your Presence modifier, plus a point per 10 levels, and never less than 6. For example, Presence 12 holds 11 at level 1, and Presence 16 holds 16 at level 30.
- Every blow, shot, or throw of yours that hits builds a point, and so does every blow that hits you.
- It also comes back a point every 10 base turns (a minute), resting too. Spent, it sits at 0, and an empty pool is full again in about ten minutes.
- Smite spends 3, Branding smite 3, Wrathful smite 4, Banishing smite 6, and Lay on hands 6 (3 with Avatar). Retribution (level 25) spends 4 for every blow it answers. So wrath and mercy are paid from the one pool.
- The blow that hits you builds its point first, so 3 zeal is enough for Retribution to answer it. With Zealot you need 2, and every blow that hits you builds 2.
- A holy gift that does not answer (because you are not Kind or better, see Alignment) spends none.
- A deed that moves you toward evil (see Alignment) empties the pool at once: “Your zeal deserts you.”
The talent on it
Zealot (Grit; whoever holds Smite, so the paladin, level 6): every blow that hits you builds 2 zeal instead of 1. A blow you give still builds 1, and the pool holds no more.
See also: Alignment and Abilities.
Ranger
A hunter and tracker of the borderlands: sharp-eyed, sure-footed, and easier with beasts than people.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Fighter, archer | Normal | Dexterity, Willpower | 5 | 2 | 3, from level 6 |
Plays like: Shoots from a distance with a bow, beside an animal companion that holds the foe.
Starts with: a short bow (readied); 24 arrows (quivered); a short sword (wielded); a leather jerkin (being worn); a pair of leather boots (being worn); a knife; 3 strips of dried meat; 8 gold coins; 1d2 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) (see Starting kit).
See also: Focus and Companions.
How to play
You fight from a distance. Shoot with your short bow (t, then
aim), and let your animal companion, with you from
the first turn, keep foes off you; the short sword is for when they get close. Pick your arrows up
after a fight, and make more with your knife (Fletching): the
Fletcher makes twice as many. Favoured prey makes you
better against the kind of creature you have killed most.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Weaponcraft or Wayfarer.
| Level | Ability | Effect |
|---|---|---|
| 1 | Fletcher | fletching takes 50 % of its time, +4 on its check, 2 times the arrows or bolts after the check, and they are plain at any Woodcraft |
| 1 | Animal companion | an animal companion from the first turn: a beast of your race’s kind, or rarely a rarer one, that fights for you, always comes along, and grows with your level; +2 on your taming checks |
| 1 | Favoured prey | against the creature type you have killed most (ties: the first to get there), to hit +1 and damage +2 |
| 2 | Stalker’s eye | you see which creatures in view have not noticed you: look mode says “unaware of you”, and their glyphs are drawn a shade cooler, breathing slowly (standing still with reduced effects) |
| 6 | Tracker | hears sounds 3 fainter; every sound you hear is placed at the cell it came from, not roughly |
| 6 | Barkskin | the spell Barkskin (level 3, a cast, 4 mana): you are Barkskin (1) |
| 9 | Nightsight | the spell Nightsight (level 4, a cast, 4 mana): you are Cat-eyed (1) |
| 12 | Rapid shot | you hold Focus from now on; a shot you loose while you hold 2 focus spends them and takes 10 % less time |
| 12 | Water walking | the spell Water walking (level 5, a cast, 5 mana): you are Water-borne (1) |
| 18 | Pack tactics | a creature beside both you and your companion is flanked: your melee attacks and your companion’s at it, to hit +2 (not shots, throws, or spells); your companion’s attacks at your favoured prey carry your Favoured prey bonus, to hit and damage (Master hunter’s too) |
| 25 | Hunter’s bond | you see what your companion sees, by its own eyes, and the foes its nose finds, through the dark and closed doors; a buff that lands on you or your companion lands on the other too, at the same strength; a hex never does |
| 32 | Evasion | damage from bursts and bolts (traps, scrolls) −50 % (rounded down) |
| 40 | Sic ’em | active (the time of a wait), at a creature you see within 10 cells that is hostile to you: your companion hunts it, and is Savage (3 degrees): half again as fast, and each hit a critical with no confirmation, a degree each; costs 5 focus |
| 50 | Volley | active (the time of one shot, one exertion), at a cell: 3 shots of the readied missile weapon; costs 6 focus |
| 60 | Master hunter | threat range +1 with Bows; threat range +1 with Crossbows; against the creature type you have killed most (ties: the first to get there), to hit +1 and damage +2 |
Abilities
The ranger’s rapid shot and volley run on focus.
The ranger’s favoured prey is the kind of creature you have killed most, counted over every level. When two are tied, the one that got there first stays favoured until another is killed more often.
Pack tactics (level 18) makes you and your companion hunt as one. A creature standing beside you both is flanked. Your melee attacks and your companion’s at it get +2 to hit (not shots, throws, or spells). Your companion’s attacks at your favoured prey also carry your favoured prey bonus to hit and damage (Master hunter’s too).
Sic ’em (level 40) sets your companion on a creature you see, for 5 focus. It hunts that creature, savage.
A volley looses three shots of your readied missile weapon at the place you aim at, one after another, for the time of one ordinary shot. It stops early when you run out of ammunition, and costs 6 focus.
Rapid shot gives you focus (10, full). Every shot you loose while you have at least 2 focus spends 2 and takes 10 % less time. With less, it is an ordinary shot.
Focus
The ranger gets focus, full, with rapid shot at level 12, and keeps it for good. A shot you loose while you hold 2 focus spends them and takes 10 % less time. A volley (level 50) costs 6. Focus comes back while you act, but not while you rest.
The talent on it
Steady hand (Weaponcraft; ranger, level 12): focus comes back half again as fast, a point every 4 seconds instead of every 6. It still does not come back while you rest.
See also: Resources, Ranged combat, and Companions.
Warrior
A trained fighter of the shield wall and the dueling ground: strong, steady, and well drilled.
Plays like: Armour, a sword and a shield, and steady blows. The simplest class to start with.
Starts with: a long sword (wielded); a small shield (in off hand); a hardened leather jerkin (being worn); an iron helm (being worn); 2 food rations; 20 gold coins (see Starting kit).
See also: Weapon skills and Stances and stamina.
How to play
You fight up close and take the blows. Your sword, shield, jerkin, and helm make you hard
to hurt, and only the berserker has more hit points. Keep to one kind
of weapon: Weapon drill makes every melee
weapon skill rise faster with use: a hit
earns 4 marks instead of 3.
Charge, in the abilities menu (a), rushes you
at a foe you see and strikes it, for stamina. Fight in corridors and
doorways, so foes come at you one at a time, and rest between fights.
Levels
A bonus talent at levels 4, 10, 16, 22, 28, 34, 46, 58, from Weaponcraft or Guard.
| Level | Ability | Effect |
|---|---|---|
| 1 | Weapon drill | training marks in every melee weapon skill +25 % |
| 1 | Charge | you hold Stamina from now on; active, aimed at a hostile you see: you rush along the straight line to it and strike it once, ending beside it, for 1 more stamina a cell moved (at least 1 cell, the time of the steps, the blow free); creatures passed or left get no free blows, and a wall, a closed door, deep water, a known trap, or a creature you see on the line refuses it; costs 1 stamina |
| 6 | Shield line | Shield +1 (a shield held with a weapon, or two shields) with every fighting style |
| 12 | Veteran’s wind | active (the time of a wait): 1 hit point per level back at once, at least 10; then Winded |
| 18 | Cleaving strike | free blow: a melee blow that kills gives one at another hostile beside you (Cleave and Cleaving strike together: on and on, as Great cleave) |
| 25 | Armour drill | worn armour’s Dexterity cap +1; Protection +1 while the armour piece worn with the most Protection has 1 or more |
| 25 | Drillmaster | every weapon active costs 1 stamina less (at least 1) |
| 32 | Weapon mastery | threat range +1 with every melee weapon skill at rank 8 or more |
| 40 | Battle rhythm | a melee hit builds 1 more stamina while you hold it; a kill in melee builds 1 more stamina while you hold it |
| 50 | Whirling charge | your Charge also strikes every hostile beside each cell you pass, in the order passed, each once and the one you charge at only its own blow: free blows, no time, no stamina; one that falls does not stop the charge |
| 60 | Champion | critical multiplier +1 (at most ×5) with every melee weapon skill |
Druid
A keeper of the old ways who speaks for forest and beast: hardy and patient, and uneasy in towns.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Caster, nature | Normal | Toughness, Willpower | 4 | 9 | 13, from level 1 |
Plays like: Staff and sling, spells of storm and frost, and beasts called to fight beside them.
Starts with: a quarterstaff (wielded); a sling (readied); 20 sling stones (quivered); a travelling cloak (being worn); an angelica root; 4 apples; 3 gold coins; 1d2 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) (see Starting kit).
How to play
You fight from the back with spells and a sling, and with the quarterstaff when something gets
close. Cast Spark from the abilities menu
(a), and rest to get your mana back. Beast-friend
keeps the animals of the wild from attacking you until you attack one of their kind. From level 6
Call of the wild brings a wolf to fight beside you, and from level 12
Call lightning strikes under the open sky.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Vigour or Wayfarer.
| Level | Ability | Effect |
|---|---|---|
| 1 | Beast-friend | creatures of animal factions are neutral to you until you attack one of that type |
| 1 | Spark | the spell Spark (level 1, a cast, 4 mana): 2d4 electricity damage |
| 3 | Barkskin | the spell Barkskin (level 3, a cast, 4 mana): you are Barkskin (1) |
| 6 | Call of the wild | the spell Call of the wild (level 5, a cast, 5 mana): calls +1 of wolf to your side for 5 minutes, 1 at most at once; +8 to the difficulty of learning it |
| 6 | Water walking | the spell Water walking (level 5, a cast, 5 mana): you are Water-borne (1) |
| 9 | Bramble | the spell Bramble (level 8, a cast, 19 mana): everyone it reaches but you, friend or foe, suffers Webbed (2); only those on ground where things grow |
| 12 | Call lightning | the spell Call lightning (level 11, a cast, 20 mana): 4d6 electricity damage; only under the open sky |
| 15 | Rime | the spell Rime (level 9, a cast, 14 mana): 4d6 cold damage |
| 18 | Nature’s ward | wading never gives you a disease; Poisoned eases 100 % faster |
| 20 | Gale | the spell Gale (level 11, a cast, 20 mana): everyone on it, nearest first, is driven 1 cell on, unless held or blocked; it puts out the fires on its cells; it clears its cells of fire, foul cloud, darkness, smoke zones |
| 25 | Call of the forest | the spell Call of the forest (level 20, a cast, 20 mana): calls +1 of bear to your side for 5 minutes, 1 at most at once; +10 to the difficulty of learning it |
| 30 | Cloudburst | the spell Cloudburst (level 20, a cast, 20 mana): Under the open sky you call the rain: it falls for an hour, puts out fires, and washes the burning clean.; only under the open sky |
| 32 | Pack leader | every summon spell’s call brings 1 more; calls last 50% longer; 1 more of each summon spell’s calls at once |
| 40 | Call the elements | the spell Call the elements (level 35, a cast, 35 mana): calls +1 of greater earth elemental or greater water elemental or greater air elemental or greater fire elemental to your side for 5 minutes, 1 at most at once; +12 to the difficulty of learning it |
| 50 | Flame and frost | the spell Flame (level 12, a cast, 29 mana): 6d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in; it breaks walls; the spell Frost (level 6, a cast, 14 mana): 4d6 cold damage; it freezes the water it reaches into ice 10 cm thick |
| 60 | Lord of the wild | calls never lapse: they stay until slain; 1 more of each summon spell’s calls at once |
Abilities
Call lightning answers only under the open sky. The druid’s calls bring wolves, bears, and elementals to fight beside them as allies.
Priest
A servant of a god, schooled in rite and scripture: strong of will and voice, soft of hand.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Caster, healer | Normal | Willpower, Presence | 4 | 9 | 7, from level 1 |
Plays like: A mace and a shield, and a prayer that mends their wounds and more, for no mana.
Starts with: a mace (wielded); a buckler (in off hand); a wool cloak (being worn); a habit (being worn); a pair of sandals (being worn); an amber amulet (being worn); a scroll of light; 3 wax candles; a loaf of bread; 10 gold coins; 1d2 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) (see Starting kit).
See also: Prayer, the priest’s prayer in full.
How to play
You fight with mace and buckler and heal yourself. Your prayer,
Orison in the abilities menu
(a), costs no mana and answers the worst thing that ails you: at first only your
wounds, later hunger, disease, poison, and more. Pray too often and
it fizzles (the strain). Save your mana for Mend and, from
level 3, Cure wounds and Blessing.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Vigour or Grit.
| Level | Ability | Effect |
|---|---|---|
| 1 | Mend | the spell Mend (level 1, a cast, 3 mana): 1d3 hit points back |
| 1 | Orison | the prayer’s tier 1: it is called Orison (answered by the holy powers) or Whisper (by the dark); a prayer may answer bleeding, and hit points to full; active (the time of a spell, no mana): it answers the first problem the priest has, in the order disease, poison, wounds, release, mana, hunger, restoration. The holy powers answer Neutral and better, the dark ones Callous and worse, by the band at the moment. Every attempt adds 100 strain, answered or not, and a point passes every 1m; a prayer fizzles with a chance of 10 % per 100 strain (at most 100 %), and a fizzle locks the prayer: every prayer fizzles until the strain has passed to 0. With nothing to answer it is refused, with no time or strain |
| 3 | Blessing | the spell Blessing (level 3, a cast, 4 mana): you are Blessed (1) |
| 3 | Cure wounds | the spell Cure wounds (level 3, 2 casts, 3 mana): 2d6 hit points back |
| 6 | Daily bread | a prayer may answer hunger (Hungry or worse), fed to Satiated; rotten food never sickens you and never exposes you to a disease (it may still make you vomit) |
| 9 | Consecrate | active (1m of prayer, for 15 mana; interrupted as a rest is, it lifts nothing): standing in a cursed or draining room, it becomes a plain room for good; on a level a curse or a drain covers whole, the whole level’s is lifted instead. A good deed (see Alignment). Anywhere else it is refused, with no time spent |
| 9 | Communion with the dark | while the dark answers your prayers (Callous or worse), standing in an unholy place (a cursed, draining, or haunted room, or a level such a curse covers): your prayers add no strain, and the place’s status (Ebbing) never touches you |
| 9 | Renewal | the spell Renewal (level 10, a cast, 10 mana): you are Renewing (1) |
| 12 | Silence | the spell Silence (level 11, a cast, 20 mana): everyone it reaches but you, friend or foe, suffers Silenced (1) |
| 12 | Prayer | the prayer’s tier 2: it is called Prayer (answered by the holy powers) or Invocation (by the dark); a prayer may answer every disease, showing or still brewing (a brewing one alone is nothing to pray for); poison |
| 18 | Rebuke | the spell Rebuke (level 14, a cast, 34 mana): 4d6 fire damage; everyone it harms suffers Frightened (3); it melts the ice it reaches, and whoever stands on it falls in; it reaches only the undead, friend or foe |
| 18 | Prayer of release | a prayer may answer hexes and holds (Hexed, Weakened, Sluggish, Drowsy, Webbed, Held, Engulfed, Swallowed, Latched, Frightened, Transfixed, Ashen) |
| 24 | Benison | the spell Benison (level 12, 2 casts, 22 mana): 2d6 hit points back, one roll, to you and each ally of yours in it |
| 25 | Litany | the prayer’s tier 3: it is called Litany (answered by the holy powers) or Rite (by the dark); a prayer may answer all stat damage, and every point drained |
| 32 | Litany of the mind | a prayer may answer mana to full |
| 40 | Benediction | the prayer’s tier 4: it is called Benediction (answered by the holy powers) or Pact (by the dark); a prayer answers 2 problems at once |
| 50 | Sanctuary | active (1m of kneeling, for 30 mana; interrupted as a rest is, it lays nothing): the ground within 2 cells of where the player knelt is hallowed for 1h. No creature hostile to them steps onto it from outside (one already on it may move about and leave; nothing spawns there; missiles and spells cross it), and whoever stands on it heals and regains mana at 300 % of the pace, or a special room’s, the larger. A blow, shot, throw, or harmful spell of the player’s from on it breaks it; being struck does not. The same for either face of the prayer (dreaded ground for the dark: the words alone). Refused, with no time spent, on the overworld, in water, in a shop, or on hallowed ground |
| 60 | Miracle | the prayer’s tier 5: it is called Miracle (answered by the holy powers) or Miracle (by the dark); a prayer answers every problem at once, every use included, and fills every resource pool held (stamina too) |
Abilities
The priest’s prayer (Orison, from level 1) costs no mana and takes the time of a spell. It answers the worst thing that ails you, as far as your prayers reach. At first that is only wounds. As the levels come, it reaches hunger, disease and poison, hexes and holds, stat damage, and mana. At 40 a prayer brings two answers, and at 60 everything. All of it is on Prayer.
A hidden strain makes prayers too close together fizzle. A priest fallen to Callous or worse (alignment) is answered by the dark powers instead, with a twist: the sicknesses and poisons they cure pass to the nearest creature you see. See Prayer for every use, the names, the strain, and the dark powers’ answers.
Consecrate is the priest’s at level 9 and the paladin’s at 12. It works only while you are Neutral or better. A minute’s prayer, for 15 mana, lifts a cursed, draining, or haunted room’s curse for good (see Special rooms).
Its dark twin is Communion with the dark (the priest’s at level 9). It works only while you are Callous or worse. While you stand in a cursed, draining, or haunted room, or on a level such a curse lies over, your prayers add no strain, and the place’s drain (Ebbing) never touches you.
The priest’s Sanctuary (level 50) costs 30 mana and a minute’s kneeling. It hallows the ground about the priest for an hour. Hostile creatures keep off it, and whoever stands on it heals and gets mana back three times as fast. It ends when the priest strikes from it (see Special rooms).
Witch
A hedge-magician of herbs, hexes, and old bargains: cunning, wise in strange ways, and feared.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Caster, hexes | Hard | Intelligence, Willpower | 1 | 10 | 14, from level 1 |
Plays like: Frail; lays hexes from afar and lets her familiar harry what she has hexed.
Starts with: a dagger (wielded); a wool cloak (being worn); one of a gown or a kirtle (being worn); a bone amulet (being worn, perhaps magic); 2 angelica roots; one of a potion of healing or a potion of mana; 2 wax candles; 2 apples; 6 gold coins; 1d3 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) (see Starting kit).
See also: Familiars, the witch’s familiar in full.
How to play
You have almost no hit points of your own, so keep your distance. Lay
Evil eye on a foe and strike with Grave breath, from
the abilities menu (a). Your familiar, with you
from the first turn, goes for what you have hexed, and its touch lays your evil eye.
Rest to get your mana back. From level 6 Cackle makes
your hexes last longer for no mana.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Scholar or Grit.
| Level | Ability | Effect |
|---|---|---|
| 1 | Herb lore | sickness from rotten food −50 % (rounded down); a fresh corpse’s own harm (its sickness and its vomiting) never touches you; eating angelica root heals 1d6 hit points besides |
| 1 | Evil eye | the spell Evil eye (level 0, a cast, 4 mana): a hostile you see suffers Hexed (1) |
| 1 | Grave breath | the spell Grave breath (level 1, a cast, 6 mana): 2d4 necrotic damage |
| 1 | Familiar | a familiar from the first turn: a small beast whose touch is your evil eye, that goes for what you have hexed, always comes along, and grows with your level |
| 3 | Hex of weakness | the spell Hex of weakness (level 3, a cast, 4 mana): a hostile you see suffers Weakened (1) |
| 6 | Cackle | active (the time of a spell; no mana, cooldown, or check, as often as you like): a cackle, a voice of loudness 60; every hex you laid (Asleep, Silenced, Stunned, Transfixed, Hexed, Weakened, Sluggish, Drowsy, Webbed, Frightened, Pinned) on a creature you see grows 1 degree, up to its maximum, and its degree’s time starts again (one at its maximum only starts again). Another’s hex and a creature out of sight are untouched. With no creature in sight under a hex of yours it is refused, with no time spent |
| 8 | Flay | the spell Flay (level 8, a cast, 8 mana): 2d4 necrotic damage; everyone it harms suffers Bleeding (2) |
| 12 | Poison lore | Poisoned eases 100 % faster; +2 damage on hits and spells against a creature Poisoned |
| 12 | Cause wounds | the spell Cause wounds (level 4, a cast, 3 mana): 2d6 necrotic damage |
| 14 | Grave feast | the spell Grave feast (level 6, a cast, 4 mana): 2d6 hit points and 1d6 mana back, from a corpse beside you, used up |
| 16 | Soulglass | the spell Soulglass (level 11, a cast, 11 mana): 3d6 necrotic damage; what it kills leaves crystals, not a corpse |
| 18 | Malison | +3 damage on hits and spells against a creature Hexed; +3 damage on hits and spells against a creature Weakened; +3 damage on hits and spells against a creature Sluggish; +3 damage on hits and spells against a creature Drowsy; +3 damage on hits and spells against a creature Webbed; +3 damage on hits and spells against a creature Pinned; +3 damage on hits and spells against a creature Frightened; +3 damage on hits and spells against a creature Stunned; +3 damage on hits and spells against a creature Silenced; +3 damage on hits and spells against a creature Transfixed; +3 damage on hits and spells against a creature Asleep; when a creature dies under a hex you laid, whoever killed it, your mana rises by its level divided by 2 (rounded down, at least 1), never past your maximum |
| 18 | Charnel burst | the spell Charnel burst (level 9, a cast, 16 mana): 4d6 necrotic damage, from a corpse you see, used up |
| 24 | Leech | the spell Leech (level 10, a cast, 10 mana): 4d6 necrotic damage; 50 % of the hit points it takes come back to you |
| 25 | Second sight | notices hidden things in passing, +2 to the check; searching +2 |
| 25 | Familiar’s sight | you see what your familiar sees, by its own eyes, and the foes its nose finds, through the dark and closed doors |
| 28 | Rouse the dead | the spell Rouse the dead (level 24, a cast, 24 mana): the corpse’s own creature stands at 50 % of its hit points to serve for 10 minutes, 2 at most at once; 10 % rise berserk, against everyone; +8 to the difficulty of learning it |
| 32 | Curse of sloth | the spell Curse of sloth (level 3, a cast, 4 mana): a hostile you see suffers Sluggish (1) |
| 36 | Fear | the spell Fear (level 10, a cast, 18 mana): everyone it reaches but you, friend or foe, suffers Frightened (2) |
| 40 | Blight | the spell Blight (level 7, a cast, 17 mana): 4d6 poison damage; everyone it harms suffers Poisoned (1) |
| 44 | Beguile | the spell Beguile (level 18, a cast, 18 mana): a hostile you see is your ally for 5 minutes, then hostile again where it stands; ends at once when you leave its level; never a unique, an animated thing, or a mindless creature (undead, construct, vermin) |
| 50 | Cauldron | a fresh corpse’s own harm (its sickness and its vomiting) never touches you; a fresh corpse’s chance to raise each stat +100 % (at most 100 %); eating a fresh corpse heals 1d4 hit points besides |
| 60 | Hag’s bargain | once in a life, what would kill you (not starving or choking) leaves you at 1 hit point, Worn thin, and Presence −2 for good |
Abilities
The witch’s familiar (Familiar, from level 1) is a small beast at her heel. Its touch lays her evil eye, and it goes for what she has hexed. If it is lost, another comes to an hour’s calling. From level 30 that may be an imp. All of it is on Familiars.
The witch’s cackle (Cackle, from level 6) keeps her hexes on. It costs no mana and takes the time of a spell. Every hex she laid herself on a creature she sees grows a degree, up to its maximum, and the time of its degree starts again. The hexes are hexed, weakened, sluggish, drowsy, and webbed. A hex already at its maximum only starts again.
Another caster’s hex and a creature out of sight are untouched. With no creature in sight under one of her hexes, she does not cackle at all, and no time is spent. The cackle is loud: a voice of loudness 60, louder than talk. Whoever hears it comes to look.
The witch’s malison (Malison, from level 18) works by itself. A creature under a hex, anyone’s, takes 3 more damage from her blows, shots, and spells for each hex it is under, before its resistances. When a creature dies under a hex she laid herself, whatever killed it and wherever it is, she gains mana equal to half its level (rounded down, at least 1), never past her maximum: “The hex comes home.”
The witch’s soulglass (Soulglass, from level 16) is a ray of necromancy. A creature it kills leaves no corpse but magic crystals of its nature, for an enchanter to bind or for her to consume.
Wizard
A scholar of the arcane who traded sunlight for candlelight: brilliant of mind, frail of body.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Caster | Hard | Intelligence | 0 | 12 | 8, from level 1 |
Plays like: The most mana and the fewest hit points; kills with spells before anything gets close.
Starts with: a quarterstaff (wielded); a wool cloak (being worn); a robe (being worn); a pair of slippers (being worn); a scroll of light; a scroll of identify; one of a scroll of fireball, a scroll of frost, or a scroll of lightning; 4 wax candles; a loaf of bread; 15 gold coins; 1d3 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) (see Starting kit).
See also: Magic, Learning spells, and Scrolls.
How to play
You have the most mana and no hit points from your class at all: one or two blows can kill
you. Kill from afar with Ray of frost and, up close,
Burning hands, cast from the
abilities menu (a). Read your
spell scrolls when a fight turns bad: you read them twice as fast as
anyone (Scroll adept). Learn more spells from
grimoires, and rest after every fight.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Scholar or Spellcraft.
| Level | Ability | Effect |
|---|---|---|
| 1 | Scroll adept | reading time −50 %; your spells: +1 rung for the spell scrolls you read |
| 1 | Ray of frost | the spell Ray of frost (level 1, a cast, 4 mana): 2d6 cold damage |
| 1 | Burning hands | the spell Burning hands (level 1, a cast, 6 mana): 2d4 fire damage |
| 1 | Arcane training | Decipher script counts +10 |
| 3 | Magic missile | the spell Magic missile (level 3, a cast, 4 mana): 2d4 force damage |
| 4 | Knock | active (aimed in a direction, for 5 mana, the time of a spell): the lock of the locked door or shut chest there springs open; nothing opens and no trap springs. Where nothing locked stands it is refused, with no time or mana spent |
| 6 | Blink | the spell Blink (level 6, a cast, 6 mana): You are elsewhere: a few cells away in a direction you do not choose, free of whatever held you. |
| 9 | Shatter | the spell Shatter (level 8, a cast, 14 mana): 4d6 force damage; it breaks walls |
| 12 | Scribe | active (a spell you know, from the scribe list): on the first blank scroll you carry, a scroll of the spell is written, for 3 times the spell’s mana (what casting it would cost before Frugal caster’s cut; Frugal caster then cuts the whole) and as many turns of writing as a study of the spell takes (Quick study does not shorten it). The mana is spent and the blank used up only at the end; interrupted, nothing is spent. Refused, with no time spent, without a blank scroll or the mana |
| 18 | Arcane bolt | the spell Arcane bolt (level 6, a cast, 11 mana): 4d6 force damage |
| 24 | Chain lightning | the spell Chain lightning (level 20, a cast, 20 mana): 6d6 electricity damage; it jumps 3 times for certain, every jump reaching 2 cells |
| 25 | Mage armour | Deflection +2 while you wear no body armour |
| 32 | Empower | your spells: +1 rung on their damage and healing ladders; your spells’ mana −10 % (at least 1) |
| 36 | Sunfire | the spell Sunfire (level 30, a cast, 90 mana): 10d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in |
| 50 | Arcane mastery | mana regeneration pace +100 % |
| 60 | Archmage | your spells: +2 rungs on their damage and healing ladders; your spells’ mana −50 % (at least 1) |
Abilities
The wizard’s Knock (from level 4, 5 mana) springs the lock of the locked door or chest in a direction. It opens nothing by itself (see Chests).
The wizard’s Scribe (from level 12) writes a scroll of a spell he knows on a blank scroll. It costs three times the spell’s mana and the time its grimoire takes to read (see Scrolls). It is mana banked between fights, to be read in the next.
Bard
A wandering singer and teller of tales who gets by on charm, quick fingers, and a quicker tongue.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Support, all-rounder | Hard | Intelligence, Presence | 2 | 5 | 5, from level 1 |
Plays like: A little of everything: songs, many skills, and any weapon, but frail. Stops at level 30.
Starts with: one of a short sword or a scimitar (wielded); a travelling cloak (being worn); a doublet (being worn); a dagger; a lute; a loaf of bread; 30 gold coins; 1d4 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) (see Starting kit).
See also: Inspiration and Songs.
How to play
You can do a little of everything, and nothing best. You start with a blade, a lute, the spell Mend, and four skill rolls a level. Your hit points are few, so pick your fights. Travelled hands at level 3 makes you a beginner with every weapon, and your songs come at 9 and 20. Your levels stop at 30, so plan on a prestige class beyond it.
Levels
A bonus talent at levels 5, 10, 15, 23, 28, from any tree.
| Level | Ability | Effect |
|---|---|---|
| 1 | Mend | the spell Mend (level 1, a cast, 3 mana): 1d3 hit points back |
| 3 | Travelled hands | every weapon skill and fighting style (not a hidden style) below rank 1 rises to rank 1, once, as it is given |
| 6 | Fast healer | healing pace while resting +50 % |
| 8 | Mesmerise | the spell Mesmerise (level 5, a cast, 5 mana): a hostile you see suffers Transfixed (2) |
| 9 | Inspire | you hold Inspiration from now on; active, a song (the time of a song, heard as a voice of loudness 80; not on the overworld or while silenced), 3 inspiration: you suffer Inspired (to hit +1, Dodge +1, 5 min a degree) at 1 degree, plus your Music’s song degrees |
| 12 | Thunderclap | the spell Thunderclap (level 7, a cast, 13 mana): 2d6 force damage; everyone it harms suffers Stunned (1); you are in it |
| 12 | Jack of all trades | every skill you are not trained in, whatever skills there are, trained at 1d4+1 (rolled once, as it is given), but Sneak attack |
| 16 | Throw your voice | the Throw your voice ability |
| 16 | Bind | the spell Bind (level 9, a cast, 9 mana): a hostile you see suffers Pinned (2) |
| 20 | Sense the quick | the spell Sense the quick (level 5, a cast, 5 mana): you are Quick-sensed (1) |
| 20 | Lullaby | active, a song (the time of a song, heard as a voice of loudness 80; not on the overworld or while silenced), 6 mana: each hostile creature that hears it checks Willpower against 13 plus your Music’s song difficulty; failed, it suffers Drowsy (12 s a degree) at 1 degree, plus your Music’s song degrees |
| 25 | Master of none | every trained skill counts +5 |
| 30 | Virtuoso | every song costs nothing and gives a degree more; a song on yourself gives Inspired (to hit +2, Dodge +2, 10 min a degree) instead |
Abilities
The bard’s inspire spends inspiration.
The bard knows a little of everything and masters nothing. They are a wandering singer who has handled every weapon once and picked up every trade a little. Their table is shorter than the others’: it gives its last ability at level 30 and stops there. A bard learns nothing new past 30. Experience earned after that still counts, but buys no level, and what comes after is found, not given (see Prestige classes).
The bard has two songs:
- Inspire (level 9) lifts you. It is paid in inspiration.
- The lullaby (level 20) makes hostile hearers drowsy. It is paid in mana.
Songs tells them in full: what they cost, how far they are heard, how Music lengthens them, and the odds of shaking the lullaby off. A virtuoso (level 30) sings for nothing, a degree longer.
Travelled hands (level 3) raises, once, every weapon skill and fighting style the bard has at rank 0 to rank 1. It never raises a hidden style. The bard is a point surer with whatever comes to hand.
Jack of all trades (level 12) trains every skill the bard lacks at 1d4+1, except Sneak attack, the thief’s. From then on they are skills like any other: used, marked, and raised at a level.
Master of none (level 25) makes every skill the bard is trained in count 5 higher.
Inspiration
The bard gets inspiration with inspire at level 9, starting at 0. Every kill of your own gives one, up to 5, and one fades every 30 base turns (3 minutes). When empty, the pool stays with you.
Only Inspire spends it: 3 inspiration and nothing else, and with less you cannot sing it. (The lullaby is paid in mana; see Songs.) A virtuoso’s inspire spends none.
See also: Resources and Talents.
Thief
A cutpurse, burglar, and picker of locks who lives by nimble fingers and a quick wit.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Sneak | Hard | Dexterity | 4 | 1 | none |
Plays like: Strikes from hiding and builds openings on one foe, then spends them on one deep blow.
Starts with: a dagger (wielded); a dagger (wielded, with Twin Blades); a stiletto (with Duelist); a leather jerkin (being worn); a wool cloak (being worn); a pair of leather gloves (being worn); a loaf of bread; 25 gold coins (see Starting kit).
See also: Openings.
How to play
You fight best before the foe knows you are there. Hit a creature that has not noticed you and
your blow is a sneak attack; each sneak attack that hits gives you an
opening in that one foe’s guard. Spend them all on
Exploit (a), one deep blow. Keep to one foe at a time: attacking
another loses your openings. Your blades are light and your hit points few, so sneak
(Stealth) and strike first.
Levels
A bonus talent at levels 4, 10, 16, 22, 28, 34, 46, 58, from Finesse or Shadow or Delver.
| Level | Ability | Effect |
|---|---|---|
| 1 | Sneak attack | you hold Openings from now on; those you catch unawares make their initiative check at +2 difficulty |
| 1 | Exploit | active (the time of a melee attack), in a direction: every opening you hold spent on one blow that is a sneak attack whatever the foe knows (the sneak attack dice on a hit; the foe is not surprised and keeps its Defence); refused with no opening, at another than the creature your openings are in, and at a thing you see without vitals; an exploit that hits does +1d6 damage per opening spent, after Protection, never multiplied by a critical; spends all the openings held (at least 1) |
| 6 | Lurk | active (the time of a wait): you are Lurking until your next action; a hostile that steps up beside you meanwhile takes your blow at once (a free blow), caught unawares unless it was already hunting you; refused with a hostile you see beside you |
| 12 | Low blow | an exploit that hits leaves the foe Stunned (1 degree); an exploit is +1 to hit per opening spent |
| 18 | Evasion | damage from bursts and bolts (traps, scrolls) −50 % (rounded down) |
| 18 | Thrown exploit | active (the time of a throw), something to throw and a creature you see: Exploit’s blow as a throw, every opening you hold spent on a sneak attack whatever the foe knows, with every increment of an exploit; within the item’s throw range and 6 cells (Long reach’s farther), the line clear as far as you see; refused as Exploit is, and for a flask; spends all the openings held (at least 1) |
| 25 | Pack mule | carrying limit +10 %; 60 % off the burden’s slowdown, on top of Balance (Burdened ×1.10 for 60 %); the burden’s cap on Dexterity in Defence +1 |
| 25 | Porter | carrying limit +10 %; the burden’s cap on Dexterity in Defence +1; being Burdened costs you nothing (as a dwarf) |
| 32 | Improved sneak attack | +2d6 damage, after Protection, on a hit at a creature that has not seen you (it hunts no one it has seen, and does not see you now); an exploit that hits does +1d6 damage per opening spent, after Protection, never multiplied by a critical |
| 40 | Vanishing act | a sneak attack of yours that kills leaves you Light-footed (1 degree) |
| 50 | Hide in plain sight | no footsteps at all while Unburdened; the noise of your attacks −50 % |
| 60 | Master thief | attacks on a creature that has not seen you threaten a critical 2 lower (never below 3); an exploit threatens a critical 4 lower per opening spent (never below 2); with 5 or more spent, it is a critical whenever it hits, with no confirmation roll |
Abilities
The thief’s sneak attacks build openings. Exploit, theirs from level 1, spends every one they hold on a single sneak attack, deeper for each, and Low blow at 12, Improved sneak attack at 32, and Master thief at 60 add to it (see Exploit). From level 18 Thrown exploit makes the same blow with a thrown weapon, at a foe up to 6 cells away. The thief has no stamina until a weapon rank teaches an active ability.
Openings
Every thief holds openings from level 1 (Sneak attack), starting at 0.
- Every sneak attack that hits gives one, up to 5.
- Every feint the foe falls for gives one.
- Killing your mark yourself gives one more.
- One slips away every 20 base turns (2 minutes). When empty, the pool stays with you.
- From level 1, Exploit (an ability, aimed in a direction) spends every opening you hold on one melee blow that counts as a sneak attack, whatever the foe knows. The thief’s class talents make it bigger as they come (see Exploit).
The mark
Your openings are gaps in one creature’s guard: your mark. The character screen shows whose guard they are in (“Openings 3/5, in the kobold’s guard”), and looking at the creature says “your mark”.
- Switching foes loses them. The first creature you choose to attack becomes your mark. A blow, a kick, a shield bash, an ability’s blow, a shot or a throw at its square, a spell that rolls to hit, or a feint, made or not, all count. Choose to attack a different creature while your mark lives, and every opening is lost (“Your openings on the kobold are lost.”); the new creature is your mark.
- Blows you did not choose change nothing. A free blow (a riposte, an opportunist’s blow, a lurk’s) makes its target your mark only when you have none. On anyone else, its sneak attack gives no opening. Area effects, like a fireball, never touch your mark.
- A kill carries them over. When your mark dies, by anyone’s hand, your openings stay, and the next creature you attack becomes your mark with them. If you killed it yourself (a bleeding wound you dealt counts), you get one more opening.
- Your mark is forgotten when it vanishes (a summoned creature’s time runs out), when you take the stairs to another level, and when your openings run down to 0. Your openings stay. A mark that steps out of sight is still your mark.
- Spending them on someone else is refused. Exploit at a creature other than your mark does nothing and takes no time (“Your openings are in the kobold’s guard.”).
Exploit
Exploit is the thief’s way to cash in openings, from level 1. Choose a direction, and you strike the hostile there with what you wield, in the time of a melee blow.
- It spends every opening you hold, from 1 to 5 (more with an item of Guile, see Suffixes; there is no cap). You choose how many by when you strike.
- It is a sneak attack whatever the foe knows. The sneak attack dice land if it hits. The foe is not Surprised and keeps its whole Defence.
- Each opening spent adds 1d6 damage on a hit, after the sneak dice. Like them, it comes after Protection, and a critical never doubles it.
- Its own sneak attack gives no opening. After it you hold none, and your mark is forgotten. If the blow kills your mark, that kill still gives you one.
- It is refused, taking no time and spending nothing, with no opening (“you have no opening” in the menu), with no hostile there (“There is no one there.”), at a creature other than your mark (“Your openings are in the kobold’s guard.”), and at a creature you see that has no vitals (“It has no vital spot.”: skeletons, spirits, animated things; see Criticals).
- The game tells you how deep it cuts: “You strike at the opening.” (1), “You press your openings.” (2 to 4), “You tear into every opening!” (5).
The thief’s class talents add to every exploit, per opening spent:
| Level | Talent | Adds per opening spent | An exploit from then on, per opening |
|---|---|---|---|
| 1 | Exploit | +1d6 damage | +1d6 damage |
| 12 | Low blow | a hit leaves the foe stunned (1 degree); +1 to hit | +1d6 damage, +1 to hit, stunned |
| 32 | Improved sneak attack | +1d6 damage | +2d6 damage, +1 to hit, stunned |
| 60 | Master thief | a critical threat 4 lower (never below 2); with 5 or more spent, a critical whenever it hits, with no confirmation roll | +2d6 damage, +1 to hit, stunned, threat 4 lower, a sure critical from 5 spent |
A stunned foe’s next action costs half again as much, and your next blow finds it flat-footed.
So at level 12 an exploit of 4 openings is +4 to hit and does the blow, the sneak dice, and 4d6 more, and the foe is stunned. At level 32 the same exploit does 8d6 more. At level 60 its critical threat is 16 lower, and 2 lower again as on any sneak attack (that step never below 3), so a weapon that threatens on 20 threatens on 3. An exploit of 5 or more is a critical whenever it hits, with no confirmation roll. The critical doubles only the weapon’s part: the sneak dice and the exploit’s dice are never doubled.
Thrown exploit
From level 18 the thief can also exploit by throwing, for a mark that stepped back, blinked away, or a foe across the room after a kill. Choose the Thrown exploit ability, then something to throw, then the target.
- It is Exploit’s blow, thrown. It spends every opening, and it is a sneak attack whatever the foe knows. Every addition in the table above applies: the dice per opening, the stun and +1 to hit per opening, the lower threat and the sure critical at 5. It uses the thrown weapon’s attack and your Thrown rank, not the weapon in your hand.
- One of what you throw leaves your hand, as any throw. It lands by the foe or breaks.
- Its reach is the weapon’s throw range, but never more than 6 cells (more with Long reach): past that the sneak dice would not land. A dagger throws 5.
- It is refused, taking no time and spending nothing, for everything Exploit refuses (no opening, no hostile you see there, a creature other than your mark, no vitals), for a flask (“You cannot exploit an opening with …”), for a target too far (“That is out of reach.”), and for a wall or a creature you see between you and the target (“Something is in the way.”).
- A creature you did not see in the way takes the throw instead, as a plain throw: no sneak dice and nothing per opening. The openings are spent all the same.
The talent on it
Patient blade (Shadow; thief, level 32): openings slip away half as fast, a point every 40 base turns instead of every 20. Killing your mark yourself gives two openings instead of one.
See also: Surprise and sneak attacks, Resources, and Abilities.
Aristocrat
Born to wealth and command and never asked to lift anything heavier than a goblet.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Everyday folk | Joke | Presence | 1 | 7 | none |
Plays like: Soft and unfit for this, but money and finds from home wait in town at every level.
Starts with: a rapier (wielded, perhaps magic); a gold ring (on left hand, magic or rare); a fur cloak (being worn); one of a doublet, a gown, or a houppelande (being worn); a pair of leather boots (being worn); one of a ruby, a sapphire, or an emerald; 250 gold coins; 2 apples (see Starting kit).
See also: People and talk and Shops.
How to play
You were never meant for this: few hit points, weak arms, and a rapier you barely know. What you have is money: plenty of gold at the start, a magic ring, a gem, and a stipend from home that waits for you in Cēaptūn at every level. Talk to your servant at the Gæsthūs to collect it, and spend it on the best arms, armour, and potions the shops sell.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Weaponcraft or Delver.
| Level | Ability | Effect |
|---|---|---|
| 1 | Family wealth | at creation, gold coins: 900 % of those you start with more, at least 180 and at most 450; at creation, 2 to 3 loose gems, as found at item level 2 |
| 1 | Stipend | each level you reach puts by 150 plus 10d10 gold, and (85 % of the time) one loot roll at that level with the odds of a magic or rare item +100 %, kept if magic, rare, a potion, a scroll, or a gem; your servant hands it all over when you talk to them (see Stipend) |
| 6 | Fencing | benefits as 1 rank higher (at most 10) with Duelist |
| 18 | Riposte | free blow: a blow that misses you by your Parry gives one back |
| 50 | Peerless | the roll confirming your criticals +2 |
Abilities
The aristocrat’s stipend (Stipend, from level
- is money from home. Every time the aristocrat gains a level, their family puts by 150 + 10d10 gold (about 200). With an 85 % chance it also adds one loot roll at that level, with magic and rare items twice as likely as usual. The find is kept if it is magic or rare, a potion, a scroll, or a gem, and thrown away otherwise. About 38 % of level-ups bring a find. Every level counts, a prestige class’s too, and levels gained far from town count as well.
It all waits with the aristocrat’s own servant at the Gæsthūs in Cēaptūn: a squire for a man, a chambermaid for a woman, a servant for anyone else, of the aristocrat’s own race and speaking as their people speak. Only an aristocrat’s run has them. Talk to them and they hand over everything: the gold and the finds go into your pack, and whatever would leave you overloaded is set down at your feet. With nothing waiting, they tell you how splendid you are. If the servant dies, no one else brings the stipend.
Landed noble, a talent only an aristocrat can take, and only as a new character, doubles the gold, makes the loot roll every time, and makes magic and rare items four times as likely as usual: about 47 % of level-ups then bring a find.
Commoner
A farmhand, laborer, or servant with no training to speak of: used to hard work, not to being heard.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Everyday folk | Hard | Toughness | 3 | 1 | none |
Plays like: A club and a few turnips. Levels come quickest, and their bonus talents come from any tree.
Starts with: a club (wielded); 2 turnips; a loaf of bread; 12 copper coins (see Starting kit).
See also: Talents and Crafting.
How to play
You are the plainest of folk: a club, a few turnips, and twelve copper coins. Levels come faster for you than for any other class, and your bonus talents may come from any tree, so you can grow into anything. Pack mule lets you carry more. Buy a weapon and armour in Cēaptūn as soon as you can, and take the easy dungeons slowly.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from any tree.
| Level | Ability | Effect |
|---|---|---|
| 1 | Pack mule | carrying limit +10 %; 60 % off the burden’s slowdown, on top of Balance (Burdened ×1.10 for 60 %); the burden’s cap on Dexterity in Defence +1 |
| 12 | Stubborn | Toughness +2 (score and potential); Poisoned never lowers your scores |
| 18 | Big hands | damage +1 with Maces and clubs; damage +1 with Unarmed |
| 32 | Second wind | active (the time of a wait): 1 hit point per level back at once, at least 8; then Winded (no second wind while it lasts) |
| 40 | Salt of the earth | healing pace +25 %; healing pace while resting +25 % |
| 60 | Unlikely hero | Strength +1 (score and potential); Dexterity +1 (score and potential); Toughness +1 (score and potential); Intelligence +1 (score and potential); Willpower +1 (score and potential); Presence +1 (score and potential) |
Craftsperson
A smith, carpenter, or weaver who knows a trade inside out: sure hands, a patient mind, and few words.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Everyday folk, maker | Hard | Dexterity | 3 | 1 | none |
Plays like: Makes, mends, and takes apart gear with two trades of their choice; a poor fighter.
Starts with: a hand axe (wielded); a knife; a pair of leather gloves (being worn); a leather apron (being worn); a pair of leather boots (being worn); 2 wax candles; a food ration; 25 gold coins (see Starting kit).
See also: The patron and Crafting.
How to play
You make things. Pick two trades as a new character; each trains a craft skill and comes with its tools. Make, mend, and salvage your own gear, and from level 12 a patron in Cēaptūn buys your best work. You are a poor fighter, so start with the easy dungeons and let your work arm you.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Scholar or Grit or Delver.
Two bonus talents at character creation, from Crafts, taken before the others.
| Level | Ability | Effect |
|---|---|---|
| 1 | Time served | each trade you take at creation is trained +6 more |
| 1 | Eye for the make | an item’s description reads its make: what salvage would give of it if every check went well (50% of each material’s weight, a gem whole; never the odds), how many more improvements the anvil or a knife could give it, or that it is damaged, and how hard its main material is to work (“very hard” for a work of +4 or more, “hard” for +1 to +3, “soft and easy” for -2 or less) |
| 6 | Waste not | salvage gives back 75% of each material’s weight (everyone else: 50%), and a failed recipe gives back 100% of its stock and inputs (everyone else: 50%; a failed brew is still spent on its murky draught); a failed Temper or Whittle damages nothing: the item stays as it was, though the attempt still counts toward the next one’s difficulty |
| 12 | Patron | a patron in town commissions Fine (or better) arms and armour from your trades, advances the stock, and pays 100 % of the piece’s worth (see the patron) |
| 18 | Make do and mend | active (on a damaged thing you carry, not worn or wielded, anywhere, with no anvil or tool; 10 minutes of work, cut short by anything that would stop a rest): one check, 2d12 plus the modifier of the stat of the craft that works its main material and that craft’s points (a stat alone, untrained), against 10 plus the material’s work. Made, the damage is gone (the improvements it lost stay lost, and the next attempt at the anvil is as hard as before); failed, nothing happens to it, and you may try again. It never destroys anything. Refused, with no time spent, for something worn or wielded, protected, unpaid, or of a material no craft works (cloth, glass) |
| 25 | Trapwright | active (a rig from the rig list, then a direction): a trap is rigged on the cell beside you, from arrows, a billet of wood, or a pit dug with the digging tool you have ready; what it kills is your kill. See Rigging traps |
| 32 | Field forge | active (aimed in a direction, at open ground beside you, 60 minutes of work; no mana, cooldown, or check): an ingot of any metal you carry is set on a heap of stones there, a makeshift anvil that serves every recipe and Temper as a forge’s anvil does, and stays for good. Interrupted, nothing is made and the ingot kept. Refused, with no time spent, without an ingot, on the overworld, or where the ground is not open floor |
| 40 | Quick hands | every craft takes 50% of its time: recipes (after Fletcher’s share), Temper, Whittle, cutting and setting gems, salvage, and the craftsperson’s own works |
| 50 | Master’s hand | +4 to the margin of a made check as its grade or a gem’s cut is read: every grade and every cut comes 4 sooner; whether the work is made is unchanged |
| 60 | Maker’s mark | the arms, armour, and jewellery you make bear your mark, whatever their grade: each is worth 50% more (and your patron pays for that worth), and it holds one enchantment more |
Abilities
A craftsperson works their trades better than anyone, and their class abilities change the rules of Crafting. The burgher who buys their best work is on The patron.
Trades
A craftsperson learns no craft from the class
itself. Instead they pick two trades as a new
character, before their other talents: the Talents step asks “Choose a trade”
first. Each trade trains its craft skill at 3d6, and
Time served adds 6 to that, so a trade starts at 9 to 24.
Each also comes with the tools of the trade. A craftsperson may spend an ordinary pick on a
third trade too. Their skills grow fast: three skill rolls a level,
and a roll on a trade throws the die one step up.
Eye for the make
Eye for the make works whenever you look at an item’s description. It adds a line on what salvage would give of it if every check went well, a line on how many more improvements the anvil (for metal) or a knife (for wood) could still give arms or armour, or that the thing is damaged (and, once you have Make do and mend, that your own hands could mend it), and a line when its main material is hard or soft to work. Like Appraise, it also tells you how many enchantments the item can bear. It never tells you the odds, or how often a smith has worked the piece before. With Waste not it counts the three quarters salvage then gives back.
Waste not
From level 6 a craftsperson has Waste not: nothing is lost in their hands but time.
- Salvage gives back three quarters of each material’s weight instead of half (still at least one piece). The hardwood quarterstaff on Salvage gives 8 billets instead of 5. A gem’s fate is unchanged: a failed check still chips it, and a natural 2 still shatters it.
- A failed recipe gives back all of its stock and inputs instead of half. A failed batch gives back all its wood and metal. A failed brew is still spent on its murky draught.
- A failed temper at the anvil, or a failed whittle, damages nothing, even on a natural 2: the item stays as it was, and a damaged item is never destroyed. The attempt still counts, so the next one is as hard as it would have been.
Patron
The patron (Patron, from level 12) is a well-to-do burgher at the Gæsthūs in Cēaptūn who commissions Fine work from the craftsperson’s trades, one piece at a time, hands over the stock for it, and pays its full worth on delivery. See The patron.
Make do and mend
Make do and mend (from level 18) mends a damaged thing you carry, anywhere, with no anvil and no tools. Choose it in the abilities menu, then the item. It takes ten minutes. If something comes into view, you stop, the item is untouched, and the time is lost.
When the time is up you make one check: 2d12, plus the modifier of the stat of the craft that works the item’s main material (Strength for metal, Dexterity for wood and leather), plus what that craft skill gives you, against 10 plus the material’s work. Untrained in the craft, only the stat counts. A steel sword is 10 to beat, mithril 14, wood 9.
- Made: the damage is gone. The improvements it lost stay lost, and the next attempt at an anvil is just as hard as it would have been.
- Failed: nothing happens to it. It stays damaged, and you can try again.
It never destroys anything. You cannot mend something you wear or wield (take it off first), a protected item, goods you have not paid for, or something of a material no craft works, like cloth or glass. If you are trained in the craft, the check may earn it a training mark.
Trapwright
Trapwright (from level 25) rigs a trap on the cell beside you: a tripwire from arrows, stakes from a billet of wood, or a pitfall dug with your pick. A creature your trap kills is your kill. See Rigging traps.
Field forge
Field forge (from level 32) makes an anvil wherever you are: a makeshift anvil from one ingot and an hour’s work.
Quick hands
From level 40 a craftsperson has Quick hands: every craft takes half its time. That is every recipe (an enchanting too), a temper at the anvil, a whittle, cutting and setting a gem, salvage, Make do and mend, Field forge, and rigging a trap. A long sword takes half as long to forge, and salvage five minutes instead of ten. A ranger’s Fletcher halves arrows too, and the two together make them in a quarter of the time. Gathering herbs, foraging, scribing, and deciphering are not crafts and take as long as ever. The times the game shows are the halved ones.
Master’s hand
From level 50 a craftsperson has Master’s hand: when a check is made, 4 is added to its margin before the grade or the cut is read. A failed check still fails, and a natural 2 still fails or shatters the gem. So a Fine piece comes from a margin of 2, Marvellous from 8, and a Masterwork from 16, and every cut comes 4 sooner. The grade tables above and the cut tables under Gem cutting have a “With Master’s hand” column. Setting a gem, batches, and brews have no grade and are unchanged.
Maker’s mark
From level 60 what a craftsperson makes bears their mark. Every weapon, piece of armour, shield, tool, ring, and amulet they make is marked, whatever its grade, plain ones too. Ingots, batches of arrows and stones, and brews are never marked. Its description says so: “It bears Brakka’s mark.” Its name does not change.
- Worth: a marked piece is worth half again (+50 %, rounded down), on top of its grade. A marked Fine steel long sword is worth three times a plain one. A marked piece that is later damaged is worth half of that.
- The patron pays for that higher worth: a marked piece fetches half again what the same piece unmarked does (The patron).
- Enchantments: a marked piece can bear one more (Capacity).
The mark stays for good: tempering, damage, and mending never take it away.
The patron
A craftsperson who reaches level 12 gains Patron: a well-to-do burgher in Cēaptūn who buys their best work.
Where is the patron?
In the north-east corner of the Gæsthūs, Cēaptūn’s inn. The patron is of your own race and speaks as your people speak. Only a craftsperson’s run has one. If you have been to Cēaptūn before level 12, the patron moves in the moment you gain the talent; otherwise they are there when you first arrive.
What does the patron want?
Talk to the patron and they ask for one piece of work: something one of your trades can make that can be Fine or better, such as a sword, an axe, a bow, a shield, a helm, a suit of armour, gloves, or boots. Never jewellery, potions, tools, or arrows. The piece is picked at random from every recipe of every craft you are trained in that your skill is high enough to make.
With the request the patron hands over the stock for it: the metal, wood, leather, or other pieces the recipe takes, as much as one piece takes, and any other material it needs (a bow’s sinew). Never a gem: that is yours to add. Whatever would leave you overloaded is set down at your feet.
The commission shows in your quest log while it is open. It is not a quest: it gives no experience and does not count toward your guild rank or a town’s goodwill.
Delivering
Talk to the patron again with the piece in your pack. They take the first one you carry that is Fine, Marvellous, or a Masterwork (one you are not wearing or wielding first), and pay 100 % of its worth in gold. Its grade counts: a Fine piece is worth twice a plain one, a Marvellous one three times, a Masterwork five times. A shop pays far less. Every delivery trains Negotiation.
A piece that bears your maker’s mark is worth half again, so it is paid 50 % more than the same piece unmarked.
Magic you know of counts as it does in a shop (see Magic items).
The patron never asks who made it: a Fine piece you found will do. A plain one will not (“I asked for Fine work”), and a damaged one is no better than plain.
How many?
One commission at a time. Deliver it and the next talk brings the next. There is no limit and no waiting. The road to town and the hours at the anvil are the only price.
If you never deliver, nothing happens: the patron waits, and the stock is yours to keep, sell, or salvage. If the patron dies, the commission is off, and no one takes their place.
See also: the craftsperson, Crafting, and Shops.
Merchant
A trader who knows the price of everything: shrewd and persuasive, softened by years behind a counter.
| Role | Difficulty | Key stats | Hit points | Mana | Spells given |
|---|---|---|---|---|---|
| Everyday folk | Joke | Intelligence, Presence | 2 | 2 | none |
Plays like: Weak in a fight; their gold grows with a business partner in town.
Starts with: a dagger (wielded); a travelling cloak (being worn); a long coat (being worn); a pair of leather boots (being worn); one of a garnet, an amethyst, or a topaz; one of a garnet, an amethyst, or a topaz; 120 gold coins; a wool cloak; 10 wax candles; a coil of rope; 4 strips of dried meat; a scroll of identify (see Starting kit).
See also: Shops and People and talk.
How to play
You are weak in a fight, but you have gold: 120 coins, two gems, and a scroll of identify to start, and better prices in every shop (Haggler). Put your gold with your business partner in Cēaptūn (Invest) and it grows week by week. Spend the rest on the best arms and armour you can buy, and fight carefully.
Levels
A bonus talent at levels 10, 20, 30, 45, 55, from Scholar or Delver.
| Level | Ability | Effect |
|---|---|---|
| 1 | Haggler | shop favour +15 % (before the cap) |
| 1 | Invest | your business partner invests the gold you put with them (2 % kept going in, 2 % coming out): every week it changes by 10 plus 4d201-404 basis points (hundredths of a percent), 1 more per quest of their town’s people done and more for some quests (see Invest) |
| 6 | Deep pockets | coins you carry weigh nothing |
| 6 | Pack mule | carrying limit +10 %; 60 % off the burden’s slowdown, on top of Balance (Burdened ×1.10 for 60 %); the burden’s cap on Dexterity in Defence +1 |
| 12 | Merchant’s eye | active (on a thing you carry, for the time of reading a scroll, 6 seconds at normal pace; no mana, cooldown, or check, as often as you like): the thing is identified as a scroll of identify would identify it. On a thing you already know it is refused, with no time spent |
Abilities
The merchant’s investment (Invest, from level 1) works like a fund. The merchant has a business partner at the corner desk of Factor Wulfrun’s office in Cēaptūn, of the merchant’s own race and speaking as their people speak. Only a merchant’s run has them. Talk to them and they tell you what your stake is worth, to the coin. Then pick a topic:
- Invest 100 gold, Invest 1000 gold, or Invest all your gold: the partner keeps 2 % as a fee (rounded up to a whole coin), and the rest goes into your stake.
- Withdraw 100 gold, Withdraw 1000 gold, or Withdraw everything: the partner keeps 2 % of what you take out, and you get the rest. Gold that would leave you overloaded is set down at your feet.
Each takes as long as a chat. Every game week (seven days, counted from the start of the calendar), wherever you are, the stake goes up or down by a random return: 0.10 % plus a roll of 4d201−404 hundredths of a percent, so anything from −3.9 % to +4.1 %, mostly within about 1.2 % either way. Weeks spent resting or travelling count just the same. Over a 360-day year that comes to about 5 % a year on average, but about three years in ten lose money.
The more Cēaptūn owes you, the better the partner does. Every quest you have completed for one of Cēaptūn’s people adds 0.01 % to every week’s return (each quest once). Completing Wulfrun’s Fire in the deep, which slays the fire drake and lets the town dig in its mines again, adds 0.06 % more. With all of Cēaptūn’s fourteen quests done the stake grows by about 16 % a year, and only about one year in thirty loses.
If the partner dies, your stake dies with them.
Resources
Everyone has hit points and mana. Some characters also hold resources of their own: pools of points that a class or a talent gives them, such as a berserker’s rage or a ranger’s focus. You may hold several at once, and each has its own rules:
- Some come back by themselves over time, up to their maximum.
- Some wear off over time, down to nothing.
- Some build up from what you do: a kill, a blow that hits, a critical, being hit, a sneak attack.
- Abilities may spend them. An ability that costs more than you have is greyed out in the abilities menu (“not enough focus”).
- Some end when they run out: the resource is gone, and its bar with it, until something gives it to you again. Others stay with you, empty, and fill up again.
While you hold a resource, the status bar shows it after your mana, as Rage 7 or Focus 7/10
(what you have, and for some your maximum). The character screen (@) gives it a
row of its own.
A resource that wears off while you rest may run out before you wake. One that does not come back while resting waits for you to get up. Creatures never hold any resources.
Nothing converts between resources and mana: each is spent only by what asks for it.
Times below are given in base turns. A base turn is 6 seconds.
The resources
Each class’s own pool has a page of its own, beside its class:
- Rage: the berserker’s fury, from the Rage ability.
- Focus: the ranger’s, for quicker shots and volleys.
- Openings: the thief’s gaps in a foe’s guard, spent by Exploit.
- Ki: the ascetic’s, for flurries and the open-hand arts.
- Inspiration: the bard’s, for the Inspire song.
- Zeal: the paladin’s, for smites and laying on hands.
Stamina is no one class’s: it is the pool of anyone who fights with a weapon’s active abilities.
Stamina
Stamina is the fighter’s breath: the pool that active weapon abilities are paid from (see Combat), and the warrior’s Charge. A warrior holds it, full, from level 1 (Charge gives it). Anyone else gets it, full, from the first weapon rank that teaches an active ability.
The pool holds 10, plus your Toughness modifier, plus a point per 10 levels, and never less than 5 (Toughness 14 holds 12 at level 1). It comes back a point every 2 base turns (12 seconds), resting too, and sits at 0 when spent.
A berserker holds rage and stamina at once. Raging blocks spells, but not active weapon abilities.
Magic items on resources
A magic item may name a pool and change it while you wear or wield it, whether identified or not. It can give:
- a larger maximum, by so many points;
- a faster pace, by so many percent, added to what talents add. Steady breathing’s 50 % and an item’s 30 % make 180 %;
- for stamina, every active weapon ability costing so many points less. This adds to Drillmaster’s discount, and a cost never goes below 1;
- so many more points on a kill (of the Hunt), never above the maximum. This follows the same rule as mana of Siphoning: only your own blow, shot, or spell counts, with the one you killed within 3 cells of you (see Mana on a kill). It comes on top of what a pool builds on any kill by its own rule (inspiration’s point).
Two items naming the same pool add up. Taking the item off lowers what you hold to the smaller maximum at once.
Such an item never grants a pool: it does nothing for someone who does not hold it. Who holds which pool:
- Stamina: every warrior, berserker, paladin, ranger, ascetic, thief, and bard, and anyone else once a weapon rank teaches an active ability.
- Rage: a raging berserker, only while the rage lasts.
- Focus: a ranger from level 12.
- Ki: an ascetic from level 1.
- Inspiration: a bard from level 9.
- Openings: a thief from level 1.
A ring of rage on a wizard is dead weight. Creatures never hold a pool, so such gear does nothing for them, only for whoever takes it from them.
Talents on resources
Five talents change a resource. Only the class that has the resource may take them, as a pick from its trees. Each is on its resource’s page: Battle trance, Inner calm, Steady hand, Patient blade, and Zealot.
See also: Classes, Mana, and Stances and stamina.
Horoscope
Everyone is born under a sign: the animal and the element of the year they were born. You do not choose yours; the stars decide. When you make a character (see Your character), the game tells you right after you choose your race when you were born, under which sign, and what the stars gave you (Born under the stars).
The summary and the character screen (@) show it again, for example
Age 34 · born 29 Greenleaf 1410 · year of the Water Basilisk. The character screen also lists your
sign’s gifts by name on its Stars line.
The Great Race
When the world was young, the years had no names, and the Keeper of Days could not tell one from the next. So she called every beast of legend to a race. It would run from the Ash Peaks in the north, down across the Glass Waste, over the Wide River, and through the Mistwood to the Gate of Dawn by the sea. The first twelve through the gate would each have a year, in the order they came.
The Salamander was the smallest racer of all and could not swim, so it asked the Hydra to carry it across the river. The Hydra was the strongest swimmer there and agreed. Its heads were busy arguing about the way, and none of them noticed the Salamander climb up the middle neck. As the Hydra reached the gate, the Salamander leapt down and through, first. The Hydra came second.
The Manticore ran the whole course without resting once, and every racer who saw it coming left the path; it came third. The Unicorn crossed the river leaping from stone to stone without wetting a hoof, and came fourth.
The Wyvern could have flown in first. But it saw that the Mistwood was so thick that the racers on foot were lost in it, so it stopped and burned a path through for them, and came fifth. Then came the Roc, the mightiest of fliers, who had soared so high that it lost sight of the gate and had to come down to look for it. It never knew that the Basilisk had been coiled around its talon since the Ash Peaks. As the Roc landed, the Basilisk slid off in front of it, and so the Basilisk came sixth and the Roc seventh.
The Griffin landed on every hilltop along the way to make sure that no one was after its gold, and came eighth. The Sphinx stopped every racer it met to set them a riddle. Those who answered went on ahead, and the Sphinx lost the whole morning; it came ninth. The Phoenix burned to ash in the noon heat of the Glass Waste, rose again from its ashes at dusk, and flew on to come tenth. The Kraken could not leave the water, so it swam the long way round, down the river and along the coast, and came in on the evening tide, eleventh.
Last, at midnight, came the Barghest, the black hound. It had been fast enough to win, but it had run behind the others all the way, to see that no racer was left behind. The Keeper of Days was so moved that she gave it the last year, and set it to guard the gate between one great cycle and the next. It stands there still.
So that no year would be lonely, the five elements, Wood, Fire, Earth, Metal, and Water, agreed to walk beside the animals, one each year, in turn. The year of the race itself was the year of the Wood Salamander. It is Year 1 of the reckoning.
The great cycle
- Every year has an animal and an element. Both change on the 1st of Frostmere, the first day of the year.
- The animals follow the order of the Great Race. After the Barghest comes the Salamander again, so an animal comes back every 12 years.
- The elements follow the order Wood, Fire, Earth, Metal, Water, so an element comes back every 5 years.
- Together, every animal meets every element exactly once in a great cycle of 60 years. The first great cycle began in Year 1, the year of the race; the latest ones began in 1381 and 1441. The year 1444 is a Metal Unicorn year.
Your sign is the sign of the year you were born in, so the day matters at the turn of the year. Someone born on 30 Deepwinter is a sign earlier than someone born the next day, on 1 Frostmere.
What a sign does
Your animal gives you two gifts and a flaw. Your element gives you two gifts; elements have no flaws. These are talents of their own tree, Stars: given at birth, never picked, and never lost. The game tells you what they do in words (“you move and act a little faster”); the tables below give the exact rules. Some animals’ gifts are still to come, and the tables list only those already in the game.
Some gifts are things you do rather than rules that hold. You use them from the
abilities menu (a), under Birth sign:
- Fire’s Blaze. Afterwards you are Burnt out for a while, and cannot use it again until that passes.
- The Unicorn’s Horn’s grace and the Basilisk’s Transfixing stare. Each then rests for a while (a status that wears off) before you can use it again.
The abilities table lists them with everything else you can use.
Your animal also nudges where your alignment starts. The Alignment column is what it adds to your starting score; elements add nothing. The game never shows the number, only the band you start in.
| Element | Gifts |
|---|---|
| Wood | Supple: Dodge +1; the burden’s cap on Dexterity in Defence +1 Evergreen: hunger pace −15 %; sickness from rotten food −50 % (rounded down) |
| Fire | Blaze: active (the time of a cast; not on the overworld): a burst of radius 1 around you, 2d6 fire damage (one roll) to every creature in it but you, whole to each; it melts the ice it reaches and leaves a fire on every walkable cell of it but yours, its light reaching 5 cells, for 60 s; then Burnt out for 12 h Kindled: your lantern burns brighter: its light reaches 6 cells; resistance to fire +25 % |
| Earth | Stone hide: Protection +1 Stonewise: notices hidden things on stone in passing; digging work a turn +25 % |
| Metal | Keen edge: threat range +1 with every attack Forge-born: training marks in every weapon skill and fighting style +50 % |
| Water | Always a way: +3 to every check to find hidden things; searching reaches 1 cell farther Tidal: mana regeneration pace +25 % |
Picks for your sign
Every animal and every element also has one talent of the Stars tree that only those born under it may pick. You pick it at a level-up or at character creation, like any other talent whose prerequisites hold. Most ask for a level as well; a few ask for a stat or a weapon skill. The Talents page and the level-up screen show only your own sign’s.
Most of these picks make one of your gifts stronger. The Hydra’s Another head heals even while you starve, and the Phoenix’s Second rising rises from the ashes once more. Two are things you do, used from the abilities menu under Birth sign: the Wyvern’s Fire breath and the Barghest’s Hound’s bay. Each rests a while after use.
The Phoenix’s Rise from the ashes comes once in a life, twice with the pick Second rising. Once you have risen, the gift is spent (the character screen says so), and the next death is your last.
Hound’s nose tells you in a word on the eat list how fresh food is: fresh, turning, or rotten. Food that is turning is still fine to eat; rotten food is not.
Gatekeeper strikes a foe that steps up beside you only sometimes, depending on your stance (see Free blows):
| Stance | Chance |
|---|---|
| Frenzy | always |
| Aggressive | 1 in 2 |
| Neutral | 1 in 4 |
| Defensive | 1 in 8 |
| Coward | 1 in 16 |
Your animal and your element also each change your starting stats a little, and both count. The changes are in the tables at the end of this page. They are added to your race’s, gender’s, and class’s (see Your character). The changes are small and fixed: the horoscope rolls no dice.
Lucky days
Five signs have a lucky day: one animal for each element, born in its year and on one day of the month (any month). The day is the animal’s place in the Great Race. The Salamander came first, so its day is the 1st; the Manticore’s is the 3rd, the Phoenix’s the 10th, the Kraken’s the 11th. The Barghest, who guards the gate between the cycles, has the 30th, the last day of the month.
Someone born on a lucky day has a title after their name (“Brakka, the Iron Scourge”) and one gift more, an unfair one. The game never mentions lucky days until a character is born on one.
How likely a lucky day is for each race, for a run that starts on 11 Darkening 1444 (the showcase’s start; another start date moves it). Every age in the race’s range and every day of the year are equally likely.
| Race | Ages | Lucky signs in reach | About 1 in |
|---|---|---|---|
| Drow | 100 to 400 | the Deep One (1055, 1115, 1175, 1235, 1295); the Firebird (1102, 1162, 1222, 1282, 1342); the Gate Warden (1068, 1128, 1188, 1248, 1308); the Iron Scourge (1059, 1119, 1179, 1239, 1299); the Racer (1081, 1141, 1201, 1261, 1321) | 361 |
| Duergar | 40 to 300 | the Deep One (1175, 1235, 1295, 1355); the Firebird (1162, 1222, 1282, 1342, 1402); the Gate Warden (1188, 1248, 1308, 1368); the Iron Scourge (1179, 1239, 1299, 1359); the Racer (1201, 1261, 1321, 1381) | 373 |
| Dwarf | 40 to 120 | the Deep One (1355); the Firebird (1342, 1402); the Gate Warden (1368); the Iron Scourge (1359); the Racer (1381) | 405 |
| Elf | 90 to 300 | the Deep One (1175, 1235, 1295); the Firebird (1162, 1222, 1282, 1342); the Gate Warden (1188, 1248, 1308); the Iron Scourge (1179, 1239, 1299); the Racer (1201, 1261, 1321) | 396 |
| Gnome | 40 to 150 | the Deep One (1295, 1355); the Firebird (1342, 1402); the Gate Warden (1308, 1368); the Iron Scourge (1299, 1359); the Racer (1321, 1381) | 333 |
| Goblin | 10 to 30 | the Deep One (1415); the Gate Warden (1428); the Iron Scourge (1419) | 210 |
| Half-elf | 20 to 60 | the Deep One (1415); the Firebird (1402); the Iron Scourge (1419) | 410 |
| Half-orc | 14 to 30 | the Deep One (1415); the Gate Warden (1428); the Iron Scourge (1419) | 170 |
| Halfling | 20 to 50 | the Deep One (1415); the Firebird (1402); the Iron Scourge (1419) | 310 |
| Human | 16 to 35 | the Deep One (1415); the Gate Warden (1428); the Iron Scourge (1419) | 212 |
| Kobold | 6 to 20 | the Gate Warden (1428) | 450 |
| Lizardfolk | 12 to 50 | the Deep One (1415); the Firebird (1402); the Gate Warden (1428); the Iron Scourge (1419) | 293 |
| Ratfolk | 8 to 40 | the Deep One (1415); the Gate Warden (1428); the Iron Scourge (1419) | 330 |
A short-lived race reaches fewer years at a given start date, so its chances differ. A human or a half-orc is likelier to be born lucky than an elf, and only the long-lived can be born the Racer at the default start.
Your birthday, your month, and the full moon
The calendar and the moons touch a few gifts, a little:
- On your birthday you heal faster.
- In the month you were born, your sign’s actives rest sooner.
- While the moon is full and up, the gifts that reach out reach farther.
The game shows nothing new for them; the status bar already shows the moon’s phase. Here are the exact rules.
| When | What changes |
|---|---|
| Your birthday (its month and day, midnight to midnight) | hit points come back at 125 % of the pace (all your other healing modifiers apply first); at its dawn, or if a run begins on it, you are told “It is your birthday.” |
| Using a birth sign’s active in your birth month | its cooldown (Graceless, Spent-eyed, Burnt out, Drained after Fire breath, Hoarse) lasts 50 % as long, rounded up to the second; Ashen is no cooldown and is untouched |
| A full moon up (within 1/60 of its cycle of full, either side: 12 hours each way for the Moon, a cycle of 30 days; above the horizon; the sun down; anywhere, underground and under clouds too) | Hound’s nose smells, the Transfixing stare reaches, and Eyes of the heights sees at night 2 cells farther; Inner light shines to radius 2 (from 1) |
Your age and birthday
Your starting age depends on your race. A human starts between 16 and 35 years old, an elf between 90 and 300 (see Races for every race). Your birthday can be any day of the year.
Your birth date is counted back from the day the run starts, so you are exactly that old on it. You get a year older on every birthday, and the character screen shows your age on the day you look.
Animals
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Animal | St | Dx | To | In | Wi | Pr | Those born under it | |
|---|---|---|---|---|---|---|---|---|
| 1 | Salamander | −1 | +1 | 0 | +1 | 0 | 0 | The smallest racer, who rode the Hydra across the river and leapt through the gate first: quick and clever, if slight. |
| 2 | Hydra | 0 | 0 | +2 | −1 | 0 | 0 | The strongest swimmer, who carried the Salamander across and was beaten by it at the gate: tireless and hard to kill, but of many minds. |
| 3 | Manticore | +1 | 0 | +1 | 0 | 0 | −1 | Ran the whole course without rest while every other racer fled its path: fierce and relentless, and little loved. |
| 4 | Unicorn | 0 | +1 | −1 | 0 | 0 | +1 | Crossed the river leaping from stone to stone without wetting a hoof: graceful and fair, and easily hurt. |
| 5 | Wyvern | +1 | −1 | 0 | 0 | 0 | +1 | Could have flown in first, but stopped to burn a path through the Mistwood for those behind: bold and generous, and clumsy on the ground. |
| 6 | Basilisk | 0 | 0 | 0 | 0 | +2 | −1 | Rode coiled around the Roc’s talon and slid off in front of it at the gate: patient and unblinking, and trusted by no one. |
| 7 | Roc | +2 | 0 | 0 | −1 | 0 | 0 | The mightiest of fliers, who soared so high it lost sight of the gate: powerful and proud, and not one for details. |
| 8 | Griffin | 0 | −1 | 0 | 0 | +1 | +1 | Landed on every hilltop on the way to watch over its gold: noble and watchful, and stiff in its ways. |
| 9 | Sphinx | 0 | −1 | 0 | +2 | 0 | 0 | Stopped to set every racer it met a riddle, and lost the morning to those who answered: wise and cunning, and slow to move. |
| 10 | Phoenix | −1 | 0 | +1 | 0 | 0 | +1 | Burned to ash in the noon of the Glass Waste and rose again at dusk to finish: hard to keep down and bright to behold, but frail between fires. |
| 11 | Kraken | +1 | −1 | 0 | 0 | +1 | 0 | Could not leave the water, so swam the long way round by sea and arrived on the evening tide: strong and deep, and ungainly ashore. |
| 12 | Barghest | 0 | 0 | +1 | 0 | +1 | −1 | The black hound who ran last on purpose, to see every racer through, and was given the last year for it: loyal and steadfast, and grim company. |
Elements
| Element | St | Dx | To | In | Wi | Pr | Those born under it |
|---|---|---|---|---|---|---|---|
| Wood | 0 | +1 | 0 | 0 | 0 | 0 | Growing things that bend and do not break: supple. |
| Fire | 0 | 0 | 0 | 0 | 0 | +1 | Warmth, light, and passion: bright company. |
| Earth | 0 | 0 | +1 | 0 | 0 | 0 | Stone and soil, slow and steady: enduring. |
| Metal | +1 | 0 | 0 | 0 | 0 | 0 | Iron and the forge, hard and keen: strong. |
| Water | 0 | 0 | 0 | +1 | 0 | 0 | Rivers and the deep sea, that always find a way: clever. |
Every sign
Every sign of the great cycle in order, with its years in the cycles that began in 1321, 1381, and 1441. Add or take away 60 years for any other cycle.
| Sign | Years | |
|---|---|---|
| 1 | Wood Salamander | 1321, 1381, 1441 |
| 2 | Fire Hydra | 1322, 1382, 1442 |
| 3 | Earth Manticore | 1323, 1383, 1443 |
| 4 | Metal Unicorn | 1324, 1384, 1444 |
| 5 | Water Wyvern | 1325, 1385, 1445 |
| 6 | Wood Basilisk | 1326, 1386, 1446 |
| 7 | Fire Roc | 1327, 1387, 1447 |
| 8 | Earth Griffin | 1328, 1388, 1448 |
| 9 | Metal Sphinx | 1329, 1389, 1449 |
| 10 | Water Phoenix | 1330, 1390, 1450 |
| 11 | Wood Kraken | 1331, 1391, 1451 |
| 12 | Fire Barghest | 1332, 1392, 1452 |
| 13 | Earth Salamander | 1333, 1393, 1453 |
| 14 | Metal Hydra | 1334, 1394, 1454 |
| 15 | Water Manticore | 1335, 1395, 1455 |
| 16 | Wood Unicorn | 1336, 1396, 1456 |
| 17 | Fire Wyvern | 1337, 1397, 1457 |
| 18 | Earth Basilisk | 1338, 1398, 1458 |
| 19 | Metal Roc | 1339, 1399, 1459 |
| 20 | Water Griffin | 1340, 1400, 1460 |
| 21 | Wood Sphinx | 1341, 1401, 1461 |
| 22 | Fire Phoenix | 1342, 1402, 1462 |
| 23 | Earth Kraken | 1343, 1403, 1463 |
| 24 | Metal Barghest | 1344, 1404, 1464 |
| 25 | Water Salamander | 1345, 1405, 1465 |
| 26 | Wood Hydra | 1346, 1406, 1466 |
| 27 | Fire Manticore | 1347, 1407, 1467 |
| 28 | Earth Unicorn | 1348, 1408, 1468 |
| 29 | Metal Wyvern | 1349, 1409, 1469 |
| 30 | Water Basilisk | 1350, 1410, 1470 |
| 31 | Wood Roc | 1351, 1411, 1471 |
| 32 | Fire Griffin | 1352, 1412, 1472 |
| 33 | Earth Sphinx | 1353, 1413, 1473 |
| 34 | Metal Phoenix | 1354, 1414, 1474 |
| 35 | Water Kraken | 1355, 1415, 1475 |
| 36 | Wood Barghest | 1356, 1416, 1476 |
| 37 | Fire Salamander | 1357, 1417, 1477 |
| 38 | Earth Hydra | 1358, 1418, 1478 |
| 39 | Metal Manticore | 1359, 1419, 1479 |
| 40 | Water Unicorn | 1360, 1420, 1480 |
| 41 | Wood Wyvern | 1361, 1421, 1481 |
| 42 | Fire Basilisk | 1362, 1422, 1482 |
| 43 | Earth Roc | 1363, 1423, 1483 |
| 44 | Metal Griffin | 1364, 1424, 1484 |
| 45 | Water Sphinx | 1365, 1425, 1485 |
| 46 | Wood Phoenix | 1366, 1426, 1486 |
| 47 | Fire Kraken | 1367, 1427, 1487 |
| 48 | Earth Barghest | 1368, 1428, 1488 |
| 49 | Metal Salamander | 1369, 1429, 1489 |
| 50 | Water Hydra | 1370, 1430, 1490 |
| 51 | Wood Manticore | 1371, 1431, 1491 |
| 52 | Fire Unicorn | 1372, 1432, 1492 |
| 53 | Earth Wyvern | 1373, 1433, 1493 |
| 54 | Metal Basilisk | 1374, 1434, 1494 |
| 55 | Water Roc | 1375, 1435, 1495 |
| 56 | Wood Griffin | 1376, 1436, 1496 |
| 57 | Fire Sphinx | 1377, 1437, 1497 |
| 58 | Earth Phoenix | 1378, 1438, 1498 |
| 59 | Metal Kraken | 1379, 1439, 1499 |
| 60 | Water Barghest | 1380, 1440, 1500 |
See also: Your character, Your story, and Talents.
Your story
Every character you make has a youth behind them. When the run begins, fate tells it: a short story in four paragraphs, one sentence for each chapter of a life. You choose nothing in it, and you cannot undo it. It is told after every choice you made in character creation, and it may change what you start with.
When it is told
The story is shown once, as the run begins. Right after you start the run from the summary of
character creation, it opens over the first turn, before you can move. There is
nothing to choose on it. Enter (or Esc) goes on into the run, and the arrow keys scroll it on a
small window.
Afterwards it is page 9 of the info pages, “Story”: open any info page
and press 9. A character with no story reads “Your story is not written.” there. That is the
start of a scenario played as its own character, or a character saved before stories were told. A
run you continue never shows the story again, and the death screen does not repeat it.
The chapters, in order:
| Chapter | What it tells |
|---|---|
| Parents | who raised you, and how they lived |
| Birth | how you came into the world (your birth sign says when) |
| Childhood | what kind of child you were |
| Youth | a trade, a teacher, a levy |
| The trial | what it cost you, and what you kept |
| Fortune | what was given you |
| Leaving | why you left |
| The companion | how the beast at your side came to be yours: told only to one who begins with a companion or a familiar |
| The road | how you came to where the run begins: the Ascmearc’s own chapter |
Each sentence fits the character it is told of. A line may ask for any of these:
- a race, a class, or a gender;
- a birth animal or element, or a lucky day;
- your starting alignment;
- the talents and skills you start with;
- your age, or the beast at your side;
- what the story has already said (a foundling’s leaving is not a quarrel with their parents).
A whole chapter may be for some characters only. The companion is told to a ranger and a witch, who each begin with a beast. Everyone else skips it, and their story is no shorter for it.
What a story gives
A sentence may give or take:
- Stat points. One or two points of a stat a sentence; the score and its potential move together. A score never falls below 1.
- Gold. A purse; when gold is taken, never below none.
- An item, as the starting kit gives one, worn or wielded if a slot is free. A magic item from a story is already identified (you grew up with it), and a scroll from it is known.
- A skill: a start in a skill, or more of one you have.
- Marks in a weapon skill, never a rank.
- A nudge to your starting alignment.
- A talent, for life, whatever it would ask of you (the flux sentence gives Hardy). It is never one you hold already: a sentence that would give one is not told to you. If your class’s table names that talent later, it gives you a talent pick in its place at that level. The Talents page marks it “(story)”.
- A flaw: one of the birth signs’ flaws, for life, in the same way. It is marked “(story, flaw)”.
Nothing limits what a story gives or takes in all. A kind story may give a lot, a grim one may take a lot, and nothing protects you from either. The game tells you the story in words only; your scores, your pack, and your skills show what it did.
The heritage talents are not paid twice. With Family wealth, your parents are always the old money the talent gave you, and the story gives no more gold for it. With Father’s sword, the story tells of the blade you carry, and gives no other heirloom.
How rare
Each chapter is drawn in two steps. First comes how rare its sentence is (its kind). Then a sentence of that kind that fits you is drawn, by the weights below. If none fits, a sentence of the next commoner kind is drawn; every chapter has a plain common sentence that fits anyone. The kinds:
- Common: the plain sentences, the small turns, the griefs with something kept.
- Uncommon: a gift, perhaps at a price.
- Rare: a thing people tell; always good news.
- Fateful: once in a life.
The odds of each kind, for every chapter as it is drawn, and what a sentence of each kind is worth. The expected counts are for a story in the Ascmearc, whose road is the eighth chapter.
| Kind | Per chapter | At least one in a story of 8 | Expected in a story of 8 | Worth | May take |
|---|---|---|---|---|---|
| Common | 84.5% | — | 6.76 | −4 to +2 | yes |
| Uncommon | 12% | 64% | 0.96 | +1 to +3 | yes |
| Rare | 3% | 21.6% | 0.24 | +3 to +5 | no |
| Fateful | 0.5% | 3.9% | 0.04 | +5 to +8 | no |
What a sentence gives is weighed in points. A sentence’s worth, what it gives less what it takes, must lie in its kind’s range above. Nothing adds up a whole story’s points; they only keep each sentence true to its kind.
| Effect | Points |
|---|---|
| a point of a stat, given or taken | 2 |
| a skill started or raised, whatever the dice | 1 |
| marks in a weapon skill, whatever the count | 1 |
| gold: for every 25 coins of what it gives (or takes) on average, rounded up | 1 |
| a plain item | 1 |
| an item that may be magic | 2 |
| a magic item (magic or rare) | 3 |
| a rare magic item | 5 |
| a nudge to the alignment | 0 |
Only a character you make is told a story. A run that is resumed keeps the story it had.
Every sentence
Every sentence of every chapter, with what it asks for, what it gives, and what it leaves for the chapters after it.
- A sentence’s weight is its share among the sentences of its kind that fit. A weight of 4 is told twice as often as a weight of 2.
- Tags are what the story remembers. A later sentence may ask for one (“after
orphan”) or refuse one (“never afterdeep”). - Some sentences choose words a later one uses:
{guardian}(who raised you: “your family” until a sentence says otherwise),{home}(“home”), and{trade}(“your trade”).
Dice are written as the game rolls them: 2d4 is two four-sided dice added together. A skill’s dice start the skill if you were not trained in it, or raise it if you were. Weapon marks bring you toward your next rank, never past it.
Parents
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
low_house | Common | 12 | Drow | You were born to a house of the under-dark, low in standing and lower in favour, where a child learned to listen before it learned to speak. | Listen 2d4; alignment −25 (worth +1) | deep, home: “the house” |
the_clutch | Common | 10 | Lizardfolk | You hatched from one egg of a fen-clutch of a dozen, and the elders raised you all alike, without favour, and without a name until you earned one. | Swim 1d4 (worth +1) | guardian: “the elders of the clutch”, home: “the fen” |
deep_halls | Common | 8 | Dwarf or Duergar | You were born in the deep halls, where your father cut stone and your mother counted it. | — | deep, home: “the deep halls” |
the_warren | Common | 8 | Kobold, Goblin, or Ratfolk | You were one of a litter of nine in a warren under the hill, and not the biggest. | Dexterity +1; Strength −1 (worth 0) | warren, poor, home: “the warren” |
the_burrow | Common | 6 | Halfling or Gnome | You grew up in a burrow under a hill, with a round door, a full larder, and more cousins than chairs. | — | home: “the burrow” |
woods_edge | Common | 6 | Elf or Half-elf | Your people kept to the wood’s edge; your mother hunted, and your father cured what she brought home. | 3 marks in Bows (worth +1) | hunter, home: “the wood’s edge” |
plain_folk | Common | 5 | — | Your parents were plain folk who worked, ate, slept, and did not talk about it. | — | — |
farm_folk | Common | 4 | Elf, Half-elf, Human, Dwarf, Halfling, Gnome, Half-orc, Goblin, Kobold, Lizardfolk, or Ratfolk | You were born to farming folk, who had little but gave what they had. | — | poor, home: “the farm” |
two_peoples | Common | 4 | Half-orc or Half-elf | Your parents came from two peoples, and neither people let you forget it. | Presence −1; Willpower +1 (worth 0) | outsider |
market_stall | Common | 2 | — | Your mother kept a stall on market days, and you learned early the price of everything. | Appraise 2d4 (worth +1) | trader, guardian: “your mother”, trade: “the stall” |
miners_child | Common | 2 | Human, Dwarf, Gnome, Half-orc, Kobold, Goblin, or Duergar | Your mother worked the seams under the hill, and you grew up on the smell of lamp oil and wet stone. | Mining 2d4 (worth +1) | poor, guardian: “your mother”, trade: “the mine” |
smiths_child | Common | 2 | — | Your father was a smith, and the ring of his hammer was the first music you knew. | 3 marks in Maces and clubs (worth +1) | smith, guardian: “your father”, trade: “the forge” |
tinkers | Common | 2 | Gnome, Halfling, or Human | Your parents were tinkers who mended pots from town to town, and you could take a lock apart before you could read. | Open lock 1d4 (worth +1) | poor, trade: “the tinker’s cart” |
foundling | Common | 1 | — | You were a foundling, left at the minster door in a basket of rushes; the sisters raised you, and never let you forget it. | Heal 1d4; alignment +25 (worth +1) | orphan, guardian: “the sisters”, home: “the minster” |
nobodys_child | Common | 1 | — | Who your parents were, nobody told you, and the woman who took you in for her own reasons would not say; you stopped asking. | — | orphan, poor, guardian: “the woman who took you in” |
old_money | Common, always told when it fits | 1 | with Family wealth | You were born to money, and money was born to you: the house had a name, and the name had a seat at the reeve’s table. | — | wealthy, home: “the house” |
comfortable | Uncommon | 2 | without Family wealth | Your parents were comfortable, as the town counted it: a house with two floors and a girl to do the fires. | 4d6+10 gold (worth +1) | wealthy, home: “the house” |
the_inn | Uncommon | 2 | — | Your parents kept an inn on the high road, and you grew up on the gossip of every traveller who passed through it. | Negotiation 1d4; 2d6 gold (worth +2) | trader, home: “the inn”, trade: “the inn” |
apothecarys_child | Uncommon | 1 | — | Your father kept an apothecary’s shop, all little drawers and stoppered bottles, and you learned which draughts heal and which only smell as if they should. | Alchemy 2d4 (worth +1) | herbs, trader, guardian: “your father”, trade: “the shop” |
jewellers_child | Uncommon | 1 | Elf, Half-elf, Human, Dwarf, Halfling, Gnome, or Duergar | Your father cut gems for the rich, and you learned to tell a flaw by lamplight before you could read. | Jewelcraft 2d4 (worth +1) | trader, guardian: “your father”, trade: “the bench” |
scholars_child | Uncommon | 1 | — | Your mother was a scholar of old enchantments, and you grew up among books that hummed when they were opened. | Enchanting 2d4 (worth +1) | guardian: “your mother”, trade: “her books” |
wise_woman | Rare | 1 | — | Your grandmother was the wise woman of the parish, and you grew up among her jars and bundles, learning what cures and what kills. | Heal 2d4; Herbalism 2d4; Woodcraft 2d4; Willpower +1 (worth +5) | herbs, guardian: “your grandmother” |
Birth
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
lucky_day | Common | 6 | born on a lucky day | You were born on a day the stars had marked, and the midwife, who knew such things, would take no fee. | — | marked |
quiet_birth | Common | 5 | — | You were born without sign or omen, which {guardian} counted a mercy. | — | — |
hard_winter | Common | 3 | — | You came in a hard winter, when the river froze to its bed, and you came early and small. | Toughness −1; Willpower +1 (worth 0) | small |
last_egg | Common | 3 | Lizardfolk | Yours was the last egg of the clutch to crack, left longest in the warm mud, and you came out the biggest of them. | Toughness +1 (worth +2) | — |
feet_first | Common | 2 | — | You came feet first, late, and bawling, and have been hard to hurt and slow to charm ever since. | Presence −1; Toughness +1 (worth 0) | — |
named_for | Common | 2 | never after orphan | You were named for a grandparent you never met, and told every year how little you resembled them. | — | — |
on_the_road | Common | 2 | never after deep | You were born on the road, in the back of a cart between one town and the next, and have never since been easy in one place. | Survival 1d4 (worth +1) | wanderer |
the_twin | Common | 1 | — | You were born one of twins. The other did not live out the week, and {guardian} never spoke of it. | Presence −1; Willpower +1 (worth 0) | twin |
by_the_hearth | Uncommon | 2 | Fire-born | You were born by a hearth that roared up as you came, and the midwife said the fire had known you. | Willpower +1 (worth +2) | hearth |
with_the_caul | Uncommon | 2 | never after deep | The midwife swore you were born with the caul, and would never drown; she sold it, after, to a bargeman. | Swim 2d4 (worth +1) | caul |
storm_born | Rare | 1 | — | You were born in a night of thunder, and the old folk said the storm had come for you and been cheated. | Toughness +1; Willpower +1 (worth +4) | storm |
the_comet | Fateful | 1 | never after deep | A star with a tail hung in the sky the month you were born, and people who saw it still look at you twice. | Presence +2; Willpower +1 (worth +6) | comet |
Childhood
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
ordinary_child | Common | 5 | — | You were a child like any other, and nobody wrote down what you did. | — | — |
house_games | Common | 3 | Drow | You learned the house’s games young: whom to bow to, whom to watch, and whom never to turn your back on. | Bluff 2d4 (worth +1) | schemer |
long_childhood | Common | 3 | Elf | Your childhood lasted longer than most folk’s lives, and you spent a good deal of it lying in the grass, learning the names of things. | Woodcraft 2d4 (worth +1) | — |
quick_child | Common | 3 | — | You were quick, and hard to catch, and oftener up a tree than at the table. | Dexterity +1 (worth +2) | quick |
strong_child | Common | 3 | — | You were a strong child, broad for your age, and carried what the others could not. | Strength +1 (worth +2) | strong |
the_counting | Common | 3 | Dwarf, Duergar, or Gnome | You learned to count before you could walk, by the weight of the ore in your mother’s hands. | Appraise 2d4 (worth +1) | — |
the_scraps | Common | 3 | Kobold, Goblin, or Ratfolk | You learned to eat fast and sleep light, because the scraps went to whoever was awake. | Stealth 1d4 (worth +1) | — |
watchful_child | Common | 3 | — | You were a watchful, inward child, who asked why until the grown folk stopped answering. | Intelligence +1 (worth +2) | watchful |
sickly_child | Common | 2 | never after orphan | You were sickly as a child, and {guardian} sat up many a night with you; you lived, and learned to wait. | Toughness −1; Willpower +1 (worth 0) | sickly |
wilful_child | Common | 2 | — | You were as stubborn as a mule and twice as hard to lead. | Presence −1; Willpower +1 (worth 0) | — |
winning_child | Common | 2 | never after warren or orphan | You were a winning child; the neighbours spoiled you, and you let them. | Presence +1 (worth +2) | — |
the_bullied | Common | 1 | — | The bigger children had you for sport, and you learned to run before you learned to fight. | Toughness −1; Willpower +1 (worth 0) | bullied |
the_bully | Common | 1 | — | You were the biggest of the children, and let them know it. | Strength +1; alignment −50 (worth +2) | bully |
the_climber | Uncommon | 2 | — | You climbed everything there was to climb around {home}, and fell off most of it, and learned at last how to land. | Athletics 1d4; Tumble 2d4 (worth +2) | — |
the_tutor | Uncommon | 2 | after wealthy | {Guardian} paid a tutor to teach you letters and sums, and you learned rather more of both than the tutor did. | Intelligence +1; Decipher script 1d4 (worth +3) | lettered |
the_shepherds_stars | Rare | 1 | never after deep | An old shepherd took you up the hill on clear nights, and by the end of it you could tell the hour, the weather, and the way home from the sky alone. | Survival 2d4; Willpower +1 (worth +3) | stargazer |
wolf_in_the_yard | Rare | 1 | aged 10 or more | A winter wolf came into the yard when you were six, and you faced it with a stick until the grown folk came. The story grew; so did you. | Toughness +1; Willpower +1 (worth +4) | brave |
Youth
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
idle_youth | Common | 5 | a Aristocrat | You spent your youth as the sons and daughters of good houses do: at the hunt, at the table, and at nothing. | Handle animal 2d4 (worth +1) | idle |
light_fingers | Common | 5 | a Thief or Bard | You ran with the market children, and your fingers grew light before your conscience grew heavy. | Steal 1d4; alignment −25 (worth +1) | light_fingers |
plain_work | Common | 5 | — | You worked, as everyone worked, and nothing of it is worth the telling. | — | — |
temple_years | Common | 5 | a Priest or Paladin | You served your years at the minster: swept, sang, and sat with the dying. | Heal 2d4; alignment +25 (worth +1) | temple |
the_alehouses | Common | 5 | a Bard | You sang for your supper in every alehouse within a day’s walk, and learned that a good song can stop a fight and a bad one can start it. | Music 2d4 (worth +1) | singer |
the_cloister | Common | 5 | a Ascetic | You were given young to a house of the discipline, and spent your youth in silence, in hard work, and in learning to fall without hurting. | Concentration 2d4; Tumble 1d4 (worth +2) | cloister |
the_copyist | Common | 5 | a Wizard, Witch, or Bard; aged 14 or more | A hedge-wizard took you as a copyist; you learned your letters off his spellbooks, and a little more besides. | Decipher script 2d4; a scroll of light (worth +2) | lettered |
the_counting_house | Common | 5 | a Merchant | You kept the books for a merchant house, and learned that every ledger tells two stories. | Appraise 2d4; Negotiation 1d4 (worth +2) | lettered |
the_cunning_woman | Common | 5 | a Witch or Druid | You learned your craft from a cunning woman at the edge of the village, who was feared by day and sent for by night. | Heal 1d4; Spellcraft 1d4 (worth +2) | cunning |
the_levy | Common | 5 | a Warrior, Paladin, Berserker, or Commoner; aged 14 or more | At fourteen you stood in the levy with a borrowed spear, and found you had a taste for it. | 3 marks in Spears; Athletics 1d4 (worth +2) | soldier |
the_raids | Common | 5 | a Berserker | You rode on your first raid before your voice had broken, and came home with a horse that was not yours and a cut you were proud of. | 3 marks in the weapon skill of your highest rank (none without one); Intimidate 1d4; alignment −25 (worth +2) | soldier |
the_woods | Common | 5 | a Ranger or Druid | You spent more of your youth in the wood than out of it, and it fed you better than the house did. | Survival 2d4 (worth +1) | woodsman |
the_workshop | Common | 5 | a Craftsperson | You were taken on at a workshop as a sweeper, stayed on as a hand, and learned the trade by watching over shoulders. | Appraise 1d4; Metalcraft 1d4 (worth +2) | apprenticed |
apprentice_smith | Common | 3 | after smith; aged 16 or more | You were bound apprentice at {trade}, seven years, and served every one of them. | Metalcraft 2d4+2 (worth +1) | apprenticed |
apprentice_stall | Common | 3 | after trader; aged 14 or more | You kept {trade} for {guardian} through your youth, and learned to haggle in three tongues and to lie in none. | Negotiation 2d4 (worth +1) | apprenticed |
long_apprenticeship | Common | 3 | Elf, Dwarf, Gnome, or Duergar; aged 80 or more | You spent longer at your apprenticeship than most folk spend alive, and came out of it unable to do anything badly. | Appraise 1d4; Knowledge 2d4 (worth +2) | apprenticed |
the_hunt | Common | 3 | after hunter | You followed your mother on the hunt as soon as you could keep up, and learned to move through the trees without a sound. | Stealth 1d4 (worth +1) | woodsman |
the_page | Common | 3 | Drow; aged 50 or more | You served the matron of your house as a page for half a lifetime, and learned that a smile in the under-dark is a knife you have not seen yet. | Spot 2d4 (worth +1) | page |
the_sisters_work | Common | 3 | after orphan | You earned your keep at {home}, scrubbing floors and carrying water for the sick, and learned more of fevers than you wished to. | Heal 1d4 (worth +1) | temple |
the_tunnels | Common | 3 | Kobold, Goblin, Ratfolk, Dwarf, or Duergar | You were set to dig as soon as you could hold a pick, and learned to feel a bad tunnel before it fell. | Detect traps 1d4 (worth +1) | tunneller |
bad_company | Common | 2 | after poor | You ran errands for the wrong people, and learned which purses were worth the trouble and which lies would hold. | Bluff 1d4; alignment −25 (worth +1) | light_fingers |
the_barges | Common | 2 | never after deep | You worked the river barges two summers, and swim better than most who were born to the water. | Swim 2d4 (worth +1) | bargeman |
the_fencing_master | Uncommon | 2 | after wealthy | {Guardian} paid for a fencing master, who swore at you in a foreign tongue and made you very hard to hit. | 4 marks in Long blades; Tumble 1d4 (worth +2) | fencer |
the_hermits_pupil | Uncommon | 2 | — | A hermit in the hills took you on for a year, for no reason he would give, and taught you to sit still, to watch, and to want little. | Concentration 2d4; Spot 2d4; alignment +25 (worth +2) | hermit |
the_dead_wizards_books | Rare | 1 | a Wizard, Witch, Priest, or Bard | You were given the run of a dead wizard’s library for a winter, and read until your candle and your eyes gave out. | Intelligence +1; Decipher script 2d4; Spellcraft 2d4 (worth +4) | lettered |
the_old_soldier | Rare | 1 | aged 16 or more | An old soldier wintered at {home} the year you were sixteen, and taught you, for the price of your listening, everything he knew. | 6 marks in the weapon skill of your highest rank (none without one); Dexterity +1; Intimidate 2d4 (worth +4) | taught |
the_master | Fateful | 1 | aged 16 or more | The finest fighter of the age lodged a season with {guardian}, saw something in you, and stayed until you had it too. | 6 marks in the weapon skill of your highest rank (none without one); Dexterity +1; Strength +1; Initiative 2d4 (worth +6) | taught |
The trial
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
quiet_years | Common | 5 | — | No great grief found you, and you count that luck, as you should. | — | — |
promise_broken | Common | 2 | — | You were promised once, and the promise was broken, and you have not made another. | Presence −1; Willpower +1 (worth 0) | heartsore |
the_cave_in | Common | 2 | Dwarf, Duergar, Gnome, or Kobold | The roof came down in the low workings, and you lay three days in the dark beside a friend who did not live, until they dug you out. | Strength −1; Willpower +1; Listen 1d4 (worth +1) | buried |
the_debt | Common | 2 | never after wealthy | {Guardian} died owing, and you worked the debt off a shilling at a time, and learned what every shilling was worth. | 15 gold taken (never below none); Negotiation 1d4 (worth 0) | indebted, orphan |
the_fever | Common | 2 | never after orphan | The fever came the year you were grown, and took {guardian}. You nursed the rest of the sick, and it did not take you. | Toughness −1; Willpower +1; Heal 1d4 (worth +1) | orphan |
the_fire | Common | 2 | never after deep | The house burned one dry autumn with everything in it. You went into the ash for what could be saved, and came out with a ring that had been your grandmother’s. | 20 gold taken (never below none); an iron ring (on left hand) (worth 0) | burnt_out |
the_night_of_knives | Common | 2 | Drow | Your house fell in a night of knives, and you lived because you hid where nobody thought to look, and listened to everything. | Presence −1; Stealth 2d4; alignment −25 (worth −1) | fallen_house |
the_war | Common | 2 | after soldier | The lord’s war took you for two years and gave you back older, with a limp in wet weather and a way of waking at every sound. | 3 marks in the weapon skill of your highest rank (none without one); Presence −1; Listen 1d4 (worth 0) | veteran |
the_feud | Common | 1 | never after temple | Your family had a feud, as families do, and you have a scar across the ribs from the night it was settled. | Toughness +1; alignment −25 (worth +2) | blood |
the_flood | Common | 1 | never after deep | The river rose one spring and took the lower town, and the house you grew up in with it; you came out of the water with your life, and a fear of it you have mastered since. | 15 gold taken (never below none); Swim 1d4 (worth 0) | burnt_out |
the_hungry_year | Common | 1 | after poor | There was a hungry year when the crops failed, and you learned to find food where there was none, and to give none away. | Toughness −1; Survival 1d4; alignment −25 (worth −1) | hungry |
the_mill | Common | 1 | — | You lost two fingers of your left hand to a mill-wheel, and learned to do without them. | Dexterity −1; Willpower +1 (worth 0) | maimed |
lost_on_the_moor | Uncommon | 2 | — | You were lost on the moor four days in the snow, and walked out on the fifth with frostbitten hands and no fear of cold left in you. | Dexterity −1; Toughness +1; Survival 2d4 (worth +1) | frostbitten |
the_barrow | Rare | 1 | aged 14 or more | Something came out of the barrow one winter and took the sheep, and then a child. You went down after it with a lantern and a hayfork. You do not speak of what you found; but you came back, and the child did not. | Strength +1; Willpower +1 (worth +4) | barrow |
the_flux | Fateful | 1 | — | You were dying of the flux at nine, and a hedge-priest laid hands on you, and you got up the next morning. You have not been sick a day since. | the talent Hardy; Toughness +1 (worth +6) | blessed |
Fortune
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
nothing_given | Common | 6 | — | Fortune never found your door; whatever you have, you got yourself. | — | — |
purse_on_the_road | Common | 2 | — | You found a purse on the road once, and kept it, and have been half ashamed and half glad of it since. | 4d6 gold; alignment −25 (worth +1) | found |
the_good_harvest | Common | 2 | after poor | One year the harvest was the best anyone remembered, and {guardian} put a few coins by for you and never touched them. | 2d6 gold (worth +1) | — |
fathers_blade_told | Common, always told when it fits | 1 | with Father’s sword | The weapon you carry was your father’s, and his father’s; the name on it is older than the house. | — | heirloom |
the_dog_that_stayed | Common | 1 | never after deep | A dog followed you home one spring and stayed three years, and taught you more about patience than any person did. | Handle animal 2d4 (worth +1) | dog |
won_at_dice | Common | 1 | — | You won a purse at dice from a drover who could not count, and he never forgave you. | 3d6 gold (worth +1) | found |
strangers_ring | Uncommon | 2 | — | A stranger you pulled out of a ditch pressed a ring on you, and would not take it back, and was gone by morning. | one of a silver ring or an iron ring (on left hand, perhaps magic), identified (worth +2) | ring |
the_bequest | Uncommon | 2 | without Family wealth | An aunt you had met twice left you her savings, with a letter that said she had always thought you the only one worth anything. | 6d6+10 gold (worth +2) | bequest |
the_charm | Uncommon | 2 | — | A wise woman hung a charm about your neck when you were small, against the evil eye, and you have never taken it off. | one of a bone amulet or a jade amulet (being worn, perhaps magic), identified (worth +2) | charm |
the_pilgrims_blessing | Uncommon | 2 | after temple | A pilgrim you nursed through a fever blessed you on leaving, and you have felt it since, like a hand on your shoulder. | Willpower +1; alignment +25 (worth +2) | blessed |
the_teachers_book | Uncommon | 2 | after lettered | Your teacher gave you, on parting, a book they said was worth more than you knew; they were right. | a book; Knowledge 2d4 (worth +2) | book |
the_heirloom | Rare | 1 | without Father’s sword; aged 14 or more | In the chest under the bed, when {guardian} died, you found what no one had spoken of: a weapon older than the house, with a name cut into it. | one of a long sword, a battle axe, a war hammer, a spear, or a short bow (magic or rare), identified, preferring a weapon of a weapon skill you have a rank in (worth +3) | heirloom, orphan |
the_hermits_word | Rare | 1 | — | The hermit of the hill told you, when you were twelve, exactly how you would die; you have forgotten it, and it has made you very hard to frighten. | Willpower +2 (worth +4) | fearless |
the_hollow_tree | Fateful | 1 | — | You found a dead man’s hoard in a hollow oak: a purse, and beside it, wrapped in oilcloth, a ring that is warm in winter. | 6d6+10 gold; a gold ring (on left hand, magic or rare), identified (worth +5) | hoard |
the_named_blade | Fateful | 1 | without Father’s sword | On the night you came of age a stranger left a wrapped thing at the door and no name; inside was a weapon, and on it a word you could not read, and you have never been able to put it down for long. | one of a long sword, a rapier, a scimitar, a battle axe, a war hammer, or a quarterstaff (rare), identified, preferring a weapon of a weapon skill you have a rank in (worth +5) | named_blade |
Leaving
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
plain_leaving | Common | 4 | — | You left, as the young do, because staying was the one thing you could not bear. | — | — |
for_the_stories | Common | 3 | a Warrior, Berserker, Bard, Aristocrat, or Ranger | You left because the stories were all somewhere else. | — | — |
nothing_held_you | Common | 3 | after orphan | There was nothing to hold you, and nobody to say goodbye to, and so you did not. | — | — |
cast_out | Common | 2 | Drow | Your house cast you out, or you cast it out; the under-dark tells it both ways, and you have stopped caring which. | alignment +25 (worth 0) | outcast |
grown_too_big | Common | 2 | after strong | You grew too big for {home}, and {home} said so. | — | — |
sent | Common | 2 | a Priest or Paladin | You left because you were sent: the minster had need of someone who could walk, and you could walk. | alignment +25 (worth 0) | sent |
the_debt_paid | Common | 2 | after indebted | When the debt was paid you found you had nothing left to stay for, and walked out in the clothes you stood in. | — | — |
the_quarrel | Common | 2 | never after orphan | You left after a quarrel with {guardian} that neither of you has yet forgiven. | Presence −1; Willpower +1 (worth 0) | quarrel |
the_road_called | Common | 2 | after wanderer | The road you were born on called you back, as {guardian} always said it would. | Survival 1d4 (worth +1) | — |
third_child | Common | 2 | after poor; never after orphan | You were the third child of a house that could feed two, and you went so the others could stay. | 1d6 gold (worth +1) | — |
up_into_the_light | Common | 2 | after warren | The warren was crowded and the elders were hungry, and a young one who went up into the light was one mouth fewer. | — | — |
one_step_ahead | Common | 1 | starting Callous or worse | You left a step ahead of the reeve’s men, and have not written home. | alignment −25 (worth 0) | fugitive |
the_letter | Uncommon | 2 | — | A letter came, in a hand you did not know, with a little money in it and three words: Come. There’s work. | 2d6+10 gold; a travelling cloak (being worn) (worth +2) | summoned |
the_parting_gift | Uncommon | 2 | never after orphan | On the morning you left, {guardian} pressed a parcel on you and would not let you open it till you were out of sight: bread, a knife, and a few coins knotted in a stocking. | a loaf of bread; a dagger; 2d6 gold (worth +3) | parting_gift |
the_dream | Rare | 1 | — | You dreamed, three nights running, of a door under a hill, and woke the third morning knowing the way; you have not dreamed since. | Search 2d4; Intelligence +1 (worth +3) | dreamer |
The companion
Told only to one who begins with an animal companion or a familiar. There is one sentence for each beast a companion’s start may bring, and one for each beast a familiar’s start may bring (the witch’s own tales, apart from the ranger’s). A plain one covers a beast with no tale of its own: the rare black hound and panther of a witch’s start.
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
familiar_bat | Common, always told when it fits | 1 | with cave bat as your familiar | A bat hung in the rafters above your bed and came down to your hand when you whispered. | — | — |
familiar_cat | Common, always told when it fits | 1 | with cat as your familiar | A cat came to your door one winter and would not be put out; it sat and watched you at your work, and you came to understand each other. | — | — |
familiar_cave_lizard | Common, always told when it fits | 1 | with cave lizard as your familiar | A cave lizard lay on your hearth-stone through a whole winter, and when the thaw came it did not go, and you did not ask it to. | — | — |
familiar_hare | Common, always told when it fits | 1 | with hare as your familiar | A hare sat in your path one dusk and did not run, and the next dusk, and the next, until it came in. | — | — |
familiar_large_spider | Common, always told when it fits | 1 | with large spider as your familiar | A spider spun in the corner of {home} until its web hung with dew like a chain of beads, and one night it let you stroke it, and you knew it for yours. | — | — |
familiar_polecat | Common, always told when it fits | 1 | with polecat as your familiar | A polecat crept in at your window on a hard night, and in the morning would not go; it has kept your bed and your secrets since. | — | — |
familiar_rat | Common, always told when it fits | 1 | with giant rat as your familiar | A rat came out of the thatch of {home} when you were ill and sat on your pillow till you mended; you have not had the heart to be rid of it. | — | — |
familiar_raven | Common, always told when it fits | 1 | with raven as your familiar | A raven with a broken wing mended on your sill and never flew far again; it knows your voice from the dark. | — | — |
familiar_toad | Common, always told when it fits | 1 | with toad as your familiar | A toad lived under the step of {home}, and you fed it crumbs and then better things, and it took to following you. | — | — |
plain_companion | Common | 1 | — | A beast of the wild had taken to you, and came when you left. | — | — |
the_badger | Common, always told when it fits | 1 | with badger at your side | A badger dug under the wall of {home} and stayed, and in time it was yours, as much as a badger is anyone’s. | — | — |
the_bat | Common, always told when it fits | 1 | with cave bat at your side | A bat that roosted over your bed came to your whistle, and now comes to your hand. | — | — |
the_beetle | Common, always told when it fits | 1 | with cave beetle at your side | A beetle of the deep roads, armoured like a shield, took to following your lantern, and then to following you. | — | — |
the_black_hound | Common, always told when it fits | 1 | with black hound at your side | A great black dog came out of the fog one night and sat at your door, and the old folk crossed themselves; it is still there. | — | — |
the_boar | Common, always told when it fits | 1 | with boar at your side | You raised a boar from a piglet the sounder had abandoned, and it grew into something the dogs give room to. | — | — |
the_great_boar | Common, always told when it fits | 1 | with great boar at your side | The boar that killed two hounds and a huntsman let you walk up to it, nobody knows why, and has let nobody else near since. | — | — |
the_hound | Common, always told when it fits | 1 | with hound at your side | A hound followed you home one winter and would not be sent back, and it has not left your heel since. | — | — |
the_lizard | Common, always told when it fits | 1 | with cave lizard at your side | A cave lizard warmed itself on your hearth-stone so often that it forgot it was wild. | — | — |
the_lynx | Common, always told when it fits | 1 | with lynx at your side | A lynx kitten, found mewling under a dead mother, learned to hunt at your side and never learned to leave. | — | — |
the_panther | Common, always told when it fits | 1 | with panther at your side | A black cat the length of a man came down from the hills in a hard winter and chose your hearth over every other; it moves without a sound. | — | — |
the_polecat | Common, always told when it fits | 1 | with polecat at your side | A polecat you took from a trapper’s sack rides your shoulder and kills what moves in the straw. | — | — |
the_rat | Common, always told when it fits | 1 | with giant rat at your side | A rat too clever for the traps took your bread for a year, then your side, and keeps both. | — | — |
the_spider | Common, always told when it fits | 1 | with large spider at your side | A spider the size of a dog hatched in the dark corner you slept in, and grew up thinking you its kin. | — | — |
the_wolf | Common, always told when it fits | 1 | with wolf at your side | A wolf cub, the last of a litter the hunters took, grew up at your fire, and the village never quite forgave you for it. | — | — |
The road
The Ascmearc’s own chapter: how you came over the pass.
| Line | Kind | Weight | When | Text | Effects | Tags |
|---|---|---|---|---|---|---|
the_last_cart | Common | 4 | — | You came over the Grægweall with the last cart before the snow, and paid for the ride with work. | — | — |
alone_on_foot | Common | 3 | — | You came over the pass alone and on foot, with the snow a day behind you. | Survival 1d4 (worth +1) | — |
lost_to_the_snow | Common | 2 | — | The snow caught you on the high road and took your pack; you came down the far side of Beorggeat with what you stood in and a new respect for weather. | 10 gold taken (never below none); Toughness +1 (worth +1) | — |
the_drovers | Common | 2 | — | You came up the drove road with the black cattle and the men who drove them, who paid you in dried beef and in songs you should not repeat. | 2 strips of dried meat (worth +1) | — |
the_pedlar | Common | 2 | — | You walked up with a pedlar who talked the whole way and sold you a knife at the top for twice its worth. ‘Yer’ll want that, where yer goin’,’ he said, and he was right. | a dagger; 5 gold taken (never below none) (worth 0) | — |
the_fire_that_should_not_burn | Uncommon | 2 | — | At the top of the pass an old woman sat by a fire that should not have burned in that wind, and told you the ash march would make you or unmake you. She gave you bread for the road. | 2 wafers of waybread; Willpower +1 (worth +3) | foretold |
fyrbeorg_lit | Rare | 1 | Fire-born | Fyrbeorg lit the whole sky the night you crossed, and you walked down into the march by its light, and have felt since that it was looking for you. | Toughness +1; Willpower +1 (worth +4) | fire_marked |
See also: Horoscope, Starting kit, and Talents.
Starting kit
Nobody sets out empty-handed. A new character starts with a kit that comes from who they are: what their class carries, then a few things of their race. The summary at the end of character creation lists it item by item. From the first turn it is in your inventory and on the equipment screen: weapons in hand, armour on, missiles quivered, a dwarf’s pick-axe ready in the Tool slot.
Kits are not fair, and are not meant to be.
- The aristocrat sets out with a fine rapier, an heirloom ring, furs, a jewel, and a heavy purse.
- The merchant has goods to sell and gems to trade.
- The commoner has a stick, two turnips, and a heel of bread.
- Warriors and paladins wear hardened leather and an iron helm, a paladin gauntlets besides.
- Every elf carries a bow of hardwood and arrows: a long war bow for elves, a short bow for half-elves.
- Every drow carries a crossbow with steel-headed bolts.
- A halfling has a sling and stones.
- A dwarf goes in good steel: a steel pick-axe and hand axe, steel gauntlets, a steel helm, steel-shod boots, a hardened leather jerkin, and a crossbow, where the class gave none of those. A duergar goes the same way in plain iron, with a war hammer for the axe and no crossbow.
- An elf and a drow carry a potion of healing, and wear fine silk and soft boots under a cloak.
Elves, half-elves, drow, and halflings also start trained in the weapon their race gives them (see Races).
Everyone sets out dressed: something on the body and shoes on the feet, if only clothing (no Defence and no Protection). A class with a garb of its own wears it: the wizard’s robe and slippers, the priest’s habit and sandals, the aristocrat’s doublet, gown, or houppelande. Everyone else wears what their folk wear: a human’s tunic or kirtle and shoes, a dwarf’s leather jerkin and iron-shod boots, a kobold’s patched smock and footwraps. Halflings go barefoot: nobody’s kit puts anything on their feet.
What each class starts with
| Class | Starts with |
|---|---|
| Ascetic | a quarterstaff (wielded, with Staff Fighter); a pair of leather gloves (being worn, with Brawler); a wool cloak (being worn); a frock (being worn); a pair of sandals (being worn); 3 apples; 7 copper coins |
| Berserker | a great axe (wielded, with Axes); a great sword (wielded, with Great blades); a fur cloak (being worn); a bone amulet (being worn, perhaps magic); 3 strips of dried meat; 4 gold coins |
| Paladin | a long sword (wielded); a small shield (in off hand); a hardened leather jerkin (being worn); an iron helm (being worn); a pair of gauntlets (being worn); an amber amulet (being worn, perhaps magic); 2 strips of dried meat; 15 gold coins |
| Ranger | a short bow (readied); 24 arrows (quivered); a short sword (wielded); a leather jerkin (being worn); a pair of leather boots (being worn); a knife; 3 strips of dried meat; 8 gold coins; 1d2 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) |
| Warrior | a long sword (wielded); a small shield (in off hand); a hardened leather jerkin (being worn); an iron helm (being worn); 2 food rations; 20 gold coins |
| Druid | a quarterstaff (wielded); a sling (readied); 20 sling stones (quivered); a travelling cloak (being worn); an angelica root; 4 apples; 3 gold coins; 1d2 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) |
| Priest | a mace (wielded); a buckler (in off hand); a wool cloak (being worn); a habit (being worn); a pair of sandals (being worn); an amber amulet (being worn); a scroll of light; 3 wax candles; a loaf of bread; 10 gold coins; 1d2 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) |
| Witch | a dagger (wielded); a wool cloak (being worn); one of a gown or a kirtle (being worn); a bone amulet (being worn, perhaps magic); 2 angelica roots; one of a potion of healing or a potion of mana; 2 wax candles; 2 apples; 6 gold coins; 1d3 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) |
| Wizard | a quarterstaff (wielded); a wool cloak (being worn); a robe (being worn); a pair of slippers (being worn); a scroll of light; a scroll of identify; one of a scroll of fireball, a scroll of frost, or a scroll of lightning; 4 wax candles; a loaf of bread; 15 gold coins; 1d3 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) |
| Bard | one of a short sword or a scimitar (wielded); a travelling cloak (being worn); a doublet (being worn); a dagger; a lute; a loaf of bread; 30 gold coins; 1d4 random spell scrolls (each the scroll of one of the 45 spells of spell level 9 or below, as likely as any other) |
| Thief | a dagger (wielded); a dagger (wielded, with Twin Blades); a stiletto (with Duelist); a leather jerkin (being worn); a wool cloak (being worn); a pair of leather gloves (being worn); a loaf of bread; 25 gold coins |
| Aristocrat | a rapier (wielded, perhaps magic); a gold ring (on left hand, magic or rare); a fur cloak (being worn); one of a doublet, a gown, or a houppelande (being worn); a pair of leather boots (being worn); one of a ruby, a sapphire, or an emerald; 250 gold coins; 2 apples |
| Commoner | a club (wielded); 2 turnips; a loaf of bread; 12 copper coins |
| Craftsperson | a hand axe (wielded); a knife; a pair of leather gloves (being worn); a leather apron (being worn); a pair of leather boots (being worn); 2 wax candles; a food ration; 25 gold coins |
| Merchant | a dagger (wielded); a travelling cloak (being worn); a long coat (being worn); a pair of leather boots (being worn); one of a garnet, an amethyst, or a topaz; one of a garnet, an amethyst, or a topaz; 120 gold coins; a wool cloak; 10 wax candles; a coil of rope; 4 strips of dried meat; a scroll of identify |
What each race adds
| Race | Adds | Bare |
|---|---|---|
| Elf | a hardwood long war bow (readied); 20 arrows (quivered); a lantern (in use); a potion of healing; 3 wafers of waybread; a silk tunic (being worn, if the slot is free); a pair of soft boots (being worn, if the slot is free); a travelling cloak (being worn, if the slot is free) | — |
| Half-elf | a hardwood short bow (readied); 20 arrows (quivered); a silver ring (on left hand); a lantern (in use); 2 wafers of waybread; one of a tunic or a kirtle (being worn, if the slot is free); one of a pair of shoes or a pair of soft boots (being worn, if the slot is free) | — |
| Human | a lantern (in use); 2 loaves of bread; 5 gold coins; one of a tunic, a kirtle, a smock, or a shift (being worn, if the slot is free); one of a pair of shoes or a pair of turnshoes (being worn, if the slot is free) | — |
| Dwarf | a steel pick-axe (in use); a steel hand axe; 3 strips of dried meat; a steel pair of gauntlets (being worn, if the slot is free); a pair of steel-shod boots (being worn, if the slot is free); a steel helm (being worn, if the slot is free); a hardened leather jerkin (being worn, if the slot is free); a crossbow (readied, if the slot is free); 12 steel crossbow bolts (quivered, if the slot is free) | — |
| Halfling | a sling (readied); 10 sling stones (quivered); a lantern (in use); a long-stemmed pipe; one of a waistcoat, a kirtle, or a tunic (being worn, if the slot is free) | feet |
| Gnome | a lantern (in use); a scroll of light; a wax candle; a zircon; one of a smock or a doublet (being worn, if the slot is free); a pair of clogs (being worn, if the slot is free) | — |
| Half-orc | a hand axe; 3 strips of dried meat; a hide tunic (being worn, if the slot is free); a pair of turnshoes (being worn, if the slot is free) | — |
| Goblin | a stiletto; 2 strips of dried meat; one of a patched smock or a shift (being worn, if the slot is free); a pair of footwraps (being worn, if the slot is free) | — |
| Drow | a crossbow (readied); 12 steel crossbow bolts (quivered); 2 wafers of waybread; a scroll of light; a potion of healing; a silk shirt (being worn, if the slot is free); a pair of felt boots (being worn, if the slot is free); a silk cloak (being worn, if the slot is free) | — |
| Kobold | 2 wax candles; a strip of dried meat; a patched smock (being worn, if the slot is free); a pair of footwraps (being worn, if the slot is free) | — |
| Lizardfolk | a lantern (in use); 3 strips of dried meat; a reed kilt (being worn, if the slot is free); a pair of sandals (being worn, if the slot is free) | — |
| Duergar | a pick-axe (in use); a war hammer; 3 strips of dried meat; an iron helm (being worn, if the slot is free); a hardened leather jerkin (being worn, if the slot is free); a pair of hobnailed boots (being worn, if the slot is free) | — |
| Ratfolk | a lantern (in use); a turnip; an apple; a strip of dried meat; one of a shift or a patched smock (being worn, if the slot is free); one of a pair of turnshoes, a pair of clogs, or a pair of footwraps (being worn, if the slot is free) | — |
How it works
- Wielded and worn. What the kit wields or wears goes into the first free slot it fits, as if you had put it on yourself. A second light weapon goes to your off hand (see Fighting styles). What finds no free slot stays in your pack. Your class’s things come first. So an elven ranger readies the ranger’s short bow and carries the elven long bow.
- If the slot is free. Some of a race’s things, its clothes and shoes above all, come only if nothing else of the kit went there (“if the slot is free” in the tables). A dwarven paladin wears the order’s gauntlets and helm and leaves the steel ones at home, and a dwarven wizard wears the robe and slippers, not the jerkin and the boots.
- It follows your training. Some things come only with a weapon skill or fighting style your class trained you in. A berserker who learned axes carries a great axe, and one who learned great blades a great sword. A thief of Twin Blades wields two daggers; a Duelist wields one, with a stiletto up the sleeve.
- One of a few. Where a kit says “one of”, one of them is picked when your character is made, as your stats are rolled. The same character in the same run always gets the same.
- Magic. A few kits hold something that may be magic (“perhaps magic”), or surely is (“magic or rare”). Like anything you find, it is unidentified until you learn what it does (see Magic items). You can tell its rarity at once.
- Random scrolls. The casters set out with a few more spell scrolls, drawn at random when your character is made: a wizard or a witch 1d3, a priest, druid, or ranger 1d2, a bard 1d4 (the table above says the same). Each is the scroll of a spell of spell level 0 to 9, every such spell as likely as any other, so two may be the same. Read one to cast its spell.
- Grimoires. Every spell scroll your kit gives you, a fixed one or a random one, is that spell’s grimoire instead one time in ten, scroll by scroll. Read it to learn the spell for good.
- Scrolls and potions you know. You know every scroll, potion, wand, and rod you set out with, whatever you start with, by its true name from the first turn (“a scroll of magic missile”, never an unknown label). So you know every other of its kind you find, too.
- Food is fresh when you set out (see Food).
- Weight. Nobody starts strained under their kit. An ordinary character starts unburdened, except for wealth and armour. A weak aristocrat may stagger under that purse, a small merchant under their wares, and a small or frail (elf, drow) warrior or paladin under their armour; drop what you can spare. The weakest of any race or class may start burdened. See Burden.
- Your birth sign gives nothing yet.
Scenarios
Every run you start from New run gives you your kit and nothing else. The Ascmearc’s start adds nothing on top. The summary lists it all before you start.
See also: Classes, Equipment, and Objects and your pack.
Stats
You have six stats. Each is a number that says how strong, quick, hardy, clever, steadfast, or striking you are.
A score of 10 is average.
Your stats are set when you create your character at the start of a run. Your race, your gender, and your class each add to or take from the average of 10 (see Your character). After that, they grow by use (see Raising your stats below).
Seeing your stats
Press @ to open the character screen. It shows:
- your name, race, gender, and class;
- your age, birthday, and birth sign;
- your stats in the order above, with their short names. A stat that a status effect or a disease lowers is shown lowered, in red;
- your hit points, mana (see Mana), and Defence (see Combat);
- your weight: your own, plus what you carry (see Objects and your pack), and how much you can carry (see Burden).
Looking takes no time. Press @ or Esc to close it.
Creatures have stats too, but you cannot see theirs in the game. They are on Creatures in numbers.
What they do
Stats matter in a fight (see Combat), under a load (see Burden), at a door (see Doors), and for your mana (see Mana):
- Strength helps you hit up close, adds to the damage of your blows, and draws a bow. It counts double toward how much you can carry. The stronger you are, the sooner you kick a door in and dig through a wall.
- Dexterity helps you aim a shot or a throw and dodge blows. It adds to your Defence, but less under a heavy load or in heavy armour.
- Toughness gives you hit points and makes them come back sooner. It counts toward how much you can carry, and fights off most diseases.
- Intelligence helps you find hidden things when you search (Searching) and adds to your mana. It also strengthens the spells whose ladders name it, which covers most spells’ damage.
- Willpower helps you notice hidden things in passing. It adds to your mana and makes it come back sooner, and it fights off a few diseases (brain fever). It strengthens the spells whose ladders name it: most spells’ reach, and some spells’ damage or healing.
- Presence moves shop prices in your favour, or against you if it is low. It adds to your mana, and strengthens the spells whose ladders name it: how long a blessing or a hex lasts.
Modifiers
Most rules use a stat’s modifier rather than its score: the score minus 10, halved and rounded down. The game never shows a modifier. Here they are:
| Score | Modifier |
|---|---|
| 1 | −5 |
| 2–3 | −4 |
| 4–5 | −3 |
| 6–7 | −2 |
| 8–9 | −1 |
| 10–11 | +0 |
| 12–13 | +1 |
| 14–15 | +2 |
| 16–17 | +3 |
| 18–19 | +4 |
| 20–21 | +5 |
| 22–23 | +6 |
| 24–25 | +7 |
| 26–27 | +8 |
| 28–29 | +9 |
| 30–31 | +10 |
| 32–33 | +11 |
| 34–35 | +12 |
| 36–37 | +13 |
| 38–39 | +14 |
| 40 | +15 |
Exactly which rules use the modifier and which use the score:
| Stat | Its modifier | Its score |
|---|---|---|
| Strength | to hit and damage up close; damage of throws | the carrying limit: 1.5 kg × (2 × Strength + Toughness), by size (Burden); a bow’s draw: −1 to hit and damage for each point short; kicking a door in: 1d(sturdiness) at or below it (Doors); digging: tool power × (Strength + 10) a turn (Digging) |
| Dexterity | Defence (capped by armour and burden); to hit with shots and throws | - |
| Toughness | the hit points each level adds (Experience); checks against filth fever, red ache, the shakes, marsh ague, grave rot, mummy rot, burrowing worms | hit points: Toughness plus race and class; a hit point back every max(60, 360 − 12 × Toughness) seconds; the carrying limit: 1.5 kg × (2 × Strength + Toughness), by size (Burden) |
| Intelligence | searching (Searching) | - |
| Willpower | noticing hidden things in passing (Searching); checks against brain fever | - |
| Presence | shop prices: 3% in your favour for each point (Shops) | - |
Example: a dwarf warrior’s stats. Thora, a level 1 dwarf warrior, starts with these scores and modifiers:
Strength Dexterity Toughness Intelligence Willpower Presence 15 (+2) 10 (+0) 17 (+3) 9 (−1) 14 (+2) 7 (−2)
- Strength +2: +2 to hit and +2 damage with her long sword (Combat).
- Dexterity +0: her Defence gets nothing from her feet, only from her armour and shield.
- Toughness 17: 17 + 6 (dwarf) + 7 (warrior) = 30 hit points, and one back every 360 − 12 × 17 = 156 seconds. With her Strength it sets her carrying limit: 1.5 kg × (2 × 15 + 17) = 70.5 kg.
- Presence −2: shop prices are 6% against her.
Potentials
Every stat also has a potential: how far it can grow for good. The game never shows it.
- Magic items raise a stat only while you wear them, whatever the potential.
- Training gets more expensive past the potential but carries on. It never moves the potential itself (see Raising your stats).
- Only elixirs, and rarely a fresh corpse, widen the potential.
Yours are set at the start of a run. Each is the potential your race gives, rolled once. It is never below your starting score: a score above it raises the potential to match.
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Race | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Elf | 13 | 18 | 12 | 17 | 16 | 16 |
| Half-elf | 15 | 16 | 14 | 16 | 15 | 17 |
| Human | 16–17 | 16–17 | 16–17 | 16–17 | 16–17 | 16–17 |
| Dwarf | 17 | 13 | 19 | 15 | 16 | 13 |
| Halfling | 11 | 18 | 15 | 15 | 16 | 16 |
| Gnome | 12 | 16 | 16 | 18 | 15 | 15 |
| Half-orc | 19 | 15 | 17 | 12 | 15 | 12 |
| Goblin | 12 | 17 | 13 | 14 | 15 | 15 |
| Drow | 14 | 18 | 12 | 17 | 16 | 16 |
| Kobold | 11 | 16 | 13 | 16 | 15 | 13 |
| Lizardfolk | 17 | 15 | 18 | 13 | 15 | 12 |
| Duergar | 16 | 15 | 18 | 15 | 17 | 12 |
| Ratfolk | 12 | 18 | 16 | 15 | 15 | 13 |
An elixir raises its stat by 1 and the potential by 1 or 2 more (see Potions).
What changes them
Stats do not change how far you see or how quietly you walk.
For a while:
- Strong poison lowers your Strength and Dexterity by one while it lasts, for everything they do (see Status effects).
- Hunger saps them: Weak lowers your Strength and Dexterity (see Hunger).
- Diseases take points off your stats (stat damage). These come back a point a day once no disease shows (see Diseases).
For good:
- Eating the corpse of some creatures may raise a stat, as far as it can grow (see Food and corpses).
- Training may raise a stat at a new level or at dawn.
- The touch of some undead lowers a stat (Drained stats), and so may a check after deeds that cost marks.
Nothing else raises or lowers them for good.
Raising your stats
You never pick a stat to raise. Instead, your stats grow with what you do:
- Strength: fighting up close, landing criticals, blocking with a shield.
- Dexterity: dodging, parrying, shooting.
- Toughness: being hurt, felling worthy foes.
- Intelligence: reading, searching.
- Willpower: enduring, noticing, casting.
- Presence: talking, trading.
Each such use may earn the stat a training mark. A stat’s marks are kept as one running total, its pile. Marks never fade, have no limit, and count the same however many come in a day.
What earns a mark, and how likely:
| Stat | Trained by | Chance of a mark |
|---|---|---|
| Strength | acting (not waiting) while your load slows you | 15 % |
| Strength | a blow of yours that hits up close (a kick or a shield bash too) | 15 % |
| Strength | a critical of yours up close | 40 % |
| Strength | a blow on you that your shield blocked | 20 % |
| Strength | a turn of digging | 10 % |
| Strength | kicking at a closed door, a chest, or a statue | 20 % |
| Strength | an attempt on metal arms or armour at an anvil, whatever comes of it | 40 % |
| Strength | struggling against a hold or bonds, won or not | 30 % |
| Strength | a step through deep water | 10 % |
| Strength | picking up something of 20 kg or more (a corpse, a heavy load) | 50 % |
| Dexterity | an attack on you that your Dexterity or Dodge made miss, or a known trap you stepped past | 30 % |
| Dexterity | a blow on you that your Parry turned | 25 % |
| Dexterity | a shot or a throw of yours that hits | 20 % |
| Dexterity | a step within earshot of a creature that could hear it | 10 % |
| Dexterity | a sneak attack of yours that hits | 20 % |
| Dexterity | climbing out of the water onto ice, or out of a pit | 50 % |
| Dexterity | a try at picking a lock | 30 % |
| Dexterity | a try at disarming a trap | 40 % |
| Dexterity | a theft attempted | 30 % |
| Dexterity | keeping your wits when something tries to take you by surprise | 50 % |
| Dexterity | an attack spell of yours that hits (a ray, a bolt, a touch) | 15 % |
| Toughness | a blow that costs you hit points | 15 % |
| Toughness | a big hit or a critical on you | 60 % |
| Toughness | a kill of yours up close, of a foe of your level or above | 30 % |
| Toughness | fighting off a disease (a check won, other than a Willpower one) | 50 % |
| Toughness | falling through the ice | 100 % |
| Toughness | a step on the overworld | 15 % |
| Toughness | acting (not waiting) while Hungry, not yet Weak | 3 % |
| Toughness | shaking off bleeding, poison, or anything else that harms as it lasts (it wears off) | 50 % |
| Toughness | spending stamina on a weapon ability | 20 % |
| Toughness | dawn (06:00) finding you below freezing | 100 % |
| Intelligence | finding something hidden by searching | 50 % |
| Intelligence | reading a scroll | 40 % |
| Intelligence | identifying an item | 100 % |
| Intelligence | learning a spell from a grimoire | 100 % |
| Intelligence | writing a scroll of a spell you know | 100 % |
| Intelligence | your first kill of a kind of creature | 100 % |
| Intelligence | casting a spell you know whose damage, reach, or duration grows with this stat (Intelligence too for one whose damage grows with none) | 20 % |
| Intelligence | your first arrival on a level that pays experience | 100 % |
| Intelligence | telling a thing you carry for what it is by looking it over | 50 % |
| Intelligence | a turn of searching that finds nothing | 3 % |
| Intelligence | foraging, whatever you find | 30 % |
| Intelligence | a try at disarming a trap | 20 % |
| Willpower | noticing something hidden in passing | 30 % |
| Willpower | a long action of more than one turn done to its end (a rest, a wall dug through, a search for a while, a meal) | 100 % |
| Willpower | fighting off a disease with Willpower (brain fever) | 50 % |
| Willpower | a blow of yours that lands while you are Hungry or worse | 20 % |
| Willpower | spending mana on an ability | 30 % |
| Willpower | praying at a forgotten altar | 100 % |
| Willpower | consuming a magic crystal | 100 % |
| Willpower | struggling against a hold or bonds, won or not | 30 % |
| Willpower | holding out against something that drains your stats | 100 % |
| Willpower | recovering your wits after a surprise | 50 % |
| Willpower | casting a spell you know whose damage, reach, or duration grows with this stat (Intelligence too for one whose damage grows with none) | 20 % |
| Presence | chatting with someone | 30 % |
| Presence | paying for goods, or selling | 20 % |
| Presence | completing a quest | 100 % |
| Presence | a creature making way for you | 10 % |
| Presence | inspiring with song, or throwing your voice | 100 % |
| Presence | winning a guild rank | 100 % |
| Presence | a deal in a shop where your Negotiation bettered the price | 30 % |
| Presence | your first chat with someone | 100 % |
| Presence | casting a spell you know whose damage, reach, or duration grows with this stat (Intelligence too for one whose damage grows with none) | 20 % |
| Any | a potion drunk: each of its marks, in the stat it names | 100 % |
| Any | an elixir drunk: each of its marks, in the stat it names | 100 % |
Asking someone about a topic takes no time, so it trains nothing. A long action counts only when it lasts more than one turn and is not interrupted.
Every stat can be trained in more than one way. A fighter who never opens a scroll still sharpens Intelligence by exploring, searching, foraging, and disarming traps. A wizard grows stronger by wading, hauling, and struggling free of a grip. Casting a spell you know trains the stats the spell grows with (its ladders): Intelligence for most, Willpower for those that reach far, Presence for hexes and blessings that last. Some uses train two stats at once, such as disarming a trap or struggling against a hold.
The price of a point
Each stat’s next point has a price in marks: 20 + 10 × the stat’s score, up to its
potential. Past the potential the price climbs quickly. The first point beyond it costs twice the
plain price, the second 4 ×, the third 7 ×, then 11 ×, 16 ×, 22 ×. (With n the point past the
potential, that is (2 + n × (n + 1)) / 2 times the plain price.)
Training alone never raises the potential. So a stat you live by ends a long career of sixty levels some twelve or thirteen points past its potential, at about 30. It never reaches the top by use alone. An elixir or a rare corpse that raises the potential makes every later point cheaper.
| Score | Below the potential | 1st past | 2nd past | 3rd past | 4th past | 5th past | 6th past | A drop |
|---|---|---|---|---|---|---|---|---|
| 6 | 80 | 160 | 320 | 560 | 880 | 1280 | 1760 | 35 |
| 8 | 100 | 200 | 400 | 700 | 1100 | 1600 | 2200 | 45 |
| 10 | 120 | 240 | 480 | 840 | 1320 | 1920 | 2640 | 55 |
| 12 | 140 | 280 | 560 | 980 | 1540 | 2240 | 3080 | 65 |
| 14 | 160 | 320 | 640 | 1120 | 1760 | 2560 | 3520 | 75 |
| 16 | 180 | 360 | 720 | 1260 | 1980 | 2880 | 3960 | 85 |
| 18 | 200 | 400 | 800 | 1400 | 2200 | 3200 | 4400 | 95 |
| 20 | 220 | 440 | 880 | 1540 | 2420 | 3520 | 4840 | 105 |
| 25 | 270 | 540 | 1080 | 1890 | 2970 | 4320 | 5940 | 130 |
| 30 | 320 | 640 | 1280 | 2240 | 3520 | 5120 | 7040 | 155 |
| 35 | 370 | 740 | 1480 | 2590 | 4070 | 5920 | 8140 | 180 |
The last column, the drop, is what a stat’s pile pays back if the stat ever falls by a point: half the plain price of the point lost, never more past the potential.
The checks
Every time you gain an experience level, and once a day at 06:00 (the hour a rest until dawn ends), each stat in turn gets one check. The rule is the same for both.
- A pile under a quarter of the price is out of play: nothing happens.
- From a quarter up, the stat rises by a point with chance marks³ / (marks³ + price³). That is even odds at the price, about one in nine at half of it, and near certain at twice it.
| Marks held | Chance at a check |
|---|---|
| under a quarter | 0% |
| a quarter | 1.5% |
| half | 11.1% |
| three quarters | 29.7% |
| the price | 50% |
| 1¼ × | 66.1% |
| 1½ × | 77.1% |
| 2 × | 88.9% |
| 3 × | 96.4% |
| 5 × | 99.2% |
| 8 × or more | 99.8% |
A rise pays the price out of the pile. Whatever is left over waits for the next check, so nothing is wasted. A lucky rise from a short pile spends what there was and no more. A stat rises at most one point per check, so a great pile becomes a point a day and one a level.
The game says only “You feel stronger.” (or quicker, tougher, sharper, more resolute, more confident). The new score shows on the character screen. A rise in Toughness brings its hit point at once, and a rise at 06:00 stops a rest.
The daily check comes whether you are awake or resting, once a day at that hour and no other. Nothing decays and nothing is capped, so the only limit is the clock.
How many days the next point takes, by the marks a stat earns a day (the daily check alone; a level’s check comes on top):
| Marks a day | Score 10 (price 120) | Score 14 (price 160) | Score 20 (price 220) | Score 14, 2nd point past the potential (price 640) |
|---|---|---|---|---|
| 1 | 49 | 62 | 80 | 198 |
| 2 | 29 | 36 | 46 | 110 |
| 4 | 17 | 21 | 27 | 62 |
| 8 | 10 | 13 | 16 | 36 |
| 15 | 6.4 | 7.9 | 10 | 22 |
| 25 | 4.5 | 5.5 | 6.9 | 15 |
| 40 | 3.2 | 3.9 | 4.9 | 11 |
| 80 | 2.0 | 2.4 | 3.0 | 6.4 |
| 160 | 1.3 | 1.6 | 1.9 | 3.9 |
| 320 | 1.1 | 1.1 | 1.3 | 2.4 |
The Gourmand talent doubles the marks a fresh corpse gives.
Losing marks
A few deeds take marks away instead, each from one stat, so you can lower a stat on purpose if you want to. They are: starving, fainting, carrying far too much, walking onto traps you know are there, and getting caught stealing. Bad luck alone never costs a mark: a hidden trap, a blow, a disease, or a drain takes none. Each deed takes its marks at once, or a mark with the chance shown:
| Stat | Lost by | Takes |
|---|---|---|
| Strength | greeting the dawn (06:00) Weak, Fainting, or Starving | 15 marks |
| Dexterity | an action (not a wait or a drop) while Overloaded | a mark, 10 % of the time |
| Toughness | greeting the dawn (06:00) Weak, Fainting, or Starving | 15 marks |
| Toughness | each hit point lost to starvation | a mark, 50 % of the time |
| Toughness | vomiting (overeating, rotten food, a corpse that disagreed) | 10 marks |
| Intelligence | springing a trap you knew was there | 20 marks |
| Willpower | fainting from hunger | a mark, 20 % of the time |
| Presence | being caught stealing | 20 marks |
| Score | A drop pays back | Within reach (warned) at |
|---|---|---|
| 6 | 35 | −9 |
| 8 | 45 | −12 |
| 10 | 55 | −14 |
| 12 | 65 | −17 |
| 14 | 75 | −19 |
| 16 | 85 | −22 |
| 18 | 95 | −24 |
| 20 | 105 | −27 |
| 25 | 130 | −33 |
| 30 | 155 | −39 |
| 35 | 180 | −45 |
The pile then goes below zero. The checks read it the same way, against the drop’s price: half the plain price of the point lost, never more past the potential.
Nothing happens while the pile is less than a quarter of that below zero. The first time a deed takes it that far, the game warns you in words: “You feel your strength wasting.”, “Your hands feel less sure.”, “You feel your health failing.”, “Your mind feels dull.”, “Your will feels brittle.”, “You feel small and unregarded.” So a warning always comes before a drop.
From there, a check lowers the stat by a point with the same odds as a rise: “You feel weaker.” (or clumsier, frailer, duller; “Your resolve wavers.”, “You feel less sure of yourself.”). The drop pays its price back toward zero, never past it.
A drop never takes a stat below 3, nor below the stat damage on it plus one. It never lowers the potential, so a point lost below the potential is won back at its plain price. Your maximum hit points and mana fall with it, but a drop never kills.
At 14, losing a point takes 75 marks of deeds (five dawns greeted Weak), and winning it back takes 150 marks of use. So there is nothing to gain by going up and down.
Drained stats
Some of the undead drink the life out of the living. When such a creature’s touch hits you and you live, you make a check of a stat, Willpower unless the creature says otherwise. You roll 2d12 plus the stat’s modifier against the drain’s difficulty, as for a disease’s check.
- If you hold: “A deathly chill passes through you.” Nothing is lost.
- If not, points come off one of your stats for good (“You feel your strength drain away!”). Your score is simply lower from then on, for everything it does.
A drain of Toughness lowers your maximum hit points. A drain of Intelligence, Willpower, or Presence lowers your maximum mana. A drain never kills you, and never takes a score below 3 (nor below what the stat damage on it needs). Resting never brings drained points back.
Your potential stays where it was, so a drained stat can grow back by training and corpses like any other. A temple’s mending gives every drained point back at once, along with any stat damage (see Services).
Talents help you hold: Unbroken soul (+4 to the check), Iron will (+2 to every Willpower check), and the paladin’s Divine grace (+2 to the check).
The creatures that drain:
| Creature | Attack | Drains | Chance a hit tries | Resisted with |
|---|---|---|---|---|
| Ankou | scythe | Toughness, 2 points | 15 % | Toughness against 25 |
| Archlich | touch | Intelligence, 2 points | 10 % | Willpower against 22 |
| Banshee | touch | Presence, 1 point | 10 % | Willpower against 16 |
| Barrow king | touch | Toughness, 2 points | 10 % | Toughness against 20 |
| Bodach | touch | Toughness, 1 point | 5 % | Toughness against 16 |
| Deathless king | touch | Willpower, 2 points | 15 % | Willpower against 25 |
| Deathshade | touch | Strength, 2 points | 15 % | Willpower against 24 |
| Demilich | touch | Intelligence, 3 points | 15 % | Willpower against 26 |
| Dread wraith | touch | Toughness, 1 point | 15 % | Toughness against 17 |
| Elder vampire | bite | Toughness, 2 points | 15 % | Toughness against 23 |
| Eldest vampire | bite | Toughness, 3 points | 15 % | Toughness against 25 |
| Ghost dragon | bite | Toughness, 2 points | 15 % | Toughness against 25 |
| Ghost lord | touch | Willpower, 2 points | 10 % | Willpower against 22 |
| Gibbering shade | touch | Intelligence, 1 point | 10 % | Willpower against 15 |
| Greater shadow | touch | Strength, 1 point | 15 % | Willpower against 18 |
| Incubus | kiss | Toughness, 1 point | 15 % | Toughness against 17 |
| Lich | touch | Intelligence, 1 point | 10 % | Willpower against 18 |
| Lich-drake | bite | Intelligence, 2 points | 10 % | Willpower against 24 |
| Night mare | touch | Willpower, 2 points | 10 % | Willpower against 21 |
| Nightganger | slam | Toughness, 2 points | 10 % | Toughness against 21 |
| Nightwing | bite | Toughness, 2 points | 10 % | Toughness against 24 |
| Nightworm | bite | Toughness, 2 points | 15 % | Toughness against 24 |
| Nihtscinna the Hollow | touch | Willpower, 2 points | 20 % | Willpower against 28 |
| Nosferatu | bite | Toughness, 1 point | 15 % | Toughness against 19 |
| Pale drinker | touch | Strength, 1 point | 100 % | Willpower against 14 |
| Shadow | touch | Strength, 1 point | 10 % | Willpower against 13 |
| Succubus | kiss | Toughness, 1 point | 15 % | Toughness against 17 |
| Vampire | bite | Toughness, 1 point | 15 % | Toughness against 17 |
| Vampire lord | bite | Toughness, 2 points | 15 % | Toughness against 21 |
| Vampire spawn | bite | Toughness, 1 point | 10 % | Toughness against 15 |
| Washer at the ford | touch | Presence, 2 points | 10 % | Willpower against 21 |
| White lady | touch | Presence, 1 point | 10 % | Willpower against 19 |
| Wight lord | touch | Toughness, 1 point | 10 % | Toughness against 16 |
| Wraith | touch | Toughness, 1 point | 10 % | Toughness against 14 |
| Wraith lord | touch | Toughness, 2 points | 10 % | Toughness against 20 |
| Wēalāf the Unburied | barrow-blade | Strength, 1 point | 20 % | Willpower against 20 |
How often the check holds, by its difficulty and the score of the stat it is made with:
| Difficulty | Held at 6 | Held at 8 | Held at 10 | Held at 12 | Held at 14 | Held at 16 |
|---|---|---|---|---|---|---|
| 13 | 38.2% | 45.8% | 54.2% | 61.8% | 68.8% | 75% |
| 14 | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% | 68.8% |
| 15 | 25% | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% |
| 16 | 19.4% | 25% | 31.2% | 38.2% | 45.8% | 54.2% |
| 17 | 14.6% | 19.4% | 25% | 31.2% | 38.2% | 45.8% |
| 18 | 10.4% | 14.6% | 19.4% | 25% | 31.2% | 38.2% |
| 19 | 6.9% | 10.4% | 14.6% | 19.4% | 25% | 31.2% |
| 20 | 4.2% | 6.9% | 10.4% | 14.6% | 19.4% | 25% |
| 21 | 2.1% | 4.2% | 6.9% | 10.4% | 14.6% | 19.4% |
| 22 | 0.69% | 2.1% | 4.2% | 6.9% | 10.4% | 14.6% |
| 23 | 0.69% | 0.69% | 2.1% | 4.2% | 6.9% | 10.4% |
| 24 | 0.69% | 0.69% | 0.69% | 2.1% | 4.2% | 6.9% |
| 25 | 0.69% | 0.69% | 0.69% | 0.69% | 2.1% | 4.2% |
| 26 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 2.1% |
| 28 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% |
No drain takes a score below 3, nor below one more than the stat damage on it.
See also: Combat, Skills, and Your character.
Alignment
Every character stands somewhere between good and evil, and what you do moves you along
the way. Behind it is a score from −1000 (as evil as can be) to +1000 (as good). The game never
shows the score. The character screen (@) and the summary at
character creation name your band instead, one of seven words.
| Band | Scores | What it means |
|---|---|---|
| Saintly | +750 to +1000 | A beacon of goodness: good shopkeepers ask you less, and the evil scorn you. |
| Good | +400 to +749 | Righteous and steadfast: the evil scorn you. |
| Kind | +150 to +399 | Kind-hearted: you do more good than harm. |
| Neutral | −149 to +149 | Neither good nor evil: you go your own way. |
| Callous | −399 to −150 | Hard-hearted: what others suffer is no concern of yours. |
| Evil | −749 to −400 | Evil: the good scorn you, and their shopkeepers ask you more. |
| Wicked | −1000 to −750 | Utterly wicked: the good scorn you, and their shopkeepers ask you much more. |
Where you start
Your class sets where you start. Paladins start Good, thieves and witches Callous, and everyone else Neutral.
Your race leans you a little. Elves and halflings lean a little toward good, and half-orcs a little toward evil, never far enough to change a band on their own. The evil races, though, start on the evil side: goblins, kobolds, lizardfolk, and ratfolk Callous, drow and duergar Evil (see Races). So a goblin thief starts Evil, and a drow paladin Neutral.
Then the stars nudge you. The animal of your birth year adds to the score (the Alignment column on the Horoscope page):
| Animal | Adds |
|---|---|
| Unicorn | +100 |
| Griffin, Phoenix, Wyvern | +50 |
| Kraken | −50 |
| Basilisk, Manticore | −100 |
| the others | 0 |
It is small, but near an edge it decides the band. An elf wizard born under the Unicorn starts Kind (+150). A paladin starts Good under any animal unless their race is one of the evil ones. A half-orc paladin born under the Manticore or the Basilisk starts at +400, just Good.
The summary shows the band you start in. The table below is before the stars.
| Class | Drow | Duergar | Dwarf | Elf | Gnome | Goblin | Half-elf | Half-orc | Halfling | Human | Kobold | Lizardfolk | Ratfolk |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Aristocrat | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Ascetic | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Bard | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Berserker | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Commoner | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Craftsperson | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Druid | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Merchant | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Paladin | Neutral (+100) | Neutral (+100) | Good (+550) | Good (+600) | Good (+550) | Kind (+350) | Good (+550) | Good (+500) | Good (+600) | Good (+550) | Kind (+350) | Kind (+350) | Kind (+350) |
| Priest | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Ranger | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Thief | Evil (−650) | Evil (−650) | Callous (−200) | Callous (−150) | Callous (−200) | Evil (−400) | Callous (−200) | Callous (−250) | Callous (−150) | Callous (−200) | Evil (−400) | Evil (−400) | Evil (−400) |
| Warrior | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
| Witch | Evil (−650) | Evil (−650) | Callous (−200) | Callous (−150) | Callous (−200) | Evil (−400) | Callous (−200) | Callous (−250) | Callous (−150) | Callous (−200) | Evil (−400) | Evil (−400) | Evil (−400) |
| Wizard | Evil (−450) | Evil (−450) | Neutral (0) | Neutral (+50) | Neutral (0) | Callous (−200) | Neutral (0) | Neutral (−50) | Neutral (+50) | Neutral (0) | Callous (−200) | Callous (−200) | Callous (−200) |
What moves you
Deeds move you. The further along a way you already are, the less each deed that way moves you. A saint’s next good deed counts for little, and small kindnesses alone never make anyone a saint. A deed the other way counts in full, so a fall is quick and a climb back is slow.
Exactly: a deed in the direction your score already leans moves it by its worth × (1000 − |score|) / 1000, rounded toward 0. At +500, a good deed worth +10 moves you +5; at +950, not at all. A deed the other way, or from 0, moves it by its whole worth. The score never passes −1000 or +1000.
| Deed | Moves you | Worth |
|---|---|---|
| Killing a good creature that is not hostile to you | very strongly evil | −150 |
| Killing a neutral creature that talks and is not hostile to you | strongly evil | −100 |
| Killing an evil creature that is not hostile to you | strongly evil | −100 |
| Killing a beast that is not hostile to you (hunting) | nothing | 0 |
| Killing an evil creature that is hostile to you | a little good | +10 |
| Killing a neutral creature that is hostile to you | nothing | 0 |
| Killing a good creature that is hostile to you | nothing | 0 |
| Attacking a shopkeeper who trades with you | strongly evil | −100 |
| Leaving a shop with goods you have not paid for, or stealing unnoticed | strongly evil | −100 |
| Paying a shopkeeper what you owe | a little good | +5 |
| Eating one of your own race, or a peaceful creature who talks | very strongly evil | −200 |
| Eating a keeper’s corpse and taking its profane gifts | very strongly evil | −300 |
| Consecrating a cursed or draining place | somewhat good | +20 |
| Praying at a good forgotten altar (gold glow) | a little good | +5 |
| Praying at an evil forgotten altar (red glow) | a little evil | −10 |
- Killing. It matters whether someone meant you harm. A creature is hostile to you if look mode says so. One that is not, such as the peaceful folk of the hall, means you no harm. Beasts that do not talk (deer, rats, bats) may be hunted without a stain. Only your own kills count, and those of a wound you dealt.
- Shops. Attacking a shopkeeper who trades with you is evil, and so is walking out with what you have not paid for. So is lifting something from anyone and getting away with it (see Stealing). Paying what you owe is a little good.
- Corpses. Eating a corpse of your own race, or of someone who talks and meant you no harm, is very evil, fresh or rotten.
- Quests that help someone are a little good; a dark errand would be evil.
- Consecrating a cursed, draining, or haunted place is good. That is the priest’s and the paladin’s Consecrate; see Special rooms.
| Quest | Given by | Completing it is | Worth | Offered to |
|---|---|---|---|---|
| A letter for the deep | Factor Wulfrun | a little good | +10 | anyone |
| A score and five | Wat One-Eye | a little good | +5 | anyone |
| Eleven floors down | Wat One-Eye | a little good | +5 | anyone |
| Fire in the deep | Factor Wulfrun | somewhat good | +25 | anyone |
| Grave goods | Sister Hild | somewhat good | +20 | anyone |
| Rats in the arena | Old hermit | somewhat good | +20 | anyone |
| Rats in the barrows | Reeve Leofric | somewhat good | +15 | anyone |
| Taken under the hill | Gammer Wynflæd | somewhat good | +20 | anyone |
| The bard’s letter | Wandering bard | a little good | +10 | anyone |
| The barrow’s heart | Reeve Leofric | a little good | +10 | anyone |
| The crystal guardian | Ysella the Binder | a little good | +10 | anyone |
| The fen minster | Sister Hild | somewhat good | +15 | anyone |
| The lost shaft | Factor Wulfrun | a little good | +10 | anyone |
| The moot’s answer | Headman Peran | a little good | +10 | anyone |
| The wight of the barrow | Reeve Leofric | somewhat good | +30 | anyone |
| Three apples | Gardener | a little good | +10 | anyone |
| Three levels down | Old hermit | somewhat good | +15 | anyone |
| Wanted | Wat One-Eye | a little good | +10 | anyone |
| What the water keeps | Sister Hild | somewhat good | +30 | anyone |
Nothing else moves you. When you cross into another band you feel it (“You feel righteous.”, “You feel your righteousness waver.”). Smaller moves you do not notice.
What it changes
People. Good folk turn cold to an Evil or Wicked character. They answer with a cold word instead of their greeting and their talk, though they still offer you their quests. Evil folk would do the same to a Good or Saintly one. Some quests are offered only to those of the right alignment.
Shops. Every shopkeeper is good, and their prices follow your band. The prices you see already include it:
| Band | A good shopkeeper’s prices | In your favour |
|---|---|---|
| Saintly | a little lower | +10 % |
| Evil | a little higher | −10 % |
| Wicked | much higher | −20 % |
| Any other | as for anyone | 0 % |
Holy gifts. No class, talent, or ability is barred by your alignment, and nothing you have is taken away when it sinks. But the holy gifts work only for the good side. Used by anyone else, they are still used and take the time of a cast, but do nothing: no healing, no blow, no light, no consecration, and no cooldown, zeal, or mana spent. Putting your holy light out always works.
Zeal. Any deed that moves you toward evil empties a paladin’s zeal at once (“Your zeal deserts you.”). It bars nothing: the pool fills again.
| Ability | Works for |
|---|---|
| Banishing smite | Kind or better |
| Branding smite | Kind or better |
| Consecrate | Neutral or better |
| Holy radiance | Kind or better |
| Lay on hands | Kind or better |
| Smite | Kind or better |
| Wrathful smite | Kind or better |
You cannot see whether creatures are good, neutral, or evil; you learn it from how they behave. Magic (mana) does not care where you stand.
See also: Races, Prayer, and Profane gifts.
Experience and levelling up
Killing monsters earns experience points (XP), and enough of them make you a higher level.
Your level (Lv) is in the status bar. The
character screen (@) shows it with your XP and the XP at which the next level
comes, like XP 85 / 128. Dying shows the level you had reached.
When you level up
The game says “Welcome to level N.” Some things come by themselves at once:
- more hit points (up to level 50) and more mana (up to level 60), as Levelling up below says;
- a chance for each of your stats to rise, by how much you have used it;
- whatever your class’s level table gives at that level: a class ability, a spell, or a talent it names. Your class’s own page has the table.
Then the level-up screen opens by itself, and you make the level’s choices in this order:
- your skill rolls, every level: two for most classes, more for some, spent on the skills you are trained in;
- a bonus talent, at the levels your class names (see When you get a talent);
- a talent, every third level: 3, 6, 9, and so on.
The screen can’t be closed until everything is chosen, and nothing can be saved for later. Your weapon skills are not part of it: they rise with use, not with levels. Later on, some classes can be called into a prestige class.
Earning experience
You get XP for:
- the kills you make yourself: with your weapon up close, with a shot, or with something you throw (see Combat and Ranged combat);
- a creature that bleeds to death from a wound you gave it (see Status effects);
- quests you complete.
A creature that dies to a trap or to another creature, or to a wound another creature gave it, gives you nothing. Neither does anything else, such as a kill you merely watched.
Every kind of creature has a level and an XP value. A creature is worth
about 5 XP per level plus 10; the level curve is built on that. The vermin are worth less, and some
creatures are not meant to be fought. A few are set to pay more or less than that, and the table
then shows what a kill pays and how, 45 (30 × 150 %):
| Creature | Level | XP | The guideline for its level |
|---|---|---|---|
| Business partner | 1 | 0 | 15 |
| Chambermaid | 1 | 0 | 15 |
| Cottar | 1 | 0 | 15 |
| Deep gnome | 1 | 0 | 15 |
| Deep-gnome binder | 1 | 0 | 15 |
| Deep-gnome headman | 1 | 0 | 15 |
| Deep-gnome jeweller | 1 | 0 | 15 |
| Deep-gnome priest | 1 | 0 | 15 |
| Dwarven miser | 1 | 0 | 15 |
| Gardener | 1 | 0 | 15 |
| Guildmaster | 1 | 0 | 15 |
| Innkeeper | 1 | 0 | 15 |
| Mine factor | 1 | 0 | 15 |
| Old hermit | 1 | 0 | 15 |
| Patron | 1 | 0 | 15 |
| Reeve | 1 | 0 | 15 |
| Servant | 1 | 0 | 15 |
| Sexton | 1 | 0 | 15 |
| Sister | 1 | 0 | 15 |
| Squire | 1 | 0 | 15 |
| Strange spirit | 1 | 0 | 15 |
| Training dummy | 1 | 0 | 15 |
| Villager | 1 | 0 | 15 |
| Wandering bard | 1 | 0 | 15 |
| Wise-woman | 1 | 0 | 15 |
| Deer | 1 | 2 | 15 |
| Cave bat | 1 | 3 | 15 |
| Chicken | 1 | 5 | 15 |
| Giant rat | 1 | 5 | 15 |
| Animated broom | 1 | 15 | 15 |
| Animated stool | 1 | 15 | 15 |
| Cat | 1 | 15 | 15 |
| Crawling hand | 1 | 15 | 15 |
| Grave worm | 1 | 15 | 15 |
| Hare | 1 | 15 | 15 |
| Hound | 1 | 15 | 15 |
| Mimicling | 1 | 15 | 15 |
| Polecat | 1 | 15 | 15 |
| Raven | 1 | 15 | 15 |
| Skeletal rat | 1 | 15 | 15 |
| Stone mote | 1 | 15 | 15 |
| Toad | 1 | 15 | 15 |
| Cave beetle | 2 | 8 | 20 |
| Kobold | 2 | 15 | 20 |
| Animated ladle | 2 | 20 | 20 |
| Badger | 2 | 20 | 20 |
| Barrow spider | 2 | 20 | 20 |
| Boar | 2 | 20 | 20 |
| Cave lizard | 2 | 20 | 20 |
| Clatter of cutlery | 2 | 20 | 20 |
| Corpse candle | 2 | 20 | 20 |
| Ember mote | 2 | 20 | 20 |
| Goblin | 2 | 20 | 20 |
| Kobold zombie | 2 | 20 | 20 |
| Large spider | 2 | 20 | 20 |
| Lynx | 2 | 20 | 20 |
| Sprite | 2 | 20 | 20 |
| Pedlar | 3 | 15 | 25 |
| Animated book | 3 | 25 | 25 |
| Dust devil | 3 | 25 | 25 |
| Giant centipede | 3 | 25 | 25 |
| Goblin archer | 3 | 25 | 25 |
| Kobold alchemist | 3 | 25 | 25 |
| Kobold archer | 3 | 25 | 25 |
| Orc runt | 3 | 25 | 25 |
| Skeleton | 3 | 25 | 25 |
| Stone haunt | 3 | 25 | 25 |
| Zombie | 3 | 25 | 25 |
| Animated bucket | 4 | 30 | 30 |
| Animated candlestick | 4 | 30 | 30 |
| Animated teapot | 4 | 30 | 30 |
| Barrow ghoul | 4 | 30 | 30 |
| Giant frog | 4 | 30 | 30 |
| Giant leech | 4 | 30 | 30 |
| Hydra head | 4 | 30 | 30 |
| Pixie | 4 | 30 | 30 |
| Skeleton archer | 4 | 30 | 30 |
| Water mote | 4 | 30 | 30 |
| Wolf | 4 | 30 | 30 |
| Kobold shaman | 4 | 40 | 30 |
| Animated bellows | 5 | 35 | 35 |
| Animated blade | 5 | 35 | 35 |
| Animated chair | 5 | 35 | 35 |
| Animated kettle | 5 | 35 | 35 |
| Animated warming pan | 5 | 35 | 35 |
| Black hound | 5 | 35 | 35 |
| Drowned | 5 | 35 | 35 |
| Frost mote | 5 | 35 | 35 |
| Goblin chief | 5 | 35 | 35 |
| Lemure | 5 | 35 | 35 |
| Orc warrior | 5 | 35 | 35 |
| Skeletal wolf | 5 | 35 | 35 |
| Animated cooking pot | 6 | 40 | 40 |
| Animated lantern | 6 | 40 | 40 |
| Barrow wight | 6 | 40 | 40 |
| Crocodile | 6 | 40 | 40 |
| Cultist | 6 | 40 | 40 |
| Footpad | 6 | 40 | 40 |
| Goblin firebomber | 6 | 40 | 40 |
| Great boar | 6 | 40 | 40 |
| Lesser earth elemental | 6 | 40 | 40 |
| Orc archer | 6 | 40 | 40 |
| Panther | 6 | 40 | 40 |
| Poltergeist | 6 | 40 | 40 |
| Quickling | 6 | 40 | 40 |
| Animated rug | 7 | 45 | 45 |
| Boggle | 7 | 45 | 45 |
| Cockatrice | 7 | 45 | 45 |
| Footpad archer | 7 | 45 | 45 |
| Ghast | 7 | 45 | 45 |
| Lesser water elemental | 7 | 45 | 45 |
| Skeleton warrior | 7 | 45 | 45 |
| Warg | 7 | 45 | 45 |
| Will-o’-wisp | 7 | 45 | 45 |
| Pale drinker | 7 | 60 | 45 |
| Animated coat stand | 8 | 50 | 50 |
| Cult chymist | 8 | 50 | 50 |
| Dretch | 8 | 50 | 50 |
| Duergar slinger | 8 | 50 | 50 |
| Ember beetle | 8 | 50 | 50 |
| Ghost | 8 | 50 | 50 |
| Goblin wizard | 8 | 50 | 50 |
| Mud golem | 8 | 50 | 50 |
| Shadow | 8 | 50 | 50 |
| Spark mote | 8 | 50 | 50 |
| Bog body | 9 | 55 | 55 |
| Cult priest | 9 | 55 | 55 |
| Darkling | 9 | 55 | 55 |
| Duergar miner | 9 | 55 | 55 |
| Hobgoblin | 9 | 55 | 55 |
| Imp | 9 | 55 | 55 |
| Lesser fire elemental | 9 | 55 | 55 |
| Marsh troll | 9 | 55 | 55 |
| Ogre zombie | 9 | 55 | 55 |
| Orc raider | 9 | 55 | 55 |
| Grave hound | 10 | 60 | 60 |
| Hellmouth | 10 | 60 | 60 |
| Hobgoblin archer | 10 | 60 | 60 |
| Lesser air elemental | 10 | 60 | 60 |
| Mummy | 10 | 60 | 60 |
| Orc shaman | 10 | 60 | 60 |
| Rift | 10 | 60 | 60 |
| Satyr | 10 | 60 | 60 |
| Bog hag | 11 | 65 | 65 |
| Duergar warrior | 11 | 65 | 65 |
| Fen ghoul | 11 | 65 | 65 |
| Gnægan the Rat King | 11 | 130 (65 × 200 %) | 65 |
| Lesser ice elemental | 11 | 65 | 65 |
| Wraith | 11 | 65 | 65 |
| Animated armour | 12 | 70 | 70 |
| Bear | 12 | 70 | 70 |
| Black Wystan | 12 | 70 | 70 |
| Brother Osrick | 12 | 70 | 70 |
| Burning skull | 12 | 70 | 70 |
| Draugr | 12 | 70 | 70 |
| Fire salamander | 12 | 70 | 70 |
| Hobgoblin legionnaire | 12 | 70 | 70 |
| Mother Sallow | 12 | 70 | 70 |
| Ogre | 12 | 70 | 70 |
| Orc berserker | 12 | 70 | 70 |
| Quasit | 12 | 70 | 70 |
| Redcap | 12 | 70 | 70 |
| Rust monster | 12 | 70 | 70 |
| Sergeant Herrick | 12 | 70 | 70 |
| Barghest | 13 | 75 | 75 |
| Duergar smith | 13 | 75 | 75 |
| Earth elemental | 13 | 75 | 75 |
| Hell hound | 13 | 75 | 75 |
| Knocker | 13 | 75 | 75 |
| Troll | 13 | 75 | 75 |
| Blink dog | 14 | 80 | 80 |
| Charred dead | 14 | 80 | 80 |
| Drow warrior | 14 | 80 | 80 |
| Hobgoblin warcaster | 14 | 80 | 80 |
| Magma crawler | 14 | 80 | 80 |
| Spectre | 14 | 80 | 80 |
| Water elemental | 14 | 80 | 80 |
| Ash wraith | 15 | 85 | 85 |
| Duergar crossbowman | 15 | 85 | 85 |
| Duergar skeleton | 15 | 85 | 85 |
| Hill troll | 15 | 85 | 85 |
| Lesser lightning elemental | 15 | 85 | 85 |
| Ogre mauler | 15 | 85 | 85 |
| Orc veteran | 15 | 85 | 85 |
| Basilisk | 16 | 90 | 90 |
| Drow crossbowman | 16 | 90 | 90 |
| Gate of gloom | 16 | 90 | 90 |
| Hand of glory | 16 | 90 | 90 |
| Hobgoblin sergeant | 16 | 90 | 90 |
| Meenlock | 16 | 90 | 90 |
| Vampire spawn | 16 | 90 | 90 |
| Cinder elemental | 17 | 95 | 95 |
| Duergar veteran | 17 | 95 | 95 |
| Gallows dead | 17 | 95 | 95 |
| Orc bowman | 17 | 95 | 95 |
| Rotting troll | 17 | 95 | 95 |
| Black pudding | 18 | 100 | 100 |
| Bone wyvern | 18 | 100 | 100 |
| Forest troll | 18 | 100 | 100 |
| Gibbering shade | 18 | 100 | 100 |
| Green hag | 18 | 100 | 100 |
| Necromancer | 18 | 100 | 100 |
| Ogre mage | 18 | 100 | 100 |
| Deep-gnome trader | 18 | 400 | 100 |
| Duergar trader | 18 | 400 | 100 |
| Shopkeeper | 18 | 400 | 100 |
| Air elemental | 19 | 105 | 105 |
| Drow stalker | 19 | 105 | 105 |
| Dryad | 19 | 105 | 105 |
| Duergar priest | 19 | 105 | 105 |
| Fetch | 19 | 105 | 105 |
| Fire drake | 19 | 105 | 105 |
| Hobgoblin captain | 19 | 105 | 105 |
| Revenant | 19 | 105 | 105 |
| Animated panoply | 20 | 110 | 110 |
| Bearded devil | 20 | 110 | 110 |
| Hill giant | 20 | 110 | 110 |
| Mummy priest | 20 | 110 | 110 |
| Orc war chief | 20 | 110 | 110 |
| Bodach | 21 | 115 | 115 |
| Ice elemental | 21 | 115 | 115 |
| Nightmare | 21 | 115 | 115 |
| Troll shaman | 21 | 115 | 115 |
| Āttorcoppe the Spinner | 21 | 230 (115 × 200 %) | 115 |
| Charnel heap | 22 | 120 | 120 |
| Dire warg | 22 | 120 | 120 |
| Drow mage | 22 | 120 | 120 |
| Duergar hulk | 22 | 120 | 120 |
| Grave knight | 22 | 120 | 120 |
| Invisible stalker | 22 | 120 | 120 |
| Mezzoloth | 22 | 120 | 120 |
| Nymph | 22 | 120 | 120 |
| Banshee | 23 | 125 | 125 |
| Lightning elemental | 23 | 125 | 125 |
| Balgura | 24 | 130 | 130 |
| Dark wizard | 24 | 130 | 130 |
| Drow priestess | 24 | 130 | 130 |
| Greater earth elemental | 24 | 130 | 130 |
| Hobgoblin warlord | 24 | 130 | 130 |
| Hydra | 24 | 130 | 130 |
| Ice troll | 24 | 130 | 130 |
| Orc high shaman | 24 | 130 | 130 |
| Stone giant | 24 | 130 | 130 |
| Wight lord | 24 | 130 | 130 |
| Duergar spider rider | 25 | 135 | 135 |
| Korred | 25 | 135 | 135 |
| Vampire | 25 | 135 | 135 |
| Barbed devil | 26 | 140 | 140 |
| Crystal guardian | 26 | 280 (140 × 200 %) | 140 |
| Greater water elemental | 26 | 140 | 140 |
| Sea hag | 26 | 140 | 140 |
| Wormhost | 26 | 140 | 140 |
| Bone drake | 27 | 145 | 145 |
| Fire elemental | 27 | 145 | 145 |
| Incubus | 27 | 145 | 145 |
| Stone troll | 27 | 145 | 145 |
| Succubus | 27 | 145 | 145 |
| Chasme | 28 | 150 | 150 |
| Dread wraith | 28 | 150 | 150 |
| Drow blademaster | 28 | 150 | 150 |
| Frost giant | 28 | 150 | 150 |
| Gorgon | 28 | 150 | 150 |
| Orc warlord | 28 | 150 | 150 |
| Canoloth | 29 | 155 | 155 |
| Duergar mindbreaker | 29 | 155 | 155 |
| Headless knight | 29 | 155 | 155 |
| Abyssal gate | 30 | 160 | 160 |
| Hezrou | 30 | 160 | 160 |
| Iron gate | 30 | 160 | 160 |
| Lich | 30 | 160 | 160 |
| Rotting drake | 30 | 160 | 160 |
| Two-headed troll | 30 | 160 | 160 |
| Greater air elemental | 31 | 165 | 165 |
| Greater shadow | 31 | 165 | 165 |
| Hrīmwyrm the White | 31 | 330 (165 × 200 %) | 165 |
| Yeth hound | 31 | 165 | 165 |
| Black gate | 32 | 170 | 170 |
| Bone devil | 32 | 170 | 170 |
| Drow assassin | 32 | 170 | 170 |
| Fire giant | 32 | 170 | 170 |
| Ghoul lord | 32 | 170 | 170 |
| Black shuck | 33 | 175 | 175 |
| Fire troll | 33 | 175 | 175 |
| Greater ice elemental | 33 | 175 | 175 |
| Night hag | 33 | 175 | 175 |
| Annis hag | 34 | 180 | 180 |
| Draugr lord | 34 | 180 | 180 |
| Drow arbalester | 34 | 180 | 180 |
| Duergar thane | 34 | 180 | 180 |
| Vrock | 34 | 180 | 180 |
| Nosferatu | 35 | 185 | 185 |
| Giant shaman | 36 | 190 | 190 |
| Greater lightning elemental | 36 | 190 | 190 |
| Mummy lord | 36 | 190 | 190 |
| Nycaloth | 36 | 190 | 190 |
| Drow captain | 37 | 195 | 195 |
| Screaming skull | 37 | 195 | 195 |
| Troll chieftain | 37 | 195 | 195 |
| Church grim | 38 | 200 | 200 |
| Erinyes | 38 | 200 | 200 |
| Greater fire elemental | 38 | 200 | 200 |
| Cambion | 39 | 205 | 205 |
| White lady | 39 | 205 | 205 |
| Bone colossus | 40 | 210 | 210 |
| Cloud giant | 40 | 210 | 210 |
| Drow archmage | 40 | 210 | 210 |
| Duergar king | 40 | 210 | 210 |
| Elder earth elemental | 40 | 210 | 210 |
| Marilith | 40 | 210 | 210 |
| Wraith lord | 41 | 215 | 215 |
| Wēalāf the Unburied | 41 | 430 (215 × 200 %) | 215 |
| Barrow king | 42 | 220 | 220 |
| Bheur hag | 42 | 220 | 220 |
| Chain devil | 42 | 220 | 220 |
| Dire gate | 42 | 220 | 220 |
| Elder troll | 42 | 220 | 220 |
| Elder water elemental | 42 | 220 | 220 |
| Sluagh | 43 | 225 | 225 |
| Drow high priestess | 44 | 230 | 230 |
| Ghoul king | 44 | 230 | 230 |
| Glabrezu | 44 | 230 | 230 |
| Death knight | 45 | 235 | 235 |
| Elder air elemental | 45 | 235 | 235 |
| Storm giant | 45 | 235 | 235 |
| Vampire lord | 45 | 235 | 235 |
| Arcanaloth | 46 | 240 | 240 |
| Nightganger | 46 | 240 | 240 |
| Wormlord | 47 | 245 | 245 |
| Elder ice elemental | 48 | 250 | 250 |
| Horned devil | 48 | 250 | 250 |
| Washer at the ford | 48 | 250 | 250 |
| Night mare | 49 | 255 | 255 |
| Bone dragon | 50 | 260 | 260 |
| Drow matron | 50 | 260 | 260 |
| Elder fire elemental | 50 | 260 | 260 |
| Giant jarl | 50 | 260 | 260 |
| Nalfeshnee | 50 | 260 | 260 |
| Warden of the gate | 50 | 520 (260 × 200 %) | 260 |
| Drowned king | 51 | 265 | 265 |
| Grundwyrgen the Mere-Wife | 51 | 530 (265 × 200 %) | 265 |
| Arch-gate | 52 | 270 | 270 |
| Elder lightning elemental | 52 | 270 | 270 |
| Rakshasa | 52 | 270 | 270 |
| Rotting dragon | 52 | 270 | 270 |
| Ghost lord | 53 | 275 | 275 |
| Archlich | 54 | 280 | 280 |
| Brimwolf | 55 | 285 | 285 |
| Hound of the hunt | 55 | 285 | 285 |
| Ice devil | 55 | 285 | 285 |
| Mummy king | 56 | 290 | 290 |
| Wild huntsman | 57 | 295 | 295 |
| Elder vampire | 58 | 300 | 300 |
| Ultroloth | 58 | 300 | 300 |
| Welkin wind | 58 | 300 | 300 |
| Dread lord | 59 | 305 | 305 |
| Deathshade | 60 | 310 | 310 |
| Hoarstone | 60 | 310 | 310 |
| Līgetdrȳ the Storm-Wright | 61 | 630 (315 × 200 %) | 315 |
| Nightwing | 61 | 315 | 315 |
| Balor | 62 | 320 | 320 |
| Dread wyrm | 62 | 320 | 320 |
| Nightworm | 63 | 325 | 325 |
| Balefire | 64 | 330 | 330 |
| Lich-drake | 64 | 330 | 330 |
| Lords’ gate | 64 | 330 | 330 |
| Ankou | 65 | 335 | 335 |
| Deathless king | 66 | 340 | 340 |
| Pit fiend | 66 | 340 | 340 |
| Rimethurse | 66 | 340 | 340 |
| Charnel titan | 67 | 345 | 345 |
| Ghost dragon | 68 | 350 | 350 |
| Eldest vampire | 69 | 355 | 355 |
| Demilich | 70 | 360 | 360 |
| Thunderhead | 70 | 360 | 360 |
| Stānēoten the Hurler | 71 | 730 (365 × 200 %) | 365 |
| Nihtscinna the Hollow | 81 | 830 (415 × 200 %) | 415 |
| Wælcyrge the Chooser | 91 | 930 (465 × 200 %) | 465 |
| Nīðdraca the Hate-Wyrm | 100 | 1020 (510 × 200 %) | 510 |
Experience for something new
Meeting something new teaches you a little.
- The first time you kill a kind of creature yourself, it is worth its XP once more, however far below you it is (“You learn something of kobolds.”).
- The first time you arrive on a level, you gain a little for finding your way there (“You gain 10 experience for finding your way here.”).
- The first time you learn a spell by reading its grimoire, you gain 5 XP for each level of the spell (at least 5): 55 for a level 11 spell, 350 for a level 70 one. Spells a class gives you cost nothing and pay nothing; a failed reading pays nothing.
Only the first time counts. A second kobold, or a level you have been on before, is worth nothing more.
| Discovery | Experience |
|---|---|
| Your first kill of each kind of creature | its XP once more, whatever your levels |
| Your first arrival on a dungeon level | 5 × its depth: 5 on the first level, 25 on the fifth, 50 on the tenth |
| Your first arrival on another level, made by hand | 5 × its item level: 5 on most, 10 in the arena |
| The level you start on, the overworld, the land around it | nothing |
Fewer points for weak monsters
The further a monster is below you in level, the less its death is worth. A monster of your own level gives its whole value.
- Below you, it gives its XP times one minus the difference in levels over a number that grows with your level (the table below). Once the monster is that many levels below you, it is grey and gives nothing. Any kill that is not grey gives at least 1 XP.
- Above you, each level it has over you adds 5% to its value, up to four levels (+20%).
| Your level | Grey at this many levels below you |
|---|---|
| 1 to 7 | 5 |
| 8 to 9 | 6 |
| 10 to 11 | 7 |
| 12 to 15 | 8 |
| 16 to 19 | 9 |
| 20 to 29 | 11 |
| 30 to 39 | 12 |
| 40 to 44 | 13 |
| 45 to 49 | 14 |
| 50 to 54 | 15 |
| 55 to 59 | 16 |
| 60 to 64 | 17 |
| 65 to 69 | 18 |
| 70 to 74 | 19 |
| 75 to 79 | 20 |
| 80 to 84 | 21 |
| 85 to 89 | 22 |
| 90 to 94 | 23 |
| 95 to 99 | 24 |
| 100 | 25 |
For a level 7 character (grey five levels down), a monster worth 100 XP at its own level gives:
| Monster’s level | Compared with you | Share of its XP |
|---|---|---|
| 12 | 5 above | 120% |
| 11 | 4 above | 120% |
| 10 | 3 above | 115% |
| 9 | 2 above | 110% |
| 8 | 1 above | 105% |
| 7 | the same level | 100% |
| 6 | 1 below | 80% |
| 5 | 2 below | 60% |
| 4 | 3 below | 40% |
| 3 | 4 below | 20% |
| 2 | 5 below | nothing (grey) |
| 1 | 6 below | nothing (grey) |
So a kobold shaman is worth less every level you gain:
| Your level | XP for a kobold shaman (level 4, worth 40) |
|---|---|
| 1 | 46 |
| 2 | 44 |
| 3 | 42 |
| 4 | 40 |
| 5 | 32 |
| 6 | 24 |
| 7 | 16 |
| 8 | 13 |
| 9 | 7 |
| 10 | 6 |
Levels
Every class stops at level 60, its last, except the bard, who stops at 30 (the table below says so for each). The road there is long. A bard at 30 keeps every point of XP earned after it. One who becomes a hunter gains at once every level that XP buys, from level 31 on. The curve itself runs on to level 100, for levels a class does not give.
Each level costs a number of kills of creatures of your own level: 26 for level 2, about 110 a level by level 10, and more for every level after that, up to 243 for level 60 and 323 for level 100. The first levels come faster:
| Level | Share of the full price |
|---|---|
| 2 | 25 % (6 kills) |
| 3 | 30 % |
| 4 | 35 % |
| 5 | 40 % |
| 6 | 50 % |
| 7 | 60 % |
| 8 | 70 % |
| 9 | 80 % |
| 10 | 90 % |
| 11 | 95 % |
| 12 on | 100 % |
That is about 1,700 such kills to reach level 20, and 9,700 to reach level 60. Real counts run higher, because weaker monsters are worth less and grey ones nothing. At your last level your XP still counts, but buys nothing more. Gaining a level says “You feel more experienced.” and “Welcome to level N.” One kill can bring several levels at once.
Your race and class change how much XP every level needs. Long-lived races and the patient callings need more; short-lived races and everyday folk need less. The two multiply, so an elf wizard needs 175 % of the XP below, and a half-orc commoner 72 %. Character creation says “Levels come slowly.” or “Levels come quickly.” where it matters:
| Race | XP a level needs | When you choose it |
|---|---|---|
| Elf | 140 % | Levels come slowly. |
| Half-elf | 105 % | |
| Human | 100 % | |
| Dwarf | 115 % | Levels come slowly. |
| Halfling | 95 % | Levels come quickly. |
| Gnome | 120 % | Levels come slowly. |
| Half-orc | 90 % | Levels come quickly. |
| Goblin | 80 % | Levels come quickly. |
| Drow | 130 % | Levels come slowly. |
| Kobold | 75 % | Levels come quickly. |
| Lizardfolk | 95 % | Levels come quickly. |
| Duergar | 115 % | Levels come slowly. |
| Ratfolk | 85 % | Levels come quickly. |
| Class | XP a level needs | When you choose it |
|---|---|---|
| Berserker | 90 % | Levels come quickly. |
| Bard | 100 % | |
| Priest | 115 % | Levels come slowly. |
| Druid | 115 % | Levels come slowly. |
| Ascetic | 120 % | Levels come slowly. |
| Paladin | 110 % | |
| Ranger | 105 % | |
| Thief | 95 % | Levels come quickly. |
| Wizard | 125 % | Levels come slowly. |
| Witch | 115 % | Levels come slowly. |
| Warrior | 100 % | |
| Aristocrat | 90 % | Levels come quickly. |
| Commoner | 80 % | Levels come quickly. |
| Craftsperson | 90 % | Levels come quickly. |
| Merchant | 90 % | Levels come quickly. |
The XP needed for each level, for a character of 100 % (a human warrior, say) and for the quickest and the slowest race and class. The table also shows what each level grows (see Levelling up) and the classes that stop there:
| Level | Kills of your level | XP for the level | XP needed | Kobold commoner (60 %) | Elf wizard (175 %) | Hit points gained | Mana gained | The last level of |
|---|---|---|---|---|---|---|---|---|
| 2 | 6 | 128 | 128 | 77 | 224 | yes | yes | |
| 3 | 13 | 333 | 461 | 277 | 807 | yes | yes | |
| 4 | 21 | 619 | 1,080 | 648 | 1,890 | yes | yes | |
| 5 | 28 | 990 | 2,070 | 1,242 | 3,623 | yes | yes | |
| 6 | 40 | 1,610 | 3,680 | 2,208 | 6,440 | yes | yes | |
| 7 | 53 | 2,399 | 6,079 | 3,647 | 10,638 | yes | yes | |
| 8 | 67 | 3,365 | 9,444 | 5,666 | 16,527 | yes | yes | |
| 9 | 82 | 4,514 | 13,958 | 8,375 | 24,427 | yes | yes | |
| 10 | 98 | 5,853 | 19,811 | 11,887 | 34,669 | yes | yes | |
| 11 | 108 | 7,019 | 26,830 | 16,098 | 46,953 | yes | yes | |
| 12 | 119 | 8,297 | 35,127 | 21,076 | 61,472 | yes | yes | |
| 13 | 123 | 9,228 | 44,355 | 26,613 | 77,621 | yes | yes | |
| 14 | 127 | 10,180 | 54,535 | 32,721 | 95,436 | yes | yes | |
| 15 | 131 | 11,155 | 65,690 | 39,414 | 114,958 | yes | yes | |
| 16 | 135 | 12,150 | 77,840 | 46,704 | 136,220 | yes | yes | |
| 17 | 139 | 13,166 | 91,006 | 54,604 | 159,261 | yes | yes | |
| 18 | 142 | 14,203 | 105,209 | 63,125 | 184,116 | yes | yes | |
| 19 | 145 | 15,260 | 120,469 | 72,281 | 210,821 | yes | yes | |
| 20 | 149 | 16,337 | 136,806 | 82,084 | 239,411 | yes | yes | |
| 21 | 152 | 17,434 | 154,240 | 92,544 | 269,920 | yes | yes | |
| 22 | 155 | 18,551 | 172,791 | 103,675 | 302,384 | yes | yes | |
| 23 | 158 | 19,688 | 192,479 | 115,487 | 336,838 | yes | yes | |
| 24 | 160 | 20,845 | 213,324 | 127,994 | 373,317 | yes | yes | |
| 25 | 163 | 22,021 | 235,345 | 141,207 | 411,854 | yes | yes | |
| 26 | 166 | 23,217 | 258,562 | 155,137 | 452,484 | yes | yes | |
| 27 | 168 | 24,432 | 282,994 | 169,796 | 495,240 | yes | yes | |
| 28 | 171 | 25,667 | 308,661 | 185,197 | 540,157 | yes | yes | |
| 29 | 174 | 26,921 | 335,582 | 201,349 | 587,269 | yes | yes | |
| 30 | 176 | 28,195 | 363,777 | 218,266 | 636,610 | yes | yes | Bard |
| 31 | 179 | 29,488 | 393,265 | 235,959 | 688,214 | yes | yes | |
| 32 | 181 | 30,800 | 424,065 | 254,439 | 742,114 | yes | yes | |
| 33 | 184 | 32,132 | 456,197 | 273,718 | 798,345 | yes | yes | |
| 34 | 186 | 33,483 | 489,680 | 293,808 | 856,940 | yes | yes | |
| 35 | 188 | 34,853 | 524,533 | 314,720 | 917,933 | yes | yes | |
| 36 | 191 | 36,243 | 560,776 | 336,466 | 981,358 | yes | yes | |
| 37 | 193 | 37,651 | 598,427 | 359,056 | 1,047,247 | yes | yes | |
| 38 | 195 | 39,079 | 637,506 | 382,504 | 1,115,636 | yes | yes | |
| 39 | 198 | 40,526 | 678,032 | 406,819 | 1,186,556 | yes | yes | |
| 40 | 200 | 41,992 | 720,024 | 432,014 | 1,260,042 | yes | yes | |
| 41 | 202 | 43,478 | 763,502 | 458,101 | 1,336,129 | yes | yes | |
| 42 | 204 | 44,982 | 808,484 | 485,090 | 1,414,847 | yes | yes | |
| 43 | 207 | 46,506 | 854,990 | 512,994 | 1,496,233 | yes | yes | |
| 44 | 209 | 48,049 | 903,039 | 541,823 | 1,580,318 | yes | yes | |
| 45 | 211 | 49,611 | 952,650 | 571,590 | 1,667,138 | yes | yes | |
| 46 | 213 | 51,192 | 1,003,842 | 602,305 | 1,756,724 | yes | yes | |
| 47 | 215 | 52,792 | 1,056,634 | 633,980 | 1,849,110 | yes | yes | |
| 48 | 218 | 54,412 | 1,111,046 | 666,628 | 1,944,331 | yes | yes | |
| 49 | 220 | 56,050 | 1,167,096 | 700,258 | 2,042,418 | yes | yes | |
| 50 | 222 | 57,707 | 1,224,803 | 734,882 | 2,143,405 | yes | yes | |
| 51 | 224 | 59,384 | 1,284,187 | 770,512 | 2,247,327 | no | yes | |
| 52 | 226 | 61,080 | 1,345,267 | 807,160 | 2,354,217 | no | yes | |
| 53 | 228 | 62,795 | 1,408,062 | 844,837 | 2,464,109 | no | yes | |
| 54 | 230 | 64,528 | 1,472,590 | 883,554 | 2,577,033 | no | yes | |
| 55 | 233 | 66,281 | 1,538,871 | 923,323 | 2,693,024 | no | yes | |
| 56 | 235 | 68,053 | 1,606,924 | 964,154 | 2,812,117 | no | yes | |
| 57 | 237 | 69,844 | 1,676,768 | 1,006,061 | 2,934,344 | no | yes | |
| 58 | 239 | 71,655 | 1,748,423 | 1,049,054 | 3,059,740 | no | yes | |
| 59 | 241 | 73,484 | 1,821,907 | 1,093,144 | 3,188,337 | no | yes | |
| 60 | 243 | 75,332 | 1,897,239 | 1,138,343 | 3,320,168 | no | yes | Aristocrat, Ascetic, Berserker, Commoner, Craftsperson, Druid, Merchant, Paladin, Priest, Ranger, Thief, Warrior, Witch, Wizard |
| 61 | 245 | 77,199 | 1,974,438 | 1,184,663 | 3,455,267 | no | no | |
| 62 | 247 | 79,086 | 2,053,524 | 1,232,114 | 3,593,667 | no | no | |
| 63 | 249 | 80,991 | 2,134,515 | 1,280,709 | 3,735,401 | no | no | |
| 64 | 251 | 82,915 | 2,217,430 | 1,330,458 | 3,880,503 | no | no | |
| 65 | 253 | 84,859 | 2,302,289 | 1,381,373 | 4,029,006 | no | no | |
| 66 | 255 | 86,821 | 2,389,110 | 1,433,466 | 4,180,943 | no | no | |
| 67 | 257 | 88,803 | 2,477,913 | 1,486,748 | 4,336,348 | no | no | |
| 68 | 259 | 90,804 | 2,568,717 | 1,541,230 | 4,495,255 | no | no | |
| 69 | 261 | 92,823 | 2,661,540 | 1,596,924 | 4,657,695 | no | no | |
| 70 | 264 | 94,862 | 2,756,402 | 1,653,841 | 4,823,704 | no | no | |
| 71 | 266 | 96,920 | 2,853,322 | 1,711,993 | 4,993,314 | no | no | |
| 72 | 268 | 98,996 | 2,952,318 | 1,771,391 | 5,166,557 | no | no | |
| 73 | 270 | 101,092 | 3,053,410 | 1,832,046 | 5,343,468 | no | no | |
| 74 | 272 | 103,207 | 3,156,617 | 1,893,970 | 5,524,080 | no | no | |
| 75 | 274 | 105,341 | 3,261,958 | 1,957,175 | 5,708,427 | no | no | |
| 76 | 276 | 107,494 | 3,369,452 | 2,021,671 | 5,896,541 | no | no | |
| 77 | 278 | 109,666 | 3,479,118 | 2,087,471 | 6,088,457 | no | no | |
| 78 | 280 | 111,857 | 3,590,975 | 2,154,585 | 6,284,206 | no | no | |
| 79 | 282 | 114,067 | 3,705,042 | 2,223,025 | 6,483,824 | no | no | |
| 80 | 284 | 116,296 | 3,821,338 | 2,292,803 | 6,687,342 | no | no | |
| 81 | 286 | 118,544 | 3,939,882 | 2,363,929 | 6,894,794 | no | no | |
| 82 | 288 | 120,811 | 4,060,693 | 2,436,416 | 7,106,213 | no | no | |
| 83 | 290 | 123,097 | 4,183,790 | 2,510,274 | 7,321,633 | no | no | |
| 84 | 292 | 125,402 | 4,309,192 | 2,585,515 | 7,541,086 | no | no | |
| 85 | 294 | 127,726 | 4,436,918 | 2,662,151 | 7,764,607 | no | no | |
| 86 | 296 | 130,069 | 4,566,987 | 2,740,192 | 7,992,227 | no | no | |
| 87 | 298 | 132,431 | 4,699,418 | 2,819,651 | 8,223,982 | no | no | |
| 88 | 300 | 134,812 | 4,834,230 | 2,900,538 | 8,459,903 | no | no | |
| 89 | 302 | 137,212 | 4,971,442 | 2,982,865 | 8,700,024 | no | no | |
| 90 | 304 | 139,632 | 5,111,074 | 3,066,644 | 8,944,380 | no | no | |
| 91 | 306 | 142,070 | 5,253,144 | 3,151,886 | 9,193,002 | no | no | |
| 92 | 308 | 144,527 | 5,397,671 | 3,238,603 | 9,445,924 | no | no | |
| 93 | 309 | 147,003 | 5,544,674 | 3,326,804 | 9,703,180 | no | no | |
| 94 | 311 | 149,498 | 5,694,172 | 3,416,503 | 9,964,801 | no | no | |
| 95 | 313 | 152,013 | 5,846,185 | 3,507,711 | 10,230,824 | no | no | |
| 96 | 315 | 154,546 | 6,000,731 | 3,600,439 | 10,501,279 | no | no | |
| 97 | 317 | 157,098 | 6,157,829 | 3,694,697 | 10,776,201 | no | no | |
| 98 | 319 | 159,670 | 6,317,499 | 3,790,499 | 11,055,623 | no | no | |
| 99 | 321 | 162,260 | 6,479,759 | 3,887,855 | 11,339,578 | no | no | |
| 100 | 323 | 164,869 | 6,644,628 | 3,986,777 | 11,628,099 | no | no |
Levelling up
Hit points. Each level up to 50 raises your maximum hit points, and the hit points you have now, by half your class’s hit points plus your Toughness’s share, at least 1. From level 51 on, levels add no hit points, so hit point pools do not run away.
Stats. Each level gives every stat a chance to rise, by what you have done with it since (see Stats).
Mana. Up to level 60, each level raises your mana by half your class’s mana plus what the better of your Intelligence and Willpower adds, if that comes to anything (see Mana).
Skill rolls. Every level gives skill rolls: two for most classes, three for a thief or a ranger, four for a bard, one more for a human, and more for a high Intelligence. You spend them on your trained skills before you do anything else. How much each roll adds depends on how much you have used the skill since its last roll (see Skills).
See also: Talents, Skills, and Prestige classes.
Talents
A talent is a knack your character picks up as they grow: a little more of something the rules already measure, chosen by you. Talents come in trees (Vigour, Might, Finesse, and so on), and most ask something of you first.
When you get a talent
A new character picks two talents at creation, on the Talents step after the class. The bard, the lucky class, picks one more, and so does a human (their racial Versatile, below). A human bard picks four.
The list shows the talents your character so far may take. Its scores, skills, class abilities, and birth sign all count. Marking one may open another that needs it (Healthy, then Fast healer). The Random row lets chance pick them. A character started without picks (from the command line) gets those same random picks. The character screen counts your talents.
| Class | Talents at creation |
|---|---|
| Aristocrat | 2 |
| Ascetic | 2 |
| Bard | 3 |
| Berserker | 2 |
| Commoner | 2 |
| Craftsperson | 2 |
| Druid | 2 |
| Merchant | 2 |
| Paladin | 2 |
| Priest | 2 |
| Ranger | 2 |
| Thief | 2 |
| Warrior | 2 |
| Witch | 2 |
| Wizard | 2 |
Every third level brings a talent: levels 3, 6, 9, and so on, twenty by level 60 (see Experience). You make the pick the moment the level comes. Nothing is banked for later, and until you have chosen you can do nothing else (“You must choose a talent first.”). A human’s Versatile brings a second talent at level 30. A kill that brings two levels at once brings both picks, lowest level first. You cannot change your mind afterwards: a talent, once learned, is yours for good.
Some classes also give a bonus talent at a few levels (the everyday folk at 10, 20, 30, 45, and 55), from the trees the class names: “You must choose a talent of Weaponcraft or Delver.” When a level brings both kinds, a talent from the class’s trees fills the bonus pick first. The commoner’s bonus talents come from any tree.
If there is nothing you can take (a run with no talents, or every talent you qualify for already learned), the pick is simply lost. A level never waits for the impossible.
The level-up screen opens by itself when a level comes. It walks through the level’s choices in order:
- the skill rolls, each skill shown with the dice a roll on it adds;
- a bonus talent;
- the level’s talent, listing only the talents you may take now, by tree.
A talent with a choice (Weapon focus, Skill focus) asks for it next. The screen can’t be closed until everything is chosen. Two levels at once are one sequence, the lower level’s choices first.
The Talents page (G, or page 8 of the information pages) lists
your talents, then every other talent you could still pick, by tree, with what it needs. The parts
you already meet stand out from those you don’t, so you can plan a build there.
Class abilities are talents too, in a tree of their own. Your class gives them as its levels come (see Classes); you never pick them. If your class gives one you already learned, it is not given again, and that level gives you a talent pick in its place. Some are talents anyone may pick (the aristocrat’s Riposte, the commoner’s Second wind).
Choices and prerequisites
- A talent is picked once.
- A talent with a choice is picked for that choice: a weapon skill, a fighting style, a skill, or an element. The same talent may be picked again for another choice. Weapon focus with long blades and Weapon focus with bows are two talents. A weapon skill you choose must be one you attack with, a fighting style is chosen as a style, and a skill (Skill focus) must be one you are trained in.
- Prerequisites must all hold when you pick, and are never checked again. A Strength lowered by disease later does not take a talent away.
A prerequisite may be:
- another talent;
- a stat score: the score itself, as the character screen shows it, never what items or a sickness do to it;
- a skill at a value;
- a weapon skill or style at a rank, or any of a kind: “a missile weapon skill 3” is bows, crossbows, or slings;
- a character level;
- your race, your class, or your eyes (your race’s vision);
- your birth sign’s animal or element, or a lucky day (see Horoscope);
- your alignment band.
A few ask for either of two (“Intelligence 12 or Appraise 20”). The game names what you lack: “You cannot take Dodge: you need Dexterity 13.”
What nobody picks: the stars and class abilities
The first tree, Stars, holds what your birth sign gives you: the gifts of your animal and your element, your animal’s flaw, and a lucky day’s gift. They are yours from birth without a pick, and nobody can pick them. No talent ever asks for a flaw. The whole tree is on the Horoscope page.
The Class abilities are what your class teaches as its levels come. Nobody picks them either. Each is in its class’s level table on the Classes page.
The trees you can pick from are listed below.
What a talent does
In the game a talent is described in words; the tables on the tree pages state the rule exactly. Most talents simply change a rule for good. Where a talent scales (“one hit point per four levels”), what it gave earlier grows as you level: a talent taken at level 3 still matters at level 50.
An active talent (Second wind) is something you do. It appears in the abilities menu under Talents. After use it leaves a status (Winded) during which it cannot be used again. Blood magic is active too, with no waiting time: it costs hit points instead (see Mana).
Some talents need a word more:
- Five talents work on a class’s resources, and only that class can take them: Battle trance, Inner calm, Steady hand, Patient blade, and Zealot. One that needs the lantern’s hood (Hooded light) is still to come.
- Skill focus adds 25 to the skill you choose for what it gives, past 100 too. The value you trained stays as it was.
- Treasure hunter changes loot as it is made. A level you have already been to keeps what lies there, and the levels themselves never change.
- Breaker’s kick drives a foe one cell straight back when it hits, if that cell is free. A wall, a creature, a trap, or ice behind the foe holds it where it is.
The trees you can pick from are on five pages, by what they are about:
- Heritage, trades, and racial talents: Heritage and Crafts, taken only at character creation, and the Racial tree of each people’s gifts.
- Body talents: Vigour, Might, Finesse, and Grit.
- Fighting talents: Weaponcraft and Guard.
- Exploring talents: Shadow, Wayfarer, and Delver.
- Mind talents: Scholar and Spellcraft.
Talents by system
Each talent touches some parts of the game: fighting, stealth, magic, light, hunger, and so on. A single kind of room, chest, or creature belongs to its part, not a part of its own. The table lists every part with the talents, the gifts of the stars, and the class abilities that touch it, so you can find everything that helps with, say, stealth.
Abilities that cost a resource have no waiting time on top: the resource coming back with time is the limit.
| System | Talents |
|---|---|
| Allies: summons and companions, their orders and their fights | Animal companion (class), Beast-bond, Beguile (class), Call of the forest (class), Call of the wild (class), Call the elements (class), Familiar (class), Familiar’s sight (class), Hunter’s bond (class), Lord of the wild (class), Pack leader (class), Pack tactics (class), Rouse the dead (class), Sic ’em (class) |
| Burden and carrying | Beast of burden, Deep pockets (class), Hide in plain sight (class), Mighty thews (class), Pack mule, Porter, Roc’s strength (birth sign), Slight (birth sign), Supple (birth sign) |
| Carried light | Brand (class), Branding smite (class), Holy radiance (class), Inner light (birth sign), Kindled (birth sign), Lamplighter |
| Chests and mimics | Chest-wise, Knock (class), Lockbreaker |
| Combat: to-hit, damage, criticals | Arcane bolt (class), Armour-breaker, Avatar (class), Banishing smite (class), Barbed hide (birth sign), Battle rhythm (class), Big hands (class), Blaze (birth sign), Blink (class), Blood frenzy (class), Bramble (class), Brand (class), Branding smite (class), Brawn, Brutal critical (class), Burning hands (class), Cause wounds (class), Chain lightning (class), Champion (class), Charge (class), Charnel burst (class), Deadly aim, Drowning grip (birth sign), Elven accuracy, Exploit (class), Favoured prey (class), Ferocity, Fire breath, Flay (class), Gale (class), Grave breath (class), Holy wrath (class), Improved critical, Improved sneak attack (class), Inspire (class), Iron grip, Keen edge (birth sign), Leech (class), Lucky, Magic missile (class), Malison (class), Martial arts (class), Master thief (class), Mighty thews (class), Pack tactics (class), Peerless (class), Perfect self (class), Poison lore (class), Rage (class), Ray of frost (class), Rebuke (class), Relentless (birth sign), Relentless fury, Retribution (class), Rime (class), Shatter (class), Sic ’em (class), Smite (class), Sneak attack (class), Soulglass (class), Spark (class), Spirit weapon (class), Staggering blow, Stubborn (class), Sunfire (class), Sworn foe, Tempered, Tentacles, Thrown exploit (class), Thunderclap (class), Travelled hands (class), Unlikely hero (class), Volley (class), Weapon focus, Weapon mastery (class), Weapon specialization, Whirling charge (class), Wildfire, Winner’s luck (birth sign), Wrathful smite (class) |
| Creature sight and awareness | Alert, Ambusher, Cool head, Hair trigger, Lurk (class), Sneak attack (class), Stalker’s eye (class), Wary |
| Damage types and resistances | Blight (class), Crusher, Elemental ward, Fire breath, Flame-hardened (birth sign), Kindled (birth sign), Of the deep (birth sign) |
| Danger levels and creatures that come | Quiet delver |
| Defence: Dodge, Parry, Shield, natural armour, Deflection | Armour drill (class), Armour training, Barkskin (class), Deep roots, Deflect missiles, Deflection, Diamond soul (class), Dodge, Mage armour (class), Patient defence (class), Riposte, Shield expert, Shield line (class), Small target, Supple (birth sign), Thick skin |
| Digging | Breaker, Stone sense, Stonewise (birth sign), Tunneler |
| Diseases, drains, and checks | Ageless, Avatar (class), Benediction (class), Daily bread (class), Divine grace (class), Dwarven resilience, Fever-proof, Horn’s grace (birth sign), Iron will, Litany (class), Many minds (birth sign), Miracle (class), Prayer (class), Pure blood (birth sign), Purity of body (class), Reborn whole (birth sign), Remove disease (class), Still mind (class), Strong constitution, Strong swimmer (birth sign), Unbroken soul |
| Doors, locks, kicking | Knock (class), Lockbreaker, Mighty kick, Roc’s strength (birth sign) |
| Experience | Landed noble, Riddler’s mind (birth sign), Stipend (class), Versatile (race) |
| Factions and creatures’ stance toward you | Beast-friend |
| Fighting styles | Fencing (class), Forge-born (birth sign), Grasping arms (birth sign), Shield expert, Stylist, Tentacles, Two-weapon training |
| Free blows | Brace of steel, Cleave, Cleaving strike (class), Flurry (class), Gatekeeper (birth sign), Great cleave, Hair trigger, Opportunist, Patient defence (class), Retribution (class), Riposte, Scourge (birth sign), Warden of the gate (birth sign) |
| Gems | Dragon’s hoard, Family wealth, Gem lore, Hoard sense (birth sign) |
| Hearing and sounds | Hound’s bay, Inspire (class), Keen ears, Light step, Lullaby (class), Throw your voice (class), Tracker (class), War cry (class), Watchful (birth sign) |
| Hit points, healing, regeneration | Another head, Avatar (class), Benediction (class), Benison (class), Blood magic, Cure wounds (class), Fast healer, Frail (birth sign), Hag’s bargain (class), Hardened (class), Hardy, Healthy, Horn of plenty, Lay on hands (class), Leech (class), Mend (class), Miracle (class), Orison (class), Reborn whole (birth sign), Regrowth (birth sign), Rise from the ashes (birth sign), Salt of the earth (class), Sanctuary (class), Second rising, Second wind, Stubborn (class), Unlikely hero (class), Unstoppable (class), Veteran’s wind (class) |
| Hunger, food, corpses, rot | Ageless, Another head, Benediction (class), Cauldron (class), Daily bread (class), Deep roots, Evergreen (birth sign), Gourmand, Herb lore (class), Hound’s nose (birth sign), Iron stomach, Lean, Long fast, Miracle (class) |
| Ice and cold water | Blaze (birth sign), Flame and frost (class), Of the deep (birth sign), Swimmer, Undertow, Water walking (class), Wildfire |
| Kicks and unarmed fighting | Big hands (class), Breaker, Crusher, Flurry (class), Martial arts (class), Mighty kick, Perfect self (class), Quivering palm (class), Stunning strike (class) |
| Magic items and identification | Dragon’s hoard, Father’s sword, Hoard sense (birth sign), Landed noble, Merchant’s eye (class), Old lore (birth sign), Spirit weapon (class), Stipend (class), Treasure hunter |
| Mana | Arcane bolt (class), Arcane mastery (class), Archmage (class), Barkskin (class), Beguile (class), Benediction (class), Benison (class), Bind (class), Blessing (class), Blight (class), Blink (class), Blood magic, Bramble (class), Brand (class), Brimming, Burning hands (class), Call lightning (class), Call of the forest (class), Call of the wild (class), Call the elements (class), Cause wounds (class), Chain lightning (class), Channeler, Charnel burst (class), Clear mind, Cloudburst (class), Consecrate (class), Cure wounds (class), Curse of sloth (class), Deep well, Empower (class), Evil eye (class), Fear (class), Flame and frost (class), Flay (class), Frugal caster, Gale (class), Grave breath (class), Grave feast (class), Hex of weakness (class), Knock (class), Leech (class), Litany of the mind (class), Lullaby (class), Magic missile (class), Malison (class), Meditation, Mend (class), Mesmerise (class), Miracle (class), Nightsight (class), Ray of frost (class), Rebuke (class), Remove disease (class), Renewal (class), Rime (class), Rouse the dead (class), Sanctuary (class), School focus, Scribe (class), Sense the quick (class), Shatter (class), Silence (class), Soulglass (class), Spark (class), Sunfire (class), Thunderclap (class), Tidal (birth sign), Unbinding (class), Virtuoso (class), Water walking (class) |
| Overworld travel, local areas, and weather | Call lightning (class), Trailblazer (birth sign), Ungainly ashore (birth sign) |
| Potions | Lasting draughts, Thrifty drinker |
| Protection and penetration | Armour drill (class), Armour-breaker, Battle-scarred (class), Bedrock, Bulwark (class), Crusher, Heavy armour mastery, Immune to pain, Orcish hide, Shield wall, Stone hide (birth sign), Warden of the gate (birth sign) |
| Quests, talk, people, services | Diplomat, Invest (class), Patron (class), Pious, Stipend (class), Trusted by none (birth sign) |
| Ranged combat and missiles | Deadly aim, Deflect missiles, Diamond soul (class), Elven accuracy, Far shot, Fletcher (class), Long reach, Master hunter (class), Rapid reload, Rapid shot (class), Slinger, Steady hand, Thrower, Thrown exploit (class), Volley (class) |
| Resources | Avatar (class), Banishing smite (class), Battle rhythm (class), Battle trance, Battle-scarred (class), Blood frenzy (class), Branding smite (class), Charge (class), Diamond soul (class), Exploit (class), Flurry (class), Headlong (class), Improved sneak attack (class), Inner calm, Inspire (class), Lay on hands (class), Low blow (class), Martial arts (class), Master thief (class), Mighty rage (class), Miracle (class), Patient blade, Patient defence (class), Perfect self (class), Quivering palm (class), Rage (class), Rapid shot (class), Retribution (class), Sic ’em (class), Smite (class), Sneak attack (class), Steady hand, Step of the wind (class), Still mind (class), Stunning strike (class), Thrown exploit (class), Unstoppable (class), Virtuoso (class), Volley (class), War cry (class), Wrathful smite (class), Zealot |
| Scrolls and casting | Old lore (birth sign), Quick study, Scribe (class), Scroll adept (class), Scroll savant, Spell recall |
| Searching and secret doors | Alert, Always a way (birth sign), Heedless (birth sign), Keen searcher, Second sight (class), Stone sense, Stonewise (birth sign), Trap sense, Unblinking (birth sign) |
| Shops and favour | Diplomat, Dragon’s hoard, Family wealth, Grim company (birth sign), Haggler (class), Invest (class), Little loved (birth sign), Patron (class) |
| Skills and training | Brewster, Eye for the make (class), Field forge (class), Gemcutter, Jack of all trades (class), Make do and mend (class), Maker’s mark (class), Master of none (class), Master’s hand (class), Pitman, Quick hands (class), Quick learner, Skill focus, Smith, Spellwright, Time served (class), War cry (class), Waste not (class), Wortcunner, Wright |
| Sneak attacks: dice, reach, vitals | Ambusher, Exploit (class), Improved sneak attack (class), Long reach, Low blow (class), Lurk (class), Master thief (class), Patient blade, Sneak attack (class), Stalker’s eye (class), Thrown exploit (class), Vanishing act (class) |
| Special rooms and prayer | Communion with the dark (class), Consecrate (class), Old delver, Old hand, Pious, Sanctuary (class) |
| Speed | Blood frenzy (class), Curse of sloth (class), Fleet-footed (birth sign), Headlong (class), Iron grip, Ponderous (birth sign), Practised technique, Quick, Rapid shot (class), Slip away (birth sign), Step of the wind (class), Vanishing act (class), Winner’s luck (birth sign) |
| Spells and learning | Arcane bolt (class), Arcane training (class), Archmage (class), Barkskin (class), Beguile (class), Benison (class), Bind (class), Blessing (class), Blight (class), Blink (class), Bramble (class), Brand (class), Brimming, Burning hands (class), Cackle (class), Call lightning (class), Call of the forest (class), Call of the wild (class), Call the elements (class), Cause wounds (class), Chain lightning (class), Channeler, Charnel burst (class), Cloudburst (class), Conductor, Cure wounds (class), Curse of sloth (class), Empower (class), Evasion, Evil eye (class), Familiar (class), Fear (class), Flame and frost (class), Flay (class), Frugal caster, Gale (class), Grave breath (class), Grave feast (class), Hex of weakness (class), Keen mind, Leech (class), Lord of the wild (class), Magic missile (class), Malison (class), Mend (class), Mesmerise (class), Nightsight (class), Overreach, Pack leader (class), Quick study, Ray of frost (class), Rebuke (class), Remove disease (class), Renewal (class), Rime (class), Rouse the dead (class), School focus, Scribe (class), Scroll adept (class), Sense the quick (class), Shatter (class), Silence (class), Soulglass (class), Spark (class), Sunfire (class), Sure hand, Thunderclap (class), Unbinding (class), Wand mastery, Water walking (class) |
| Stamina | Armour-breaker, Battle rhythm (class), Charge (class), Deep lungs, Drillmaster (class), Steady breathing |
| Stances | Set in its ways (birth sign), Slip away (birth sign), Stalwart, Wild guard |
| Stat training: marks and checks | Cauldron (class), Gourmand |
| Status effects | Avatar (class), Benediction (class), Bind (class), Blessing (class), Blight (class), Branding smite (class), Cackle (class), Clotting, Cool head, Divine grace (class), Drowning grip (birth sign), Dwarven resilience, Evil eye (class), Familiar (class), Fear (class), Hex of weakness (class), Horn of plenty, Horn’s grace (birth sign), Hound’s bay, Hunter’s bond (class), Inspire (class), Lullaby (class), Malison (class), Mesmerise (class), Mighty rage (class), Miracle (class), Nature’s ward (class), Nightsight (class), Orison (class), Petrifying gaze, Poison lore (class), Poison resistance, Prayer (class), Prayer of release (class), Pure blood (birth sign), Quivering palm (class), Rage (class), Reborn whole (birth sign), Regrowth (birth sign), Remove disease (class), Renewal (class), Rise from the ashes (birth sign), Second wind, Silence (class), Staggering blow, Still mind (class), Stubborn (class), Stunning strike (class), Thin-skinned (birth sign), Transfixing stare (birth sign), Unbinding (class), Unbowed, Unstoppable (class), Veteran’s wind (class), Virtuoso (class), War cry (class), Warden of the gate (birth sign), Wrathful smite (class) |
| Stealth and noise | Ambusher, Heavy-footed (birth sign), Hide in plain sight (class), Improved sneak attack (class), Inner light (birth sign), Light step, Master thief (class), Patient blade, Sneak attack (class), Throw your voice (class) |
| Traps | Always a way (birth sign), Bedrock, Evasion, Heedless (birth sign), Light step, Tinkerer, Trap sense, Trapwright (class) |
| Vision, darkvision, UV | Blood scent, Dark adaptation, Eyes of the heights (birth sign), Familiar’s sight (class), Hound’s nose (birth sign), Hunter’s bond (class), Night eyes |
| Wading and water | Nature’s ward (class), Strong swimmer (birth sign), Swimmer, Undertow, Water walking (class) |
| Weapon abilities: what ranks teach | Brace of steel, Drillmaster (class), Early mastery, Practised technique |
| Weapon skills and marks | Forge-born (birth sign), Improved critical, Master hunter (class), Rapid reload, Tempered, Travelled hands (class), Two-weapon training, Weapon drill (class), Weapon focus, Weapon mastery (class), Weapon specialization |
See also: Experience and levelling up, Skills, and Weapon skills.
Heritage, trades, and racial talents
Three talent trees hold what you are born or brought up to: your family’s Heritage and a craftsperson’s Crafts, both taken only at character creation, and the Racial tree of what each people is good at.
Heritage: only at character creation
The Heritage tree holds what your family gave you. Its talents are offered only at character creation (the Talents step, or a random pick there), never at a level. The Talents page shows them with “to be a new character”, which no later level meets. What they give comes at once, on top of your starting kit.
- Family wealth gives you nine times the gold coins you start with more: your class’s purse, and any a start of the world adds. That is at least 180 and at most 450 more. It also gives two or three loose gems, as found at item level 2. Coins weigh 10 g each, so the weakest of the small peoples (halflings, gnomes, goblins, kobolds, ratfolk) may set out Burdened. An aristocrat is born to it: their class gives it at level 1, so they never pick it, and they may pick Father’s sword straight away.
- Father’s sword (needs Family wealth) is your people’s heirloom weapon: not always a sword, but always a weapon. It is magic, with 2 to 4 affixes rolled at item level 6. Two make it magic; more make it rare and give it a name. It is a Masterwork piece, so it can bear all four (Capacity). You know what it does from the start. It is readied in its own slot if your kit left that free: the main hand, or the missile weapon slot for a sling or a bow. Otherwise it waits in your pack beside the kit’s own weapon.
| Race | Heirloom |
|---|---|
| Drow | rapier |
| Duergar | war hammer |
| Dwarf | battle axe |
| Elf | long war bow |
| Gnome | dagger |
| Goblin | short bow |
| Half-elf | short sword |
| Half-orc | scimitar |
| Halfling | sling |
| Human | long sword |
| Kobold | dagger |
| Lizardfolk | trident |
| Ratfolk | stiletto |
Crafts: a craftsperson’s trades
The Crafts tree holds the trades: one for each profession skill. Only a craftsperson may take one, and only at character creation. No other class is offered them, and no later level is. A craftsperson’s first two picks are always trades: the class gives them two bonus picks at creation for them, on top of the usual ones. They may spend an ordinary pick on a trade too, so a human craftsperson may set out with three.
A trade is never one your race already gives everyone. A dwarf is born to Metalcraft and Mining, so Smith and Pitman are closed to them. The Talents page says so: “you need not to be a dwarf or a duergar”. A skill a race gives only by chance (a human’s extra class skill, say) does not count.
Taking a trade does three things:
- It trains the skill at
3d6(3 to 18), rolled once as you take it, plus 6 from the craftsperson’s Time served. If you have the skill already, the roll adds to it. - It gives you the tools of the trade, on top of your starting kit. A pick-axe is readied in the Tool slot if your kit left it free, and carried otherwise. A scroll is known by its name from the start.
- The skill grows faster: a skill roll on it throws the die one step up the ladder, as on a skill your class is known for. A skill that is both rolls one step up, not two.
| Trade | Skill | Dice | Tools of the trade | Closed to |
|---|---|---|---|---|
| Brewster | Alchemy | 3d6 | 2 sprigs of moonwort, 2 glowcaps | — |
| Gemcutter | Jewelcraft | 3d6 | an uncut garnet or an uncut zircon | Gnome |
| Pitman | Mining | 3d6 | a pick-axe (readied if its slot is free) | Dwarf, Kobold, Duergar |
| Smith | Metalcraft | 3d6 | 3 steel ingots | Dwarf, Duergar |
| Spellwright | Enchanting | 3d6 | a scroll of identify | — |
| Wortcunner | Herbalism | 3d6 | 2 sprigs of comfrey, a sprig of vervain | Halfling |
| Wright | Woodcraft | 3d6 | 4 wood billets, a length of sinew | — |
Racial talents
The Racial tree holds what each people is good at. Every talent in it asks for its race, and some for a score, a level, or a weapon skill besides. So only an elf may take Elven accuracy, and only a dwarf Stone sense. They are picked like any other talent.
Humans have no gift of their own, so they are given Versatile from the start instead: one more talent at creation and one more at level 30. Like the gifts of the stars it is never on a pick list, and the character screen’s Talents page marks it as your race’s.
The trees
Each talent with what it needs and its rule, exactly (see What a talent does).
Heritage
What your family gave you: only at character creation.
| Talent | Needs | Effect |
|---|---|---|
| Family wealth | only at character creation | at creation, gold coins: 900 % of those you start with more, at least 180 and at most 450; at creation, 2 to 3 loose gems, as found at item level 2 |
| Father’s sword | Family wealth, only at character creation | at creation, your race’s heirloom weapon (Heirlooms, below) with 2 to 4 affixes rolled at item level 6 (two: magic; more: rare), identified, readied in its own slot if that is free, else carried |
| Landed noble | to be an aristocrat, only at character creation | your stipend puts by +100 % gold, makes its loot roll +15 percentage points more often, and the odds of a magic or rare item in it are +200 % |
Crafts
A trade learned young: a craftsperson’s, at character creation.
| Talent | Needs | Effect |
|---|---|---|
| Brewster | to be a craftsperson, only at character creation | at creation, Alchemy trained at 3d6, and the tools of the trade; a skill roll on it throws the die one step up, as on a skill your class is known for (never two steps) |
| Gemcutter | not to be a gnome, to be a craftsperson, only at character creation | at creation, Jewelcraft trained at 3d6, and the tools of the trade; a skill roll on it throws the die one step up, as on a skill your class is known for (never two steps) |
| Pitman | not to be a dwarf, a kobold, or a duergar, to be a craftsperson, only at character creation | at creation, Mining trained at 3d6, and the tools of the trade; a skill roll on it throws the die one step up, as on a skill your class is known for (never two steps) |
| Smith | not to be a dwarf or a duergar, to be a craftsperson, only at character creation | at creation, Metalcraft trained at 3d6, and the tools of the trade; a skill roll on it throws the die one step up, as on a skill your class is known for (never two steps) |
| Spellwright | to be a craftsperson, only at character creation | at creation, Enchanting trained at 3d6, and the tools of the trade; a skill roll on it throws the die one step up, as on a skill your class is known for (never two steps) |
| Wortcunner | not to be a halfling, to be a craftsperson, only at character creation | at creation, Herbalism trained at 3d6, and the tools of the trade; a skill roll on it throws the die one step up, as on a skill your class is known for (never two steps) |
| Wright | to be a craftsperson, only at character creation | at creation, Woodcraft trained at 3d6, and the tools of the trade; a skill roll on it throws the die one step up, as on a skill your class is known for (never two steps) |
Racial
What your people are good at.
See also: Races, Starting kit, and Crafting.
Body talents
The talent trees of the body: Vigour (hit points, healing, and constitution), Might (Strength, blows, and breaking things), Finesse (Dexterity, dodging, and quickness), and Grit (hunger, burden, and will). Each talent is listed with what it needs and its rule, exactly (see What a talent does).
Vigour
Hit points, healing, and constitution.
Might
Strength, blows, and breaking things.
Finesse
Dexterity, dodging, and quickness.
Grit
Hunger, burden, and will.
| Talent | Needs | Effect |
|---|---|---|
| Beast of burden | Porter, level 12 | carrying limit +10 %; Strained costs you what Burdened costs others (slowdown, Dexterity cap, noise) |
| Cool head | Willpower 14, level 9 | 100% of the extra time the action you take Surprised costs is spared (at 100%, it costs no more than any other) |
| Gourmand | Toughness 12 | a fresh corpse’s chance to raise each stat +100 % (at most 100 %); a meal never leaves you Bloated: what does not fit below Bloated is lost, and you never overeat |
| Iron will | Willpower 13 | every Willpower check +2; Presence +1 (score and potential) |
| Lean | — | hunger pace −15 %; blows, shots, and throws burn no nutrition |
| Long fast | Willpower 13 | being Weak, Fainting, or Starving takes nothing off your Strength and Dexterity, and you never faint from hunger; Starving still stops your healing and costs hit points |
| Pack mule | Strength 11 | carrying limit +10 %; 60 % off the burden’s slowdown, on top of Balance (Burdened ×1.10 for 60 %); the burden’s cap on Dexterity in Defence +1 |
| Porter | Pack mule, Toughness 12 | carrying limit +10 %; the burden’s cap on Dexterity in Defence +1; being Burdened costs you nothing (as a dwarf) |
| Unbroken soul | Willpower 12 | checks against a drain +4 |
| Zealot | Smite, level 6 | being hit builds 1 more zeal while you hold it |
See also: Stats, Hit points, and Burden.
Fighting talents
The talent trees of fighting: Weaponcraft (weapon skills, fighting styles, and missiles) and Guard (armour, Protection, and standing firm). Each talent is listed with what it needs and its rule, exactly (see What a talent does).
Weaponcraft
Weapon skills, fighting styles, and missiles.
| Talent | Needs | Effect |
|---|---|---|
| Deadly aim | Dexterity 13, a missile weapon skill 3 | damage +2 with every missile weapon skill |
| Early mastery | level 9 | weapon abilities come 1 rank sooner (their thresholds read your ranks +1 higher) |
| Far shot | — | missile weapon range +2 cells; throwing range +1 cells |
| Improved critical (a weapon skill) | the chosen one at 7 | threat range +1 with the chosen skill |
| Long reach | a missile or thrown weapon skill 4 | your shots, throws, and attack spells sneak-attack 3 cells farther |
| Practised technique | a melee or unarmed or missile or thrown weapon skill 7 | weapon actives take −25% time (never below half the action’s price) |
| Rapid reload | Crossbows 3 | reloading 25 % cheaper with every missile weapon skill |
| Shield expert | Sword and Board 2 | Shield +1 (a shield held with a weapon, or two shields), a free shield bash’s chance +10 % where there is one with every fighting style |
| Steady breathing | a melee or unarmed or missile or thrown weapon skill 5 | stamina regeneration pace +50 % |
| Steady hand | level 12, to be a ranger | focus regeneration pace +50 % |
| Stylist (a fighting style) | the chosen one at 3 | benefits as 1 rank higher (at most 10) with the chosen skill |
| Sworn foe (a kind of creature) | — | against creatures of the kind chosen (the creature tag; the tags and who carries them: Sorts of creatures), to hit +1 and damage +2 |
| Thrower | Thrown weapons 2 | damage +1, attacks 10 % cheaper with throws |
| Two-weapon training | Dexterity 13, Twin Blades 2 | both two-weapon penalties eased by 2 with every fighting style |
| Wand mastery | — | your spells: +1 rung for the wands you use |
| Weapon focus (a weapon skill) | the chosen one at 2 | to hit +1 with the chosen skill |
| Weapon specialization (a weapon skill) | Weapon focus, the chosen one at 5 | benefits as 1 rank higher (at most 10) with the chosen skill |
Guard
Armour, Protection, and standing firm.
See also: Combat, Weapon skills, and Fighting styles.
Exploring talents
The talent trees of getting about: Shadow (stealth, hearing, eyes, and light), Wayfarer (the land, water, ice, and weather), and Delver (traps, searching, doors, digging, shops, and talk). Each talent is listed with what it needs and its rule, exactly (see What a talent does).
Shadow
Stealth, hearing, eyes, and light.
Wayfarer
The land, water, ice, and weather.
Delver
Traps, searching, doors, digging, shops, and talk.
See also: Hearing, Traps, and Dungeons.
Mind talents
The talent trees of the mind: Scholar (items, scrolls, gems, and learning) and Spellcraft (learning spells and casting them). Each talent is listed with what it needs and its rule, exactly (see What a talent does).
Scholar
Items, scrolls, gems, and learning.
| Talent | Needs | Effect |
|---|---|---|
| Blood magic | Willpower 13, level 12 | active (the time of a wait): give 5 hit points (never your last) for 3 mana, up to your maximum; not while your mana is full |
| Clear mind | Willpower 12 | mana regeneration pace +25 % |
| Deep well | Intelligence 12 or Willpower 12 | +1 maximum mana per 4 levels, at least +2 |
| Frugal caster | Intelligence 14, level 9 | abilities’ mana costs −20 % (rounded to the nearest, at least 1) |
| Meditation | Clear mind | mana regeneration pace while resting +50 % |
| Quick learner | Intelligence 14 | skill rolls every level +1 |
| Scroll savant | Intelligence 13 | reading time −50 %; your own bursts, a scroll’s or a spell’s, never catch you |
| Skill focus (a skill you are trained in) | — | the chosen skill counts +25 |
| Spell recall | Scroll savant, Intelligence 15, level 12 | a 25 % chance a scroll you read is not used up |
| Treasure hunter | Intelligence 12 or Appraise 20 | the weights of the rarities better than a find’s least +50 % (anything found: magic and rare; what creatures drop, always magic: rare) |
Spellcraft
Learning spells and casting them.
See also: Magic, Scrolls, and Magic items.
Skills
Skills are what you have trained in: moving quietly, tumbling out of harm’s way, finding your way through the wild. Your race and your class train you in some of them when your character is made. You are untrained in the rest. Some skills also let you do something new, such as stealing or treating a wound; those uses are explained on Using your skills.
- An untrained skill does not exist for you. It is not shown anywhere, and it gives you nothing. That is not the same as a skill at 0: a skill you are trained in at 0 is shown, and it can grow.
- A trained skill has a value, usually between 5 and 30 when you start. 100 is a master. Past 100 a skill still grows, but slowly.
Ashows your Skills screen. It lists every skill you are trained in, with its value and a small meter (━━──) of how practised it is, which is how big its next roll will be (see Improving a skill). Use the arrow keys to read what each skill is about. Looking takes no time.Aon the character screen (@) opens it too, and the summary at the end of character creation lists the skills you will start with.
The game never shows in numbers what a skill does for you. You see the value and feel the difference. This page gives the rules, with the exact numbers.
The skills
Skills come in three sorts:
- Passive skills work by themselves, all the time.
- Some are used as actions: searching, picking a lock, binding a wound.
- Some are checked by rules when something calls for them, such as athletics when you kick a door.
Skills used as actions appear in the abilities menu once you are trained in them. Their names there:
- Disable device: Disarm a trap
- Open lock: Pick lock
- Steal: Steal
- Bluff: Feint
- Heal: Heal
- Decipher script: Decipher (see Deciphering a scroll unread)
- Survival, though it is a passive skill: Forage
- Jewelcraft: Jewelcraft…, its profession’s recipes (Cut and Set, see Gem cutting; rings and amulets, see Making jewellery)
- Metalcraft: Metalcraft…, its profession’s recipes (Temper among them)
- Woodcraft: Woodcraft…, its profession’s recipes (arrows, bolts, sling stones, and Whittle among them), and Wedge a door for those trained in it (see Wedging a door)
Benefits marked trained only are given only to those trained in the skill. If you are untrained you cannot try, and a magic item that raises the skill (see Magic items) does not change that. Everything else a skill gives, a magic item gives even to the untrained, as if the skill were trained at the item’s bonus.
A skill at work
A passive skill helps more the higher it is, and a skill used as an action works more often. What each one gives, skill by skill, with its exact numbers from 0 to 200, is on What skills give. Here is one of them at work.
Example: a thief disarms an arrow trap. A thief with Dexterity 14 and Disable device 25 tries to disarm an arrow trap of difficulty 14 (it is harder on deeper dungeon floors).
- What she adds: +2 for Dexterity 14 (modifiers), and +2 from Disable device: its points grow evenly from +0 at 0 to +8 at 100, so 25 gives 8 × 25 ÷ 100 = 2. In all, +4.
- What the dice must reach: 14 − 4 = 10: 108 of the 144 rolls, 75%.
- Setting it off: falling short by 5 or more (a total of 9 or less, so dice of 5 or less) sets the trap off at her: 10 rolls in 144, 6.9%.
- At Disable device 100 she adds +10 and the dice need 4: only 3 rolls in 144 fail (2.1%), and none sets the trap off.
Which skills you start with
Each race trains one or two skills. Each class trains a handful: a few of them well (2d6+10), the
rest a little (2d4+4). A skill both your race and your class train adds the two. Humans train no skill of
their own, but they put extra work into one of their class’s skills, picked at random. Every
commoner learned one trade growing up: one of the professions, picked at
random, which they always start with. The dice are
rolled when your character is made, after your stats, so they never change a stat.
Each class also has a few skills its members may start with. Each has the chance in the last column, then its dice, rolled once when your character is made. So two characters of the same class can begin with different skills. The game shows only the skills you have, never the chances.
Your race’s skill and the human’s extra class skill add to one of these as to any other. But a level-up roll on one of them is an ordinary roll: the class’s +1 is only for the skills in its Trains column, and the same goes for the commoner’s trade. A race may have such a skill too: a drow may start with Sneak attack, whatever their class (rolled after the class’s own).
| Race | Trains | May start with |
|---|---|---|
| Elf | Listen 1d6+4, Spot 1d6+4 | - |
| Half-elf | Bluff 1d4+2, Spot 1d4+2 | - |
| Human | one of the class’s skills +2d4+4, picked at random | - |
| Dwarf | Metalcraft 1d6+4, Mining 1d6+4, Search 1d6+4 | Jewelcraft 2d4 (20 %) |
| Halfling | Herbalism 1d4+2, Listen 1d6+4, Stealth 1d6+4 | - |
| Gnome | Appraise 1d6+4, Jewelcraft 1d6+4, Listen 1d6+4 | - |
| Half-orc | Intimidate 1d6+4 | - |
| Goblin | Listen 1d4+2, Stealth 1d6+6 | - |
| Drow | Spot 1d6+4, Stealth 1d4+2 | Sneak attack 2d4 (40 %) |
| Kobold | Detect traps 1d4+2, Disable device 1d6+4, Mining 1d4+2 | - |
| Lizardfolk | Survival 1d4+2, Swim 1d6+4 | - |
| Duergar | Metalcraft 1d6+4, Mining 1d6+4, Stealth 1d4+2 | - |
| Ratfolk | Listen 1d4+2, Stealth 1d6+4 | - |
| Class | Trains | May start with |
|---|---|---|
| Berserker | Athletics 2d6+10, Initiative 2d4+4, Intimidate 2d4+4, Listen 2d4+4, Survival 2d6+10, Swim 2d4+4 | Handle animal 2d4 (20 %), Spot 2d4 (30 %) |
| Bard | Appraise 2d4+4, Bluff 2d6+10, Decipher script 2d4+4, Initiative 2d4+4, Knowledge 2d4+4, Music 2d6+10, Negotiation 2d4+4, Spellcraft 2d4+4, Tumble 2d4+4 | Listen 2d4 (30 %), Spot 2d4 (30 %), Steal 2d4 (15 %) |
| Priest | Concentration 2d4+4, Decipher script 2d6+10, Heal 2d6+10, Knowledge 2d6+10, Spellcraft 2d6+10 | Listen 2d4 (15 %) |
| Druid | Concentration 2d4+4, Decipher script 2d6+10, Handle animal 2d6+10, Heal 2d4+4, Herbalism 2d4+4, Listen 2d4+4, Spellcraft 2d6+10, Survival 2d6+10 | Alchemy 2d4 (25 %), Spot 2d4 (20 %), Swim 2d4 (20 %), Woodcraft 2d4 (35 %) |
| Ascetic | Athletics 2d4+4, Balance 2d6+10, Concentration 2d4+4, Escape artist 2d4+4, Initiative 2d6+10, Listen 2d4+4, Tumble 2d6+10 | Decipher script 2d4 (20 %), Heal 2d4 (25 %), Spellcraft 2d4 (20 %), Stealth 2d4 (20 %), Swim 2d4 (20 %) |
| Paladin | Concentration 2d4+4, Decipher script 2d4+4, Handle animal 2d4+4, Heal 2d4+4, Intimidate 2d6+10, Spellcraft 2d4+4 | Athletics 2d4 (25 %), Knowledge 2d4 (25 %) |
| Ranger | Athletics 2d4+4, Decipher script 2d4+4, Handle animal 2d4+4, Initiative 2d6+10, Listen 2d4+4, Spellcraft 2d4+4, Spot 2d6+10, Survival 2d6+10, Swim 2d4+4, Woodcraft 2d6+10 | Heal 2d4 (15 %), Herbalism 2d4 (30 %), Search 2d4 (20 %), Stealth 2d4 (30 %) |
| Thief | Appraise 2d4+4, Detect traps 2d6+10, Disable device 2d6+10, Escape artist 2d4+4, Initiative 2d4+4, Negotiation 2d4+4, Open lock 2d6+10, Search 2d6+4, Sneak attack 2d6+10, Spot 2d4+4, Steal 2d6+10, Stealth 2d6+10, Tumble 2d6+10 | Balance 2d4 (20 %), Bluff 2d4 (30 %), Listen 2d4 (30 %) |
| Wizard | Concentration 2d6+10, Decipher script 2d6+10, Knowledge 2d6+10, Spellcraft 2d6+10 | Alchemy 2d4 (25 %), Appraise 2d4 (20 %), Enchanting 2d4+4 (30 %), Search 2d4 (15 %) |
| Witch | Alchemy 2d6+10, Concentration 2d4+4, Decipher script 2d6+10, Heal 2d6+10, Herbalism 2d4+4, Intimidate 2d4+4, Spellcraft 2d6+10 | Bluff 2d4 (25 %), Enchanting 2d4 (20 %), Handle animal 2d4 (25 %), Knowledge 2d4 (20 %) |
| Warrior | Athletics 2d6+10, Balance 2d4+4, Initiative 2d4+4, Intimidate 2d4+4, Swim 2d4+4 | Heal 2d4 (15 %), Metalcraft 2d4 (15 %), Survival 2d4 (30 %) |
| Aristocrat | Bluff 2d4+4, Intimidate 2d4+4, Knowledge 2d6+10 | Appraise 2d4 (20 %), Decipher script 2d4+4 (35 %), Enchanting 2d4 (15 %), Handle animal 2d4 (30 %), Music 2d4 (25 %), Spellcraft 2d4+4 (35 %) |
| Commoner | Athletics 2d4+4, Handle animal 2d4+4; one of Alchemy, Jewelcraft, Metalcraft, Woodcraft 2d4+4, picked at random | Heal 2d4 (15 %), Mining 2d4 (10 %), Survival 2d4 (30 %), Swim 2d4 (20 %) |
| Craftsperson | Appraise 2d4+4, Negotiation 2d4+4 | Athletics 2d4 (25 %), Search 2d4 (20 %) |
| Merchant | Appraise 2d6+10, Bluff 2d6+10, Knowledge 2d4+4, Negotiation 2d6+10 | Decipher script 2d4 (25 %), Handle animal 2d4 (20 %), Jewelcraft 2d4 (20 %), Listen 2d4 (15 %) |
A skill you never started with can still be learnt for gold, from a teacher (Training): Alberich in Fyrdelf teaches Mining, and Eadric the smith in Cēaptūn Metalcraft.
Some creatures are trained in skills too: deer listen well, and the kobold shaman knows something of spells. You never see a creature’s skills in the game. They are on Creatures in numbers.
Improving a skill
In short: using a skill builds up practice, and each new level turns that practice into points.
Training marks. Each time you use a skill in a way that matters, it may earn a training mark. The chance is in the table of skills above. Skills you use all the time, such as balance, earn marks rarely, so they do not race ahead.
- Stealth: a step that a creature nearby could have heard if you had not stepped softly.
- Listen: hearing something new, and every turn spent listening at a door.
- Tumble: dodging an attack (“You dodge the kobold’s spear.”), or stepping past a trap you know of (“You deftly avoid the arrow trap.”). A blow that misses you for no reason your Defence explains (it would have missed anyone) counts as a dodge one time in four.
- Balance: doing anything but waiting while your load slows you down (5 %), a step onto rough ground that slows you (10 %: bush, reeds, rubble, ice; not water), and an action taken while staggered (20 %).
- Survival: a journey on the overworld.
- Herbalism: a forage that runs its time, one time in four, and every gather that runs its time.
- Mining: every wall you dig through.
- Swim: a step wading through water or marsh now and then (10 %), every plunge through the ice, and a quarter of the steps in deep water, made or not.
- Steal: every attempt to steal, whatever comes of it.
- Bluff: half of your feints, and every try at talking your way past a party, whatever comes of them.
- Open lock: a try at picking a lock, whether it works or not.
- Heal: a try at treating yourself, whether it works or not.
Only skills you are trained in earn marks. They gather until a roll on the skill spends them. The Skills screen’s meter shows how practised a skill is (the step its marks have reached on the ladder below), never the marks.
Rolls of their own. When a skill’s marks reach 100, it gets a roll at once, by itself, without waiting for your next level. It is the same roll as a level-up’s (below), and it is told the same way: “Your stealth improves.” It spends half the marks, so the skill drops back below 100 and must earn its next one. It comes on top of your level’s rolls, never instead of one, and it does not wait for a level-up you have not finished.
Skill rolls. Every level gives you a number of skill rolls (see Experience). You spend each one on a trained skill of your choice, before you do anything else. Nothing stops you putting every roll into one skill.
A roll throws the die the skill’s marks have reached on the ladder, adds it to the skill, and
spends half of the skill’s marks (rounded up). So a second roll on the same skill that level is a
step or two smaller (50 marks → 25 → 12 → 6 → 3: 3d3, 2d4, 1d5, 1d3, +1). A skill with no
marks still gains 1. Past 100, a roll adds half its result, rounded up. The game says “Your stealth
improves.”
- A skill your class is known for throws the die one step up the ladder. So does a trade of yours; a skill that is both still goes up one step, not two.
- Any other skill your class trains, or a skill your race trains, adds 1 to the roll.
Both stack: a halfling thief’s stealth is both a class specialty and racial, so it rolls one step up and +1.
The level-up screen shows these numbers before you choose. Beside each skill it shows the dice a
roll on it adds (1d3, +2, 1d5+1; (1d3)/2 past 100). For the selected skill it explains how
they came about (Rolls 1d5+1: practice (20 marks) gives 1d5, +1 as your class trains it.), with a
line saying where your rolls come from (4 skill rolls a level: class 3, race 1). The roll itself
is thrown only when you choose.
| Marks | Die | Average | Known for: die | Known for: average |
|---|---|---|---|---|
| 0 | +1 | 1.0 | 1d3 | 2.0 |
| 5 | 1d3 | 2.0 | 1d5 | 3.0 |
| 12 | 1d5 | 3.0 | 2d4 | 5.0 |
| 25 | 2d4 | 5.0 | 3d3 | 6.0 |
| 50 | 3d3 | 6.0 | 3d4 | 7.5 |
| 100 | 3d4 | 7.5 | 3d5 | 9.0 |
| 200 | 3d5 | 9.0 | 4d4 | 10.0 |
| 400 | 4d4 | 10.0 | 4d5 | 12.0 |
| 800 | 4d5 | 12.0 | 4d5 | 12.0 |
How many rolls a level gives: your class’s, plus your race’s, plus your Intelligence’s.
| Class | Rolls a level | Known for |
|---|---|---|
| Aristocrat | 2 | Knowledge |
| Ascetic | 2 | Balance, Tumble |
| Bard | 4 | Bluff, Music |
| Berserker | 2 | Athletics, Survival |
| Commoner | 2 | - |
| Craftsperson | 3 | - |
| Druid | 2 | Handle animal, Survival |
| Merchant | 2 | Appraise, Bluff, Negotiation |
| Paladin | 2 | Intimidate |
| Priest | 2 | Heal, Knowledge |
| Ranger | 3 | Spot, Survival, Woodcraft |
| Thief | 3 | Detect traps, Disable device, Open lock, Sneak attack, Steal, Stealth, Tumble |
| Warrior | 2 | Athletics |
| Witch | 2 | Decipher script, Heal, Spellcraft |
| Wizard | 2 | Concentration, Decipher script, Knowledge, Spellcraft |
| Race | Extra rolls a level |
|---|---|
| Drow | 0 |
| Duergar | 0 |
| Dwarf | 0 |
| Elf | 0 |
| Gnome | 0 |
| Goblin | 0 |
| Half-elf | 0 |
| Half-orc | 0 |
| Halfling | 0 |
| Human | 1 |
| Kobold | 0 |
| Lizardfolk | 0 |
| Ratfolk | 0 |
Intelligence adds one roll at 14 and one more for every 4 points above it (14: +1, 18: +2, 22: +3).
A skill whose marks reach 100 rolls at once by itself, besides these.
Only you train, for now. Creatures keep the skills they have. Your skills and their marks are saved with your run.
See also: What skills give, Using your skills, and Weapon skills.
What skills give
The passive skills help you more the higher they are:
-
Tumble adds to the Dodge part of your Defence, the one kind whose bonuses add up.
-
Stealth makes your footsteps, and the doors you open and close, quieter (see Hearing). Your attacks are as loud as ever. It also helps you slip past a creature that sees in the dark: +8 at 100, +12 at 200.
-
Listen lets you hear fainter sounds. Your hearing threshold drops by the number shown, but never below 1.
-
Balance takes away some of the slowdown of a heavy load (see Burden). A burdened master is slowed by a tenth, not a quarter. It also saves part of the time rough ground adds to a step (bush, reeds, rubble, ice): 60 % of the extra at 100, all of it at 200. Water and marsh are Swim’s, not Balance’s. And it saves part of the extra time a staggered action costs: half at 100, three quarters at 200.
-
Music makes your songs last longer: a degree more at 50, at 100, and every 100 after. It also makes them harder for those they are sung against to shake off: +4 to their difficulty at 100, +8 at 200. Its two rows in the table below are its ladders. Every song trains it.
-
Athletics makes you quicker in everything you do: a twentieth at 100 and a tenth at 200. It adds to the quickness of talents such as Fleet-footed and Quick. Your load slows you on top of it. It also helps you kick doors in. Besides kicks, it trains now and then when you act under a load that slows you, on journeys on the overworld, and when you climb out of a pit.
-
Escape artist slips bonds without being asked. When being Held, Webbed, or Pinned stops what you try, the better of your Strength and Dexterity plus the skill is checked as part of the attempt (see Slipping bonds): +8 at 100, +12 at 200. Untrained, a web or a pin just stops the step. It also shortens the climb out of a pit: half from 50, none from 100. And it lets you wriggle past someone who will not make way. Every such check and climb, and half the wriggles, train it.
-
Survival makes your journeys on the overworld quicker. It does nothing for your steps in a local area or a dungeon. It also lets you forage in the wild, finding food more often the higher it is (see Foraging).
-
Swim makes you quicker through water and marsh: of what wading adds to a step, 60 % is saved at 100 and all of it at 200. The Swimmer talent saves all of it at once. When you plunge through the ice, you make a check on your Toughness plus the table’s points against 11; if you make it, you lose half the hit points. Swim is also what lets you into deep water at all.
-
Negotiation gets you better prices in shops: you pay less and are offered more. A healer or a sage who sells a service asks less too, though a temple never haggles. A deal made (goods paid for, your own sold, or a service paid) trains it now and then.
-
Appraise now and then tells you what something you carry or wear really is.
- Every hour of game time (resting too), if you carry anything you do not fully know, you have a small chance to learn one of those things, picked at random. That covers an unidentified magic item, a scroll of a kind you have not identified, or a wand whose charges you do not know. The chance is 2 % an hour at 0, 12 % at 100, 20 % at 200 (see the table below; items of Appraisal raise it). Only those trained in Appraise get it at all. Each thing learned this way trains it.
- Appraise also has an eye for food. An hour at a time, a trained eye may tell how fresh a corpse or food is, in words (fresh, old, or rotten), in the eat list and when you look at it (see Food). Survival gives the same eye, and with both the chances add up. Appraise gives 25 % at 0, 60 % at 100, and 80 % at 200. Survival gives 15 %, 35 %, and 50 %. Rotten food is easier to tell, 25 points more, and no chance is above 95 %. Eating food whose freshness you could tell trains Appraise now and then.
-
Alchemy and Enchanting look the same way, each hour, each at its own things. Alchemy tells a potion or flask whose kind you do not know (“You recognise your fizzy scarlet potion: a flask of fire.”). Enchanting tells a magic thing whose magic you do not know: an unidentified weapon, armour, ring or amulet, or a wand or rod. Each gives 5 % an hour at 0, 25 % at 100, and 40 % at 200, trained only, besides Appraise’s own chance. Neither trains by it.
-
Mining lets you dig at all: untrained, you cannot. It makes digging quicker: each turn does 25 % more work at 100 and 40 % more at 200, on top of what talents and a Delving tool add. Alberich in Fyrdelf teaches it for gold.
-
Herbalism may find a herb besides on a forage that finds something (see Foraging). You need it to gather herbs from the glowing fungus, and it finds one more herb there for every 50.
-
Search helps you find secret doors and other hidden things when you search (
s,Alt+s). A master’s search reaches one cell farther (see Searching). -
Spot lets you notice hidden things in passing at all, except traps. The higher it is, the more you notice.
-
Detect traps does for hidden traps what Search and Spot do for everything else. It helps you find them when you search and lets you notice them in passing at all. The higher it is, the more of them you find. Thieves and kobolds start trained in it.
-
Open lock lets you pick locks at all (the Pick lock ability). The higher it is, the more often a try works (see Doors).
-
Steal lets you steal at all. The higher it is, the likelier your hand goes unnoticed (see Stealing).
-
Bluff lets you feint at all (Feint in the abilities menu; see Feinting), and lets you talk your way past some parties met on the overworld. The higher it is, the harder your lies are to see through: the Willpower check they ask is 8 harder at 100 and 12 at 200 (at most 20).
-
Heal lets you bind your bleeding and tend your poisons and diseases at all. The higher it is, the more often a try works (see Treating yourself).
-
Knowledge is knowing your enemy.
- It adds to your check against a creature’s drain, a disease its attack carries, or its hold when you struggle. It helps only against creatures whose level your Knowledge stands above, and more the farther above (see the table below; at most 6).
- Standing above a creature’s level by even 1 also tells you in look mode what its kind resists, is immune to, and is vulnerable to, in words. That is lore about its kind, so it says nothing of what this one wears or has drunk, and it earns no marks.
- It earns marks whenever you gain discovery experience (a first kill of a kind, a new place that pays), and now and then whenever you roll to resist such a power, whatever comes of it.
- A creature’s level is in its table.
-
Sneak attack adds d6s to a hit on a foe that has not seen you, or is surprised.
- You get 1d6 once you are trained at all, one more at 25, 50, 75, and 100, then one more every 50 (5d6 at 100, 7d6 at 200). The dice come after Protection, a critical never doubles them, and they add to the dice of talents such as Ambusher.
- A blow counts at any reach. A shot, a throw, or a spell that rolls to hit counts only within 6 cells (Long reach: 9). Nothing without vitals takes the dice.
- It also makes those you catch unawares slower to gather their wits: their initiative check is 8 harder at 100, 12 at 200.
- Each sneak attack that hits trains it half the time.
- Two weapon abilities trigger on a sneak attack that hits: Knife in the dark (Daggers 5) leaves the foe bleeding, and Hunter’s shot (Marksman 6) pins it for one or two actions. Neither triggers without the dice.
The whole rule is under Surprise and sneak attacks.
-
Initiative helps you keep your wits when something falls on you unseen: +8 to the initiative check at 100, +12 at 200. When you are surprised all the same, your next action loses less time: half the extra at 100, three quarters at 200. Every such check trains it.
-
Intimidate lets you threaten one foe (Intimidate in the abilities menu; see Intimidating). It makes your threats and your War cry (the berserker’s) harder to stand against: the Willpower check they ask is 8 harder at 100 and 12 at 200 (at most 20). A threat also frightens longer the more the skill adds. Every threat and every cry trains it, whatever comes of it.
-
Spellcraft steadies your casting. Every spell you cast with your own mana makes a check after it goes off, and a failed one is a miscast. The skill adds to that check (+14 at 100, +22 at 200, +40 at 999) and makes a miscast milder (10 off the miscast table’s total at 100, 20 at 200). Untrained, you still cast, with nothing added.
The numbers
Skill focus makes one skill you are trained in count 25 higher in the table below, the way a magic item’s bonus does. It works past 100 too, since 100 only slows a skill’s growth and is no ceiling. It stacks with Master of none and any magic item. Your Skills screen still shows the value you trained. On most skills the +25 is worth 2 points of what the skill gives below 100, and 1 past it. On Stealth’s quiet, it is 15 % less noise below 100 and 7 % past it.
The table has one row for each thing a skill gives, the skill named on its first row. The columns are the skill’s value, from 0 to 200. Between two columns the benefit grows a little at a time, never down. “—” means it gives nothing yet at that value.
| Skill | Benefit | 0 | 10 | 20 | 50 | 100 | 200 |
|---|---|---|---|---|---|---|---|
| Alchemy | telling potions, each hour | 5% | 7% | 9% | 15% | 25% | 40% |
| craft | — | — | +1 | +4 | +8 | +12 | |
| Appraise | identifying, each hour | 2% | 3% | 4% | 7% | 12% | 20% |
| telling freshness, each hour | 25% | 28% | 32% | 42% | 60% | 80% | |
| Athletics | kicking doors in | — | — | +1 Strength | +4 Strength | +8 Strength | +12 Strength |
| speed | — | — | +1% | +2% | +5% | +10% | |
| Balance | Burdened / Strained | — | ×1.24 / ×1.47 | ×1.22 / ×1.44 | ×1.18 / ×1.35 | ×1.1 / ×1.2 | ×1.05 / ×1.1 |
| rough ground’s extra cost | — | −6% | −12% | −30% | −60% | −100% | |
| staggering’s extra cost | — | −5% | −10% | −25% | −50% | −75% | |
| Bluff | feint’s difficulty | — | — | +1 | +4 | +8 | +12 |
| Concentration | mana back | — | +2% | +5% | +18% | +40% | +60% |
| mana pool | — | — | — | +2 mana | +5 mana | +8 mana | |
| Decipher script | reading scrolls | — | — | +1 | +4 | +8 | +12 |
| learning | — | — | 2 | 8 | 30 | 70 | |
| study check | — | +1 | +2 | +5 | +10 | +20 | |
| Detect traps | finding traps | — | — | +1 | +4 | +8 | +12 |
| Disable device | disarming traps | — | — | +1 | +4 | +8 | +12 |
| Enchanting | telling magic, each hour | 5% | 7% | 9% | 15% | 25% | 40% |
| craft | — | — | +1 | +4 | +8 | +12 | |
| enchanting’s item level | item level 1 | item level 2 | item level 3 | item level 6 | item level 11 | item level 12 | |
| Escape artist | slipping bonds | — | — | +1 | +4 | +8 | +12 |
| a pit’s climb | — | — | — | halved | skipped | skipped | |
| Handle animal | taming | — | +1 | +2 | +5 | +10 | +20 |
| Heal | treating | — | — | +1 | +4 | +8 | +12 |
| Herbalism | a herb besides | 25% | 28% | 32% | 42% | 60% | 80% |
| Initiative | initiative check | — | — | +1 | +4 | +8 | +12 |
| surprise’s extra cost | — | −5% | −10% | −25% | −50% | −75% | |
| Intimidate | threat’s difficulty | — | — | +1 | +4 | +8 | +12 |
| Jewelcraft | craft | — | — | +1 | +4 | +8 | +12 |
| Listen | hears fainter by | — | 1 | 2 | 5 | 10 | 20 |
| Metalcraft | tempering | — | — | +1 | +4 | +8 | +12 |
| craft | — | — | +1 | +4 | +8 | +12 | |
| Mining | digging | — | +2% | +5% | +12% | +25% | +40% |
| craft | — | — | +1 | +4 | +8 | +12 | |
| Music | song degrees | — | — | — | +1 | +2 | +3 |
| song’s difficulty | — | — | — | +2 | +4 | +8 | |
| Negotiation | prices | — | 2% better | 4% better | 10% better | 20% better | 30% better |
| Open lock | picking locks | — | — | +1 | +4 | +8 | +12 |
| Search | searching | — | — | +1 | +4 | +8 | +12 |
| search reaches | — | — | — | — | +1 cell | +1 cell | |
| Sneak attack | sneak attack dice | — | 1d6 | 1d6 | 3d6 | 5d6 | 7d6 |
| their check’s difficulty | — | — | +1 | +4 | +8 | +12 | |
| Spellcraft | casting check | — | +1 | +2 | +6 | +14 | +22 |
| off a miscast’s total | — | −1 | −2 | −5 | −10 | −20 | |
| Spot | noticing | — | — | +1 | +4 | +8 | +12 |
| lookout | — | — | +1 | +4 | +8 | +12 | |
| Steal | stealing | — | — | +1 | +4 | +8 | +12 |
| Stealth | noise | — | −6% | −12% | −30% | −60% | −75% |
| slipping past | — | — | +1 | +4 | +8 | +12 | |
| their lookout | — | — | +1 | +4 | +8 | +12 | |
| Survival | journeys | — | −2% | −4% | −10% | −20% | −20% |
| foraging | — | +1% | +3% | +7% | +15% | +30% | |
| lookout | — | — | — | +2 | +4 | +6 | |
| slipping away | — | — | +1 | +4 | +8 | +12 | |
| telling freshness, each hour | 15% | 17% | 19% | 25% | 35% | 50% | |
| Swim | wading’s extra cost | — | −6% | −12% | −30% | −60% | −100% |
| Swim check | — | — | +1 | +4 | +8 | +12 | |
| Tumble | Dodge | — | — | +1 | +2 | +5 | +9 |
| Woodcraft | whittling | — | — | +1 | +4 | +8 | +12 |
| wedged door’s sturdiness | — | — | +1 | +4 | +8 | +12 | |
| craft | — | — | +1 | +4 | +8 | +12 |
| Above the creature’s level | Knowledge: resisting |
|---|---|
| 0 | — |
| 1 | — |
| 4 | +1 |
| 5 | +2 |
| 10 | +2 |
| 15 | +3 |
| 20 | +3 |
| 25 | +4 |
| 30 | +4 |
| 35 | +5 |
| 40 | +6 |
| 60 | +6 |
See also: Using your skills, Abilities, and Experience and levelling up.
Using your skills
Some skills do more than add to a roll: they let you do something. This page explains those
uses: slipping past a creature in the dark, stealing, feinting, threatening, treating wounds and
poison, making arrows, whittling a better bow, and foraging for food. Most are used from the
abilities menu (a). Where a section says “the benefits table”, it means the table under
What skills give.
Slipping past
Most creatures see a few cells into any darkness (darkvision), so standing unlit beside one is no hiding place by itself. But the first time a creature that is not hunting you would see you only by its darkvision, it does not notice you at once. That means your cell is too dark for its eyes: no lantern, no fire, no sky lighting you. You get one try to slip past it.
It is a contest with the same dice on both sides. You roll 2d12 plus your Dexterity modifier plus what your Stealth gives (the benefits table). The creature rolls 2d12 plus its Willpower modifier plus its Spot, if it has any. A tie is yours. A roll of 2 always fails and a roll of 24 always succeeds. Your edge is the difference between the two sides:
A creature you slipped past stays blind to you for 60 turns at most.
| Your edge | Unseen | Seen |
|---|---|---|
| −6 | 22.1% | 77.9% |
| −5 | 26.5% | 73.5% |
| −4 | 31.3% | 68.7% |
| −3 | 36.4% | 63.6% |
| −2 | 41.7% | 58.3% |
| −1 | 47.2% | 52.8% |
| +0 | 52.8% | 47.2% |
| +1 | 58.3% | 41.7% |
| +2 | 63.6% | 36.4% |
| +3 | 68.7% | 31.3% |
| +4 | 73.5% | 26.5% |
| +5 | 77.9% | 22.1% |
| +6 | 81.8% | 18.2% |
| +7 | 85.4% | 14.6% |
| +8 | 88.4% | 11.6% |
| +9 | 91% | 9% |
| +10 | 93.1% | 6.9% |
- Unseen: it does not see you while you stay in the dark. It goes about its business, walks past, or comes to look into the footsteps it heard and arrives beside you none the wiser. It has not seen you, so your first blow at it is a sneak attack. It notices you when you step into light it can see by (or light your lantern), when you attack it or anything else while it can see you, when it is hurt, or when the time in the table has passed.
- Seen: it hunts you as any creature would. You get no second try until it gives up the hunt.
Nothing tells you which it was: a creature that did not notice you gives no sign. Creatures never slip past you.
Stealing
If you are trained in Steal (thieves are), Steal is in your abilities menu. Choose it, then a direction, and you try to lift something from whoever stands there. You can steal only from someone you see who is not hostile to you: a peaceful villager, a shopkeeper, a creature that leaves you alone. It takes a turn whatever happens.
Whether you go unnoticed is a contest with the same dice on both sides. You roll 2d12 plus your Dexterity modifier plus what your Steal skill gives (the benefits table). Your victim rolls 2d12 plus their Willpower modifier. A tie is yours. A roll of 2 always fails and a roll of 24 always succeeds. Only the difference between the two sides matters, your edge:
| Your edge | Unnoticed | Caught |
|---|---|---|
| −6 | 22.1% | 77.9% |
| −5 | 26.5% | 73.5% |
| −4 | 31.3% | 68.7% |
| −3 | 36.4% | 63.6% |
| −2 | 41.7% | 58.3% |
| −1 | 47.2% | 52.8% |
| +0 | 52.8% | 47.2% |
| +1 | 58.3% | 41.7% |
| +2 | 63.6% | 36.4% |
| +3 | 68.7% | 31.3% |
| +4 | 73.5% | 26.5% |
| +5 | 77.9% | 22.1% |
| +6 | 81.8% | 18.2% |
| +7 | 85.4% | 14.6% |
| +8 | 88.4% | 11.6% |
| +9 | 91% | 9% |
| +10 | 93.1% | 6.9% |
- Unnoticed: you take one stack of what they carry in their pack, all of it, such as a whole purse. You never see what someone carries in their pack, so you do not choose: your fingers find something. What they wear or hold in their hands stays where it is. If their pack is empty, you come away empty-handed (“You find nothing to take from the gardener.”), and they notice nothing all the same.
- Caught: they turn on you and come after you, for good (“The kobold catches you stealing and turns on you!”). A shopkeeper who catches you is as outraged as a robbed one. The shop trades no more, and whatever you had not paid for counts as stolen (see Shops).
Stealing from a shopkeeper takes from their purse, never from the shop floor. What lies in a shop is for sale, and taking it out without paying is theft by the shop’s own rules. A shopkeeper whose purse you lifted unnoticed still trades with you, but cannot pay for what you sell.
You may try as often as you like. Someone who caught you stays angry, and that is the price.
Feinting
If you are trained in Bluff, Feint is in your abilities menu. Choose it, then a direction, and you make a false move at whoever stands there. It must be a creature you see, hostile to you, with a mind to fool. Skeletons, spirits, and animated things (those without vitals) do not count. Otherwise the feint is refused and takes no time. A feint takes a turn.
The foe rolls 2d12 plus its Willpower modifier against the difficulty below, plus your Presence modifier, plus what your Bluff adds (the benefits table).
- If it falls short: “The kobold falls for it.” It is surprised, and its next action does not end that. So your next blow finds it flat-footed, with sneak dice if you have them. Its second action, like its first, costs it extra time, and ends the surprise. A foe quick enough to act twice before you do has recovered by the time you strike.
- Otherwise: “The kobold is not fooled.” The turn is spent.
For a thief, a feint counts as an attack on that creature. A feint it falls for gives one opening. Any feint, made or not, makes the creature your mark: feinting at a new foe loses the openings you had.
The foe rolls 2d12 + its Willpower modifier against 10 + your Presence modifier + what Bluff adds; short of it, it is Surprised.
| Your Presence and Bluff, less its Willpower | Fooled | Not fooled |
|---|---|---|
| −6 | 2.1% | 97.9% |
| −3 | 10.4% | 89.6% |
| +0 | 25% | 75% |
| +3 | 45.8% | 54.2% |
| +6 | 68.8% | 31.2% |
| +9 | 85.4% | 14.6% |
| +12 | 95.8% | 4.2% |
You may feint as often as you like. Half of your feints train Bluff, whatever comes of them. There is no talking your way out of being caught stealing. A lie is for the fight, or for getting past a party on the road before it comes to a fight (Talk your way past).
Intimidating
If you are trained in Intimidate, Intimidate is in your abilities menu. Choose it, then a place you see (with the aiming cursor), and you threaten whoever stands there. It must be a creature hostile to you, within reach, with a heart that can quail. Skeletons, spirits, and animated things (those without vitals) do not count. Otherwise the threat is refused and takes no time. A threat takes a turn and is spoken aloud: those around you hear a voice.
It is the War cry’s check, at one foe. If the foe hears you and sees you, it rolls 2d12 plus its Willpower modifier against the difficulty below, plus your Strength modifier, plus what your Intimidate adds (the benefits table). If it falls short, it is frightened and runs from you, a few moments per degree. How many degrees depends on your skill: a little Intimidate frightens a foe for a moment, a great deal frightens it as long as a war cry does. A foe that does not hear or see you pays you no heed, and the turn is spent all the same.
Within 6 cells; the check is 10 + your Strength modifier + what Intimidate adds.
| Intimidate | Adds | Frightened for |
|---|---|---|
| 0+ | +0 | 1 degree |
| 38+ | +3 | 2 degrees |
| 75+ | +6 | 3 degrees |
You may threaten as often as you like. Every threat trains Intimidate, whatever comes of it.
Treating yourself
If you are trained in Heal (priests, witches, druids, and paladins are), Heal is in your abilities menu, under Skills. It treats your bleeding, your poison, and a disease that shows. A disease you have caught but that has not shown yet is unknown to you, so you cannot treat it.
It treats an ally of yours standing beside you the same way, from the start: you know your own allies’ hurts, and they are listed after yours (“Your wolf’s bleeding”). With nothing to treat, it is greyed out: “nothing to treat”. With more than one thing, it asks which. “Sickness” is a disease you cannot name yet.
The try uses your Intelligence and your skill. The difficulty depends on the patient’s ailment. Every try takes about a quarter of a minute, whatever comes of it, and makes no noise.
A try is a check (see Diseases): 2d12 plus your Intelligence modifier plus what your Heal skill gives (the benefits table), against the difficulty below. A roll of 2 always fails and a roll of 24 always succeeds.
- Bleeding: the difficulty is 6 plus 2 for each degree of bleeding. If you make it, you bind the wound and the bleeding stops (“You bind the wound.”). If you fail: “The blood still runs.” You may try again at once, as often as you like.
- Poison: the difficulty is 8 plus 1 for each degree. If you make it, you draw out some of the poison and it is a degree weaker (“You draw out some of the poison.”). If you fail: “The poison will not come out.” You may try again at once, as often as you like.
- A disease: the difficulty is the disease’s own. If you make it, you ease it (“You ease the filth fever somewhat.”). It counts as one of the checks in a row that shake the disease off, but never the last one, so treating never cures it by itself. A disease that never goes away by itself, or one a single won check from going, instead takes a full interval from your try before it next gets worse. If you fail: “You can do no more for the filth fever.” You may try again at once.
| Ailment | Difficulty | Chance at +0 | Chance at +8 | Made | Failed |
|---|---|---|---|---|---|
| Bleeding (1 degree) | 8 | 85.4% | 99.3% | it stops | try again as often as you like |
| Bleeding (5 degrees) | 16 | 31.2% | 85.4% | it stops | try again as often as you like |
| Poisoned (1 degree) | 9 | 80.6% | 99.3% | it eases a degree | no more tries at this dose |
| Poisoned (10 degrees) | 18 | 19.4% | 75% | it eases a degree | no more tries at this dose |
| Stiffening (1 degree) | 13 | 54.2% | 95.8% | it eases a degree | no more tries at this dose |
| Stiffening (4 degrees) | 22 | 4.2% | 45.8% | it eases a degree | no more tries at this dose |
| Brain fever | 13 | 54.2% | 95.8% | counts as a check won toward recovery (never the last one needed) | no more tries at this bout |
| Burrowing worms | 17 | 25% | 80.6% | counts as a check won toward recovery (never the last one needed) | no more tries at this bout |
| Filth fever | 13 | 54.2% | 95.8% | counts as a check won toward recovery (never the last one needed) | no more tries at this bout |
| Grave rot | 15 | 38.2% | 89.6% | its next turn for the worse comes a full interval later | no more tries at this bout |
| Marsh ague | 14 | 45.8% | 93.1% | counts as a check won toward recovery (never the last one needed) | no more tries at this bout |
| Mummy rot | 16 | 31.2% | 85.4% | its next turn for the worse comes a full interval later | no more tries at this bout |
| Red ache | 16 | 31.2% | 85.4% | counts as a check won toward recovery (never the last one needed) | no more tries at this bout |
| The shakes | 14 | 45.8% | 93.1% | counts as a check won toward recovery (never the last one needed) | no more tries at this bout |
Professions
Alchemy, Metalcraft, and Woodcraft are professions: crafts with a list of recipes, the things you can make or do with them. Each has one row in the abilities menu, in the skill’s place among the Skills: Alchemy…, Metalcraft…, and Woodcraft…. The row opens the profession’s list. Alchemy’s recipes are potions, brewed from herbs by those trained in it (see Brewing potions).
You know a recipe by your skill, not by learning it. Every recipe needs its skill: if you are not trained in it, you have no list and can make none of its recipes. Among them:
- Metalcraft: Temper, a metal weapon or armour made finer at an anvil (see Forges).
- Woodcraft: Arrows and Crossbow bolts for your bow or crossbow (see Fletching), Sling stones (see Making things by hand), and Whittle, a wooden weapon made finer with a knife (see Whittling).
Those trained in Metalcraft also forge weapons at an anvil from metal stock, and those trained in Woodcraft make knives, spears, clubs, staves, armour, and clothes by hand from wood, bone, flint, and hides (see Crafting).
Jewelcraft is a profession too, but only for those trained in it: its row, Jewelcraft…, holds Cut, which cuts a loose gem (see Gem cutting), Set, which sets a cut gem in an item (see Setting a gem), and rings and amulets (see Making jewellery).
Each row says what the recipe takes, such as “a metal weapon or armour, an anvil, about 10 minutes”. A recipe you cannot make now is greyed out with the reason: “no anvil beside you”, “no knife”, “no bow ready”. Choose a recipe by its letter, or move to it and press Enter.
Fletching
Making arrows and bolts needs Woodcraft. Arrows and Crossbow bolts are recipes on the Woodcraft… list (see Professions). You need:
- a knife, in your pack or wielded. A dagger or a stiletto will do, or anything else of the Daggers and knives skill; a short sword will not.
- a bow ready for arrows, a crossbow for bolts.
- a billet of wood for the shafts, unless you are in a forest, a dense forest, or a swamp, where you cut them from the trees.
- a head for each arrow, if you want them to last (below).
Without them the list greys the recipe out: “no knife”, “no bow ready”, “no wood to hand”.
You choose the head first:
- Arrowheads a smith has forged: one for each arrow, and the arrow takes the arrowhead’s metal.
- A bone shard or a block of flint (or obsidian, horn, ivory, and the like): one heads a whole batch, and the arrows take its material. Flint-headed arrows strike as flint does.
- None: a sharpened shaft. These brittle arrows fly, but break on any hit.
Arrows of different heads and woods are different goods: they do not stack together.
A batch takes ten minutes. Something coming into view, or anything else that would wake you from a rest, stops the work: the time is spent, and nothing else. A batch that runs its full time rolls a check on your Dexterity, helped by your Woodcraft, and the result decides how much of the count you get. If you are trained in Woodcraft, it earns a training mark for every finished batch. Fletch as often as you like: the time is the price.
A ranger’s Fletcher makes this far quicker and surer, and rangers start with a knife. But even a ranger’s arrows need heads not to be brittle.
| Anyone | With Fletcher | |
|---|---|---|
| Time | 10 minutes | 5 minutes |
| Check | 2d12 + Dexterity modifier + talents + Woodcraft’s craft points, against 12 and the head’s work | the same, +4 |
| Count | 1d4 + Woodcraft’s value ÷ 25 | the same |
| Made, check 12 or more | the whole count | 2 times the count |
| Made, up to 3 short | half the count, rounded up | 2 times that |
| Made, up to 6 short | one | 2 |
| Made, shorter still | none | none |
Whittling
With a knife carried, those trained in Woodcraft can improve a wooden weapon the way an anvil improves a metal one. Whittle is a recipe on the Woodcraft… list, beside the arrows (see Professions). It is greyed out with “no knife” if you have none.
Choose a weapon, a missile weapon, or a shield whose main part is wood: bows, crossbows, staves, clubs. An attempt takes ten minutes. Something coming into view stops it; then the item is untouched and the attempt does not count.
The rules are those of tempering, item for item:
- A successful attempt gives one improvement (Fine, Marvellous, Masterwork) in something the item has.
- A failed one damages it and takes all its improvements away.
- A damaged item is mended or destroyed.
- Every attempt is harder than the last, for the item’s whole life. So one item has one state, however it was worked.
The check is 2d12 plus your Dexterity modifier, what Woodcraft gives, and what talents add to Dexterity checks, against 13 plus 2 for every attempt ever made on the item. The odds are those of the forge table. Woodcraft’s second benefit is +8 at 100 and +12 at 200. If you are trained in Woodcraft, it earns a training mark for every finished attempt.
Foraging
If you are trained in Survival (berserkers, druids, rangers, and lizardfolk are), Forage is in your abilities menu. Choose it, and you spend a while searching the land around you for something to eat.
You can forage only in the wild: on the overworld, on open land, in woods, on the hills, or in the marshes, or in the local area of such a cell (an area forages like its cell on the overworld). You cannot forage on a road, in water or on ice, in a town, or in a dungeon. There the menu greys Forage out (“not usable here”).
A forage takes ten minutes. Something coming into view, or anything else that would wake you from a rest, stops it, and a forage cut short finds nothing. One that runs its full time finds food with the land’s chance below, plus what your Survival gives (the benefits table: up to 30 more). Then one of the land’s finds is picked by the shares shown, and you gather a few of it, fresh, into your pack (“You gather 2 handfuls of berries.”). Otherwise: “You find nothing worth eating.” Either way, your Survival may earn a training mark.
If you are also trained in Herbalism, a forage that finds something may find a herb besides: one of the land’s herbs below, picked by the shares shown (“Your eye for herbs finds an angelica root besides.”). The chance is 25 % at 0, 60 % at 100, and 80 % at 200. Land with no herbs gives none. A forage trains Herbalism one time in four, whatever it finds.
A forage takes 10 minutes.
| Land | Chance | How many | Finds | Herbs (Herbalism) |
|---|---|---|---|---|
| plains | 25% | 1d2 | handful of berries 75%, handful of hazelnuts 25% | — |
| grassland | 35% | 1d3 | handful of berries 57.1%, mushroom 28.6%, angelica root 14.3% | sprig of comfrey 40%, sprig of moonwort 40%, angelica root 20% |
| forest | 40% | 1d3 | handful of berries 27.3%, handful of hazelnuts 27.3%, mushroom 27.3%, angelica root 9.1%, apple 9.1% | sprig of comfrey 28.6%, sprig of moonwort 28.6%, angelica root 14.3%, sprig of feverfew 14.3%, sprig of vervain 14.3% |
| dense forest | 35% | 1d3 | mushroom 44.4%, handful of berries 22.2%, handful of hazelnuts 22.2%, angelica root 11.1% | sprig of comfrey 28.6%, sprig of moonwort 28.6%, angelica root 14.3%, sprig of feverfew 14.3%, sprig of vervain 14.3% |
| hills | 20% | 1d2 | handful of berries 75%, handful of hazelnuts 25% | sprig of eyebright 100% |
| swamp | 25% | 1d2 | angelica root 40%, mushroom 40%, handful of berries 20% | angelica root 40%, sprig of bog myrtle 40%, sprig of henbane 20% |
What you find is ordinary food (see Hunger). Berries and mushrooms spoil within days, hazelnuts keep for months, and an angelica root cures diseases. Forage as often as you like, in the same spot too: the time is the price.
See also: Abilities, Skills, and Crafting.
Abilities
Some of what you can do comes from who you are: your race, your class, the skills you are trained in, your weapon skills and fighting styles, and later the things you carry. These are your abilities. They do not each get a key of their own. Instead they are all in one menu.
The basic commands keep their keys (see Controls): moving, opening doors, kicking, searching, picking up, eating, shooting, resting, and so on.
The abilities menu
a opens the abilities menu. It lists your abilities with a letter each, in groups by where they
come from: Racial, Birth sign, Profane, Class, Spells, Talents, Skills, Weapon skills, Items, Here,
Allies. A group you have nothing in is left out. Profane holds what a profane gift
gave you and your birth sign did not (Hate-wyrm’s heart’s Fire breath).
- Beside each ability is what it asks for once you choose it, such as
in a direction. - An ability you cannot use right now is greyed out, with the reason:
you hold no shield,not usable yetfor a skill whose use is not in the game yet, oryou are windedwhile a status effect keeps you from it. One that works on something next to you is greyed out while there is nothing beside you to use it on:no lock beside you,no foe within reach(see Something beside you). - Listen at a door and Wedge a door are left out of the menu unless a closed door is next to you (for Wedge, one not wedged already).
- The arrow keys move the
>cursor, and the ability under it is described at the bottom. - A letter, or
Enteron the>row, uses the ability. The menu closes and the ability asks for what it needs: a direction on the message line (only when more than one thing beside you could be meant), or a place with the aiming cursor (see Aiming). Then it takes its time like any other action. Choosing one you cannot use only tells you why. - A long list shows a page at a time.
>and<turn the pages, and the letters start again ataon every page. Esccloses the menu.
Looking at the menu takes no time. It remembers the ability you used last and opens on it, so a
Enter uses it again. X does the same in one key. With nothing used yet, X opens the menu.
Every ability
Every ability the menu can show, grouped as the menu groups them. The last column links the section that explains it in full: a class’s abilities under its class, the priest’s prayer on Prayer, a skill’s use on Using your skills.
| Ability | In the menu under | Who has it | Asks for | What it does | Takes at a normal pace | Read more |
|---|---|---|---|---|---|---|
| Blaze | Birth sign | the Fire-born | nothing | Flames burst from you and burn all who stand beside you; then you are burnt out for a long while. | 6 seconds | Horoscope |
| Fire breath | Birth sign | those born in the year of the Wyvern who pick it (a sign’s pick, from level 15) | a place you see | The wyvern’s breath: a gout of fire roars from you toward a place you choose, burning everyone in its way; then your fire is drained a while. | 6 seconds | Horoscope |
| Horn’s grace | Birth sign | those born in the year of the Unicorn | nothing | The unicorn’s grace: your bleeding and poison end, and a disease is shaken off; then it rests a day. | 6 seconds | Horoscope |
| Hound’s bay | Birth sign | those born in the year of the Barghest who pick it (a sign’s pick, from level 12) | nothing | The barghest’s howl: lesser foes who hear it flee from you a few moments; then your throat is raw an hour. | 6 seconds | Horoscope |
| Transfixing stare | Birth sign | those born in the year of the Basilisk | a place you see | The basilisk’s stare: a foe nearby that sees you slows to a crawl a moment; your eyes then rest two hours. | 6 seconds | Horoscope |
| Banishing smite | Class | paladins from level 50 | a direction | A smite that sends the summoned back whence they came (an ability, paid in zeal): what was called is unmade outright, and the unholy take your wrath twice over. | 6 seconds | Paladin |
| Branding smite | Class | paladins from level 12 | a direction | A smite that leaves holy light clinging to the foe (an ability, paid in zeal): it shines for all to see, and the dark hides it from you no more. | 6 seconds | Paladin |
| Cackle | Class | witches from level 6 | nothing | You cackle, loud enough to be heard: every hex you have laid on a creature you see holds a while longer. | 6 seconds | Witch |
| Call familiar | Class | witches from level 1 | nothing | A small beast of the old craft keeps to your heel. Its touch is your evil eye, and it goes for what you have hexed. Lost, it is called again in an hour’s sitting. | 600 turns, each 6 seconds (a ritual) | Familiars |
| Charge | Class | warriors from level 1 | a place you see | Rush a foe you see along the straight way and strike it as you come (an ability): a point of stamina, and one more a pace. Nobody you pass gets a blow in. | 6 seconds | Warrior |
| Consecrate | Class | paladins from level 12, priests from level 9 | nothing | Kneel and pray for a minute in a cursed, draining, or haunted place (an ability, paid in mana): its curse is lifted for good, the whole level’s if it lies over the whole level. | 1m (a prayer) | Priest |
| Exploit | Class | thieves from level 1 | a direction | Every opening you hold goes into one blow in a direction (an ability): a sneak attack whatever the foe knows, cutting deeper for each opening spent. A foe without vitals has no gap to find. | 6 seconds | Exploit |
| Field forge | Class | craftspersons from level 32 | a direction | Wherever you are, an ingot on a heap of stones makes an anvil (an ability): an hour’s work on open ground beside you, and the anvil stays. | 6 seconds | The makeshift anvil |
| Holy radiance | Class | paladins from level 40 | nothing | A soft light shines about you while you will it (an ability, on and off); everyone sees it. | 6 seconds | Paladin |
| Inspire | Class | bards from level 9 | nothing | You gain Inspiration, which your own kills build and time wears away. Sing yourself to courage (an ability, paid in inspiration, and heard): a while surer to hit and quicker to dodge, longer the better you sing. | 3 seconds | Songs |
| Knock | Class | wizards from level 4 | a direction | A word of unbinding (an ability, paid in mana): the lock of the locked door or chest beside you springs open. Nothing opens of itself, and no trap is touched. | 6 seconds | Wizard |
| Lay on hands | Class | paladins from level 1 | nothing | Your touch heals (an ability, paid in zeal): hit points back by how seasoned you are. | 6 seconds | Paladin |
| Lullaby | Class | bards from level 20 | nothing | A slow song for those who mean you harm (an ability, paid in mana, and heard): every foe that hears it and cannot shake it off grows drowsy, slow in all it does, a while. | 3 seconds | Songs |
| Lurk | Class | thieves from level 6 | nothing | Wait in ambush (an ability): a foe that steps up beside you takes your blow at once, caught unawares unless it was already hunting you. | 6 seconds | Thief |
| Make do and mend | Class | craftspersons from level 18 | an item you carry | You can mend a damaged thing you carry anywhere, without an anvil (an ability): it takes a while, and if your hands fail you, nothing is spoiled but the time. | 6 seconds | Craftsperson |
| Merchant’s eye | Class | merchants from level 12 | an item you carry | You know goods when you see them (an ability): a careful look tells you what a thing you carry is, as a scroll of identify would, for the time it takes to read one. | 6 seconds | Merchant |
| Orison | Class | priests from level 1 | nothing | Pray (a cast’s time, no mana): what ails you most is answered, as far as your prayers reach; for now, your wounds. Pray too often and nothing answers a while. | 6 seconds | Prayer |
| Patient defence | Class | ascetics from level 18 | nothing | For a point of ki and the time of a wait (an ability), you settle into your guard: until your next action you dodge far better, and every blow you dodge or parry is answered with one of yours at once. | 6 seconds | Ascetic |
| Quivering palm | Class | ascetics from level 50 | a direction | A bare-handed blow (an ability) that leaves a wounded foe bleeding badly, for five ki. | 6 seconds | Ascetic |
| Rage | Class | berserkers from level 1 | nothing | Fly into a rage (an ability): stronger and tougher, too wild to read or cast, and fighting keeps the fire fed; exhausted after, and no rage till then. | 6 seconds | Berserker |
| Sanctuary | Class | priests from level 50 | nothing | Kneel a minute to hallow the ground about you (for mana): an hour no foe sets foot within two paces, and wounds and mind mend fast. Striking from it breaks it. | 1m (a rite) | Priest |
| Scribe | Class | wizards from level 12 | a spell you know, from the list of them with their prices | Given a blank scroll, time, and three casts’ worth of mana, you write a scroll of a spell you know (an ability). The mana is spent and the blank used up only once the scroll is done. | 100 turns and 20 more a spell level, each 6 seconds (a study’s) | Wizard |
| Sic ’em | Class | rangers from level 40 | a place you see | Set your companion on a creature you see (an ability), for much of your focus: it runs that creature down at a savage pace, and its next few bites that land are terrible. | 6 seconds | Ranger |
| Smite | Class | paladins from level 1 | a direction | A blow of holy wrath in a direction (an ability, paid in zeal): surer for your presence, harder as you grow, and harder still on the unholy. Your zeal rises as you give and take blows. | 6 seconds | Paladin |
| Spirit weapon | Class | hunters from Hunter level 1 | a weapon’s shape, from every melee weapon | Call a weapon of spirit-stuff into your hand in the shape you choose (an ability). It strikes surer and finds the gaps in any armour, and it goes back whence it came the moment it leaves your grip; call it again. | 6 seconds | Hunter |
| Step of the wind | Class | ascetics from level 6 | nothing | In no body armour and with no shield, you move a little quicker; and for a point of ki (an ability, taking no time) your next action is quick, at half its time. | no time | Ascetic |
| Stillness | Class | ascetics from level 25 | nothing | Your mind is still: you resist what tests your will more easily, and nothing that ails you dulls your wits or your will. And for two ki (Stillness, an ability taking no time) what clouds your mind or holds your body ends at once. | no time | Ascetic |
| Stunning strike | Class | ascetics from level 12 | a direction | A bare-handed blow (an ability) that leaves a wounded foe stunned, off its guard and slow to act, for a point of ki. | 6 seconds | Ascetic |
| Throw your voice | Class | bards from level 16 | a place you see | Make a voice sound at a place you see nearby: those who hear it go and look there. | 6 seconds | Throwing your voice |
| Thrown exploit | Class | thieves from level 18 | something to throw (never a flask), then a place you see | Every opening you hold goes into one throw at a foe you see (an ability): Exploit’s blow, delivered by a thrown knife, for the mark out of reach. It flies no farther than a sneak attack lands, and needs a clear line. | 6 seconds | Thrown exploit |
| Trapwright | Class | craftspersons from level 25 | a rig, from the list of them with what each takes, then a direction | You rig traps (an ability): a tripwire from arrows, stakes from a billet of wood, or a pitfall dug with a pick, on a cell beside you. A creature your trap kills is your kill. | 6 seconds | Rigging traps |
| Veteran’s wind | Class | warriors from level 12 | nothing | An old soldier’s second breath (an ability): hit points back at once, then winded a quarter hour. | 6 seconds | Warrior |
| Volley | Class | rangers from level 50 | a place you see | Loose a volley at a place you aim at (an ability): three shots for the time of one, for much of your focus. | 6 seconds | Ranger |
| War cry | Class | berserkers from level 25 | nothing | Roar your fury (an ability, while you rage): the foes who hear and see you flee from you a few moments, unless they keep their nerve; it is heard far. | 6 seconds | Berserker |
| Wrathful smite | Class | paladins from level 32 | a direction | A smite that breaks the foe’s nerve (an ability, paid in zeal): unless its will holds, it runs from you a while. | 6 seconds | Paladin |
| Acid arrow | Spells | whoever learns it from a scroll (a level-5 spell, 5 mana a cast) | a place you see | A dart of acid toward a place you aim at: it strikes the first creature in its way, if it hits, and keeps eating. | 6 seconds | Magic |
| Acid splash | Spells | whoever learns it from a scroll (a level-3 spell, 7 mana a cast) | a place you see | A spray of acid bursts where you aim it: it burns everyone it reaches, keeps eating, and eats at what they wear. | 6 seconds | Magic |
| Arcane bolt | Spells | wizards from level 18, or whoever learns it from a scroll (a level-6 spell, 11 mana a cast) | a place you see | A bolt of raw force from your hand toward a place you aim at, through everyone on its line. | 6 seconds | Magic |
| Balefire | Spells | whoever learns it from a scroll (a level-16 spell, 29 mana a cast) | a place you see | A line of fire from before you toward a place you aim at: it burns a while, and all who stand in it or cross it. | 6 seconds | Magic |
| Barkskin | Spells | druids from level 3, rangers from level 6, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast) | nothing | Your skin hardens like bark a while: blows land on you less often. | 6 seconds | Magic |
| Beguile | Spells | witches from level 44, or whoever learns it from a scroll (a level-18 spell, 18 mana a cast) | a place you see | A creature you see nearby takes you for a friend a while: it fights beside you, and goes its own way when the charm ends. | 6 seconds | Magic |
| Benison | Spells | priests from level 24, or whoever learns it from a scroll (a level-12 spell, 22 mana a cast) | nothing | A blessing spoken over all beside you: hit points back to you and every ally within reach; it takes a while to say. | 6 seconds | Magic |
| Bind | Spells | bards from level 16, or whoever learns it from a scroll (a level-9 spell, 9 mana a cast) | a place you see | Bind a foe you see nearby where it stands: it cannot step for a few actions, though it may still strike. | 6 seconds | Magic |
| Blessing | Spells | paladins from level 6, priests from level 3, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast) | nothing | Ask your god’s favour: blessed a while, your blows land truer and your will is firmer. | 6 seconds | Magic |
| Blight | Spells | witches from level 40, or whoever learns it from a scroll (a level-7 spell, 17 mana a cast) | a place you see | A burst of blight where you aim it: it withers flesh and poisons everyone it reaches. | 6 seconds | Magic |
| Blink | Spells | wizards from level 6, or whoever learns it from a scroll (a level-6 spell, 6 mana a cast) | nothing | You are elsewhere: a few cells away in a direction you do not choose, free of whatever held you. | 6 seconds | Magic |
| Bramble | Spells | druids from level 9, or whoever learns it from a scroll (a level-8 spell, 19 mana a cast) | a place you see | Where things grow, you call them up: everyone on living ground where you aim it is caught in thorn and root a while. | 6 seconds | Magic |
| Brand | Spells | paladins from level 14, or whoever learns it from a scroll (a level-7 spell, 7 mana a cast) | nothing | Your held weapon burns a while: your blows do fire besides, and the blade lights your way a little. | 6 seconds | Magic |
| Burning hands | Spells | wizards from level 1, or whoever learns it from a scroll (a level-1 spell, 6 mana a cast) | a place you see | A fan of flame from your hands toward a place you aim at: everyone in it is burnt. | 6 seconds | Magic |
| Call lightning | Spells | druids from level 12, or whoever learns it from a scroll (a level-11 spell, 20 mana a cast) | a place you see | Call the sky’s fire down: under the open sky, lightning through everyone on its line toward a place you aim at. | 6 seconds | Magic |
| Call of the forest | Spells | druids from level 25, or whoever learns it from a scroll (a level-20 spell, 20 mana a cast) | nothing | Call the deep woods to your side: a bear lumbers out of the shadows to fight beside you for a few minutes. | 6 seconds | Magic |
| Call of the wild | Spells | druids from level 6, or whoever learns it from a scroll (a level-5 spell, 5 mana a cast) | nothing | Call the wild to your side: a wolf comes out of the dark to fight beside you for a few minutes. | 6 seconds | Magic |
| Call the elements | Spells | druids from level 40, or whoever learns it from a scroll (a level-35 spell, 35 mana a cast) | nothing | Call the elements to your side: earth, water, air, or fire, as the wild chooses, rises as a great elemental to fight beside you for a few minutes. | 6 seconds | Magic |
| Cause wounds | Spells | witches from level 12, or whoever learns it from a scroll (a level-4 spell, 3 mana a cast) | a place you see | A touch that opens wounds in a creature beside you, if it lands. | 6 seconds | Magic |
| Chain lightning | Spells | wizards from level 24, or whoever learns it from a scroll (a level-20 spell, 20 mana a cast) | a place you see | A bolt of lightning toward a place you aim at: it strikes the first creature in its way, then leaps to the next, and the next. | 6 seconds | Magic |
| Charnel burst | Spells | witches from level 18, or whoever learns it from a scroll (a level-9 spell, 16 mana a cast) | a corpse you see | Burst a corpse you see: its rot and bone tear everyone beside it. | 6 seconds | Magic |
| Cloudburst | Spells | druids from level 30, or whoever learns it from a scroll (a level-20 spell, 20 mana a cast) | nothing | Under the open sky you call the rain: it falls for an hour, puts out fires, and washes the burning clean. | 6 seconds | Magic |
| Cure wounds | Spells | priests from level 3, or whoever learns it from a scroll (a level-3 spell, 3 mana a cast) | a place you see | A prayer and a touch that close wounds: hit points back, yours or another’s beside you; it takes a while to say. | 6 seconds | Magic |
| Curse of sloth | Spells | witches from level 32, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast) | a place you see | Curse a foe you see nearby: sluggish a while, all it does takes half again as long. | 6 seconds | Magic |
| Evil eye | Spells | witches from level 1, or whoever learns it from a scroll (a level-0 spell, 4 mana a cast) | a place you see | Cast the evil eye on a foe you see nearby: hexed a while, its blows land worse. | 6 seconds | Magic |
| Fear | Spells | witches from level 36, or whoever learns it from a scroll (a level-10 spell, 18 mana a cast) | a place you see | Dread bursts where you aim it: everyone it reaches runs from you a while, and fights only when cornered. | 6 seconds | Magic |
| Fire cloak | Spells | whoever learns it from a scroll (a level-12 spell, 12 mana a cast) | nothing | Flames wrap you a while without burning you: whoever strikes you in melee is burnt, and you shed a little light. | 6 seconds | Magic |
| Fireball | Spells | whoever learns it from a scroll (a level-11 spell, 26 mana a cast) | a place you see | A ball of fire that bursts where you aim it: it breaks walls and melts ice. | 6 seconds | Magic |
| Flame | Spells | druids from level 50, or whoever learns it from a scroll (a level-12 spell, 29 mana a cast) | a place you see | A ball of flame that bursts where you aim it: it breaks walls and melts ice. | 6 seconds | Magic |
| Flare | Spells | whoever learns it from a scroll (a level-2 spell, 7 mana a cast) | a place you see | A blinding flash where you aim it: everyone it reaches who has eyes is stunned a moment. | 6 seconds | Magic |
| Flay | Spells | witches from level 8, or whoever learns it from a scroll (a level-8 spell, 8 mana a cast) | a place you see | Open a foe you see nearby: its skin splits and it bleeds. | 6 seconds | Magic |
| Frost | Spells | druids from level 50, or whoever learns it from a scroll (a level-6 spell, 14 mana a cast) | a place you see | A burst of bitter cold where you aim it: the water it reaches freezes. | 6 seconds | Magic |
| Fume | Spells | whoever learns it from a scroll (a level-4 spell, 10 mana a cast) | a place you see | A burst of thick smoke where you aim it, which lies there a while: no eye sees into it or through it, and those inside see no farther than an arm’s length. | 6 seconds | Magic |
| Gale | Spells | druids from level 20, or whoever learns it from a scroll (a level-11 spell, 20 mana a cast) | a place you see | A blast of wind from you toward a place you aim at: everyone on its line is driven a cell back, fires on it are blown out, and clouds and smoke are torn away. | 6 seconds | Magic |
| Glamour | Spells | whoever learns it from a scroll (a level-8 spell, 8 mana a cast) | nothing | A glamour lies over you a while: you seem a little to one side of where you stand, and blows meant for you miss more often. | 6 seconds | Magic |
| Grave breath | Spells | witches from level 1, or whoever learns it from a scroll (a level-1 spell, 6 mana a cast) | a place you see | The breath of an open grave toward a place you aim at: everyone in its fan withers. | 6 seconds | Magic |
| Grave feast | Spells | witches from level 14, or whoever learns it from a scroll (a level-6 spell, 4 mana a cast) | a corpse you see | Draw what life is left out of a corpse beside you: hit points and mana back. | 6 seconds | Magic |
| Grave spear | Spells | whoever learns it from a scroll (a level-14 spell, 25 mana a cast) | a place you see | A spear of grave-cold bone from your hand toward a place you aim at, through everyone on its line. | 6 seconds | Magic |
| Haste | Spells | whoever learns it from a scroll (a level-11 spell, 11 mana a cast) | nothing | The world slows around you a while: all you do takes a quarter less time. | 6 seconds | Magic |
| Hex of weakness | Spells | witches from level 3, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast) | a place you see | Hex a foe you see nearby: weakened a while, weaker and clumsier. | 6 seconds | Magic |
| Identify | Spells | whoever learns it from a scroll (a level-6 spell, 60 mana a cast) | an item you carry | Learn the truth of one thing you carry: what it is, and what magic it holds. | 6 seconds | Magic |
| Leech | Spells | witches from level 24, or whoever learns it from a scroll (a level-10 spell, 10 mana a cast) | a place you see | A ray of hunger toward a place you aim at: it strikes the first creature in its way, if it hits, and what it takes mends you. | 6 seconds | Magic |
| Light | Spells | whoever learns it from a scroll (a level-0 spell, 4 mana a cast) | nothing | A pale, steady light gathers about you a while and goes where you go. | 6 seconds | Magic |
| Lightning bolt | Spells | whoever learns it from a scroll (a level-11 spell, 20 mana a cast) | a place you see | A bolt of lightning from you toward a place you aim at and on: everyone on its line is struck. | 6 seconds | Magic |
| Magic missile | Spells | wizards from level 3, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast) | a place you see | A dart of force toward a place you aim at: it never misses the first creature in its way. | 6 seconds | Magic |
| Mend | Spells | bards from level 1, priests from level 1, or whoever learns it from a scroll (a level-1 spell, 3 mana a cast) | a place you see | A touch that closes a scratch: a few hit points back, yours or another’s beside you. | 6 seconds | Magic |
| Mesmerise | Spells | bards from level 8, or whoever learns it from a scroll (a level-5 spell, 5 mana a cast) | a place you see | Catch the eye of a foe you see nearby: transfixed a while, all it does takes twice as long. | 6 seconds | Magic |
| Mirk | Spells | whoever learns it from a scroll (a level-12 spell, 29 mana a cast) | a place you see | A pall of darkness bursts where you aim it and lies there a while: no light reaches into it, and eyes that need light see nothing in it. | 6 seconds | Magic |
| Nightsight | Spells | rangers from level 9, or whoever learns it from a scroll (a level-4 spell, 4 mana a cast) | nothing | Your eyes open to the dark a while: you see as a cat does. | 6 seconds | Magic |
| Pitch fire | Spells | whoever learns it from a scroll (a level-8 spell, 14 mana a cast) | a place you see | Burning pitch that bursts where you aim it: it leaves a pool of fire that burns a while, and all who stand in it or cross it. | 6 seconds | Magic |
| Ray of frost | Spells | wizards from level 1, or whoever learns it from a scroll (a level-1 spell, 4 mana a cast) | a place you see | A thin ray of cold toward a place you aim at: it strikes the first creature in its way, if it hits. | 6 seconds | Magic |
| Rebuke | Spells | priests from level 18, or whoever learns it from a scroll (a level-14 spell, 34 mana a cast) | a place you see | Hold up your faith against the dead, and it burns them: every undead thing where you aim it is seared, and flees from you a while. | 6 seconds | Magic |
| Reek | Spells | whoever learns it from a scroll (a level-13 spell, 31 mana a cast) | a place you see | A cloud of foul vapour bursts where you aim it and hangs there a while: everyone in it is poisoned, and poisoned again while they stay. | 6 seconds | Magic |
| Remove disease | Spells | whoever learns it from a scroll (a level-11 spell, 11 mana a cast) | nothing | A rite of cleansing: every disease you carry and any poison in you are gone. | 6 seconds | Magic |
| Renewal | Spells | priests from level 9, or whoever learns it from a scroll (a level-10 spell, 10 mana a cast) | nothing | Your flesh knits fast a while: wounds close at four times the pace, awake or asleep. | 6 seconds | Magic |
| Rime | Spells | druids from level 15, or whoever learns it from a scroll (a level-9 spell, 14 mana a cast) | a place you see | A breath of killing frost from your hands toward a place you aim at: everyone in it is chilled and slowed, and the water in it freezes. | 6 seconds | Magic |
| Rouse the dead | Spells | witches from level 28, or whoever learns it from a scroll (a level-24 spell, 24 mana a cast) | a corpse you see | A corpse you see rises as what it was and fights beside you until it falls again, or ten minutes pass. Now and then it rises against everything, you too. | 6 seconds | Magic |
| Scorching ray | Spells | whoever learns it from a scroll (a level-7 spell, 7 mana a cast) | a place you see | A ray of fire toward a place you aim at: it strikes the first creature in its way, if it hits, hotter as your power grows. | 6 seconds | Magic |
| See invisible | Spells | whoever learns it from a scroll (a level-7 spell, 7 mana a cast) | nothing | For a while your eyes find what hides from them: the invisible, and shadows in the dark. | 6 seconds | Magic |
| Sense the quick | Spells | bards from level 20, or whoever learns it from a scroll (a level-5 spell, 5 mana a cast) | nothing | For a while you feel the living about you: their heartbeats, roughly placed, as you hear a footstep. | 6 seconds | Magic |
| Shatter | Spells | wizards from level 9, or whoever learns it from a scroll (a level-8 spell, 14 mana a cast) | a place you see | A clap of force that bursts where you aim it: it cracks walls, ice, shut doors, and shut chests, and batters everyone it reaches. | 6 seconds | Magic |
| Silence | Spells | priests from level 12, or whoever learns it from a scroll (a level-11 spell, 20 mana a cast) | a place you see | Silence falls where you aim it: everyone it reaches can neither cast nor read nor sing for a moment. | 6 seconds | Magic |
| Sleep | Spells | whoever learns it from a scroll (a level-6 spell, 11 mana a cast) | a place you see | A breath of slumber where you aim it: everyone it reaches grows drowsy, slow in all they do, a while. | 6 seconds | Magic |
| Slick | Spells | whoever learns it from a scroll (a level-6 spell, 11 mana a cast) | a place you see | The ground where you aim it turns slick as ice a while: whoever steps on it may slip and lose their footing. | 6 seconds | Magic |
| Slumber | Spells | whoever learns it from a scroll (a level-15 spell, 15 mana a cast) | a place you see | A foe you see nearby falls asleep where it stands, until a noise, a blow, or a cry wakes it. | 6 seconds | Magic |
| Soulglass | Spells | witches from level 16, or whoever learns it from a scroll (a level-11 spell, 11 mana a cast) | a place you see | A ray of grave-cold toward a place you aim at: it strikes the first creature in its way, if it hits, and one it kills leaves no corpse but a crystal of its nature. | 6 seconds | Magic |
| Spark | Spells | druids from level 1, or whoever learns it from a scroll (a level-1 spell, 4 mana a cast) | a place you see | A crackle of lightning from your fingers toward a place you aim at: it strikes the first creature in its way. | 6 seconds | Magic |
| Sunfire | Spells | wizards from level 36, or whoever learns it from a scroll (a level-30 spell, 90 mana a cast) | a place you see | A piece of the sun bursts where you aim it: everything in it burns, the dark is driven out, and eyes that shun the light are dazzled. | 6 seconds | Magic |
| Thunderclap | Spells | bards from level 12, or whoever learns it from a scroll (a level-7 spell, 13 mana a cast) | nothing | A clap of thunder about you: everyone beside you is battered and reels, you too, and the whole level hears it. | 6 seconds | Magic |
| Unbinding | Spells | paladins from level 20, or whoever learns it from a scroll (a level-8 spell, 8 mana a cast) | nothing | A word that breaks the hexes on you: the evil eye, weakness, sloth, drowsiness, webs, and fear are gone. | 6 seconds | Magic |
| Water walking | Spells | druids from level 6, rangers from level 12, or whoever learns it from a scroll (a level-5 spell, 5 mana a cast) | nothing | Water bears you a while: wading costs you no more than a step on dry land, and ice never gives way under you. | 6 seconds | Magic |
| Web | Spells | whoever learns it from a scroll (a level-7 spell, 13 mana a cast) | a place you see | Sticky strands burst where you aim them: everyone they reach is held where they stand a few turns. | 6 seconds | Magic |
| Blood magic | Talents | everyone with the Blood magic talent | nothing | Give some of your hit points, never the last, to have some of your mana back at once. | 6 seconds | Talents |
| Second wind | Talents | everyone with the Second wind talent (not while winded) | nothing | Catch your breath in the thick of it: some of your hit points come back at once, and then you are winded for a while. | 6 seconds | Talents |
| Alchemy… | Skills | everyone trained in Alchemy | a recipe, from the profession’s list | Your recipes as a brewer of potions. | the recipe’s time | Brewing potions |
| Decipher | Skills | everyone trained in Decipher script (usable with a scroll of a kind they have not identified in the pack; see Scrolls) | an item you carry | Pore over a scroll you carry, of a kind you have not identified, for ten minutes: if you make out the writing, you learn what it is without reading it. Failed, the time is gone and you may try again. | 10 minutes (a try) | Making out a scroll |
| Disarm a trap | Skills | everyone trained in Disable device | a direction | Take apart a trap you know of next to you; a clumsy try sets it off. | 12 seconds | Disarming traps |
| Enchanting… | Skills | everyone trained in Enchanting | a recipe, from the profession’s list | Your work as an enchanter. | the recipe’s time | Enchanting |
| Feint | Skills | everyone trained in Bluff | a direction | Make a lying move at a foe next to you: fooled, it is off its guard for your next blow. | 6 seconds | Feinting |
| Forage | Skills | everyone trained in Survival (usable in the wild: the overworld’s land and its local areas) | nothing | Spend a while searching the wild around you for something to eat: berries, nuts, mushrooms, roots. | 10 minutes (a forage) | Foraging |
| Heal | Skills | everyone trained in Heal (with something to treat) | what to treat, when there is more than one | Tend your own hurts or an ally’s beside you: bind a bleeding wound, or try to ease a poison or a disease (once each). | 15 seconds | Treating yourself |
| Intimidate | Skills | everyone trained in Intimidate | a place you see | Threaten a foe you see nearby: unless it keeps its nerve, it flees from you a moment, longer the better you intimidate. | 6 seconds | Intimidating |
| Jewelcraft… | Skills | everyone trained in Jewelcraft | a recipe, from the profession’s list | Your work as a jeweller. | the recipe’s time | Gem cutting |
| Listen at a door | Skills | everyone trained in Listen | a direction | Press an ear to a closed door next to you for a turn, and hear what moves beyond it. | 6 seconds | Listening at a door |
| Metalcraft… | Skills | everyone trained in Metalcraft | a recipe, from the profession’s list | Your recipes as a smith. | the recipe’s time | Professions |
| Pick lock | Skills | everyone trained in Open lock | a direction | Open a locked door next to you without its key. | 12 seconds | Picking locks |
| Salvage | Skills | everyone (anywhere, with nothing; see Salvage) | an item you carry | Take an item you carry apart for ten minutes, for the metal, wood, bone, gems, and such it is made of. Each material is saved by the skill that works it, or lost; the item is gone either way. Anyone can, after a fashion. | 10 minutes (a try) | Salvage |
| Steal | Skills | everyone trained in Steal | a direction | Lift a purse or a trinket from someone next to you who is not hostile; caught, they turn on you. | 6 seconds | Stealing |
| Tame | Skills | everyone trained in Handle animal, at any level (not while they have a companion; see Taming) | a direction | Spend a while beside a beast next to you that is not your foe, or has not seen you, to win it over, with food if you carry some: won, it is your companion for good. | 6 seconds | Taming |
| Wedge a door | Skills | everyone trained in Woodcraft | a direction | Drive a wedge under a closed door next to you for a turn: those who would open it must kick it in. You open it as usual, pulling the wedge free. | 6 seconds | Wedging a door |
| Woodcraft… | Skills | everyone trained in Woodcraft | a recipe, from the profession’s list | Your recipes as a woodworker. | the recipe’s time | Professions |
| Shield bash | Weapon skills | everyone (usable with a shield in hand) | a direction | Strike someone next to you with the shield you hold. | 6 seconds | Weapon skills |
| Drink | Here | everyone beside a healing spring (a drink takes ten seconds) | nothing | Drink from the spring beside you. Its water is mostly good, and now and then foul. | 10 seconds | Healing springs |
| Gather | Here | everyone trained in Herbalism beside the glowing fungus | a direction | Search the glowing fungus beside you for five minutes for herbs to brew with. It takes Herbalism, and more of it finds more; the deeper the fungus grows, the rarer the herbs. It never runs out. | 5 minutes (a gather) | Gathering |
| Pray | Here | everyone beside a forgotten altar not yet spent (a prayer takes a minute) | nothing | Kneel at the forgotten altar beside you and pray for a minute. Something may answer, for good or ill. | 60 seconds | Forgotten altars |
| Come to heel | Allies | everyone with an ally (usable while one is on the level) | nothing | Call your allies to your side: they follow you and fight what threatens you. A shout, heard about you; it takes no time. | no time | Orders |
| Give | Allies | everyone who keeps a beast, a companion or a familiar (usable while one is beside them) | an item you carry | Fasten something for the neck about that of a beast you keep, beside you: its magic works on the beast, and what it wore before falls to the floor. Someone you escort takes any arms or armour and puts them on. | 6 seconds | The collar |
| Hold here | Allies | everyone with an ally (usable while one is on the level) | nothing | Tell your allies to hold where they stand, fighting only what comes beside them. A shout; it takes no time. | no time | Orders |
| Set on | Allies | everyone with an ally (usable while one is on the level) | a place you see | Set your allies on a place you see: they go there and fight what is near it, then come back to heel. A shout; it takes no time. | no time | Orders |
Spirit weapon asks what shape the weapon should take. It shows a list of every melee weapon, grouped by weapon skill, each with the numbers a plain one has. The weapon it calls into your hand is that plain weapon in every way: its damage, its weight, and how it is held. On top of that it has the talent’s gifts: +3 to hit, a threat 2 lower (a long sword’s criticals on 18 or better instead of 20), and every point of the target’s Protection ignored. Calling it again reshapes it. It fades the moment it leaves your hands, and it cannot be thrown.
What the ranks of weapon skills and fighting styles teach is in the menu too, under Weapon
skills after the skill’s name (“Long blades: Deep cut”). These are greyed with fires by itself:
you never choose them, they work by themselves as you fight. They have their own tables on
Weapon skills and Fighting styles.
-
Throw your voice: a voice sounds at a place you choose, one you see and that is not solid, within 6 cells. You pick it with the aiming cursor, as for a shot. It is as loud there as someone talking, and it is made there, not where you stand. So creatures that hear it and cannot see that spot go to have a look (see Hearing). It takes a normal action. Bards learn it at level 16 (see Classes).
-
Lurk: the thief’s, from level 6. You wait in ambush, in the time of a wait, and are Lurking until your next action. A hostile that steps up beside you meanwhile takes your blow at once, as a free blow. Unless it was already hunting you, it is caught unawares: the blow is a sneak attack, it may be Surprised, and it is struck without its Dexterity and Dodge. You cannot lurk with a hostile you see already beside you (“Too late to lurk.”, no time). It costs nothing and has no cooldown.
-
Exploit: the thief’s, from level 1. It spends every opening you hold on a melee blow, in the time of one, at the hostile in the direction you choose. It is a sneak attack whatever the foe knows: the dice land if it hits, and 1d6 more for each opening spent. The foe is not Surprised by it and keeps its whole Defence. Low blow (level 12) adds +1 to hit per opening and stuns the foe it hits. It is refused, costing nothing, with no opening, nobody hostile there, a creature other than your mark, or one you see without vitals (see Exploit).
-
Thrown exploit: the thief’s, from level 18. The same blow as Exploit, made by throwing a weapon at a hostile you see, in the time of a throw. Pick what to throw (a dagger, say; never a flask), then the target. It spends every opening you hold, and the weapon lands by the foe. It reaches as far as you can throw the weapon, but never more than 6 cells, the farthest a sneak attack lands from a throw (Long reach adds to that). It is refused, costing nothing, for Exploit’s reasons, a target out of reach, or a wall or creature you see in the way (see Thrown exploit).
-
Shield bash: anyone can bash with a shield (see Weapon skills), so it is always in the menu, and you can use it while you hold a shield. It strikes whoever stands in the direction you choose, in the time of a blow.
-
Skill uses: a skill that lets you do something puts its ability in the menu, in the skill’s place among the Skills, once you are trained in it. These are Disarm a trap, Listen at a door, Pick lock, Steal, Feint, Intimidate, Heal, Wedge a door, Forage, Tame, and the professions’ rows (Metalcraft…, Woodcraft…, Jewelcraft…). How each works is on Using your skills, or on the page the table’s last column links. A skill whose use is not in the game yet is listed too, greyed out (
not usable yet). -
Class abilities (Rage, War cry, Charge, Lullaby, Cackle, Veteran’s wind, Lay on hands, Smite, Holy radiance, Step of the wind, Stunning strike, Patient defence, Stillness, Quivering palm, Consecrate, Orison, Sanctuary, Knock) come from your class’s level table (see Classes). Each is under Class from the level that brings it.
- Some leave you winded for a while afterwards, and are greyed out until it passes.
- Most are paid from a resource instead, and are greyed out while you have too little.
- A paladin’s holy gifts are never greyed out by alignment, but they do nothing unless you are Kind or better (see Alignment).
- They have no key of their own yet:
Xuses the one you used last again.
-
Charge, the warrior’s at level 1, rushes a foe you see. Aim it like a shot, at the creature. You run along the straight line to it, stop in the cell before it, and strike it once, as an ordinary melee attack.
- It costs 1 stamina, plus 1 for every cell you run. It takes the time of those steps; the blow is free.
- You must gain at least one cell, so it is refused when you already stand beside the foe.
- A wall, a closed door, deep water, ice, a trap you know of, or anyone you see on the line refuses it before you move. So does too little stamina for the whole run, or a run out of a shop’s door while you owe it. A refused charge takes no time and costs nothing.
- Each cell you run into is entered as a step enters it: you are told what lies there, a zone does its work, and wading through a marsh may give you a disease, as walking would.
- Nobody you pass or leave behind gets a free blow at you on the way.
- Someone you cannot see on the line stops you short, with no blow. A hidden trap goes off as you run over it and stops you there.
- Charge also gives the warrior their stamina pool from level 1.
- With Whirling charge (the warrior’s at level 50), every hostile beside a cell you run into takes a free blow as you pass, in the order you pass them. Each is struck once a charge. The foe you charge at gets only the charge’s own blow at the end. The blows cost no time and no stamina, and a foe that falls does not stop you.
-
War cry, the berserker’s at level 25, is paid in rage: 4 of it, plus the time of a wait. So it is greyed out with “you have not the rage for it” until you rage. You roar as loud as a howl, heard across the floor; it wakes sleepers and draws the curious.
- Every hostile that hears you, sees you, and has vitals (no skeletons, spirits, or animated things) rolls 2d12 plus its Willpower modifier against 10 + your Strength modifier + your Intimidate bonus (+8 at 100, +12 at 200). If it falls short, it is frightened three degrees and runs from you for about three turns.
- There is no level cut: a troll checks as a kobold does, only with more nerve. For example, a creature of Willpower 10 against a berserker of Strength 15 (+2), untrained in Intimidate, holds on 12 or more, so it flees 38 % of the time. At Intimidate 100 it flees 90 %.
- A roar with nobody near is still a roar: the turn, the rage, and the noise are spent.
- Every cry trains Intimidate.
-
Inspire and the Lullaby, the bard’s at levels 9 and 20, are songs: see Songs below.
-
Allies (Come to heel, Hold here, Set on): once a creature fights on your side (a druid’s call, a ranger’s companion; see Allies), the Allies group appears. Its three orders tell every ally of yours on the level what to do at once:
- follow you and fight what threatens you (the default);
- hold where they stand;
- go to a place you see, fight what is near it, then come back.
An order takes no time, but it is a shout, and anything near enough hears it (see Hearing). The orders are greyed out with “no allies here” while none of your allies is on the level with you. Each order, and each kill your allies make, trains Handle animal, as does a try at taming.
Give is not an order. It fits a companion with something for its neck, and takes time. It is greyed out with “not beside you” while the companion is away. Set on asks for the place the way aiming a shot does, and Tab skips your own allies. On the map, an ally of yours has a short, faint green line under it, and looking at one says it is yours (“Your wolf (unhurt)”).
-
No race gives an ability yet.
Songs
A bard sings two songs, both from the menu under Class: Inspire, sung to yourself, and the Lullaby, sung against your foes.
- Price. Each song costs one thing. Inspire costs 3 inspiration, and the Lullaby 6 mana. With less, the song is greyed out (“not enough inspiration”, “you have too little mana”), and choosing it costs nothing.
- Sound. A song takes as long as a chat (3 seconds at a normal pace). It is heard as a voice of loudness 80 where you stand, so those who hear it and cannot see you come to look. You cannot sing on the overworld, or while silenced. Trying takes no time.
- Music makes songs last longer. Each song brings its status at one degree, and your Music adds degrees to every song, up to three, the most these statuses take. More degrees last longer; what a degree does stays the same. Sung again while it lasts, a song starts over at the degrees it brings now. Every song you sing trains Music, once you are trained in it, and your Presence.
- Foes can shake a song off. A song sung against foes is heard by every hostile creature in earshot, seen or not. Each rolls 2d12 plus its modifier of the song’s stat against the song’s difficulty plus what your Music adds. If it falls short, it suffers the song. Friendly and peaceful creatures only hear it. There is no level cut: a troll checks as a kobold does, only with more nerve. A song with nobody to hear it is still sung: its price and its time are spent, and the noise is made.
- Virtuoso (the bard’s at 30): every song costs nothing at all and brings one degree more. Inspire also lifts you higher: greatly inspired (+2 to hit and +2 Dodge, 10 minutes a degree) instead of inspired (+1 and +1, 5 minutes a degree).
| Song | Who sings it | Paid in | Sung over | Brings (degrees) | Their check |
|---|---|---|---|---|---|
| Inspire | bards from level 9 | 3 inspiration | you | inspired at 1 | — |
| Lullaby | bards from level 20 | 6 mana | every hostile creature that hears it | drowsy at 1 | Willpower against 13 + Music’s |
What Music adds to every song, by its value (see Skills):
| Music | Degrees added to every song | Added to the hearers’ difficulty |
|---|---|---|
| 0 | +0 | +0 |
| 50 | +1 | +2 |
| 100 | +2 | +4 |
| 150 | +2 | +6 |
| 200 | +3 | +8 |
| 300 | +4 | +8 |
The chance a hostile creature shakes a song off, by its edge (its modifier of the stat the song checks; see Stats) and your Music, with the difficulty in brackets. A drowsy creature does everything three times as slowly, 12 seconds a degree.
Lullaby, shaken off:
| Their Willpower edge | Music 0 (13) | Music 100 (17) | Music 200 (21) | Music 300 (21) |
|---|---|---|---|---|
| −2 | 38.2% | 14.6% | 2.1% | 2.1% |
| −1 | 45.8% | 19.4% | 4.2% | 4.2% |
| +0 | 54.2% | 25% | 6.9% | 6.9% |
| +1 | 61.8% | 31.2% | 10.4% | 10.4% |
| +2 | 68.8% | 38.2% | 14.6% | 14.6% |
| +3 | 75% | 45.8% | 19.4% | 19.4% |
| +4 | 80.6% | 54.2% | 25% | 25% |
| +5 | 85.4% | 61.8% | 31.2% | 31.2% |
| +6 | 89.6% | 68.8% | 38.2% | 38.2% |
| +7 | 93.1% | 75% | 45.8% | 45.8% |
| +8 | 95.8% | 80.6% | 54.2% | 54.2% |
Keys of their own
If you use an ability often, you can give it a key in the Controls screen. None has a key by default. The names there are:
- shield bash: “Bash with your shield”
- disarming: “Disarm a trap”
- picking a lock: “Pick a lock”
- stealing: “Steal”
- throwing your voice: “Throw your voice”
The key uses the ability just as the menu would, asking for a direction or a place if it needs
one. Without a shield, the bash key says so at once and takes no time. a (“Abilities”) and X
(“Use the last ability again”) can be rebound like every key. Either of them also uses an ability
that is being aimed at a place, as Enter does.
See also: Using your skills, Classes, and Resources.
Weapon skills
The more you fight with a kind of weapon, the better you get with it. Every kind of weapon is a weapon skill with a rank from 0 (untrained) to 10. Each attack you make earns marks in the skill it uses. When you have enough marks you gain a rank: “You feel more skilled with long blades.” A shield has a skill too, for bashing with it.
Each skill grows only by its own use. Someone who is good with a long sword is still a beginner with a short one until they practise with it.
The skills
Every weapon belongs to one skill (see the weapon tables in Combat and Ranged combat). Every throw trains thrown weapons, whatever you throw: a dagger thrown is not a dagger held. Unarmed covers fighting with your bare hands, and every kick at a creature, whatever you wield (see Doors).
No skill trains when your shield stops a blow. The Shield part of your Defence grows only with the shield styles, Sword and Board and Two Shields.
Shield bashing is an attack of its own. It bashes whoever stands in a direction with the
shield you hold. It does the shield’s own damage plus your Strength, like every blow, and takes the
time of a blow. You need a shield to bash with, and you bash only what is hostile to you. A shield
bash is an ability: choose it from the abilities menu (a, see Abilities), then pick a
direction. It has no key of its own by default. You can give it one in the
Controls screen (“Bash with your shield”).
Spells have their own page. The caster styles are trained the same way, by casting, and a spell that rolls to hit aims with its caster style’s rank. They are on the Magic page, page 6.
Seeing your skills
W opens the weapon skills screen. It lists every skill by kind (melee, missile and thrown,
shields), then your fighting styles. Each shows your rank and a faint bar of your marks
toward the next rank. A • marks the styles you fight in now. Opening it takes no time.
Skills you know stand out, and untrained ones are dimmer. In a wide window the list is in two
columns. In a small one it scrolls (↑↓). It is page 5 of the info pages, right after your
skills and before the Magic page (6, named on its bottom line), where the
caster styles are listed.
The game never tells you in numbers what a rank gives you. You see your ranks, and you feel the difference in a fight. The tables below are the exact rules.
Raising a weapon skill
You earn marks for every attack, and more for a hit. How much you learn depends on whom you fight. An opponent whose level is below your rank teaches you less, and eventually nothing at all. One at your rank or above teaches you the full marks, but never more. Past rank 5, a giant rat (level 1) teaches you nothing. To become a master you need masterful foes.
Every attempt earns 1 mark, and a hit 2 more. Against an opponent below your rank you earn 20% less for each level between you, down to nothing; against one at your rank or above, the full marks (100%, never more):
| The opponent’s level against your rank | 5 below | 4 below | 3 below | 2 below | 1 below | the same | 1 above | 2 above | 3 above | 4 above | 5 above |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Marks | 0% | 20% | 40% | 60% | 80% | 100% | 100% | 100% | 100% | 100% | 100% |
| A miss earns | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| A hit earns | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 |
| Rank | Caster marks | Caster, in all | Melee marks | Melee, in all | Missile marks | Missile, in all |
|---|---|---|---|---|---|---|
| 1 | 30 | 30 | 15 | 15 | 10 | 10 |
| 2 | 60 | 90 | 45 | 60 | 30 | 40 |
| 3 | 120 | 210 | 190 | 250 | 125 | 165 |
| 4 | 240 | 450 | 500 | 750 | 330 | 495 |
| 5 | 480 | 930 | 1,750 | 2,500 | 1,170 | 1,665 |
| 6 | 960 | 1,890 | 4,000 | 6,500 | 2,670 | 4,335 |
| 7 | 1,920 | 3,810 | 17,500 | 24,000 | 11,700 | 16,035 |
| 8 | 3,600 | 7,410 | 38,000 | 62,000 | 25,300 | 41,335 |
| 9 | 6,000 | 13,410 | 68,000 | 130,000 | 45,300 | 86,635 |
| 10 | 9,000 | 22,410 | 88,000 | 218,000 | 58,700 | 145,335 |
The aggressive stance and the berserker’s frenzy count the marks of every attack for a quarter more, rounded to the nearest: a hit earns 4 marks instead of 3, a miss still 1.
Marks you earn beyond what a rank needs count toward the next one. The first ranks come within a few levels. From rank 7 on, each rank asks for far more, and the last ranks take most of a career. Missile weapons need fewer marks than weapons up close. The caster styles, trained by casting, follow a gentler curve of their own (the Caster columns). You start every skill with no marks.
Talents that make you learn faster count each attack’s marks for more, rounded to the nearest. The warrior’s Weapon drill (a quarter more in melee skills) makes a hit worth 4 marks instead of 3, while a miss stays at 1.
Target dummies
The Weyfarers’ Gilde keeps a yard of training dummies in Cēaptūn, straw men on posts that never fight back. Walk into one to strike it, or shoot or throw at it. A dummy never moves, is never hurt, and never dies, so it gives no experience, loot, or quest credit, and the townsfolk do not mind you beating it. It is never caught unawares, and no attack on it is a sneak attack.
A dummy teaches only the weapon skill and fighting style of the attack, never a stat, and slowly: half the marks a level-1 opponent would give, rounded (2 for a hit and 1 for a miss at rank 0). It teaches blows, shield bashes, kicks, and throws up to rank 2, and shots with a bow, crossbow, or sling (and their style) up to rank 4. When a skill reaches that rank there, you are told “You have learned all the dummy can teach you.”, and it learns nothing more there. There is no daily limit: the time it takes is the price.
Missiles shot or thrown at a dummy stop there, hit or miss. One in four (25 %) is ruined; the rest drop on a free cell beside the dummy, to be picked up again. A missile that never breaks is never ruined.
| Dummy | Level | Marks | Blows, bashes, kicks, and throws up to rank | Shots up to rank | Missiles ruined |
|---|---|---|---|---|---|
| training dummy | 1 | 50% | 2 | 4 | 25% |
What a rank gives
Each skill has its own benefits per rank, which apply while you fight with it:
- To hit and Damage add to every attack with the skill. Damage is added to every roll of the dice, so a critical gets it twice or more.
- Critical range widens the rolls that threaten a critical. A dagger that threatens on 20 to 24 threatens on 19 to 24 at one wider (see Criticals).
- Time takes that much off the time of each attack (a quick dagger). Reload time takes that much off reloading a crossbow.
- Parry adds to the Parry part of your Defence while you wield a weapon of the skill.
- Shield adds to the Shield part of your Defence while you hold a shield.
Rank 0 gives nothing. The first five ranks grow slowly. Ranks 6 to 10 grow much faster, above all in damage, with a wider critical range, quicker attacks, and more Parry. To hit rises only a little more. Rank 10 is mastery.
Daggers and knives
| Rank | To hit | Damage | Critical range | Time | Parry |
|---|---|---|---|---|---|
| 1 | +1 | - | - | - | - |
| 2 | +1 | - | - | - | - |
| 3 | +2 | +1 | - | - | - |
| 4 | +2 | +1 | - | - | +1 |
| 5 | +3 | +1 | - | 5% less | +1 |
| 6 | +3 | +2 | 1 wider | 5% less | +2 |
| 7 | +4 | +2 | 1 wider | 10% less | +2 |
| 8 | +5 | +3 | 2 wider | 15% less | +3 |
| 9 | +6 | +4 | 2 wider | 20% less | +3 |
| 10 | +7 | +5 | 3 wider | 30% less | +4 |
Short blades
| Rank | To hit | Damage | Critical range | Time | Parry |
|---|---|---|---|---|---|
| 1 | +1 | - | - | - | - |
| 2 | +1 | +1 | - | - | +1 |
| 3 | +2 | +1 | - | - | +1 |
| 4 | +2 | +1 | - | - | +1 |
| 5 | +3 | +2 | - | - | +2 |
| 6 | +3 | +2 | - | 5% less | +2 |
| 7 | +4 | +3 | 1 wider | 10% less | +3 |
| 8 | +5 | +3 | 2 wider | 15% less | +4 |
| 9 | +6 | +4 | 2 wider | 20% less | +4 |
| 10 | +7 | +5 | 3 wider | 25% less | +5 |
Long blades
| Rank | To hit | Damage | Critical range | Parry |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | +1 | - | +1 |
| 3 | +2 | +1 | - | +1 |
| 4 | +2 | +2 | - | +1 |
| 5 | +2 | +2 | - | +2 |
| 6 | +3 | +3 | - | +2 |
| 7 | +4 | +4 | 1 wider | +3 |
| 8 | +5 | +5 | 1 wider | +4 |
| 9 | +6 | +6 | 2 wider | +5 |
| 10 | +7 | +8 | 2 wider | +6 |
Great blades
| Rank | To hit | Damage | Critical range | Parry |
|---|---|---|---|---|
| 1 | +1 | +1 | - | - |
| 2 | +1 | +1 | - | - |
| 3 | +1 | +2 | - | +1 |
| 4 | +2 | +2 | - | +1 |
| 5 | +2 | +3 | - | +1 |
| 6 | +2 | +4 | - | +2 |
| 7 | +3 | +5 | - | +2 |
| 8 | +4 | +7 | 1 wider | +3 |
| 9 | +4 | +9 | 1 wider | +3 |
| 10 | +5 | +12 | 2 wider | +4 |
Axes
| Rank | To hit | Damage | Critical range |
|---|---|---|---|
| 1 | +1 | +1 | - |
| 2 | +1 | +1 | - |
| 3 | +1 | +2 | - |
| 4 | +2 | +2 | - |
| 5 | +2 | +3 | - |
| 6 | +2 | +4 | - |
| 7 | +3 | +5 | - |
| 8 | +4 | +7 | 1 wider |
| 9 | +4 | +9 | 1 wider |
| 10 | +5 | +12 | 2 wider |
Maces and clubs
| Rank | To hit | Damage | Critical range |
|---|---|---|---|
| 1 | +1 | - | - |
| 2 | +1 | +1 | - |
| 3 | +2 | +1 | - |
| 4 | +2 | +2 | - |
| 5 | +2 | +2 | - |
| 6 | +3 | +3 | - |
| 7 | +4 | +4 | - |
| 8 | +5 | +5 | 1 wider |
| 9 | +5 | +6 | 1 wider |
| 10 | +6 | +8 | 1 wider |
Spears
| Rank | To hit | Damage | Critical range | Parry |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | +1 | - | - |
| 3 | +2 | +1 | - | +1 |
| 4 | +2 | +1 | - | +1 |
| 5 | +3 | +2 | - | +1 |
| 6 | +3 | +3 | - | +2 |
| 7 | +4 | +4 | 1 wider | +2 |
| 8 | +5 | +5 | 1 wider | +3 |
| 9 | +6 | +6 | 2 wider | +3 |
| 10 | +7 | +8 | 2 wider | +4 |
Polearms
| Rank | To hit | Damage | Critical range |
|---|---|---|---|
| 1 | +1 | +1 | - |
| 2 | +1 | +1 | - |
| 3 | +1 | +2 | - |
| 4 | +2 | +2 | - |
| 5 | +2 | +3 | - |
| 6 | +2 | +4 | - |
| 7 | +3 | +5 | - |
| 8 | +4 | +7 | 1 wider |
| 9 | +4 | +9 | 1 wider |
| 10 | +5 | +12 | 2 wider |
Staves
| Rank | To hit | Damage | Critical range | Parry |
|---|---|---|---|---|
| 1 | +1 | - | - | +1 |
| 2 | +1 | - | - | +1 |
| 3 | +2 | +1 | - | +1 |
| 4 | +2 | +1 | - | +2 |
| 5 | +2 | +1 | - | +2 |
| 6 | +3 | +2 | - | +3 |
| 7 | +3 | +3 | - | +4 |
| 8 | +4 | +3 | 1 wider | +4 |
| 9 | +5 | +4 | 1 wider | +5 |
| 10 | +6 | +5 | 1 wider | +6 |
Unarmed
| Rank | To hit | Damage | Critical range | Time |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | +1 | - | - |
| 3 | +2 | +1 | - | - |
| 4 | +2 | +2 | - | - |
| 5 | +3 | +2 | - | 5% less |
| 6 | +3 | +3 | - | 10% less |
| 7 | +4 | +4 | 1 wider | 15% less |
| 8 | +5 | +5 | 1 wider | 20% less |
| 9 | +6 | +6 | 2 wider | 25% less |
| 10 | +7 | +8 | 2 wider | 30% less |
Bows
| Rank | To hit | Damage | Critical range | Time |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | - | - | - |
| 3 | +2 | +1 | - | - |
| 4 | +2 | +1 | - | - |
| 5 | +3 | +1 | - | - |
| 6 | +3 | +2 | - | 5% less |
| 7 | +4 | +2 | 1 wider | 10% less |
| 8 | +5 | +3 | 1 wider | 15% less |
| 9 | +6 | +4 | 2 wider | 20% less |
| 10 | +7 | +5 | 2 wider | 25% less |
Crossbows
| Rank | To hit | Damage | Critical range | Reload time |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | +1 | - | 10% less |
| 3 | +2 | +1 | - | 10% less |
| 4 | +2 | +1 | - | 20% less |
| 5 | +2 | +2 | - | 20% less |
| 6 | +3 | +2 | - | 30% less |
| 7 | +4 | +3 | - | 40% less |
| 8 | +4 | +4 | 1 wider | 50% less |
| 9 | +5 | +4 | 1 wider | 50% less |
| 10 | +6 | +5 | 1 wider | 60% less |
Slings
| Rank | To hit | Damage | Critical range | Time |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | +1 | - | - |
| 3 | +2 | +1 | - | - |
| 4 | +2 | +1 | - | - |
| 5 | +3 | +2 | - | 5% less |
| 6 | +3 | +2 | - | 5% less |
| 7 | +4 | +3 | - | 10% less |
| 8 | +5 | +3 | 1 wider | 15% less |
| 9 | +6 | +4 | 1 wider | 20% less |
| 10 | +7 | +5 | 1 wider | 25% less |
Thrown weapons
| Rank | To hit | Damage | Critical range | Time |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | +1 | - | - |
| 3 | +2 | +1 | - | - |
| 4 | +2 | +1 | - | - |
| 5 | +3 | +2 | - | - |
| 6 | +3 | +2 | - | 5% less |
| 7 | +4 | +3 | 1 wider | 10% less |
| 8 | +5 | +3 | 1 wider | 15% less |
| 9 | +6 | +4 | 2 wider | 20% less |
| 10 | +7 | +5 | 2 wider | 30% less |
Shield bashing
| Rank | To hit | Damage | Critical range |
|---|---|---|---|
| 1 | +1 | - | - |
| 2 | +1 | +1 | - |
| 3 | +2 | +1 | - |
| 4 | +2 | +1 | - |
| 5 | +2 | +2 | - |
| 6 | +3 | +2 | - |
| 7 | +4 | +3 | - |
| 8 | +4 | +3 | 1 wider |
| 9 | +5 | +4 | 1 wider |
| 10 | +6 | +5 | 1 wider |
What a rank teaches
Ranks can also teach an ability. You are told so with the rank (“You feel more skilled with
long blades. You have learned the deep cut.”). The abilities menu (a) then lists it
under Weapon skills, after the skill that taught it (“Long blades: Deep cut”).
Most of these fire by themselves. They cost nothing, take no time, and work whenever you fight with a weapon of the skill, so the menu shows them greyed with “fires by itself”. An ability names its skills: Deep cut belongs to any blade, at rank 5 in that blade’s skill. Creatures with the rank have the abilities too, by the same rules: a spearman of rank 5 braces against you as you come.
Active abilities (marked active in the table) are used, not fired. You pick one from the abilities menu and aim it as it asks: a direction for a blow, a place for a shot, nothing for a sweep or Shield wall. It costs two things, and only once it goes ahead. A refused use, with nobody to strike or nothing to shoot, costs nothing.
- Stamina (see Combat). The menu shows it: “Spears: Lunge 3 stamina, in a direction”.
- Time: the percentage in the table of the time the action normally takes you. For a blow with what you hold, that means your weapon’s speed, your style, and your stance all count. The action may also be a shot or a wait. No active is instant. The game never shows this time.
The menu greys an active out while you are short of stamina (“you are short of breath”), or while what you hold does not suit it (“your hands are not so held”). Lunge needs a spear or a staff in hand. A style’s actives need its grip: Shield wall needs a shield and a weapon, or two shields.
Each active is its own action. Three in three turns cost all three together, and the empty pool is the price. With a pool of 12 that comes back a point every 12 seconds, a 5-point active comes at best once every ten turns. A character without stamina gets a full pool from the first rank that teaches an active (“You learn to pace your breath.”). Creatures use no actives.
- Lunge strikes the first foe within 2 cells in the direction. The cell between must be empty and passable (a closed door blocks), and nothing on it is sprung. A foe struck across the empty cell brings no free blows (no riposte, no cleave).
- Piercing shot: a hit flies on along its line and attacks the next one there, whoever it is, once.
- Sunder and Gap shot ignore all Protection. Against a foe with none, they cost the same and do nothing more (the game never tells you a foe’s Protection).
- Shield wall (Sword and Board or Two Shields) leaves you Walled for 5 turns. Your Shield gets +3 on top of the shield’s own, and every attack you make takes a quarter longer. Walled and Hasted multiply.
| Ability | Taught by | Rank | Kind | Fires on | What it does | Stamina | Time |
|---|---|---|---|---|---|---|---|
| Deep cut | Daggers and knives, Short blades, Long blades, Great blades | 5 | triggered | a hit of yours takes a third of the target’s hit points | Bleeding on the one you struck, 1 degree | — | none (free and instant) |
| Knife in the dark | Daggers and knives | 5 | triggered | a sneak attack of yours hits | Bleeding on the one you struck, 1 degree | — | none (free and instant) |
| Vital strike | Daggers and knives, Short blades, Long blades, Great blades | 9 | active | used (aimed in a direction) | a blow that is a critical if it hits, with no confirmation roll | 4 | 100% of a blow |
| Crushing blow | Axes, Maces and clubs, Polearms | 5 | triggered | a hit of yours takes a third of the target’s hit points | Staggered on the one you struck, 1 degree | — | none (free and instant) |
| Sunder | Axes, Maces and clubs, Polearms | 9 | active | used (aimed in a direction) | Protection soaks none of it (the profile’s penetration is above any Protection) | 4 | 125% of a blow |
| Brace | Spears, Staves | 5 | triggered | a hostile steps up beside you | a free blow at it as it comes (Brace of steel makes it surer, and a hit staggers: see Talents); a free blow brings none of its own | — | none (free and instant) |
| Lunge | Spears, Staves | 9 | active | used (aimed in a direction) | a blow at the first foe within 2 cells along the direction, every cell before it empty and passable (a closed door blocks; no trap is sprung); a foe beyond the first cell brings no free blows | 3 | 100% of a blow |
| Point-blank | Bows, Crossbows, Slings, Thrown weapons | 5 | triggered | a hostile steps up beside you | a free shot with your missile weapon and the ammunition you have ready, else a free throw of what you have ready to throw; nothing without | — | none (free and instant) |
| Piercing shot | Bows, Crossbows, Slings | 9 | active | used (aimed at a cell) | a shot that, when it hits, flies on along its line to the next one there, which it attacks as a missed shot would (once) | 4 | 100% of a shot |
| Stunning bash | Shield bashing | 5 | triggered | a blow, shot, throw, or spell attack of yours hits | Staggered on the one you struck, 1 degree | — | none (free and instant) |
The Early mastery talent teaches every one of them a rank sooner. So do the talents that make you fight as someone more practised (Stylist, Fencing). A status these abilities leave, such as Bleeding or Staggered, is a status effect like any other: a staggered foe’s next action takes half again as long. A brace and a point-blank shot are free blows, so they bring no free blows of their own.
Where your skills come from
You start with some skills from your race and your class. A warrior knows long blades,
a ranger knows bows, and a thief knows daggers. Some starting ranks are dice (1d2 is one or two),
rolled when you start. A berserker has learned either axes or great blades, and the dice decide
which. Your race’s and your class’s ranks add up.
Creatures have skills too: the kobolds of the war band know their spears and bows. They do not get better (yet).
See also: Fighting styles, Combat, and Abilities.
Fighting styles
A sword is one thing; how you hold it is another. A fighting style is the way you fight: with one blade and a free hand, a weapon in each hand, a great two-handed weapon, behind a shield, with a bow, by throwing, with your fists, or with a staff.
Each style is a skill like a weapon skill. It has a rank from 0 (untrained) to 10, marks toward the next rank, and benefits per rank that add to your weapon skill’s.
The styles
You train a style by fighting in it. Every attack you make while you hold your weapons its way earns marks in the style as well as in the weapon’s own skill. The rules are the same: more for a hit, more against stronger opponents (see Raising a weapon skill). A dagger alone in your hand trains Duelist. The same dagger beside a sword trains Twin Blades. A shield alone is no style at all, and neither is a shield bash with an empty other hand.
- Duelist: one one-handed weapon and nothing in the other hand. You parry better and hit more often.
- Twin Blades: a weapon in each hand. See below.
- Great Weapon: any two-handed weapon except a staff, such as the great sword or the great axe. You hit harder, your criticals even more so, and you swing faster.
- Sword and Board: a one-handed weapon and a shield. The shield protects better, and a blow that hits may be followed by a free shield bash (which trains shield bashing).
- Two Shields: a shield in each hand. See Two shields below.
- Marksman: shooting a bow, a crossbow, or a sling, whatever your hands hold. Shots hit more often and take less time, and a crossbow reloads faster.
- Skirmisher: throwing anything at all. Throws hit more often and harder, and take less time. The style does not care what armour you wear or what you hold.
- Brawler: nothing in your hands at all. Fists hit more often and harder.
- Staff Fighter: a staff in both hands. You parry better and hit more often.
Shooting and throwing are styles of their own. So a marksman with a sword at their side trains both Marksman (with shots) and Duelist (with blows). A kick is no style: you kick whatever your hands hold, so it trains only unarmed fighting, and Brawler does not help it.
Caster styles
Spells have styles too, decided by the spell and your armour: Sniper, Toucher, and Battle caster. They are on the Schools and caster styles page, with their tables.
Two weapons
Your off hand takes a shield or a light weapon (listed below; see the weapons table: “main hand or off hand”). With a weapon in each hand, every attack you make up close is two blows. The main hand strikes first, then the off hand, each at a penalty to hit.
The off hand’s blow is made with its own weapon and trains that weapon’s skill. A magic weapon’s own powers (see Magic items) go with its own blow, while what your other gear gives helps both. Each blow can draw blood and open a bleeding wound on its own. Both blows are one attack, in the time of one. If the first blow kills, there is no second.
The light weapons are the dagger, the hand axe, the knife, the short sword, and the stiletto.
Twin Blades eases both penalties. From rank 7 it adds to hit as well, and from rank 9 neither hand has any penalty: a full attack with each. Creatures that hold two weapons fight with both too.
Two shields
A shield fits either hand. With one on each arm you fight in Two Shields. Nobody starts with this style. It is not listed on the weapon skills screen, and neither are the talents that need it, until you earn your first marks in it.
Every attack you make up close is a shield bash with the first shield. It happens by itself; you need not choose Shield bash from the abilities menu. It draws on and trains both shield bashing and Two Shields. After a bash that hits, the other shield may follow with a bash of its own, more often as the style rises.
The style protects well (its Shield adds to your shields’), and it hits harder. From rank 4, a blow your shields turn staggers its striker (Staggering block). But two shields are clumsy:
- every bash is at a penalty to hit;
- every attack takes longer;
- a spell you cast with your own mana may fail, because your hands are full of shields. The mana and the time are spent all the same.
The style eases all three, and from rank 9 none is left. A scroll you read or a wand you use never fails this way.
What a rank gives
As with weapon skills, the game never tells you in numbers what a rank gives. These are the exact rules. A style’s benefits add to those of the weapon skill you fight with:
- To hit, Damage, Time, Parry, Shield, and Reload time work as for weapon skills.
- Critical damage: a confirmed critical rolls its damage that many more times (×3 instead of ×2, ×4 at Great Weapon 10; see Criticals).
- Main hand and Off hand: the penalty to hit of each hand’s blow with two weapons.
- Shield bash after a hit: the chance that a blow that hits is followed by a free bash with your shield. With two shields, it is the chance that a bash that hits is followed by one with the other.
- Bash penalty, Slower attacks, and Spell failure: with two shields, the penalty to hit of every bash, how much longer every attack takes, and the chance that a spell you cast with your own mana fails.
With a weapon in each hand and no rank in Twin Blades, the main hand strikes at −4 to hit and the off hand at −8. With a shield in each hand and no rank in Two Shields, every bash is at −6 to hit, every attack takes 50% longer, and a spell you cast fails 75% of the time.
Duelist
| Rank | To hit | Parry |
|---|---|---|
| 1 | +1 | +1 |
| 2 | +1 | +1 |
| 3 | +1 | +2 |
| 4 | +2 | +2 |
| 5 | +2 | +3 |
| 6 | +2 | +3 |
| 7 | +3 | +4 |
| 8 | +3 | +5 |
| 9 | +4 | +6 |
| 10 | +5 | +7 |
Twin Blades
| Rank | To hit | Main hand | Off hand |
|---|---|---|---|
| 1 | - | −3 | −7 |
| 2 | - | −3 | −6 |
| 3 | - | −2 | −6 |
| 4 | - | −2 | −5 |
| 5 | - | −2 | −4 |
| 6 | - | −1 | −3 |
| 7 | +1 | −1 | −2 |
| 8 | +1 | none | −1 |
| 9 | +2 | none | none |
| 10 | +2 | none | none |
Great Weapon
| Rank | Damage | Critical damage | Time |
|---|---|---|---|
| 1 | +1 | - | - |
| 2 | +1 | - | - |
| 3 | +2 | - | - |
| 4 | +2 | - | 5% less |
| 5 | +3 | - | 5% less |
| 6 | +4 | - | 5% less |
| 7 | +5 | - | 10% less |
| 8 | +6 | +1 roll | 15% less |
| 9 | +8 | +1 roll | 15% less |
| 10 | +10 | +2 rolls | 20% less |
Sword and Board
| Rank | Shield | Shield bash after a hit |
|---|---|---|
| 1 | +1 | - |
| 2 | +1 | - |
| 3 | +1 | 5% |
| 4 | +2 | 5% |
| 5 | +2 | 10% |
| 6 | +2 | 10% |
| 7 | +3 | 15% |
| 8 | +4 | 20% |
| 9 | +5 | 25% |
| 10 | +6 | 35% |
Two Shields
| Rank | Damage | Shield | Shield bash after a hit | Bash penalty | Slower attacks | Spell failure |
|---|---|---|---|---|---|---|
| 1 | - | +1 | - | −5 | 45% | 70% |
| 2 | +1 | +1 | 5% | −5 | 40% | 65% |
| 3 | +1 | +2 | 5% | −4 | 35% | 60% |
| 4 | +1 | +2 | 10% | −4 | 30% | 55% |
| 5 | +2 | +3 | 10% | −3 | 25% | 45% |
| 6 | +2 | +3 | 15% | −3 | 20% | 35% |
| 7 | +3 | +4 | 20% | −2 | 15% | 25% |
| 8 | +3 | +5 | 25% | −1 | 10% | 15% |
| 9 | +4 | +6 | 30% | none | none | none |
| 10 | +5 | +7 | 40% | none | none | none |
Marksman
| Rank | To hit | Time | Reload time |
|---|---|---|---|
| 1 | +1 | - | - |
| 2 | +1 | - | 10% less |
| 3 | +2 | 5% less | 10% less |
| 4 | +2 | 5% less | 10% less |
| 5 | +2 | 5% less | 20% less |
| 6 | +3 | 10% less | 20% less |
| 7 | +3 | 10% less | 30% less |
| 8 | +4 | 15% less | 30% less |
| 9 | +5 | 20% less | 40% less |
| 10 | +6 | 25% less | 40% less |
Skirmisher
| Rank | To hit | Damage | Time |
|---|---|---|---|
| 1 | +1 | - | - |
| 2 | +1 | +1 | - |
| 3 | +1 | +1 | 5% less |
| 4 | +1 | +1 | 5% less |
| 5 | +2 | +2 | 10% less |
| 6 | +2 | +2 | 10% less |
| 7 | +2 | +3 | 15% less |
| 8 | +3 | +3 | 15% less |
| 9 | +3 | +4 | 20% less |
| 10 | +4 | +5 | 30% less |
Brawler
| Rank | To hit | Damage |
|---|---|---|
| 1 | +1 | +1 |
| 2 | +1 | +1 |
| 3 | +1 | +2 |
| 4 | +2 | +2 |
| 5 | +2 | +3 |
| 6 | +2 | +4 |
| 7 | +3 | +5 |
| 8 | +3 | +6 |
| 9 | +4 | +8 |
| 10 | +5 | +10 |
Staff Fighter
| Rank | To hit | Parry |
|---|---|---|
| 1 | +1 | +1 |
| 2 | +1 | +1 |
| 3 | +1 | +2 |
| 4 | +2 | +2 |
| 5 | +2 | +2 |
| 6 | +2 | +3 |
| 7 | +3 | +4 |
| 8 | +3 | +5 |
| 9 | +4 | +6 |
| 10 | +5 | +7 |
Rank 0 gives nothing. The first five ranks grow slowly, and ranks 6 to 10 grow much faster. Rank 10 is mastery.
What a rank teaches
A style’s rank teaches abilities the same way a weapon skill’s does (see What a rank teaches). You are told with the rank, and the abilities menu lists them after the style’s name. Most fire by themselves, free and instant, but only while you fight in the style. A duelist’s riposte needs one weapon and an empty hand. Staggering block needs a weapon and a shield.
The active ones are used from the menu for stamina and time, like a weapon skill’s (see What a rank teaches), and only in the style’s grip:
- False lead is one blow rolled as if the foe had no Parry and no Shield.
- Whirl and Staff sweep strike every foe beside you, clockwise from the north. Each blow is at −2 to hit and brings the free blows the end of an attack brings. With a blade in each hand, the blades take turns.
- Mighty swing rolls the blow’s damage dice twice, at −2 to hit. Its bonus and extra effects count once, and it is not a critical.
- Shield rush (a shield bash) and Hip throw (an unarmed blow) drive a foe they hit one cell back, if that cell is free, and stagger it. Against a wall or another creature, the foe stays where it is and is not staggered, but the blow lands all the same.
| Ability | Taught by | Rank | Kind | Fires on | What it does | Stamina | Time |
|---|---|---|---|---|---|---|---|
| Riposte | Duelist | 4 | triggered | a melee attack on you misses by your Parry | a free blow back at the attacker once its attack is over; a free blow brings none of its own | — | none (free and instant) |
| False lead | Duelist | 7 | active | used (aimed in a direction) | a blow rolled against the foe’s Defence without its Shield and Parry bonuses | 2 | 100% of a blow |
| Measure | Duelist | 10 | triggered | always (a shot or a throw at you) | your Parry counts against shots and throws too (without it, Parry counts against blows only) | — | none (free and instant) |
| Rend | Twin Blades | 4 | triggered | both blows of your two-weapon attack hit, and the foe lives | the main hand’s damage dice rolled once more (no bonus) on the target, of the blow’s kind: resistances count, Protection does not | — | none (free and instant) |
| Whirl | Twin Blades | 7 | active | used (aimed at nothing) | a blow at every hostile beside you, clockwise from the north (or the direction given), each at -2 to hit and with the free blows the end of an attack brings; with a weapon in each hand the main and off hand take turns | 6 | 150% of a blow |
| Cleaving sweep | Great Weapon | 4 | triggered | a blow of your melee attack kills | a free blow at the next hostile beside you, clockwise; a free blow brings none of its own | — | none (free and instant) |
| Mighty swing | Great Weapon | 7 | active | used (aimed in a direction) | a blow at -2 to hit whose damage dice are rolled twice (its bonus and riders once; it is no critical) | 5 | 150% of a blow |
| Great cleave | Great Weapon | 10 | triggered | a blow of your melee attack kills, and again while they kill | a free blow at the next hostile beside you, clockwise, as long as they kill; a free blow brings none of its own | — | none (free and instant) |
| Staggering block | Sword and Board, Two Shields | 4 | triggered | a melee attack on you misses by your Parry; or a melee attack on you misses by your Shield | Staggered on your attacker, 1 degree | — | none (free and instant) |
| Shield rush | Sword and Board | 7 | active | used (aimed in a direction) | a shield bash; a foe it hits is driven 1 cell back if that cell is free (walkable, no trap, no ice, nobody there), then Staggered (1 degree); into a wall or another it stays, and the blow lands all the same | 4 | 125% of a blow |
| Shield wall | Sword and Board, Two Shields | 9 | active | used (aimed at nothing) | Walled on you, 5 degrees | 5 | 100% of a wait |
| Spell reflection | Sword and Board | 10 | triggered | a spell’s attack on you misses by your Shield | the spell is cast back at its caster from your cell, as they cast it (their ladders, cap, and to-hit), rolling its own attack against their Defence; it costs them no more mana and you nothing; at most once a turn of yours, and a spell turned back is never turned back again. Bursts, cones, lines, and hexes roll no attack and are never turned back, nor a spell that missed you by your Parry or Dexterity | — | none (free and instant) |
| Pinning shot | Marksman | 4 | triggered | a critical of yours is confirmed | Pinned on the one you struck, 1d3 degrees (one roll) | — | none (free and instant) |
| Hunter’s shot | Marksman | 6 | triggered | a sneak attack of yours hits | Pinned on the one you struck, 1d2 degrees (one roll) | — | none (free and instant) |
| Gap shot | Marksman | 7 | active | used (aimed at a cell) | Protection soaks none of it (the profile’s penetration is above any Protection) | 4 | 150% of a shot |
| Hit and run | Skirmisher | 4 | triggered | a blow, shot, throw, or spell attack of yours hits | Light-footed on you, 1 degree | — | none (free and instant) |
| Stunning fist | Brawler | 4 | triggered | a critical of yours is confirmed | Staggered on the one you struck, 1 degree | — | none (free and instant) |
| Hip throw | Brawler | 7 | active | used (aimed in a direction) | a blow; a foe it hits is driven 1 cell back if that cell is free (walkable, no trap, no ice, nobody there), then Staggered (1 degree); into a wall or another it stays, and the blow lands all the same | 4 | 125% of a blow |
| Trip | Staff Fighter | 4 | triggered | a critical of yours is confirmed | Pinned on the one you struck, 1 degree | — | none (free and instant) |
| Staff sweep | Staff Fighter | 7 | active | used (aimed at nothing) | a blow at every hostile beside you, clockwise from the north (or the direction given), each at -2 to hit and with the free blows the end of an attack brings; with a weapon in each hand the main and off hand take turns | 5 | 150% of a blow |
Two abilities that do the same thing never add up:
- A riposte from Duelist and one from a talent are one riposte.
- Staggered is never more than one slowed action, however many blows staggered the foe.
- A new pin keeps the longer of the two and never adds.
- Rend comes once per attack, when both blades hit and the foe lives. A shield bash is not a second blade.
- Light-footed lasts for your next action only.
- Spell reflection turns back at most one spell per turn of yours, and a spell turned back is never turned back again. So two shield-bearers cannot bat a bolt between them.
Where your styles come from
Your class starts you with a rank in a style or two. A warrior fights with
sword and board, a berserker with a great weapon, and a ranger is a marksman. A thief has learned
either Twin Blades or Duelist, and an ascetic either Brawler or Staff Fighter; the dice decide. The
weapon skills screen (W) lists your styles below your weapon skills, and marks the ones you
fight in now with a •.
See also: Combat, Schools and caster styles, and Stances and stamina.
Prestige classes
A prestige class is a second table of levels for a class that stops short of the rest, as the bard does at 30. You reach it only by a calling: a deed found somewhere in the world, never by experience alone. The game never names one, but the world leaves hints, such as a statue’s inscription.
There is no multiclassing. You keep the class you chose for good, and the prestige class adds to it.
- Your level is your total. A bard of level 30 called into a prestige class becomes Hunter 1
at level 31, and Hunter 30 at 60. The status bar shows the total.
The character screen shows both:
Bard 30, Hunter 4. - The cap. Each class has a last level (the table says which). Past it your experience still counts, but buys no level. A calling raises your cap by the prestige class’s levels.
- The calling is open to a character of a class it calls from, at the level it asks (that class’s last), who has no prestige class yet. Walking through it calls you at once, and you are told so. If you have less experience than the next level costs, you are given exactly what you lack, so your first prestige level comes at once. Experience banked past your old cap buys every level it can, all at once.
- Everything carries across. Your class’s abilities, talents, skills, hit points, and mana stay as they were. Each level from then on is the prestige class’s: its hit points, its mana, its skill rolls and the skills it is known for, its bonus talents, and its abilities, at its own levels. What a level gives by your total still holds: no hit points past 50 and no mana past 60 (see Levelling up). So does the experience your race and first class need.
- Hunter: One who has sworn the old oath on the road and been answered: a fighter whose weapon comes to the hand when called.
Hunter
A bonus talent at levels 5, 10, 15, 23, 28, from Weaponcraft or Guard.
The Hunter has sworn the old oath and been answered: a fighter whose weapon comes when called.
Spirit weapon, from Hunter 1, calls a weapon of spirit-stuff into your hand. It takes the shape of any melee weapon you choose, for the time of wielding one and nothing else. It is a plain weapon of that kind in every way (its damage, weight, and grip), with +3 to hit and a threat 2 lower, and it ignores every point of the target’s Protection. It fades the moment it leaves your hands, and cannot be thrown (see Spirit weapon).
Callings
Each world calls in its own way:
- The Ascmearc, for a bard of level 30 or more, not yet called, to be a Hunter: the strange spirit (who speaks only to the Kind or better) grants it when spoken to, met on the way (downs, roads, vale, woods). You are told: “The oath is in you now, as a blade is in its sheath. You are a hunter.”
See also: Classes, Experience and levelling up, and Talents.
Combat
Fights are decided by dice: two twelve-sided dice for every attack. Every blow is rolled. It can miss, it can hit hard, and it hurts. Whatever loses all its hit points dies. That goes for you too, and death is final. How hit points work, how they come back, and what happens when you die is on Hit points and death, and stances, free blows, and stamina are on Stances, free blows, and stamina.
You attack by moving into a hostile creature (see Controls), which takes a turn.
You can also bash it with your shield, or shoot or throw from afar with t (or T; see
Ranged combat).
Each attack trains the weapon skill it uses and the fighting style you fight in. Your ranks in them help you hit, hurt, and defend. With a weapon in each hand, an attack up close is a blow with each. Creatures fight each other and you by the same rules (see Creatures), and casters cast the same spells you do (see Spells).
Hitting
An attack rolls two twelve-sided dice and adds them, for 2 to 24, most often around 13. It hits when that roll plus the attacker’s bonus to hit reaches the target’s Defence.
- Up close, your Strength helps you hit. When shooting, your Dexterity does. With a finesse weapon up close, Dexterity helps you hit and Strength does not, even if your Strength is higher. Some weapons are easier to hit with than others, and your rank in the weapon’s skill helps more the more you have trained.
- Two ones always miss, and a roll of 22 or better always hits. 22, 23, and 24 are 6 of the 144 ways the dice can fall, about one blow in 24. However high a Defence climbs, some blows still land.
- The sum of two dice gathers around the middle. So each point of bonus or Defence matters most when the odds are close, and little when they are long either way:
| Defence minus your bonus | You hit |
|---|---|
| 4 | 97.9% |
| 6 | 93.1% |
| 8 | 85.4% |
| 10 | 75% |
| 11 | 68.8% |
| 12 | 61.8% |
| 13 | 54.2% |
| 14 | 45.8% |
| 15 | 38.2% |
| 16 | 31.2% |
| 18 | 19.4% |
| 20 | 10.4% |
| 21 | 6.9% |
| 22 | 4.2% |
| 24 | 4.2% |
The first column is the target’s Defence minus your bonus to hit: what the dice must reach. Against an unarmoured, ordinary target (Defence 10), an attacker with no bonus hits three times in four.
Example: a dwarf warrior against a kobold. Thora, a level 1 dwarf warrior, has Strength 15 and rank 2 in Long blades, and swings a long sword (1d9, no bonus to hit of its own) at a kobold with no armour.
- Her bonus to hit: +2 for Strength 15 (modifiers), +1 for rank 2 in Long blades (what a rank gives): +3. The character screen shows “+3 to hit, 1d9+3 slashing or piercing”.
- What the dice must reach: the kobold’s Defence is 11 (10, and +1 for its Dexterity 13), so the dice need 11 − 3 = 8.
- Her chance to hit: 123 of the 144 rolls make 8 or more: 85.4%.
- Her damage: 1d9, +2 for Strength, +1 for her rank: 4 to 12. The kobold has 6 hit points, so seven hits in nine kill it outright.
- A critical: the long sword threatens on 20 to 24, 15 rolls in 144 (10.4%). The second roll needs 8 again, so 85.4% of those threats confirm, and the damage is rolled twice and added: 2d9+6, 8 to 24.
The game never shows you the rolls. But the character screen (@) shows your own
attacks beside your stats:
- the blow of your main hand (or bare hands);
- your off hand’s blow, when you fight with two weapons;
- the shot or throw of your missile weapon, with its range in steps.
Each shows its bonus to hit and its damage (+4 to hit, 1d8+2 slashing). These count
everything that goes into the attack as you stand now: your stats, your ranks in its
weapon skill and in the fighting style you hold it in, two-weapon penalties, your stance, your
talents, and the magic you know about. A magic item’s unknown powers count only once it is
identified. Anything that depends on the moment, such as striking from hiding or being
dazzled, is left out.
This is exactly how an attack is rolled, and what adds up to its bonus to hit and its damage:
An attack rolls 2d12 (its natural roll, 2 to 24) and adds its to-hit; it hits when the sum is at least the target’s Defence (10 plus its bonuses). A natural 2 always misses, a natural 22 or better always hits (6 of the 144 rolls), however high the Defence. A natural roll in the attack’s threat range (22–24 unless the weapon says otherwise) threatens a critical: a second 2d12 plus the same to-hit against the same Defence confirms it, and the damage is then rolled ×2 (unless the weapon says otherwise) and added up. Ranks and magic widen a threat range, never past a natural 2, and raise a multiplier, never past ×5. A hit does at least 1 damage before Protection.
| Part | A blow up close | A shot | A throw |
|---|---|---|---|
| Stat (Stats) | Strength modifier, to hit and to damage | Dexterity modifier, to hit only | Dexterity modifier to hit, Strength modifier to damage |
| The weapon (below) | its to-hit and damage dice; bare hands 1d3 | the missile weapon’s to-hit and dice (its draw weight included) | the thrown weapon’s |
| Strength below what a bow needs | - | −1 to hit and −1 damage for each point short | - |
| A weapon not made for throwing | - | - | −4 to hit |
| Rank in the weapon skill (table) | to hit, damage, critical range | the same | the same |
| Rank in the fighting style (table) | the same, and more | the same | the same |
| A weapon in each hand | main hand −4, off hand −8 to hit, less with Twin Blades | - | - |
| Magic (affixes) | the weapon’s own, then what you wear and wield | the bow’s, the ammunition’s, then what you wear | the thrown weapon’s, then what you wear |
| Stance (see Stances) | to hit: Coward −4, Defensive −2, Aggressive +1, Frenzy +2; damage: Coward −3, Defensive −1, Aggressive +2, Frenzy +4 | the same | the same |
A creature’s attacks add up the same way. Their numbers are on Creatures in numbers.
Finesse weapons
A finesse weapon’s blows are guided by Dexterity instead of Strength. Its bonus to hit up close is your Dexterity modifier, even when your Strength is higher. Strength still adds to its damage.
The finesse weapons are the dagger, the knife, the rapier, the short sword, and the stiletto.
Defence
Your Defence (shown as Dv on the character screen, @) is 10 plus what
protects you. It comes in kinds:
- Dexterity: quick feet, your Dexterity modifier (see Stats). A clumsy character’s Defence is below 10. Heavy armour limits how much Dexterity can add (see the table below), and so does a heavy load: at most +3 when you are burdened, +1 when strained, nothing when overloaded (see Burden). The lower limit counts.
- Armour: what you wear on your body.
- Shield: a shield in your off hand. Your rank in Sword and Board adds more, with a weapon in the other hand. In Two Shields, you hold a shield in each.
- Parry: a weapon that turns blows aside, such as the quarterstaff, plus your rank with the weapon you wield (blades, spears, and staves), plus your rank in Duelist or Staff Fighter while you fight that way. Parry counts against blows only. An arrow, a bolt, or a thrown thing is not parried, except by a duelist of rank 10 (Measure, see Fighting styles), and except against a shot from beside you (Distance).
- Natural: a creature’s hide, shell, or scales. You have none, unless your race or a magic item gives you some. Lizardfolk’s scales soak blows but do not turn them (see Races).
- Dodge: training and magic. The tumble skill adds to it, more the higher it is, and so do magic items that make you nimble.
- Deflection: magic items that turn blows aside.
- Wall: the stone around an incorporeal creature standing inside a wall (Creatures).
Within each kind only the best counts, so two pieces of armour do not add up. Dodge is the one kind that does add up.
Armour also has Protection, which takes damage off the blows that get through (see Protection below). Light armour is mostly Defence. Heavy armour is mostly Protection.
| Armour or shield | Worn on | Defence | Category | Protection | Most Dexterity adds | Bash |
|---|---|---|---|---|---|---|
| Padded coat | body | +1 | Armour | - | +8 | - |
| Leather jerkin | body | +1 | Armour | 1 | +6 | - |
| Studded leather jerkin | body | +2 | Armour | 1 | +5 | - |
| Chain mail shirt | body | +2 | Armour | 3 | +4 | - |
| Suit of scale mail | body | +2 | Armour | 4 | +3 | - |
| Suit of banded mail | body | +1 | Armour | 5 | +1 | - |
| Suit of plate armour | body | +1 | Armour | 6 | +1 | - |
| Buckler | main hand or off hand | +1 | Shield | - | no limit | 1d2 |
| Small shield | main hand or off hand | +1 | Shield | - | no limit | 1d3 |
| Large shield | main hand or off hand | +2 | Shield | - | no limit | 1d4 |
| Tower shield | main hand or off hand | +3 | Shield | - | +2 | 1d6 |
| Fur cloak | cloak | - | - | 1 | no limit | - |
| Iron helm | head | - | - | 1 | no limit | - |
| Pair of gauntlets | hands | - | - | 1 | no limit | - |
| Pair of iron-shod boots | feet | - | - | 1 | no limit | - |
| Great helm | head | - | - | 2 | no limit | - |
Helms, cloaks, gloves, boots, rings, and amulets add to Defence only through their magic (see Magic items). Magic armour or a magic shield may add more than its base. The heavier helms, gloves, and boots, and the fur cloak, give Protection.
Why an attack missed
When an attack misses, the message says why, as far as you saw it:
- A roll so poor it would have missed a target standing still in no armour at all is a plain miss: “The kobold misses you.”
- Otherwise your Defence turned it. One kind is picked, more likely the more it adds: “You dodge the kobold’s spear.” (Dexterity), “The kobold’s spear glances off your armour.”, “You block the kobold’s spear with your shield.”, “You parry the kobold’s spear.”, “Your sword glances off the cave beetle’s shell.”
- A clumsy character’s low Dexterity lowers their Defence, but is never given as the reason for a miss.
- If you do not see the attacker or the target, a miss is just a miss: “Something misses you.”
Criticals
A hit whose dice come up high enough threatens a critical. Most weapons threaten on 22 to 24. Swords and daggers threaten on 20 to 24 or wider. Each weapon’s range is in the weapons table.
A second roll against the same Defence decides. If it would hit too, the critical is confirmed: the damage is rolled again and added. That makes twice in all for most weapons, and three times for the heavy ones, among them axes, hammers, spears, and bows (the weapons table gives each one’s). The message says so: “The kobold hits you hard!” A confirmed critical also opens a bleeding wound (see Status effects).
Some things have no vitals to find, so they are immune to criticals and to sneak attacks. A threat on them is a plain hit, and Vital strike or a an exploit of five at level 60 is only a plain blow (“It has no vital spot.”). These are the incorporeal (ghosts and wraiths), animated objects, and every creature tagged elemental, skeleton, spirit, or construct (the mud golem; elementals). The fleshy undead (draugr, ghouls, the drowned, vampires, mummies) do have vitals. The full list is under Surprise and sneak attacks.
| Critical on | A roll threatens | Confirmed, with no bonus against Defence 10 | Same odds as a d20 roll of |
|---|---|---|---|
| 22–24 | 4.2% | 3.1% | 20 |
| 20–24 | 10.4% | 7.8% | 19–20 |
| 19–24 | 14.6% | 10.9% | 18–20 |
Damage
A hit does the weapon’s damage dice, at least 1:
- Up close, your Strength adds to the damage, with a finesse weapon too. With nothing in your hands you hit with your fists.
- Shots do the bow’s own damage. Dexterity aims them but adds nothing to the damage. A bow is drawn by strength, though: each point of Strength you lack below what the bow needs costs you a point to hit and a point of damage.
- Creatures without a weapon bite, claw, or kick, each in its own way.
- Your rank in the weapon’s skill adds to the damage, and at higher ranks widens the critical range.
- A shield bash does the shield’s own damage (below) plus your Strength. It takes the time of a plain blow. Neither a slow great weapon’s time nor a quick one’s (nor its magic) changes that.
| Weapon | Damage | Critical on | Critical damage | A blow takes |
|---|---|---|---|---|
| Knife | 1d3 | 22–24 | ×2 | 6 seconds |
| Stiletto | 1d4 | 19–24 | ×2 | 5.4 seconds |
| Dagger | 1d4 | 20–24 | ×2 | 6 seconds |
| Short sword | 1d6 | 20–24 | ×2 | 6 seconds |
| Scimitar | 1d6 | 19–24 | ×2 | 6 seconds |
| Rapier | 1d6 | 19–24 | ×2 | 5.4 seconds |
| Long sword | 1d9 | 20–24 | ×2 | 6 seconds |
| Great sword | 2d6 | 20–24 | ×2 | 7.2 seconds |
| Hand axe | 1d6 | 22–24 | ×3 | 6 seconds |
| Battle axe | 1d8 | 22–24 | ×3 | 6 seconds |
| Great axe | 1d12 | 22–24 | ×3 | 7.2 seconds |
| Club | 1d6 | 22–24 | ×2 | 6 seconds |
| Mace | 1d8 | 22–24 | ×2 | 6 seconds |
| Morning star | 2d4 | 22–24 | ×2 | 6 seconds |
| War hammer | 1d8 | 22–24 | ×3 | 6 seconds |
| Maul | 2d6 | 22–24 | ×3 | 7.2 seconds |
| Javelin | 1d6 | 22–24 | ×2 | 6 seconds |
| Spear | 1d8 | 22–24 | ×3 | 6 seconds |
| Trident | 1d8 | 22–24 | ×2 | 6 seconds |
| Glaive | 1d10 | 20–24 | ×2 | 6.6 seconds |
| Halberd | 1d10 | 22–24 | ×3 | 6.6 seconds |
| Quarterstaff | 1d6 | 22–24 | ×2 | 6 seconds |
| Ironwood staff | 1d8 | 22–24 | ×2 | 6 seconds |
| Short bow | 1d6 | 22–24 | ×3 | - |
| Long war bow | 1d8+2 | 22–24 | ×3 | - |
| Composite bow | 1d8+1 | 22–24 | ×3 | - |
| Crossbow | 1d10+1 | 20–24 | ×2 | - |
| Heavy crossbow | 1d12+2 | 20–24 | ×2 | - |
| Sling | 1d4 | 22–24 | ×2 | - |
| Rock | 1d3 | 22–24 | ×2 | - |
Bare hands: 1d3 (plus your Strength, as every blow), critical on 22–24, ×2.
How each weapon is held, its weapon skill, how far it can be thrown, and the few extras: a parry bonus to your Defence while you hold it, and the Strength a bow needs.
| Weapon | Weapon skill | Held | Thrown | Parry, Strength needed |
|---|---|---|---|---|
| Knife | Daggers and knives | main hand or off hand | - | - |
| Stiletto | Daggers and knives | main hand or off hand | - | - |
| Dagger | Daggers and knives | main hand or off hand | 5 cells | - |
| Short sword | Short blades | main hand or off hand | - | - |
| Scimitar | Short blades | main hand | - | - |
| Rapier | Long blades | main hand | - | - |
| Long sword | Long blades | main hand | - | - |
| Great sword | Great blades | main hand (both hands) | - | - |
| Hand axe | Axes | main hand or off hand | 4 cells | - |
| Battle axe | Axes | main hand | - | - |
| Great axe | Axes | main hand (both hands) | - | - |
| Club | Maces and clubs | main hand | - | - |
| Mace | Maces and clubs | main hand | - | - |
| Morning star | Maces and clubs | main hand | - | - |
| War hammer | Maces and clubs | main hand | - | - |
| Maul | Maces and clubs | main hand (both hands) | - | - |
| Javelin | Spears | main hand | 8 cells | - |
| Spear | Spears | main hand | 6 cells | - |
| Trident | Spears | main hand | - | parry +1 |
| Glaive | Polearms | main hand (both hands) | - | parry +1 |
| Halberd | Polearms | main hand (both hands) | - | - |
| Quarterstaff | Staves | main hand (both hands) | - | parry +1 |
| Ironwood staff | Staves | main hand (both hands) | - | parry +1 |
| Short bow | Bows | missile weapon, shoots | - | needs Strength 10 |
| Long war bow | Bows | missile weapon, shoots | - | needs Strength 14 |
| Composite bow | Bows | missile weapon, shoots | - | needs Strength 12 |
| Crossbow | Crossbows | missile weapon, shoots | - | - |
| Heavy crossbow | Crossbows | missile weapon, shoots | - | - |
| Sling | Slings | missile weapon, shoots | - | - |
| Rock | Thrown weapons | missile weapon | 6 cells | - |
Messages never give numbers. They say what kind of blow it was: “The kobold stabs you.”, “You slash the giant rat hard!”, “The giant rat bites the kobold.”, “You cleave the kobold.” (see Damage types).
A big hit, one that takes at least a third of the target’s hit points at once, makes it bleed. Some creatures’ attacks can poison (see Status effects). Some bites carry a disease.
Protection
Defence decides whether a blow lands. Protection (shown as Pv on the
character screen, @, beside your Defence) takes damage off every blow that does.
Each hit loses between half your Protection (rounded up) and all of it, at random, with every
amount in between equally likely:
| Protection | A hit loses | On average |
|---|---|---|
| 1 | 1 | 1 |
| 2 | 1–2 | 1.5 |
| 3 | 2–3 | 2.5 |
| 4 | 2–4 | 3 |
| 5 | 3–5 | 4 |
| 6 | 3–6 | 4.5 |
| 7 | 4–7 | 5.5 |
| 8 | 4–8 | 6 |
| 9 | 5–9 | 7 |
| 10 | 5–10 | 7.5 |
| 11 | 6–11 | 8.5 |
| 12 | 6–12 | 9 |
| 15 | 8–15 | 11.5 |
| 20 | 10–20 | 15 |
- Every piece adds up. Body armour, helm, gloves, boots, and cloak each add their Protection
(see the armour table above). So does the magic of Hardened armour (see Magic items).
Some talents add to it too, in any armour: Bulwark 2, and the berserker’s
Battle-scarred 1, or 3 while raging. The
Pvon the character screen shows your Protection as it is now. A shield gives Defence only. Creatures have their own: a cave beetle’s shell turns aside much of what hits it. - Criticals punch through. A confirmed critical rolls its damage twice (or more) first, and the Protection comes off only once.
- A hit can do nothing at all. If Protection takes all of its damage, the blow glances off and nothing else comes of it: no blood, no bleeding, no poison. “Your sword glances off the cave beetle’s shell.”, “The kobold’s spear glances off your chain mail shirt.” It still landed, so it trains your weapon skill as a hit does.
- Some weapons pierce armour, ignoring part of the Protection of whatever they hit. Their description says “Pierces armour”, but never how much.
The crossbow bolt (2), the stiletto (2), and the war hammer (2) pierce armour, each ignoring that much of the Protection of whatever it hits.
Protection soaks the blows of weapons, claws, and bites, and a trap’s arrows and spears. The blast of a fireball, a lightning bolt, or a fall into a pit goes straight through. Protection soaks physical damage only, and a piece may do better or worse against one physical kind: chain mail turns a blade well and a point badly. Fire, cold, and the rest go through any armour, and resistances take their share after it.
In the game you never see a creature’s Protection, only how its armour turns your blows. The numbers are on Creatures in numbers.
See also: Stances and stamina, Ranged combat, and Surprise and sneak attacks.
Hit points and death
Hit points measure how much harm you can take. They come back slowly with time. When they run out you die, and death in this game is for good. This page also covers the blood that fights leave behind. How blows land and how much they do is on Combat. Every way to get your health back is on Healing.
Hit points
Your hit points are your Toughness plus what your race and your class give:
| Race | Hit points |
|---|---|
| Elf | 2 |
| Half-elf | 3 |
| Human | 4 |
| Dwarf | 6 |
| Halfling | 2 |
| Gnome | 3 |
| Half-orc | 6 |
| Goblin | 2 |
| Drow | 2 |
| Kobold | 1 |
| Lizardfolk | 5 |
| Duergar | 6 |
| Ratfolk | 2 |
| Class | Hit points |
|---|---|
| Berserker | 8 |
| Bard | 2 |
| Priest | 4 |
| Druid | 4 |
| Ascetic | 5 |
| Paladin | 6 |
| Ranger | 5 |
| Thief | 4 |
| Wizard | 0 |
| Witch | 1 |
| Warrior | 7 |
| Aristocrat | 1 |
| Commoner | 3 |
| Craftsperson | 3 |
| Merchant | 2 |
A dwarf berserker with Toughness 16 has 6 + 8 + 16 = 30 hit points. An elf wizard with Toughness
8 has 10. You start every run unhurt. The status bar shows your hit points (HP 18/24), and so
does the character screen.
Creatures have hit points too, but the game never shows their numbers. They are listed on Creatures in numbers. Look mode tells you how hurt a creature looks:
- unhurt
- lightly wounded: more than two thirds left
- wounded: more than a third left
- badly wounded: more than a sixth left
- nearly dead
| Looks | Of 60 hit points | Of 12 hit points |
|---|---|---|
| Unhurt | 60 | 12 |
| Lightly wounded | 41–59 | 9–11 |
| Wounded | 21–40 | 5–8 |
| Badly wounded | 11–20 | 3–4 |
| Nearly dead | 1–10 | 1–2 |
Getting hit points back
Hit points come back with time. They come back faster the tougher you are, and twice as fast while you rest. They come back slower, or not at all, while you bleed, are poisoned, or are diseased. The details are on Healing.
A disease that lowers your Toughness lowers your maximum hit points too (see Diseases). Creatures heal the same way while you are on their level. In a sanctuary (a special room) wounds heal three times as fast, yours and everyone else’s.
Death
A creature at 0 hit points dies: “The giant rat dies.” Everything it carried, including what it wore and wielded, falls where it stood for you to pick up, with its corpse on top (see Food and corpses). A wounded creature may also die later of its wounds: “The giant rat bleeds to death.”
When you reach 0 hit points, you die: “You die…” The run is over. A screen tells you what killed you, where, when, and after how many turns. It names the killer if you saw it, says “Bled to death” if your wounds did it, or says you starved (see Hunger).
There is no going back. Your save is deleted at once (see Saving). Your character
is remembered in the graveyard on the main menu,
with what killed them. Press Enter or Esc to return to the main menu and start a new run.
Blood
Big hits and kills leave blood where they land:
- A blow that takes at least a third of its target’s hit points, or any critical (“hits you hard!”), leaves a little spatter.
- A kill leaves a pool where the victim fell, and a spray behind it, away from whoever struck the blow.
Only some kinds of damage spill blood. Blades, blunt blows, acid, and force do. Fire sears the wound shut, and cold, electricity, poison, and necrotic harm leave no wound to bleed: a creature killed by a fireball leaves no blood, only char. A sword that cuts or stabs spills blood either way. The table on Damage types lists every kind.
How much blood depends on how big the victim was and how it died. A blow far beyond what was needed to kill, or a critical, spills more. An arrow or a thrown weapon spills less, sprayed along its flight. Blood that sprays into a wall right beside the victim stains that wall on the side facing it.
Blood adds up. One kill is easy to miss, but where many died the floor is soaked. Fresh blood is red and dries darker and browner over a few hours. The cave beetle bleeds a greenish-black ichor. Water, lava, and fire take no stains.
You see blood wherever you see the floor. On a wall you see it only from the splattered side. You remember blood as you last saw it, and look mode mentions it: “on blood-stained stone floor”.
Blood is only for show. It never changes a fight, and the Blood switch in the settings hides it.
Char
Fire leaves scorch marks where it burns. The more a spot burns, the darker it gets: first a little brown soot, then blackened, then charred through.
- A fireball or a fire flask chars every floor cell its blast reaches: 20, half that at the blast’s edge.
- A cone of fire, such as Burning hands or a dragon’s breath, chars every cell it covers: 20.
- A fire zone chars the cells it burns on: 24 as it is laid.
- A creature burned by fire chars the cell it stands on: 3, plus a third of the blood the blow would have spilled.
- Walls beside a burning cell take 75 % of that cell’s char on the side facing it (half that across a corner).
Each share is 60 to 140 % of the number above, at random. A cell holds at most 100: under 30 it is scorched, under 65 blackened, then charred. Water, lava, and fire take no char.
You see and remember char the way you see and remember blood, and look mode names it first: “A charred blood-stained stone floor.” Blood on a charred floor is drawn over the char. Char is only for show, never changes a fight, and the Blood switch hides it too.
See also: Combat, Healing, and Status effects.
Stances, free blows, and stamina
Three things shape how you fight from blow to blow: your stance, the free blows some fighters get in, and the stamina that weapon feats spend. The rules of hitting and damage are on Combat.
Stances
Your fighting stance trades attack for defence. Press + for a more aggressive stance and -
for a more defensive one. The order is coward, defensive, neutral, aggressive, and it stops at
either end. Changing stance takes no time, and you keep it until you change it, even across a save:
“You take an aggressive stance.” You start neutral.
The status bar names your stance when it is not neutral, and the character screen always does. The game never shows what a stance adds. You feel it in the fight.
- Aggressive: you hit more often and harder, but are easier to hit. Weapon skill marks count for more, because you swing harder. Your miscasts are worse: 5 more on the total.
- Neutral: no effect.
- Defensive: you hit less often and less hard, but dodge better. You also parry a little better, unless your weapon already turns blows aside as well. Your miscasts are milder too: 5 off the total.
- Coward: you hit much less often and less hard, and your attacks take longer. But you dodge best, and stepping away from a hostile creature next to you is quicker and quieter.
- Frenzy: the berserker’s alone, and only while they rage. Flying into a rage puts you in it
at once, whatever your stance was.
+and-cannot take you out of it (“Your rage holds you in the frenzy.”). No other class, talent, item, or creature ever has it. You hit more often and harder than an aggressive fighter, at a greater cost to your guard, and stepping away from a foe beside you takes longer. Your miscasts are worse still: 10 more on the total. When the rage ends, however it ends, you drop into the aggressive stance, not the one you had before. The berserker’s Wild guard talent halves its cost to your Dodge.
A stance changes how long every attack takes: a blow, a shield bash, a kick, a shot, or a throw. It does not change reloading or kicking a door. Each attack takes the time it would as you begin it, so a rank of skill it earns you makes the next attack quicker, not that one.
What each stance gives and costs:
Dodge adds to your Defence on top of everything else. Parry only counts when it beats what your weapon already gives. Creatures do not take stances yet.
Free blows
Some fighters get a blow in for free, at no cost in time. Talents, class abilities, and the ranks of weapon skills and fighting styles teach them (see What a rank teaches).
- Cleave: when your attack kills, you strike another hostile creature next to you. It is the next one round from where your victim stood, going clockwise. This happens once per attack, or, with Great cleave, again after every cleave that kills.
- Retribution: the paladin’s, from level 25. When a hostile creature beside you lands a blow of its melee attack on you, you answer with your smite once the attack is over. It uses the smite’s dice, your Presence to hit, and the extra die on the unholy, and costs 4 zeal. With less zeal, or while you are not Kind or better (see Alignment), nothing happens. An attack it answers is not also riposted.
- Riposte: when your Parry turns a blow aside, you strike back once the attack is over. That is once per attack, however many of its blows you parried. Shots and throws are never riposted. While you are poised (the ascetic’s patient defence), you riposte whatever your talents, and a blow that misses because of your Dexterity or Dodge is answered too.
- Opportunist: a hostile creature that steps away from beside you is struck as it turns to go. It may not live to take the step. A creature that fights this way strikes you the same way when you step away from it.
- Gatekeeper: the Barghest’s gift (see The horoscope). A hostile creature that steps up beside you from out of your reach may take a blow as it comes, after its step. The chance depends on your stance: one time in 4 when neutral, twice that when aggressive, half that when defensive, a quarter as a coward, and every time in a frenzy (the Gatekeeper’s blow column of the stances table). Brace, a rank’s blow of the same kind, strikes every time, and so does a thief who lurks.
A free blow is a blow like any other. It can miss, wound, and kill, and it trains your weapon skill. It never brings another free blow, except a cleave after a cleave.
Stamina
Stamina is the breath a fighter has for weapon feats. It is a resource, shown as
Sta 7/12 on the status bar. Every warrior has it from
level 1 (Charge spends it). Anyone else,
of any class, gets it, full, from the first weapon rank
that teaches an active ability. Its maximum is
with talents adding on top (Deep lungs: +4). Toughness 14 (modifier +2) at level 1 gives 12. Toughness 18 (+4) at level 60 gives 20. Damage to your Toughness lowers it, as it lowers your hit points.
Stamina comes back a point every 12 seconds (2 base turns), while resting too, and half again as fast with Steady breathing. Spent, it sits at 0 and comes back. Creatures never have it.
A warrior with Battle rhythm (at level 40) also gets a point back for every melee blow of theirs that hits, and 1 more for every foe such a blow kills: a killing blow gives 2 in all. It never goes past the maximum. Shots, throws, and spells give none.
The active weapon abilities spend it (see What a rank teaches). Some talents make those abilities cheaper:
- Drillmaster (the warrior’s, at level 25) takes a point off every active’s cost.
- Armour-breaker takes 2 off Sunder’s and Gap shot’s cost (never below 1).
- Practised technique takes a quarter off their time (never below half the action’s).
See also: Surprise and sneak attacks, Abilities, and Ranged combat.
Ranged combat
You can fight from a distance. Shoot with a missile weapon (a bow, a crossbow, a sling), or throw a throwing weapon (a dagger, a spear, a rock). Hitting, criticals, and Defence work as on Combat. This page covers what is different.
Out of arrows or bolts? With a knife, some wood, and your bow or crossbow ready, you can fletch more.
Getting ready
Ready what you will shoot or throw on the equipment screen (i).
- The Missile weapon slot takes a missile weapon, any other weapon, or anything made for throwing, such as a stack of rocks.
- The Missiles slot takes the ammunition.
Each missile weapon shoots its own kind: bows shoot arrows, crossbows shoot bolts, and slings shoot stones (see Ammunition).
Shooting and throwing
t uses whatever is in the Missile weapon slot and lets you aim with the cursor (see
Aiming). Press Enter, or t again, to loose it.
- A missile weapon shoots one piece of ammunition from the Missiles slot.
- A throwing weapon (a dagger, a spear, a rock) is thrown, one from the stack.
- Any other weapon is thrown whole. It leaves the slot and lands like anything thrown. It was not made for throwing, so it flies only 3 cells and you take a -4 penalty to hit.
- With nothing ready: “You have nothing ready to throw or shoot.” No time passes.
T opens a list of everything you carry that is made for throwing, so you can throw any of it
without readying it first. Your potions are on it too: a potion thrown
shatters where it lands, and a flask works a spell there. A shot takes a turn, and so does a throw. A crossbow takes longer, because it
must be reloaded after every shot. Turns and movement gives the times.
| Missile weapon | Damage | Critical on | Critical damage | Needs Strength | Range | Shoots | A shot takes |
|---|---|---|---|---|---|---|---|
| Short bow | 1d6 | 22–24 | ×3 | 10 | 10 cells | Brittle arrows, arrows, flaming arrows | 6 seconds |
| Long war bow | 1d8+2 | 22–24 | ×3 | 14 | 15 cells | Brittle arrows, arrows, flaming arrows | 6 seconds |
| Composite bow | 1d8+1 | 22–24 | ×3 | 12 | 13 cells | Brittle arrows, arrows, flaming arrows | 6 seconds |
| Crossbow | 1d10+1 | 20–24 | ×2 | - | 13 cells | Brittle bolts, crossbow bolts | 12 seconds (reloading) |
| Heavy crossbow | 1d12+2 | 20–24 | ×2 | - | 15 cells | Brittle bolts, crossbow bolts | 12 seconds (reloading) |
| Sling | 1d4 | 22–24 | ×2 | - | 9 cells | Sling stones | 6 seconds |
- Hitting: your Dexterity helps you hit with every shot and throw.
- Damage: a shot does the missile weapon’s own damage. A bow’s draw weight is part of its dice
(
1d8+2), and your Strength adds nothing. But a bow must be drawn: each point of Strength you lack below what it needs costs a point to hit and a point of damage. A crossbow and a sling need no Strength. A thrown weapon does its own damage plus your Strength, just as a blow does. - Range: you cannot shoot or throw farther than the range, though aiming can mark a target beyond it. A shot gets less sure near the end of its range, and also up close (see Distance).
- Noise: a bowstring is heard some way off (“You hear a bowstring.”). A throw is heard only as fighting, and more quietly (see Hearing).
Distance
A shot from a missile weapon, yours or a creature’s, hits less often far from the shooter and right beside them. Each creature in the way is judged by how far it stands from the shooter when the missile reaches it, not by where the shot was aimed.
| Target | To hit |
|---|---|
| Beside the shooter | -2 |
| Beyond 50 % of the range | -1 |
| Beyond 75 % of the range | -2 |
| Missile weapon | Range | -1 from | -2 from |
|---|---|---|---|
| Short bow | 10 cells | 6 cells | 8 cells |
| Long war bow | 15 cells | 8 cells | 12 cells |
| Composite bow | 13 cells | 7 cells | 11 cells |
| Crossbow | 13 cells | 7 cells | 11 cells |
| Heavy crossbow | 15 cells | 8 cells | 12 cells |
| Sling | 9 cells | 5 cells | 8 cells |
The share of a weapon’s range is measured the same way as the range itself, so each band starts in a rough circle around the shooter. A target beside the shooter takes only the penalty for being beside them, even with a weapon so short that the cell lies beyond a share of its range.
A target beside the shooter also keeps the Parry of the weapon it holds, and may parry the missile. From anywhere else a shot ignores Parry, unless the target has learned Measure (see Fighting styles). This applies to a Point-blank shot too: it is free, but the foe is beside you.
None of this applies to thrown weapons or creatures’ throws. A throw is equally sure at any distance within its range.
Where a missile goes
A missile flies in a straight line from you through the cell you aimed at, as far as its range. It stops before anything solid: walls, closed doors, trees. A ghostly creature standing inside the wall the missile reaches is attacked there (Creatures). A missile that hits it is lost in the stone. One that misses falls before the wall.
- Anyone standing in the way is attacked, nearest first. If the missile misses, it flies on and may hit someone behind. So watch who stands between you and your target.
- Aimed at an empty cell, the missile comes down on that cell.
- Where it comes down, it lies on the floor for you to pick up again: on the cell of whoever it hit, or where it stopped. An arrow or a bolt that hits may break (see Ammunition). One that comes down where there is no floor is lost.
- A training dummy stops whatever reaches it, hit or miss. One missile in four (25 %) is ruined, unless it never breaks; the rest drop on a free cell beside the dummy.
Each shot takes one piece of ammunition from your Missiles slot. When the last is gone, the slot is empty (“You have no arrows left.”). Each throw takes one of what you throw, out of your hand if you were wielding it.
Creatures shoot the same way. The kobold archer carries a bow and a quiver of arrows, and its arrows lie where they fell. Once it has shot its last arrow, it closes in and fights with its fists. You see a missile fly wherever you see the cells it crosses. A burning one you see anywhere in your line of sight, even in the dark.
Giants throw too, and never run out. A hill giant hurls boulders at you whenever you are in range with nobody between you, and fights up close once it is next to you (“The hill giant hurls a boulder.” “The boulder strikes you.”). A throw takes a giant longer than a blow, and the boulder breaks where it lands. What each giant throws, how hard, and how far is under Creature numbers.
Flaming arrows
A flaming arrow is lit as it is loosed. It flies burning, lighting its way, and comes down as a burning arrow. That lights the dark around it for a minute of game time, then burns away. A burning arrow cannot be picked up.
Its light works like any other light: you see by it, and so do creatures. Shoot one into the dark to see what waits there, or to show your friends who is watching from the dark. But anything in its light can be seen, including you if you stand in it.
Eadric’s Smithy in Cēaptūn (Shops) sells slings, bows, arrows, and bolts.
See also: Fighting styles, Combat, and Weapon skills.
Ammunition
Each missile weapon shoots its own ammunition: bows shoot arrows, crossbows shoot bolts, and slings shoot stones. Ammunition stacks, so a quiver of 24 arrows is one stack in your pack. You ready it in the Missiles slot on the equipment screen. Every shot uses one. It lies where it comes down, and you can pick it up again to join it back to the stack.
| Ammunition | Shot from | Breaks on a hit | Where it lands |
|---|---|---|---|
| Brittle arrow | Short bow, long war bow, composite bow | 100% | lies there, to be picked up |
| Brittle bolt | Crossbow, heavy crossbow | 100% | lies there, to be picked up |
| Sling stone | Sling | never | lies there, to be picked up |
| Arrow | Short bow, long war bow, composite bow | 30% | lies there, to be picked up |
| Crossbow bolt | Crossbow, heavy crossbow | 20% | lies there, to be picked up |
| Flaming arrow | Short bow, long war bow, composite bow | never | burns as a burning arrow for 1 minute, lighting 5 cells around |
| Throwing weapon | Damage | Critical on | Critical damage | Range | Breaks on a hit |
|---|---|---|---|---|---|
| Dagger | 1d4 | 20–24 | ×2 | 5 cells | never |
| Hand axe | 1d6 | 22–24 | ×3 | 4 cells | never |
| Javelin | 1d6 | 22–24 | ×2 | 8 cells | never |
| Spear | 1d8 | 22–24 | ×3 | 6 cells | never |
| Rock | 1d3 | 22–24 | ×2 | 6 cells | never |
- Breaking: an arrow or a bolt that hits may break, by the chance in the table. One that misses never breaks. Stones and thrown weapons never break.
- Brittle arrows and bolts are what you fletch with no heads. They break on any hit. You cannot buy them, and they sell for nothing.
- Flaming arrows never lie on the ground to be picked up. They burn where they land, lighting the dark around them, and then they are gone (see Ranged combat).
- Ammunition has weight like anything else. A full quiver counts toward your burden (see Objects and your pack).
See also: Making things by hand, Weapon skills, and Fighting styles.
Surprise and sneak attacks
A blow from the dark lands harder than one in plain sight, and whoever takes it is caught off guard. The rule works both ways: a creature can catch you unawares exactly as you can catch it.
The game never shows the check, the dice, or the odds. It only tells you what came of them. The numbers are below.
Unaware
- A creature is unaware of you while its eyes do not see you and it is not hunting anyone it has seen. A sleeper is always unaware, and so is a mimic still in disguise. A creature still searching for someone it lost sight of is not unaware.
- You are unaware of a creature you do not see now and have not seen for a while. The table below says how long you stay aware of one. An attack that catches you unawares counts as seeing its attacker. So a creature you cannot see surprises you with its first blow only, until you have forgotten it again. A creature struck from the dark, on the other hand, stays unaware of whoever struck it, so each shot from the dark catches it unawares again.
- Invisible: a creature’s eyes do not see you while you are Invisible, unless it is Seeing or eyeless (When you are invisible).
- Slipping past: in the dark, a creature that would see you only by its darkvision may miss you altogether. Your Dexterity and Stealth are tested against its Willpower and Spot. While you have slipped past it, it is unaware of you. The odds, and what ends it, are under Slipping past.
Nothing tells you which creatures have not noticed you, unless you have Stalker’s eye (the ranger’s, from level 2). With it, look mode says “unaware of you”, and such creatures are drawn with a slow, faint shimmer.
After you attack, though, the attack’s own message tells you how it found a target you see (see What the attack says).
Caught unawares
An attack that finds its target unaware surprises it. That covers a blow, a shot, a throw, or a spell that rolls to hit. A hidden trap also surprises whoever it springs under: you, if you had not found it, or a creature, since creatures never know where traps are. A trap springing beside you does not.
- The attack itself is struck flat-footed: the target’s Dexterity and its Dodge count for nothing in its Defence.
- Then comes the initiative check. The target rolls 2d12 plus its Dexterity modifier, plus what Wary and the Initiative skill add. It must reach 13 plus the attacker’s craft. Craft is what the attacker’s Sneak attack skill adds, plus 2 for the thief’s Sneak attack talent. A trap has no craft. A sleeper or a mimic in disguise makes no check: it is always surprised.
- Made: “You keep your wits about you.” (or “The kobold whirls to face you.”). Nothing more happens. With Hair trigger, if the attacker is a hostile beside you, you strike it at once, before its attack is rolled.
- Failed: “You are taken by surprise!” (or, for your attack, “You hit the unsuspecting
kobold.”). The target is
Surprised until it next acts (after a
feint, for one action more). While Surprised:
- it stays flat-footed, with no Dexterity and no Dodge in its Defence;
- it makes no free blow: no riposte, no blow at a foe stepping up or away, no Point-blank shot;
- its next action takes half as long again. The Initiative skill saves part of that extra time, and Cool head saves all of it. That action ends the surprise: “You recover your wits.”
| Your edge | craft +0 (13) | craft +2 (15) | craft +4 (17) | craft +6 (19) | craft +8 (21) | craft +10 (23) | craft +12 (25) | craft +14 (27) |
|---|---|---|---|---|---|---|---|---|
| −4 | 25% | 14.6% | 6.9% | 2.1% | 0.69% | 0.69% | 0.69% | 0.69% |
| −2 | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% | 0.69% | 0.69% |
| +0 | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% | 0.69% |
| +2 | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% |
| +4 | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% |
| +6 | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% |
| +8 | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% |
| +10 | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% |
| +12 | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% |
| +14 | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% |
| +16 | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% |
Your edge is your Dexterity modifier plus what Wary and Initiative add. The columns are the attacker’s craft and the difficulty it makes. A roll of 2 always fails, and a roll of 24 always succeeds.
Stunned
The ascetic’s Stunning strike leaves a foe it wounds Stunned until it next acts. Stunned is flat-footed just like Surprised: no Dexterity and no Dodge in Defence, no free blow, and sneak dice land on it. Its next action also takes half as long again, but neither Initiative nor Cool head saves any of that time. They help against surprise, not against a blow to the head.
What the attack says
Your own attack that rolls to hit (a blow, a shot, a throw, or a spell) names its target by how it caught it, in the attack’s own line, hit or miss:
| The target was | The message |
|---|---|
| asleep | “You hit the sleeping kobold.” |
| unaware of you, and failed its initiative check (or a mimic in disguise) | “You hit the unsuspecting kobold.” |
| already Surprised | “You hit the surprised kobold.” |
| Stunned | “You miss the stunned kobold.” |
These are exactly the times your sneak dice can land, except one: an unaware target that makes its check whirls to face you (“The kobold whirls to face you.”), and that line is all you are told, though the attack was still struck flat-footed. Nothing is said of a target you do not see, and never a number. A creature’s attack on you says nothing of the kind: “You are taken by surprise!” already tells it.
Sneak attacks
If you have sneak dice, you add them to a hit on a target that is unaware of you, Surprised, or Stunned. The dice come from the Sneak attack skill (1d6 once you are trained at all) and from talents: Ambusher and the thief’s Improved sneak attack. They are added after Protection, and a critical never doubles them. Master thief makes such a hit a critical threat 2 sooner.
- A blow counts at any reach. A shot, a throw, or an attack spell counts only within a few cells (see the table below; Long reach adds to it).
- Usually only the first blow of a fight finds the foe unaware. A foe that failed its check is still Surprised for your next blow. One that made it is not.
- The thief’s Lurk waits in ambush: a hostile that steps up beside you takes your blow at once, caught unawares unless it was already hunting you.
- Exploit is a sneak attack whatever the foe knows, but it does not surprise the foe.
- Vanishing act leaves you light on your feet after a sneak attack that kills.
- Every sneak attack that hits gives the thief an opening, if it is on their mark or they have none.
- Two weapon abilities trigger on a sneak attack that hits: Knife in the dark and Hunter’s shot.
| Rule | Number |
|---|---|
| The initiative check’s difficulty | 13 plus the attacker’s craft |
| How far a shot, a throw, or an attack spell is still a sneak attack | 6 cells; more with Long reach (+3) |
| How long you stay aware of a creature you have seen | 20 turns |
| How long a creature you slipped past stays blind to you | 60 turns at most |
| Surprised: the next action costs | 150% of its time, then it ends |
| Lurking: lasts | until your next action |
The skills
This table shows what Sneak attack, Initiative, and
Stealth’s slipping past give at each value. A thief starts with Sneak
attack (2d6+10), and a drow may too, whatever their class. Warriors,
rangers, ascetics, berserkers, bards, and thieves train Initiative (see
Which skills you start with).
| Value | Sneak attack: sneak attack dice | Sneak attack: their check’s difficulty | Initiative: your check | Initiative: extra time spared | Surprised action costs | Stealth: slipping past |
|---|---|---|---|---|---|---|
| 1 | 1d6 | — | — | — | 150% | — |
| 10 | 1d6 | — | — | 5% | 147% | — |
| 25 | 2d6 | +2 | +2 | 12% | 144% | +2 |
| 50 | 3d6 | +4 | +4 | 25% | 137% | +4 |
| 75 | 4d6 | +6 | +6 | 37% | 131% | +6 |
| 100 | 5d6 | +8 | +8 | 50% | 125% | +8 |
| 125 | 5d6 | +9 | +9 | 56% | 122% | +9 |
| 150 | 6d6 | +10 | +10 | 62% | 119% | +10 |
| 175 | 6d6 | +11 | +11 | 68% | 116% | +11 |
| 200 | 7d6 | +12 | +12 | 75% | 112% | +12 |
| 250 | 8d6 | +12 | +12 | 75% | 112% | +12 |
| 300 | 9d6 | +12 | +12 | 75% | 112% | +12 |
| 400 | 11d6 | +12 | +12 | 75% | 112% | +12 |
No vitals
Some things have no vitals to find. Sneak attack dice never land on them, and a critical is never confirmed on them. Vital strike and a master thief’s sure critical are a plain blow against them (“It has no vital spot.”). They can still be surprised like anyone, and still be struck flat-footed. The fleshy undead (draugr, ghouls, the drowned, vampires, mummies) do have vitals.
Creatures
Some creatures are good at surprise too. They may have sneak dice, a craft that makes your check harder, an Initiative of their own, or a sharp eye against your slipping past.
A few creatures lurk. One that sees you waits where it stands instead of coming at you, and attacks once you come beside it. If it can shoot or cast, it does that from where it stands. Once it is hurt, it hunts like any other.
| Creature | Sneak attack | Dice | Harder to keep wits | Initiative | To keep wits | Extra time spared | Spot | Against slipping past | Lurks |
|---|---|---|---|---|---|---|---|---|---|
| Barrow spider | 10 | 1d6 | - | 20 | +1 | 10% | - | - | yes |
| Black Wystan | - | - | - | - | - | - | 50 | +4 | no |
| Darkling | 30 | 2d6 | +2 | 50 | +4 | 25% | - | - | no |
| Drow assassin | 160 | 6d6 | +10 | 100 | +8 | 50% | 40 | +3 | no |
| Drow stalker | 75 | 4d6 | +6 | 60 | +4 | 30% | 50 | +4 | no |
| Footpad archer | - | - | - | - | - | - | 25 | +2 | no |
| Gnægan the Rat King | - | - | - | 30 | +2 | 15% | 30 | +2 | no |
| Līgetdrȳ the Storm-Wright | - | - | - | - | - | - | 60 | +4 | no |
| Meenlock | 30 | 2d6 | +2 | 30 | +2 | 15% | - | - | yes |
| Nihtscinna the Hollow | - | - | - | 120 | +8 | 55% | 90 | +7 | yes |
| Nīðdraca the Hate-Wyrm | - | - | - | 150 | +10 | 62% | 100 | +8 | no |
| Quickling | 40 | 2d6 | +3 | 150 | +10 | 62% | - | - | no |
| Redcap | 40 | 2d6 | +3 | 40 | +3 | 20% | - | - | no |
| Sluagh | 120 | 5d6 | +8 | 60 | +4 | 30% | - | - | no |
| Warden of the gate | - | - | - | 40 | +3 | 20% | 40 | +3 | no |
| Wælcyrge the Chooser | - | - | - | 160 | +10 | 65% | 90 | +7 | no |
| Āttorcoppe the Spinner | 40 | 2d6 | +3 | 50 | +4 | 25% | 40 | +3 | yes |
See also: the thief, Openings, and Hearing.
Damage types
Every blow, shot, trap, and spell does damage of a certain kind. Weapons do the three physical kinds: slashing, piercing, and bludgeoning. The elements are fire, cold, electricity, acid, and poison. Two more kinds come only from magic: force and necrotic.
The kind decides what armour does against the damage, what resists it, and whether it makes you bleed, and whether it spills blood on the floor or leaves char. It also decides how the message reads: “The kobold stabs you.”, “You cleave the giant rat.”, “The fireball burns the kobold.”
Bare hands, kicks, and shield bashes do bludgeoning damage.
What weapons do
Each weapon does one kind of damage, or two. A sword can cut or stab. Against each target it uses whichever is better: first the kind the target resists least, then the kind its armour stops least.
A flaming arrow stabs and burns. Its fire is added damage: it is rolled after the arrow’s own damage, and armour never soaks it. Magic weapons can add any element except force in the same way (see Magic items and the table below).
| Weapon | Damage | Adds |
|---|---|---|
| Knife | slashing | — |
| Stiletto | piercing | — |
| Dagger | piercing | — |
| Short sword | slashing or piercing | — |
| Scimitar | slashing | — |
| Rapier | piercing | — |
| Long sword | slashing or piercing | — |
| Great sword | slashing | — |
| Hand axe | slashing (“cleaves”) | — |
| Battle axe | slashing (“cleaves”) | — |
| Great axe | slashing (“cleaves”) | — |
| Club | bludgeoning | — |
| Mace | bludgeoning | — |
| Morning star | bludgeoning or piercing | — |
| War hammer | bludgeoning | — |
| Maul | bludgeoning | — |
| Javelin | piercing | — |
| Spear | piercing | — |
| Trident | piercing | — |
| Glaive | slashing | — |
| Halberd | slashing or piercing | — |
| Quarterstaff | bludgeoning | — |
| Ironwood staff | bludgeoning | — |
| Short bow | piercing | — |
| Long war bow | piercing | — |
| Composite bow | piercing | — |
| Crossbow | piercing | — |
| Heavy crossbow | piercing | — |
| Sling | bludgeoning | — |
| Flaming arrow | — | 1d4 fire |
| Rock | bludgeoning | — |
Creatures’ bites stab, their claws cut, and their hooves and slams strike. A shield bash, a kick, and bare hands strike too.
Armour and resistance
Protection (see Combat) soaks physical damage only. A fireball, a lightning bolt, the cold of a plunge through the ice, and poison all go straight through mail. A piece of armour may do better or worse against one physical kind. Chain mail turns a blade well and a point badly.
Resistance takes a share off damage of one kind, in percent, after armour has done its part. A fur cloak resists cold, a leather jerkin resists acid a little, and magic of an element resists that element (see the table below).
Everything adds up: your race, what you wear, magic, talents, and potions. There is no cap on the total, but at most 75 % counts. With 200 % fire resistance you take a quarter of any fire. Lose 100 % of that again and you are still at 75 %, since 100 % remains. Below zero you take more, but at worst double: −100 % is the floor of what counts. The same cap holds for creatures.
Nothing you can wear or learn makes you immune. Immunity belongs to some creatures alone: a creature immune to a kind takes nothing of it, whatever it wears or suffers.
The share comes off each kind on its own: a flaming arrow’s point and its fire are reduced separately. The result is rounded to the nearest point, so a 1-point hit still hurts at 50 % but does nothing at 75 %.
| Armour | Protection | Against | Resists |
|---|---|---|---|
| Padded coat | — | — | cold 10% |
| Leather jerkin | 1 | — | acid 10% |
| Studded leather jerkin | 1 | — | acid 10% |
| Chain mail shirt | 3 | +1 slashing, −1 piercing | — |
| Suit of scale mail | 4 | +1 slashing, −1 bludgeoning | — |
| Suit of banded mail | 5 | +1 slashing | — |
| Wool cloak | — | — | cold 10% |
| Fur cloak | 1 | — | cold 20% |
Magic of the elements
Each element has a magic prefix and a magic suffix. The prefix adds a die of the element to every hit of a weapon, a missile weapon, or ammunition. The suffix resists the element.
Force has no prefix. It is the spells’ own kind (Magic missile, Arcane bolt), and items can only resist it. The physical kinds have neither prefix nor suffix: Protection is their resistance.
| Element | Prefix (adds) | Suffix (resists) |
|---|---|---|
| Fire | Flaming (1d2 to 1d8) | of the Salamander (10–15 % to 35–45 %) |
| Cold | Freezing (1d2 to 1d8) | of Warmth (10–15 % to 35–45 %) |
| Electricity | Shocking (1d2 to 1d8) | of the Storm (8–10 % to 42–45 %) |
| Acid | Corrosive (1d2 to 1d8) | of Glass (8–10 % to 42–45 %) |
| Poison | Venomous (1d2 to 1d8) | of the Adder (8–10 % to 42–45 %) |
| Force | — | of the Anvil (8–10 % to 42–45 %) |
| Necrotic | Withering (1d2 to 1d8) | of the Living (8–10 % to 42–45 %) |
Two talents work on damage types:
- Elemental ward is taken for one element: fire, cold, electricity, acid, poison, force, or necrotic. It resists that element 25 % per rank, up to two ranks. It counts like gear, under the same 75 % cap. A ward against poison also shrinks each dose of poison.
- Crusher lets your striking blows and kicks ignore 2 points of the target’s Protection. That covers a mace, a club, a staff, bare hands, and a shield bash. Shots and throws are not blows.
Three birth-sign gifts resist too, 25 % each, counted like gear under the same cap. The Wyvern’s Flame-hardened and the Fire element’s Kindled resist fire, so a Fire Wyvern has 50 %. The Kraken’s Of the deep resists cold.
The character screen (@) tells you what you resist in words only: “Resistant to
cold”, “Vulnerable to fire”, “Immune to poison”. Item descriptions show the numbers for what you
hold: “Resists cold 20%”, “+15% cold resistance”, “Protection 3 (+1 against slashing, −1 against
piercing)”, “Adds 1d4 fire damage”.
Creatures have resistances and weaknesses of their own, and some are immune to a kind. The game never gives their numbers. You learn them by playing. A blow that is shrugged off says so: “The fireball does the salamander no harm.” A blow stopped by armour alone glances off instead. You may also simply know: look mode describes a creature’s resistances in words when your Knowledge stands above its level.
What else the kind decides
- Bleeding comes only from cuts and stabs. A big hit or a critical with a club, a fall into a pit, or a fireball opens no wound (see Status effects).
- Poison is damage of its own kind. A creature immune to poison is never poisoned, and resisting poison shrinks each dose, whether from a rat’s bite or bad food.
- Fire melts ice where it bursts, and cold freezes water, as a fireball and a frost burst do (see Temperature and ice). The plunge through broken ice is cold.
- A trap’s arrows and spears stab, its fireball burns, its frost chills, its lightning shocks, and its pit strikes (see Traps). Scrolls cast the same spells (see Scrolls).
Starving, a disease eating at you, and the slow loss of blood from a wound have no kind. Nothing resists them.
See also: Combat, Spell types, and Materials.
Healing
This page answers “how do I get my health back?”. Lost hit points come back by themselves over time, and there are quicker ways too. What stops bleeding, poison, and disease is in the second section.
Getting your health back
- Wait or rest. Hit points come back by themselves, faster the tougher you are
(below). Resting (
b) is the quickest way to let that time pass, and you heal twice as fast while you rest. - Drink a potion. A potion of healing, a greater one, or a potion of full healing brings hit points back at once.
- Cast a spell. Mend, Cure wounds, and Benison bring some back, and Renewal makes you heal four times as fast. On the undead they harm instead.
- Pray. A priest’s prayer mends wounds (see Prayer), and a paladin’s Lay on hands heals with zeal.
- Catch your breath. The Second wind talent gives hit points back at once.
- Find a place that heals. A healing spring may heal you when you drink at it, and in a sanctuary wounds heal three times as fast.
Curing bleeding, poison, and disease
Each of these slows or stops your healing until it ends, and each ends by itself in time (see Status effects and Diseases). To end one sooner:
- Bleeding: bind the wound with the Heal skill, drink a greater healing potion or one of full healing, or a priest’s prayer for wounds.
- Poison: a potion of antidote or of full healing, the spell Remove disease, the Heal skill (it draws out some of a dose), or a priest’s prayer against poison.
- Disease: an angelica root, a potion of cure disease, Remove disease, a temple’s cure (see Services), or a priest’s prayer against disease. The Heal skill eases one but never cures it.
- Stunned, frightened, or drowsy: a potion of clear head.
- Everything else: the “How it ends” column of the status tables lists every way to end each one.
Those born in the year of the Unicorn have Horn’s grace, which ends bleeding and poison and shakes off a disease.
How fast you heal
At the usual pace you get a hit point back every so often. The tougher you are, the faster it comes:
| Toughness | A hit point back every |
|---|---|
| 3 | 5 minutes and 24 seconds |
| 6 | 4 minutes and 48 seconds |
| 8 | 4 minutes and 24 seconds |
| 10 | 4 minutes |
| 12 | 3 minutes and 36 seconds |
| 14 | 3 minutes and 12 seconds |
| 16 | 2 minutes and 48 seconds |
| 18 | 2 minutes and 24 seconds |
| 20 | 2 minutes |
| 22 | 1 minute and 36 seconds |
| 25 or more | 1 minute |
Exactly: a hit point every max(60, 360 − 12 × Toughness) seconds of game time, at the normal pace.
Resting, status effects, and starving (see Hunger) change the pace:
| While | Hit points come back |
|---|---|
Resting (R) | twice as fast |
| Bleeding | not at all |
| Burning | not at all |
| Corroded | not at all |
| Poisoned | half as fast |
| Diseased | half as fast |
| Unwelcome | half as fast |
| Ashen | half as fast |
| Worn thin | half as fast |
| Renewing | 4 times as fast |
| Diseased with marsh ague | a quarter as fast |
| Starving | not at all |
When several things change the pace at once:
- If several status effects slow your healing, only the slowest counts.
- An effect that speeds healing up (Renewal’s, four times the pace) counts only while nothing slows it.
- A disease that slows healing more than being Diseased does counts too (see Diseases).
- Resting makes up for some of it. Resting while poisoned heals at the usual pace.
- While you bleed or starve, nothing heals you, resting or not.
- In a sanctuary (a special room), wounds heal three times as fast on top of all that. This holds for anyone there, not just you.
- Magic items that speed healing (“hit points come back 50% faster”) add on top again.
The fine print
- Healing runs on game time, whatever you are doing: waiting, walking, fighting, or making a long journey on the overworld. Only the total time counts, not how it is split up.
- Progress toward the next hit point carries over from turn to turn. It is lost once you are unhurt.
- Creatures heal by the same rules, at their own Toughness, while you are on their level. They never rest.
- Some creatures regenerate. Most trolls heal four times as fast as their Toughness alone would give (the creature numbers say which ones do). This counts as a status effect that speeds healing, so anything that slows healing slows theirs too. When you see one get a tenth of its hit points back at once, you are told: The troll’s wounds close.
- Fire and acid stop all healing while they last. Nothing heals while Burning or Corroded: not a troll’s regeneration, and not yours.
Your mana comes back in the same way, paced by your Willpower.
See also Status effects and Hit points.
Resting
Resting lets time pass quickly, and you heal twice as fast while you rest. Every other way to get your health back is on Healing.
Press b to rest. The message line asks:
Rest: (h)our, until (d)awn, until (n)ightfall? (Esc to cancel)
Any other command cancels the prompt. Resting until dawn or dusk always means the next one, even if it is that time right now.
How resting works
Resting is a single action that waits turn after turn, each wait a normal action (6 seconds). It works the same on the overworld. Creatures keep acting and the world keeps changing. The last wait is cut short, so the rest ends exactly at its goal. A rest’s waits do not search, as a single wait does. A rest never lasts more than a day.
While you rest, creatures away from you take their turns in larger steps, so a night’s rest on a level full of them goes quickly. A creature counts as away unless it is hostile to you and you (or the spot it is heading for) are within its sight. Away from you:
- A creature going about its routine walks up to 20 steps of its round at once, then waits them out, so it keeps its own pace. “Its routine” means it sees no enemy, hears nothing worth a look, and has no status effects. It never takes such a stride onto a cell where you saw creatures when you last looked, nor where you could hear its step, nor to where it could see an enemy. Only its last step is heard. One standing still, or with someone in its way, waits 20 turns at once.
- A creature busy with something else (fighting another creature, looking into a noise, going back to its post) acts as usual, but 20 times slower.
Creatures near you, in view, or in earshot take every turn as usual, and outside a rest every creature does.
A rest stops early when:
- A creature hostile to you comes into view within 5 steps of you (“A kobold comes into view; you stop resting after 2 hours.”), or one you could already see farther off comes that close (“The kobold comes close; you stop resting after 10 minutes.”). Steps count as you move, diagonals too: 5 steps is any cell up to 5 columns and 5 rows away. A hostile farther off may be in view and you rest on. Creatures that are not hostile to you (neutral beasts, the people who talk, your allies) never stop a rest by being seen, however close.
- Something attacks you: a blow, a shot, a throw, or a spell, even one that misses or that you resist, and even from something you cannot see. So does a shot or a spell landing or flying within 5 steps of you, a spell cast by or at someone within 5 steps, and a fight or a death you see within 5 steps. A fight you watch farther off is written to the message line, and you rest on.
- A message is written to the message line, such as a new sound (“You hear footsteps to the north-east.”) or an attack you notice (“The kobold hits you.”). A sound you have already been hearing does not stop you; see Hearing. Nor does a status effect wearing off (“The bleeding stops.”, “The poison wears off.”) or a disease leaving you (“Your fever breaks.”); see Status effects and Diseases.
- Under the open sky, rain starts or grows heavier (“It starts to rain.”, “It starts to pour.”, “The rain grows heavy.”). Other news of the weather, such as the rain stopping, and someone muttering to themselves, is written to the message line but lets you rest on.
- You get hungrier: hungry, weak, fainting, or starving (“You are getting hungry.”). Fainting from hunger stops it too, and so does losing a hit point to starving (“You are wasting away from hunger.”). Resting burns food like any other time (see Hunger). A full stomach settling (“You no longer feel satiated.”) lets you rest on.
- On the overworld, someone finds your camp (see Camping and foraging).
So resting next to a creature that walks back and forth behind a door is interrupted each time it comes back into earshot. A hostile already within 5 steps and in view when you start does not stop the rest just by being there. It stops the rest only by leaving your sight (or going farther than 5 steps) and coming back, or by attacking you.
Digging, eating, searching, and every other long task go on turn after turn the same way, and stop early for the same reasons.
When the rest ends, the game tells you how long you rested (“You rest for 1 hour.”, “You rest until dawn.”). Rest to wait out the night, to wait for the light to change, or to let your wounds heal. Hit points come back with time, faster the tougher you are, and twice as fast while you rest (see Healing). Bleeding and poison still cost hit points while you rest, and bleeding stops your healing until it stops.
See also: Time and the calendar and Weather.
Status effects
Some harm lasts longer than a blow. A deep wound keeps bleeding, and a bite can leave poison behind. These status effects cost hit points as time passes, slow your healing, sometimes weaken you, and wear off on their own. They can kill. What ends bleeding, poison, and disease sooner is gathered on Healing.
Diseased is a status effect too. It shows while any disease has broken out, and lasts as long as the diseases do.
Not every status effect harms. A rage makes you stronger for a while, and some effects leave you spent once they are over. What helpful effects, hexes, and cooldowns can do is on Buffs, hexes, and cooldowns.
You always know what ails you. The status bar names it right after your
hit points (HP 12/17 · Bleeding · Poisoned), the character screen lists it, and
the message line tells you when it starts and stops. What you never see is a number for how bad it
is or how long it will last: you just watch your hit points go.
Being grabbed, engulfed, or swallowed has a page of its own: Held.
Every status effect is in the tables on Every status effect, with its exact paces and the creatures that cause it.
How they work
- Severity. Every status effect has a severity, counted in degrees. The worse it is, the faster it costs hit points: a wound twice as bad bleeds twice as fast.
- They add up. A second wound while you are still bleeding makes the bleeding worse. A second dose of poison makes you sicker, and stronger poison lasts longer. Each status has a worst it can get.
- They wear off bit by bit, a degree at a time, until they are gone.
- Time is time. Status effects run on game time, whatever you do meanwhile. Waiting, walking, resting, and a long journey on the overworld all count the same. Only creatures on other levels are paused: their effects wait for you to come back.
- They can kill. If a status effect takes your last hit point, you die of it, and the death screen says so: “Bled to death”.
Stunned, frightened, drowsy, surprised
These four come up in most fights. None of them costs hit points; each costs you time or aim.
- Stunned. A heavy blow rings your head. Your next action takes half again as long, and until then you are flat-footed: your Dexterity and Dodge do not help your Defence, you make no free blow, and a sneak attack’s extra dice land. A creature’s blow or an ascetic’s Stunning strike can do it (see Surprise).
- Frightened. You hit less often (−3 to hit). A frightened creature runs from you while it can, and fights only when cornered. Fear wears off a degree every 6 seconds.
- Drowsy. Everything you do takes three times as long. The bard’s lullaby and some creatures cause it. It eases a degree every 12 seconds.
- Surprised. You were caught unawares and failed the initiative check. You are flat-footed, and your next action takes half again as long.
Getting rid of them: they wear off by themselves, most within a few turns. Sooner:
- a potion of clear head ends stunned, frightened, and drowsy at once (and staggered, transfixed, and sluggish);
- a priest’s prayer of release ends frightened and drowsy;
- an ascetic’s Stillness ends all four.
Bleeding
Two things open a wound (“You are bleeding.”):
- a big hit, one that takes at least a third of your hit points at once;
- a confirmed critical (“The kobold stabs you hard!”). A critical opens a worse wound than a big hit.
Only a blow that cuts or stabs does it. A club, a fall, or a fireball does not (see Damage types).
While you bleed, you lose a hit point every so often, faster the worse you bleed, and your hit points do not come back at all. The bleeding eases by itself and stops after a while: “The bleeding stops.” If you are trained in Heal, you can bind the wound and stop it sooner, trying as often as it takes (see Treating yourself).
Getting rid of it: it stops by itself in time. Sooner:
- bind the wound with the Heal skill;
- drink a potion of greater healing or of full healing;
- a priest’s prayer for wounds;
- Horn’s grace, if you were born in the year of the Unicorn;
- now and then, an answer at a forgotten altar.
Creatures bleed the same way, and you can see it: look mode says “A giant rat (hostile, wounded, bleeding)”. A creature can bleed to death after a fight: “The giant rat bleeds to death.”
A creature without blood never bleeds, whatever wounds it: neither a blow nor Flay opens it. A skeleton, a ghost, or an elemental has none; the creature tables say which.
Burning
A fire spell sometimes leaves what it harms burning: “You are burning!” Burning costs a hit point every ten seconds, faster the more degrees of it you have, and each degree burns out in half a minute: “The flames go out.” What resists fire takes less harm, and what is immune never burns.
Anything burning gives off a small light, so it cannot hide in the dark, and look mode names it: “A kobold (hostile, burning)”.
Getting rid of it: it burns out in half a minute a degree. A step into water, or a fall through ice into it, puts the flames out at once. So does a cold spell that harms you.
Corroded
Every acid spell that harms something leaves it Corroded: “The acid keeps eating.” A degree costs a hit point every six seconds and is spent in twelve, so it does two more hit points per cast: “The acid is spent.” What resists acid takes less. Look mode names it. It never eats armour.
Getting rid of it: nothing ends it sooner; it is spent in twelve seconds a degree.
Poisoned
Some creatures’ attacks carry poison. Now and then a barrow spider’s bite leaves you sick: “You feel sick.” So does bad food: rotten food (a corpse too) that stays down, or the flesh of some creatures (see Food and corpses).
Poison works slowly. It costs a hit point every couple of minutes, faster the stronger it is, and your hit points come back only half as fast.
Strong poison (a few doses at once) also makes you weaker and clumsier. Your Strength and Dexterity count one less in everything they do, from hitting and Defence to how much you can carry. The character screen shows them lowered.
Getting rid of it: poison wears off by itself: “The poison wears off.” Sooner:
- drink a potion of antidote or of full healing;
- cast Remove disease;
- a priest’s prayer against poison;
- Horn’s grace, if you were born in the year of the Unicorn;
- if you are trained in Heal, draw out some of a dose (see Treating yourself);
- now and then, an answer at a forgotten altar.
You cannot tell whether a creature is poisoned by looking at it.
Ebbing
A draining room drinks at magic. While you stand in one, and for half a minute after you leave, you are Ebbing (“Your power ebbs away.”). A point of mana drains away every 20 seconds, and none comes back. It never takes you below zero and does you no other harm. Once you are out of the room it passes: “Your power stops ebbing.”
Creatures with mana ebb in the room just as you do, and you can see it on them (“ebbing”). Creatures without mana are left alone. The talent Old delver keeps it from ever taking you.
Asleep
The creatures of a teeming den lie asleep (“asleep” in look mode). A sleeper does nothing at all and has seen no one, so a sneak attack on it always lands. Time never wakes it. A loud enough noise does, as does any harm or a waking neighbour’s cry.
Silenced
A silent vault swallows every sound. While you stand in one, and for ten seconds after you leave, you are Silenced (“The silence closes around you.”). You cannot:
- cast a spell, or spend mana on anything;
- read a scroll;
- sing a song (inspire, the lullaby);
- throw your voice.
Trying takes no time. Out of the vault, sound comes back: “Sound returns.”
Creatures inside are silenced just as you are, and you can see it on them (“silenced”). A caster that cannot cast closes in to fight hand to hand.
Unwelcome
A shrine of the other side from yours does not want you. While you stand in one, and for half a minute after you leave, you are Unwelcome (“You feel unwelcome.”). Your wounds heal at half the pace, and you are a little less likely to hit (−1 to hit). Once it passes: “You no longer feel unwelcome.”
Creatures of the other side are unwelcome there too, and you can see it on them (“unwelcome”).
In the message line
“You are bleeding.” and “You feel sick.” stop a rest, like any news. “The bleeding stops.” and “The poison wears off.” show in the message line but let you rest on.
See also: Every status effect, Buffs and hexes, and Healing.
Buffs, hexes, and cooldowns
Not every status effect costs hit points. A status effect can help or hinder in other ways while it lasts. The “What it does” column of the tables says which of these each one does:
- Stats. It may raise a score as well as lower one. If a higher Toughness let you heal to more hit points, those extra hit points go again when it ends.
- Fighting. It may add to your to-hit and damage, or to your Dodge and Parry, as a combat stance does, on top of your stance. Creatures can suffer these too.
- Blows. It may add damage of some kind to your melee blows with either hand, as a Flaming sword does. Brand adds 1d4 fire (burning blade). A kick or a shield bash does not carry it. No spell type’s rule applies to a blow, so it never leaves anyone burning.
- Striking back. It may hurt whoever lands a melee blow on you, as a spell of that kind would. Fire cloak does 1d6 fire to the attacker (fire-cloaked), and one time in four leaves them burning. What it kills counts as your kill.
- Water. It may bear you up. Water walking (water-borne) makes wading cost no more than a step on dry land. Ice never gives way under you, however thin: a burst of heat or force leaves the ice you stand on, so you never fall in.
- Slowness. It may make everything you do take longer: at 150%, half again as long.
- What you cannot do. It may stop you doing something while it lasts. A
raging fighter cannot read (“You cannot read while raging.”). Trying takes no
time, and an ability that would do it is greyed out:
you are raging. - What follows. As some end, another begins: when a rage subsides, exhaustion follows.
- Eyes. It may lend you other eyes. A potion of owl’s eyes lets you see in the dark as darkvision does, in each respect where it is better than your own sight.
- Resistance. It may make you resist a kind of damage. This counts like armour’s resistance: together with what you wear it never goes past 75%, and never gives immunity.
From potions and songs
The potions that last a while give:
- boosts: Fortified, Nimble, Hale, Keen, Steadfast, and Imposing, each a stat +2 per degree;
- vision: Cat-eyed, Owl-eyed, and Moth-eyed;
- resistances: Warmed, Chill-proof, Earthed, and Proof against poison.
The bard’s songs give three more. Inspired (and a virtuoso’s greater inspired) lifts the singer. Drowsy, from the lullaby, slows those who fail to shake it off. Each goes up to three degrees, as many as the singer’s Music gives the song.
Hexes
A hex is a status that a hex spell lays: Hexed, Weakened, Sluggish, Drowsy, and Webbed. A witch can feed her hexes:
- Her cackle makes each hex she laid on a creature she sees grow a degree, up to its maximum, and starts its degree’s time again.
- Her familiar’s touch lays her Hexed on what it hits, and starts her other hexes on it afresh.
- Her malison makes a creature take 3 more damage from her for each of her hexes on it, and a creature that dies under one of her hexes pays her mana.
Cooldowns
A cooldown is a status effect that only waits to wear off. While you are, say,
winded, the ability that winded you cannot be used again
(you are winded). Time is the only price: nothing counts how often you use an ability.
Raging comes with the berserker’s rage, one of the class abilities. While the rage lasts you are stronger and tougher but less clever, and cannot read or spend mana. When it runs out you are Exhausted for two and a half minutes: a little weaker, and with no rage until it passes.
See also: Status effects, Spell circles, and Potions.
Every status effect
How status effects work, and the common ones in words, are on their own page. These tables give every status effect in four groups, with the exact paces. What it does is what it costs and changes while it lasts, and how you see it on others. Caused by is where it comes from; the creatures whose attacks cause it are listed in Who causes it. How it ends is how it wears off, and every way to end it at once.
Harmful
These cost hit points or mana as time passes, and can kill.
| Status | What it does | Caused by | How it ends |
|---|---|---|---|
| Bleeding | Costs a hit point every 40 seconds, faster the worse it is; hit points do not come back; shows on others as “bleeding” | Big hits and confirmed criticals; the attacks of 11 creatures; Deep cut (a weapon ability); Knife in the dark (a weapon ability); a wounding hit of Quivering palm (a class ability) | A degree a minute; ended at once by potion of full healing, potion of greater healing, a priest’s prayer, the Heal skill (binds it), Horn’s grace, now and then a forgotten altar |
| Burning | Costs a hit point every 10 seconds, faster the worse it is; hit points do not come back; you shed light on your cell and the cells beside you; shows on others as “burning” | The attacks of 8 creatures | A degree every 30 seconds |
| Corroded | Costs a hit point every 6 seconds, faster the worse it is; hit points do not come back; shows on others as “corroded” | — | A degree every 12 seconds |
| Poisoned | Costs a hit point every 2 minutes, faster the worse it is; Strength −1, Dexterity −1 when strong; hit points come back half as fast | The attacks of 27 creatures; eating rotten food | A degree every 2 minutes; ended at once by potion of antidote, potion of full healing, the Remove disease spell, a priest’s prayer, the Heal skill (eases it), Horn’s grace, now and then a forgotten altar |
| Stiffening | Dexterity −4 when strong; every action takes 150% of the time; at its 4th degree its bearer dies of it, and a creature it kills leaves no corpse but a statue holding what it carried; you are told each degree (1: “Your limbs stiffen.”, 2: “Your skin greys and hardens.”, 3: “You can barely move.”); shows on others as “stiffening” | The attacks of 2 creatures | A degree every 2 minutes; ended at once by the scroll of restoration, a temple’s cure, the Heal skill (eases it), Stillness, now and then a forgotten altar |
| Diseased | Hit points come back half as fast | Any disease, once it shows | When the diseases are gone |
| Ebbing | Costs 1 mana every 20 seconds, and none comes back; shows on others as “ebbing” | A creature’s attack; standing in a draining room | After 30 seconds |
| Engulfed | Costs 2 hit points every 6 seconds, faster the worse it is; you cannot move, shoot, throw, or read; a step is a struggle to break free: a Strength check against the holder’s grip (14 unless its attack says otherwise); made, you step, failed, the turn is lost; shows on others as “engulfed” | The attacks of 5 creatures | After 2d4 turns (6 seconds each) at most; at once when the holder dies, leaves your side, or is held or slowed; ended at once by a priest’s prayer, Stillness |
| Swallowed | Costs 4 hit points every 6 seconds, faster the worse it is; you cannot move, shoot, throw, or read; a step is a struggle to break free: a Strength check against the holder’s grip (14 unless its attack says otherwise); made, you step, failed, the turn is lost; shows on others as “swallowed” | A creature’s attack | After 2d4 turns (6 seconds each) at most; at once when the holder dies, leaves your side, or is held or slowed; ended at once by a priest’s prayer, Stillness |
| Latched | Costs a hit point every 12 seconds, faster the worse it is; you cannot move; a step is a struggle to break free: a Strength check against the holder’s grip (14 unless its attack says otherwise); made, you step, failed, the turn is lost; shows on others as “latched” | The attacks of 2 creatures | After 2d4 turns (6 seconds each) at most; at once when the holder dies, leaves your side, or is held or slowed; ended at once by a priest’s prayer, Stillness |
Hindering
These cost nothing, but leave you weaker, slower, or unable to do something.
| Status | What it does | Caused by | How it ends |
|---|---|---|---|
| Asleep | A creature suffering it sleeps: it takes no turn, and a loud enough noise, a blow, or a cry wakes it; shows on others as “asleep” | — | Only when cured |
| Silenced | You cannot cast spells, read, sing, or throw your voice; its abjuration spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “silenced” | Standing in a silent vault | After 10 seconds |
| Unwelcome | Hit points come back half as fast; to hit −1; shows on others as “unwelcome” | — | After 30 seconds |
| Exhausted | Strength −1 | The end of Raging | After 2 minutes and 30 seconds |
| Ashen | Strength −2, Dexterity −2, Toughness −2, Intelligence −2, Willpower −2, Presence −2; hit points come back half as fast; shows on others as “ashen” | — | After 24 hours; ended at once by a priest’s prayer |
| Worn thin | Hit points come back half as fast; shows on others as “worn” | — | After 24 hours |
| Staggered | Every action takes 150% of the time; shows on others as “staggered” | The attacks of 27 creatures; Crushing blow (a weapon ability); Staggering block (a weapon ability); Stunning bash (a weapon ability); Stunning fist (a weapon ability) | After your next action (one given during an action outlasts it); ended at once by potion of clear head, Stillness |
| Stunned | Flat-footed: Dexterity and Dodge count nothing toward your Defence; no free blow out of your turn (riposte, opportunist, gatekeeper, a point-blank shot); sneak dice land on you; every action takes 150% of the time; its evocation spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “stunned” | The attacks of 2 creatures; a wounding hit of Stunning strike (a class ability) | After your next action (one given during an action outlasts it); ended at once by potion of clear head, Stillness |
| Transfixed | Every action takes 200% of the time; its enchantment spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “transfixed” | The attacks of 19 creatures | A degree every 12 seconds; ended at once by potion of clear head, the Unbinding spell, a priest’s prayer, Stillness |
| Hexed | To hit −2; its enchantment spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “hexed” | A creature’s attack | A degree a minute; ended at once by flask of holy water, the Unbinding spell, a priest’s prayer |
| Weakened | Strength −2, Dexterity −2; its necromancy spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “weakened” | The attacks of 4 creatures | A degree every 2 minutes; ended at once by the Unbinding spell, a priest’s prayer |
| Sluggish | Every action takes 150% of the time; its transmutation spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “sluggish” | The attacks of 14 creatures | A degree a minute; ended at once by potion of clear head, the Unbinding spell, a priest’s prayer |
| Drowsy | Every action takes 300% of the time; its enchantment spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “drowsy” | The attacks of 3 creatures; hearing Lullaby (a class ability’s song) and failing the check: 2d12 + the Willpower modifier against 13 plus the singer’s Music | A degree every 12 seconds; ended at once by potion of clear head, the Unbinding spell, a priest’s prayer, Stillness |
| Webbed | You cannot move; its transmutation spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “caught in a web” | A creature’s attack | A degree every 6 seconds; a trained Escape artist may slip it, against 13; ended at once by the Unbinding spell, a priest’s prayer, Stillness |
| Frightened | To hit −3; a creature suffering it runs from whoever gave it while a step takes it farther away, and fights only when cornered; its enchantment spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “frightened” | The attacks of 28 creatures; a wounding hit of Wrathful smite (a class ability) and failing the check: 2d12 + the Willpower modifier against its difficulty plus the smiter’s aim | A degree every 6 seconds; ended at once by potion of clear head, the Unbinding spell, a priest’s prayer, Stillness |
| Held | You cannot move; a step is a struggle to break free: a Strength check against the holder’s grip (13 unless its attack says otherwise); made, you step, failed, the turn is lost; shows on others as “held” | The attacks of 18 creatures | After 3d4 turns (6 seconds each) at most; at once when the holder dies, leaves your side, or is held or slowed; ended at once by a priest’s prayer, Stillness |
| Pinned | You cannot move; its enchantment spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “pinned” | Hunter’s shot (a weapon ability); Pinning shot (a weapon ability); Trip (a weapon ability) | A degree with each action you take (one given during an action outlasts it); a trained Escape artist may slip it, against 13; ended at once by the Unbinding spell, Stillness |
| Surprised | Flat-footed: Dexterity and Dodge count nothing toward your Defence; no free blow out of your turn (riposte, opportunist, gatekeeper, a point-blank shot); sneak dice land on you; every action takes 150% of the time; shows on others as “surprised” | Being caught unawares (an attack by someone you have not seen, or a hidden trap springing under you) and failing the initiative check: 2d12 + your Dexterity modifier against 13; a sleeper or a mimic in disguise always | After your next action (one given during an action outlasts it); ended at once by Stillness |
Helpful
These help whoever has them. Some cost something besides, as a rage does.
| Status | What it does | Caused by | How it ends |
|---|---|---|---|
| Disguised | — | — | Only when cured |
| Raging | Strength +2, Toughness +2, Intelligence −2; you cannot read, study, or cast spells; Exhausted follows it; shows on others as “raging” | Holding Rage | When rage ends (the Resources page) |
| Invisible | — | Drinking a potion of the unseen | After 2 minutes |
| Blessed | Willpower +1; to hit +1; its abjuration spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “blessed” | — | A degree every 10 minutes |
| Fire-cloaked | A melee blow that lands on you does 1d6 fire to the striker, as a spell of that type, its rule and all; you shed light on your cell and the cells beside you; shows on others as “cloaked in flame” | — | A degree a minute |
| Barbed hide | A melee blow that lands on you does 1d6 piercing to the striker, as a spell of that type, its rule and all | — | After 1 minute |
| Acid blood | A melee blow that lands on you does 1d3 acid to the striker, as a spell of that type, its rule and all | — | After 1 minute |
| Burning blade | Your melee blows do 1d4 fire besides, in either hand (no spell type’s rule); you shed light on your cell and the cells beside you; shows on others as “bearing a burning blade” | — | A degree a minute |
| Water-borne | Wading costs no more than a step on dry land; ice never gives way under you, however thin, nor melts or shatters under you in a burst; its transmutation spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “water-borne” | Drinking a potion of sea legs | A degree every 2 minutes |
| Inspired | To hit +1, Dodge +1; shows on others as “inspired” | — | A degree every 5 minutes |
| Inspired | To hit +2, Dodge +2; shows on others as “inspired” | — | A degree every 10 minutes |
| Hasted | Every action takes 75% of the time; its transmutation spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “quickened” | Drinking a potion of quickness | A degree a minute |
| Savage | Every hit is a critical with no confirmation roll, and each hit spends a degree; every action takes 67% of the time; shows on others as “savage” | — | A degree a minute |
| Barkskin | Dodge +2; its transmutation spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “bark-skinned” | Drinking a potion of barkskin | A degree a minute |
| Glamoured | Dodge +3; its abjuration spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “glamoured” | Drinking a potion of glamour | A degree a minute |
| Renewing | Hit points come back 4 times as fast; its restoration spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “renewing” | Drinking a potion of renewal | A degree every 2 minutes |
| Fortified | Strength +2 a degree; shows on others as “fortified” | Drinking a greater potion of might; drinking a potion of might | A degree every 10 minutes |
| Nimble | Dexterity +2 a degree; shows on others as “nimble” | Drinking a greater potion of grace; drinking a potion of grace | A degree every 10 minutes |
| Hale | Toughness +2 a degree; shows on others as “hale” | Drinking a greater potion of vigour; drinking a potion of vigour | A degree every 10 minutes |
| Keen | Intelligence +2 a degree; shows on others as “keen” | Drinking a greater potion of wit; drinking a potion of wit | A degree every 10 minutes |
| Steadfast | Willpower +2 a degree; shows on others as “steadfast” | Drinking a greater potion of will; drinking a potion of will | A degree every 10 minutes |
| Imposing | Presence +2 a degree; shows on others as “imposing” | Drinking a greater potion of presence; drinking a potion of presence | A degree every 10 minutes |
| Cat-eyed | Its transmutation spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); you see with Low-light eyes where they are better than yours; shows on others as “cat-eyed” | Drinking a potion of cat’s eyes | A degree every 30 minutes |
| Quick-sensed | Its divination spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); every living creature within 8 cells you do not see (not the undead, animated things, or constructs) is heard as a heartbeat at a rough place, up to 2 cells off, each turn; shows on others as “listening” | Drinking a potion of the quick | A degree a minute |
| Seeing | Its divination spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “keen-eyed” | Drinking a potion of seeing | After 5 minutes |
| Owl-eyed | You see with Darkvision eyes where they are better than yours; shows on others as “owl-eyed” | Drinking a potion of owl’s eyes | After 30 minutes |
| Moth-eyed | You see with UV sight eyes where they are better than yours; shows on others as “moth-eyed” | Drinking a potion of moth’s eyes | After 30 minutes |
| Warmed | You resist 50% fire, as armour does; shows on others as “warmed” | Drinking a potion of warmth | After 30 minutes |
| Chill-proof | You resist 50% cold, as armour does; shows on others as “chill-proof” | Drinking a potion of frost | After 30 minutes |
| Earthed | You resist 50% electricity, as armour does; shows on others as “earthed” | Drinking a potion of earthing | After 30 minutes |
| Proof against poison | You resist 50% poison, as armour does; shows on others as “proof against poison” | Drinking a potion of proofing | After 30 minutes |
| Spell ward | Dodge +1; shows on others as “warded” | Spell guard (a weapon ability) | After your next action (one given during an action outlasts it) |
| Light-footed | Every action takes 50% of the time; shows on others as “light-footed” | Hit and run (a weapon ability) | After your next action (one given during an action outlasts it) |
| Poised | Dodge +4; shows on others as “poised” | — | After your next action (one given during an action outlasts it) |
| Walled | Shield (on top of a held shield’s) +3; every attack takes 125% of the time; shows on others as “behind its shield” | — | A degree every 6 seconds |
Cooldowns and marks
These do nothing by themselves. A cooldown only waits to wear off, and keeps the ability that caused it from being used again. A mark matters to something else: a light, a smite, a spell circle.
| Status | What it does | Caused by | How it ends |
|---|---|---|---|
| Winded | — | — | After 15 minutes |
| Summoning spent | — | — | A degree every 6 seconds |
| Invisibility spent | — | — | A degree every 6 seconds |
| Breath spent | — | — | A degree every 6 seconds |
| Gaze spent | — | — | A degree every 6 seconds |
| Theft spent | — | — | A degree every 6 seconds |
| Aura spent | — | — | A degree every 6 seconds |
| Blink spent | — | — | A degree every 6 seconds |
| Burnt out | — | — | After 12 hours |
| Drained | — | — | A degree every 5 minutes |
| Graceless | — | — | A degree every 8 hours |
| Spent-eyed | — | — | A degree every 1 hour |
| Radiant | Shows on others as “shining” | — | Only when cured |
| Branded | You shed light 3 cells around you; shows on others as “shining” | A wounding hit of Branding smite (a class ability) | After 5 minutes; ended at once by flask of holy water |
| Bound | Its enchantment spell circle sheds a faint light on your cell and the cells beside you (everyone sees it); shows on others as “bound” | — | Only when cured |
| Lit | You shed light 6 cells around you; shows on others as “glowing” | Drinking a flask of brilliance | A degree every 30 minutes |
| Hoarse | — | — | After 1 hour |
| Lurking | — | — | After your next action (one given during an action outlasts it) |
Who causes it
Every creature whose attack, throw, or gaze can cause a status effect, with the chance a hit has and how bad it makes it. A Held creature’s grip is the difficulty of breaking free.
| Status | Creature | Attack | Chance a hit has | Gives |
|---|---|---|---|---|
| Bleeding | Barbed devil | claws | 25% | 1 degree |
| Canoloth | barbed tongue | 20% | 1 degree | |
| Dire warg | bite | 15% | 1 degree | |
| Elder troll | claws | 20% | 2 degrees | |
| Forest troll | claws | 20% | 1 degree | |
| Giant leech | sucker | 12% | 1 degree | |
| Horned devil | fork | 20% | 2 degrees | |
| Nycaloth | claws | 25% | 2 degrees | |
| Two-headed troll | bites | 20% | 1 degree | |
| Warg | bite | 10% | 1 degree | |
| Wælcyrge the Chooser | spear | 50% | 3 degrees | |
| Burning | Balefire | touch | 25% | 1 degree |
| Cinder elemental | touch | 25% | 1 degree | |
| Elder fire elemental | touch | 25% | 1 degree | |
| Fire elemental | touch | 25% | 1 degree | |
| Greater fire elemental | touch | 25% | 1 degree | |
| Lesser fire elemental | touch | 25% | 1 degree | |
| Magma crawler | touch | 25% | 1 degree | |
| Nīðdraca the Hate-Wyrm | claw | 25% | 2 degrees | |
| Poisoned | Arcanaloth | claws | 20% | 2 degrees |
| Barrow spider | bite | 10% | 1 degree | |
| Bearded devil | beard | 20% | 2 degrees | |
| Bone devil | sting | 25% | 3 degrees | |
| Drow arbalester | long sword | 20% | 3 degrees | |
| Drow arbalester | poisoned bolt | 20% | 3 degrees | |
| Drow archmage | poisoned dagger | 20% | 3 degrees | |
| Drow assassin | envenomed dagger | 40% | 4 degrees | |
| Drow blademaster | twin scimitars | 20% | 3 degrees | |
| Drow captain | envenomed long sword | 25% | 3 degrees | |
| Drow crossbowman | short sword | 15% | 2 degrees | |
| Drow crossbowman | poisoned bolt | 15% | 2 degrees | |
| Drow high priestess | scourge | 30% | 4 degrees | |
| Drow mage | poisoned dagger | 15% | 2 degrees | |
| Drow matron | scourge | 35% | 5 degrees | |
| Drow priestess | scourge | 25% | 3 degrees | |
| Drow stalker | envenomed dagger | 30% | 3 degrees | |
| Drow warrior | envenomed short sword | 20% | 2 degrees | |
| Duergar spider rider | spider’s bite | 25% | 2 degrees | |
| Giant centipede | bite | 10% | 1 degree | |
| Hezrou | claws | 30% | 4 degrees | |
| Imp | sting | 25% | 2 degrees | |
| Large spider | bite | 10% | 1 degree | |
| Pit fiend | bite | 30% | 4 degrees | |
| Quasit | claws | 20% | 3 degrees | |
| Sprite | stab | 3% | 1 degree | |
| Āttorcoppe the Spinner | bite | 40% | 4 degrees | |
| Stiffening | Basilisk | gaze | 100% | 1 degree, unless a Toughness check against 15 is made |
| Cockatrice | beak | 25% | 1 degree, unless a Toughness check against 13 is made | |
| Ebbing | Will-o’-wisp | spark | 30% | 1 degree |
| Staggered | Air elemental | buffet | 20% | 1 degree |
| Animated bellows | gust | 5% | 1 degree | |
| Crystal guardian | fist | 20% | 1 degree | |
| Crystal guardian | crystal shard | 15% | 1 degree | |
| Earth elemental | fist | 15% | 1 degree | |
| Earth elemental | stone | 15% | 1 degree | |
| Elder air elemental | buffet | 20% | 1 degree | |
| Elder earth elemental | fist | 15% | 1 degree | |
| Elder earth elemental | stone | 15% | 1 degree | |
| Elder lightning elemental | touch | 20% | 1 degree | |
| Elder troll | claws | 15% | 1 degree | |
| Greater air elemental | buffet | 20% | 1 degree | |
| Greater earth elemental | fist | 15% | 1 degree | |
| Greater earth elemental | stone | 15% | 1 degree | |
| Greater lightning elemental | touch | 20% | 1 degree | |
| Hill troll | claws | 15% | 1 degree | |
| Hoarstone | fist | 15% | 1 degree | |
| Hoarstone | stone | 15% | 1 degree | |
| Lesser air elemental | buffet | 20% | 1 degree | |
| Lesser earth elemental | fist | 15% | 1 degree | |
| Lesser earth elemental | stone | 15% | 1 degree | |
| Lesser lightning elemental | touch | 20% | 1 degree | |
| Lightning elemental | touch | 20% | 1 degree | |
| Stone troll | fists | 20% | 1 degree | |
| Stānēoten the Hurler | boulder | 35% | 1 degree | |
| Thunderhead | touch | 20% | 1 degree | |
| Welkin wind | buffet | 20% | 1 degree | |
| Stunned | Līgetdrȳ the Storm-Wright | staff | 15% | 1 degree |
| Stānēoten the Hurler | maul | 25% | 1 degree | |
| Transfixed | Chasme | proboscis | 20% | 2 degrees |
| Dryad | lash | 20% | 1 degree | |
| Duergar mindbreaker | gaze | 100% | 1 degree | |
| Elder vampire | gaze | 100% | 3 degrees | |
| Eldest vampire | gaze | 100% | 3 degrees | |
| Ghost lord | gaze | 100% | 2 degrees | |
| Green hag | claws | 10% | 2 degrees | |
| Hand of glory | gaze | 100% | 1 degree | |
| Incubus | gaze | 100% | 1 degree | |
| Night mare | gaze | 100% | 2 degrees | |
| Nosferatu | gaze | 100% | 1 degree | |
| Nymph | touch | 25% | 2 degrees | |
| Rakshasa | gaze | 100% | 2 degrees | |
| Succubus | gaze | 100% | 1 degree | |
| Ultroloth | gaze | 100% | 2 degrees | |
| Vampire | gaze | 100% | 1 degree | |
| Vampire lord | gaze | 100% | 2 degrees | |
| Vampire spawn | gaze | 100% | 1 degree | |
| White lady | gaze | 100% | 2 degrees | |
| Hexed | Green hag | claws | 15% | 1 degree |
| Weakened | Drow assassin | envenomed dagger | 15% | 1 degree |
| Drow high priestess | scourge | 15% | 2 degrees | |
| Drow matron | scourge | 20% | 2 degrees | |
| Quasit | claws | 10% | 1 degree | |
| Sluggish | Basilisk | bite | 30% | 1 degree |
| Bheur hag | icy staff | 20% | 1 degree | |
| Brimwolf | wave | 20% | 1 degree | |
| Elder ice elemental | fist | 25% | 1 degree | |
| Elder water elemental | wave | 20% | 1 degree | |
| Greater ice elemental | fist | 25% | 1 degree | |
| Greater water elemental | wave | 20% | 1 degree | |
| Ice devil | frost claws | 20% | 1 degree | |
| Ice elemental | fist | 25% | 1 degree | |
| Ice troll | claws | 20% | 1 degree | |
| Lesser ice elemental | fist | 25% | 1 degree | |
| Lesser water elemental | wave | 20% | 1 degree | |
| Rimethurse | fist | 25% | 1 degree | |
| Water elemental | wave | 20% | 1 degree | |
| Drowsy | Drow arbalester | poisoned bolt | 25% | 2 degrees |
| Drow crossbowman | poisoned bolt | 20% | 1 degree | |
| Pixie | touch | 4% | 1 degree | |
| Webbed | Āttorcoppe the Spinner | bite | 30% | 2 degrees |
| Frightened | Ankou | scythe | 30% | 3 degrees |
| Banshee | touch | 25% | 2 degrees | |
| Barghest | bite | 15% | 1 degree | |
| Black shuck | bite | 25% | 2 degrees | |
| Bodach | touch | 20% | 2 degrees | |
| Church grim | bite | 20% | 2 degrees | |
| Deathshade | touch | 25% | 3 degrees | |
| Dread lord | slam | 20% | 2 degrees | |
| Drow captain | envenomed long sword | 10% | 1 degree | |
| Duergar mindbreaker | gaze | 100% | 1 degree | |
| Fetch | touch | 20% | 1 degree | |
| Ghost dragon | bite | 30% | 3 degrees | |
| Headless knight | slam | 20% | 2 degrees | |
| Hound of the hunt | bite | 25% | 2 degrees | |
| Meenlock | claw | 20% | 1 degree | |
| Nalfeshnee | bite | 15% | 3 degrees | |
| Night hag | claws | 10% | 2 degrees | |
| Nightganger | slam | 15% | 1 degree | |
| Nihtscinna the Hollow | touch | 30% | 3 degrees | |
| Rakshasa | gaze | 100% | 1 degree | |
| Screaming skull | bite | 30% | 2 degrees | |
| Sea hag | gaze | 100% | 2 degrees | |
| Sluagh | claws | 25% | 2 degrees | |
| Troll chieftain | claws | 15% | 1 degree | |
| Ultroloth | gaze | 100% | 1 degree | |
| Vrock | talons | 25% | 2 degrees | |
| Washer at the ford | touch | 30% | 3 degrees | |
| Yeth hound | bite | 25% | 2 degrees | |
| Held | Annis hag | iron claws | 20% | grip 18 |
| Archlich | touch | 20% | grip 22 | |
| Balor | flaming whip | 15% | grip 24 | |
| Chain devil | chains | 25% | grip 20 | |
| Elder earth elemental | fist | 10% | grip 20 | |
| Fen ghoul | claws | 10% | grip 15 | |
| Gallows dead | tongue | 20% | grip 17 | |
| Ghast | claws | 10% | grip 15 | |
| Ghoul king | claws | 20% | grip 20 | |
| Ghoul lord | claws | 15% | grip 18 | |
| Glabrezu | pincers | 20% | grip 20 | |
| Grundwyrgen the Mere-Wife | claw | 25% | grip 22 | |
| Hoarstone | fist | 10% | grip 24 | |
| Korred | fist | 15% | grip 17 | |
| Lich | touch | 15% | grip 18 | |
| Meenlock | claw | 10% | grip 15 | |
| Mimicling | pseudopod | 1% | grip 12 | |
| Night hag | claws | 15% | grip 18 | |
| Engulfed | Animated rug | folds | 15% | grip 12 |
| Brimwolf | wave | 10% | grip 23 | |
| Charnel heap | slam | 15% | grip 18 | |
| Elder water elemental | wave | 10% | grip 20 | |
| Greater water elemental | wave | 10% | grip 17 | |
| Swallowed | Nightworm | bite | 15% | grip 24 |
| Latched | Canoloth | barbed tongue | 20% | grip 18 |
| Giant leech | sucker | 12% | grip 10 |
See also: Status effects, Buffs and hexes, and Diseases.
Held
Some creatures grab. A bite or a clutch that lands may hold you fast (“You are held fast.”). The attack table on the creature numbers page says which creatures do, how often, and how hard they grip.
While held you cannot step away. You can still fight, and the one holding you is the obvious target.
Each step you try is a struggle to break free. It is a check of your Strength: 2d12 plus its modifier, rolled like an attack (see Stats), against the holder’s grip, which is 13 unless the creature’s attack says otherwise.
- Made: “You break free of the ghast.” You take the step.
- Failed: “You struggle, but the ghast holds you fast.” The turn is gone.
Slipping bonds
If you are trained in Escape artist, you slip bonds without being asked. There is nothing to choose: no ability and no key. When Held, Webbed, or Pinned stops what you try, the check is part of the attempt.
The check is 2d12, rolled like an attack, plus the better of your Strength and Dexterity, plus what the skill gives (and Knowledge, against a creature holding you). You need the grip, or 13 for a web or a pin.
- Made: the status ends, and the action goes ahead in its usual time.
- Failed: the action’s time is gone: “You struggle, but you are still caught in a web.” It costs no more than the wait you would have had.
If two bonds stop you, the other one gets its check on your next attempt, and this step is refused at no cost. A pin eases a degree with each action, a failed struggle included.
Without the skill, a hold is still a struggle of Strength alone. A web or a pin simply refuses the step, at no cost, until it passes.
Being slowed in mind or body is not a bond, and the skill does nothing for it: Staggered, Stunned, Surprised, Transfixed, Sluggish, and Drowsy.
When a hold ends
A hold also ends by itself (“You are free to move.”):
- when the holder dies, is knocked away, or ends up anywhere but beside you;
- when the holder is held or slowed itself (staggered, transfixed, sluggish);
- after 3d4 turns at most. Another hit rolls the turns again and keeps the longer of the two.
A creature caught in your own Drowning grip (a lucky day’s gift) is held the same way and gets free the same way. It does not struggle; it fights you instead.
Engulfed, swallowed, latched
Worse holds hurt while they last:
- The charnel heap, the greater water elementals, and the animated rug close over you (Engulfed: “It closes over you.”).
- The nightworm swallows you whole (Swallowed).
- A giant leech or a canoloth’s tongue fastens on you (Latched).
Each is a hold like any other, with the struggle, the grip (14 unless the attack says otherwise), and the endings above. But each lasts 2d4 turns at most, and costs hit points as it ticks:
- Engulfed: 2 every 6 seconds for each turn it has left (1 in the rug’s folds).
- Swallowed: 4 every 6 seconds for each turn it has left.
- Latched: 1 every 12 seconds for each turn it has left.
So the harm is heaviest at the start. Engulfed and Swallowed also stop you shooting, throwing, and reading. Your blows and your spells still work, so you can hack your way out of what holds you.
See also: Status effects, How creatures fight, and What skills give.
Diseases
Some harm comes slowly. A filthy bite, a night in the marshes, or a bad meal can leave you with a disease. You will not know it at first, but after a while you fall ill, and it gets worse day by day until your body fights it off. Some diseases never go by themselves, and one of them can kill.
Every disease shows the same way: as Diseased, after your
hit points in the status bar, and among
your status effects on the character screen. You
learn which disease it is from its symptoms. Once it has run for a day, the character screen names
it (Diseased Filth fever).
| Disease | Caught by | Resisted with (an average score) | Incubation | Progresses | A failed check costs | Shaken off | Can kill | Healing |
|---|---|---|---|---|---|---|---|---|
| Filth fever | The charnel heap’s slam (15%); the dretch’s claws (10%); the drowned’s fist (5%); the ghast’s claws (10%); the ghoul lord’s claws (15%); the giant rat’s bite (1%); the Gnægan the Rat King’s bite (15%); the nosferatu’s bite (15%) | Toughness, 54.2% | 1d3 days | Every day | 1d3 Dexterity, 1d3 Toughness | Two checks won in a row | no | Half as fast |
| Red ache | — | Toughness, 31.2% | 1d3 days | Every day | 1d6 Strength | Two checks won in a row | no | Half as fast |
| The shakes | — | Toughness, 45.8% | 1 day | Every day | 1d6 Dexterity | Two checks won in a row | no | Half as fast |
| Marsh ague | The bog body’s fist (15%); the drowned king’s slam (25%); the fen ghoul’s claws (10%); crossing marsh or swamp (4% an hour) | Toughness, 45.8% | 1d4 days | Every day | 1d3 Toughness | Two checks won in a row | no | A quarter as fast |
| Grave rot | The charnel titan’s slam (25%); the ghoul king’s claws (20%); the grave hound’s bite (10%); the kobold zombie’s fist (2%); the ogre zombie’s fist (10%); the rotting dragon’s bite (25%); the rotting drake’s bite (20%); the rotting troll’s claws (15%); the zombie’s fist (3%); eating rotten food | Toughness, 38.2% | 1 day | Every day | 1d4 Toughness, 1d4 Presence | Never by itself | yes | Half as fast |
| Mummy rot | The mummy’s fist (20%); the mummy king’s fist (35%); the mummy lord’s fist (25%); the mummy priest’s touch (15%) | Toughness, 31.2% | 1d3 days | Every 3 days | 1d4 Toughness | Never by itself | no | Half as fast |
| Burrowing worms | The wormhost’s fist (25%); the wormlord’s touch (35%) | Toughness, 25% | 1 day | Every day | 1d4 Toughness, 1d3 Intelligence, 2d6 hit points | Two checks won in a row | yes | Half as fast |
| Brain fever | — | Willpower, 54.2% | 1d3 days | Every day | 1d3 Intelligence, 1d3 Willpower | Two checks won in a row | no | Half as fast |
“Resisted with” is the stat you fight the disease with, and how often an average score (10) wins a check against it. A “—” under “Caught by” means nothing gives it yet.
How a disease goes
- Catching it. When a disease comes near you (a bite, the marsh, rotten food), your body tries to fight it off at once. This is a check. Win it and nothing happens. Lose it and you have caught the disease. You are not told either way.
- Incubation. For a few days nothing shows. Then it breaks out, with a message of its own (“You feel feverish.”), and from then on you are Diseased.
- Every day after that, your body fights it again with another check. Winning costs nothing. Losing means the disease takes points off some of your stats (stat damage), and you are told how it worsens (“Fever wracks you.”).
- Shaking it off. Win two checks in a row and the disease is gone (“Your fever breaks.”). A loss starts the count over.
- Some never go. Grave rot does not go by itself, whatever your checks. Only a cure ends it (below).
You can carry several diseases at once. Each runs its own course, and you are Diseased while any of them shows.
Checks
A check is rolled like an attack (see Combat). You roll two twelve-sided dice and add the modifier of your score in the disease’s stat (see Stats). You win if the sum reaches the disease’s difficulty. A roll of 2 always loses, and a roll of 24 always wins.
Most diseases are fought with Toughness; brain fever is fought with Willpower.
Some things add to every check, both when you catch a disease and when you fight it off:
- Ratfolk add 4 (see Races).
- Talents such as Strong constitution add theirs (see Talents).
- Magic that guards your health adds its bonus (see Magic items).
The game never shows the dice, the bonus, or the difficulty: you only see what comes of it. Here are the exact odds by your score in the stat, before any race’s bonus:
| Disease | Stat | Difficulty | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|
| Filth fever | Toughness | 13 | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% | 68.8% | 75% | 80.6% |
| Red ache | Toughness | 16 | 14.6% | 19.4% | 25% | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% |
| The shakes | Toughness | 14 | 25% | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% | 68.8% | 75% |
| Marsh ague | Toughness | 14 | 25% | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% | 68.8% | 75% |
| Grave rot | Toughness | 15 | 19.4% | 25% | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% | 68.8% |
| Mummy rot | Toughness | 16 | 14.6% | 19.4% | 25% | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% |
| Burrowing worms | Toughness | 17 | 10.4% | 14.6% | 19.4% | 25% | 31.2% | 38.2% | 45.8% | 54.2% |
| Brain fever | Willpower | 13 | 31.2% | 38.2% | 45.8% | 54.2% | 61.8% | 68.8% | 75% | 80.6% |
Stat damage
The points a disease takes off your stats count everywhere your stats do. A weaker Strength hits softer and carries less; a clumsier Dexterity dodges worse. The character screen shows your stats with the damage taken off, in red.
- Toughness damage lowers your maximum hit points, since Toughness gives them. If you have more hit points than your new maximum, you drop to the maximum.
- It never kills you by itself. No stat goes below 1, and a disease’s damage never takes your last hit point, unless it is a disease that kills.
- It mends slowly. Once no disease shows, one point of each damaged stat comes back every day. While you are still Diseased, nothing mends.
Healing while Diseased
While you are Diseased, your hit points come back at half the pace, and marsh ague slows them even more (see Healing). Resting still doubles the pace.
Where diseases come from
- Bites. Some creatures carry a disease in their bite. Not every bite passes it on, and you may still fight it off. The table above says whose bite, and how often a hit passes it on.
- Marshes and swamps. Crossing the marshes of a swamp, or a swamp on the overworld, may give you marsh ague. The longer you stay, the likelier it gets: the table above gives the chance for each hour spent there.
- Rotten food. Eating rotten food of any kind may give you grave rot.
Grave rot
Grave rot never goes by itself, and it can kill. When its damage takes your Toughness to nothing, you die, and the death screen says “Died of disease”. Once you have caught it, you are racing the days to reach a shop for a cure.
Mummy rot
The touch of a mummy may give you mummy rot. Like grave rot, it never goes by itself, but it is slower: every few days it dries a little more Toughness out of you. It does not kill, but the Toughness it takes stays gone until a cure ends it.
Burrowing worms
The fist of a wormhost may leave its green worms in you. They are quick: a day later they are burrowing, and every day they take Toughness, wits, and blood. Win two checks in a row and you are rid of them. But they can kill, as grave rot can, so a cure is the safer way.
Curing a disease
An angelica root (%) cures every disease you have the moment you eat it (e). That includes
grave rot, and even a disease that has not broken out yet: “The rot is gone
from your flesh.” It feeds you a little, too. Shops that sell food sell it (a general
store or a provisioner, found in the dungeons), and Ælfric’s General Store in
Cēaptūn has one.
A potion of cure disease ends every disease at once, and so does the spell Remove disease.
A priest’s prayer against disease (from level 12) ends every disease, the brewing ones too.
Horn’s grace, the gift of those born in the year of the Unicorn, shakes off one disease that shows.
Now and then a forgotten altar answers a prayer by cleansing you of every disease.
A temple’s cure does the same for gold, for every disease. A temple’s mending gives back the stat damage at once, and the points the undead drained (see Services and Drained stats).
The Heal skill eases a disease that shows. You may try as often as you like, but it never cures (see Treating yourself).
In the message line
A disease breaking out or worsening stops a rest, like any news. A disease leaving you (“Your fever breaks.”) shows in the message line but lets you rest on.
See also Status effects and Stats.
Hunger
This page has the rules of hunger: how fast it comes and what it does to you. What there is to eat, how food spoils, and what each corpse gives are on Food and corpses.
You have to eat. Your stomach empties as time passes, whatever you do: walking, fighting, resting, and long journeys on the overworld all count. The game measures your food in points of nutrition. You never see the count, only how hungry you are.
| Fact | Value |
|---|---|
| A human burns | a point a minute: 1440 a day, resting, walking, or travelling the overworld alike |
| A run starts with | 3600 (not hungry) |
| The most there can be | 6500 |
| Exertion burns more (points, at your race’s need) | 2 melee, 1 shoot, 1 throw |
| Overeating (a meal past the most) | never chokes; a 50% chance to vomit; else what does not fit is lost |
| Vomiting leaves you with at most | 1000 (hungry); what made you vomit feeds nothing |
| Eating rotten food (corpses too) | a 50% chance to vomit; else it makes you sick (poisoned), and it feeds you |
How hungry you are
| State | Nutrition | A human eating nothing gets there after | What it does |
|---|---|---|---|
| Bloated | 5500 and more | - | everything you do takes ×1.25 as long |
| Satiated | 4000 to 5499 | - | nothing |
| Not hungry | 1440 to 3999 | (you start here) | nothing (the status bar shows nothing) |
| Hungry | 720 to 1439 | 36 hours | a warning; becoming hungry stops a rest |
| Weak | 240 to 719 | 48 hours | Strength −1, Dexterity −1 |
| Fainting | 0 to 239 | 56 hours | as Weak, and a 5% chance each turn to faint, losing 5 turns |
| Starving | below 0 | 60 hours | as Fainting; no hit points come back, and you lose 1 every 10 minutes, until you starve to death |
- Hungry is a warning: eat soon. Becoming hungry stops a rest and makes you read the message before you go on (see What you see).
- Weak: your Strength and Dexterity count for less, both in a fight and in what you can carry (see Stats and Burden). The character screen shows the lowered scores. Eating gives them back.
- Fainting: now and then you faint from hunger (“You faint from hunger.”) and lose a few turns while everything around you goes on.
- Starving: your wounds stop healing, and you lose hit points as time passes until you eat or starve to death.
- Satiated does nothing. Bloated slows everything you do, as a burden does, so wait for it to pass. Eating more than your stomach can hold is overeating: you may vomit, which leaves you hungry and feeds you nothing.
You cannot choke to death on food.
Races
Some races need more food than others:
| Race | Needs | Burns a day | Hungry after |
|---|---|---|---|
| Elf | ×0.8 | 1152 | 45 hours |
| Half-elf | ×0.9 | 1296 | 40 hours |
| Human | ×1 | 1440 | 36 hours |
| Dwarf | ×1.1 | 1584 | 32 hours and 43 minutes |
| Halfling | ×1.25 | 1800 | 28 hours and 48 minutes |
| Gnome | ×0.9 | 1296 | 40 hours |
| Half-orc | ×1.2 | 1728 | 30 hours |
| Goblin | ×0.8 | 1152 | 45 hours |
| Drow | ×0.8 | 1152 | 45 hours |
| Kobold | ×0.8 | 1152 | 45 hours |
| Lizardfolk | ×0.9 | 1296 | 40 hours |
| Duergar | ×0.9 | 1296 | 40 hours |
| Ratfolk | ×1.1 | 1584 | 32 hours and 43 minutes |
The Lean talent makes you hungry more slowly (see Talents). So does magic that sustains you: its percent comes off how fast your stomach empties, on top of the race’s and the talent’s (see Magic items). However much of it you wear, you still get a little hungry.
Fighting burns a little more. Each blow, shot, or throw costs a few points (see the facts above).
What you see
- The status bar shows how hungry you are unless you are not hungry
at all:
Hungry,Weak,Fainting,Starving,Satiated, orBloated. FromHungryon, the word gets more urgent as it worsens:Hungryin mild yellow,Weakin strong orange,FaintingandStarvingin alarming reds. On a narrow screen it is never dropped, andSatiatedandBloatedare among the last things to go (see The screen). - A message tells you when it changes: “You are getting hungry.”, “You feel weak from hunger. You should eat soon.”, “You feel faint from hunger. Eat now, or you will starve!”, “You are starving! Eat, or you will die!”, and when you eat, “You are no longer hungry.”, “You feel satiated.”, “You feel bloated.”
- Getting hungrier stops you. When you become
Hungry,Weak,Fainting, orStarving, the game waits at--more--until you have read it, even if the message fits on the line. A held key does not walk you past it. - A journey asks first. A step on the overworld takes much longer
than a step anywhere else. While you are
FaintingorStarving, every step there asks whether to go on. Staying takes no time, andEscstays. The question depends on how hungry you are, not on whether this step would kill you. With Long fast you are asked too.
To eat, see Food and corpses.
See also: Resting, Healing, and Burden.
Food and corpses
This page has what you eat: eating, food that spoils, and the corpse tables. How hunger works and what it does to you is on Hunger.
Food (%) keeps hunger away. Press e (the Eat command) to
consume something. A list titled “Consume what?” shows what you can eat: first what lies where
you stand (“lying here”), then the food you carry (see Lists of
objects). Press a letter, or Enter on the marked row, to eat it.
Your potions are in the same list and are drunk the same way (see Potions), and so
are your magic crystals.
Eating
A meal takes a few turns, each a normal action (6 seconds at a normal pace; see Turns and movement). Like a rest, it stops early when a hostile creature comes close in view or something happens that you are told about: “A kobold comes into view; you stop eating.” Then nothing is eaten and the food is left as it was. The food is eaten, and feeds you, only when the last turn is done: “You eat the food ration. You feel satiated.”
| Food | Nutrition | Feeds a human for | Turns to eat | Weight | Cures | Keeps for | Rots away after |
|---|---|---|---|---|---|---|---|
| Handful of berries | 60 | 1 hour | 1 | 100 g | - | 2 days | 4 days |
| Handful of hazelnuts | 100 | 1 hour and 40 minutes | 1 | 100 g | - | 60 days | 120 days |
| Mushroom | 50 | 50 minutes | 1 | 50 g | - | 3 days | 5 days |
| Turnip | 250 | 4 hours and 10 minutes | 2 | 250 g | - | 20 days | 40 days |
| Wafer of waybread | 1000 | 16 hours and 40 minutes | 2 | 100 g | - | 60 days | 180 days |
| Apple | 150 | 2 hours and 30 minutes | 1 | 150 g | - | 14 days | 28 days |
| Loaf of bread | 800 | 13 hours and 20 minutes | 3 | 400 g | - | 5 days | 10 days |
| Strip of dried meat | 600 | 10 hours | 2 | 150 g | - | 60 days | 120 days |
| Food ration | 1500 | 25 hours | 4 | 500 g | - | 30 days | 60 days |
| Angelica root | 20 | 20 minutes | 1 | 40 g | every disease | 30 days | 60 days |
Eating when you are already full is risky. A meal that would fill you past what your stomach can hold may come back up (“You vomit!”), leaving you hungry and fed nothing. If it stays down, whatever does not fit is lost. See Hunger.
Ælfric’s General Store in Cēaptūn (The Ascmearc) sells food for the road. Your starting kit may include some food too.
Food spoils
All food rots, whether it lies on the floor or in your pack. It keeps for a while (the table above says how long), and it is old once half of that time has passed. Some time after it goes rotten, it rots away altogether. Food in your pack that rots away is gone, and you are told: “Your loaf of bread has rotted away.” Food on the floor is simply gone when you next look.
Food does not show how old it is, unless you are trained in Appraise or Survival. Then, now and then, the eat list and a look say fresh, old, or rotten. Food of one kind always keeps together in one stack, whether you pick it up or put it down, and the stack is as old as its oldest part. So remember where your food came from and when.
Food a little past its best is fine to eat. Food past its keeping is rotten, and eating it is a bad idea: “Ugh! The loaf of bread was rotten.” You may vomit. If it stays down, it makes you sick (“You feel sick.”). That is food poisoning, which costs hit points for a while until it wears off (see Status effects), though the food still feeds you. Rotten food may also give you grave rot (see Diseases).
Ratfolk eat rotten food without harm: “The loaf of bread was rotten, but your stomach does not mind.” It feeds them as fresh food would, and no more: a rotten corpse has lost whatever else its flesh did. Shopkeepers know rotten food when they smell it. They will not buy it, and they do not sell it either (see Shops).
Corpses
A creature that dies leaves its corpse where it fell, on top of whatever it
dropped: a “kobold corpse” (“Gnægan the Rat King’s corpse” for a unique), shown as % in the creature’s color. A corpse weighs what the
creature did, so a deer’s is far too heavy to carry (see
Burden). It feeds you according to the creature’s size and takes a while to eat.
| Corpse | Size | Weight | Nutrition | Feeds a human for | Turns to eat | Keeps for | Rots away after |
|---|---|---|---|---|---|---|---|
| Ancient mimic corpse | Medium | 300 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Annis hag corpse | Medium | 250 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Badger corpse | Small | 12 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Barghest corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Barrow ghoul corpse | Medium | 45 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Barrow spider corpse | Small | 2 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Basilisk corpse | Medium | 150 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Bear corpse | Medium | 300 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Bheur hag corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Black hound corpse | Medium | 45 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Black shuck corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Black Wystan’s corpse | Medium | 75 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Blink dog corpse | Medium | 40 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Boar corpse | Medium | 90 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Bodach corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Bog body corpse | Medium | 40 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Bog hag corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Boggle corpse | Small | 6 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Brother Osrick’s corpse | Medium | 68 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Business partner corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Cambion corpse | Medium | 90 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Cat corpse | Small | 4 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Cave bat corpse | Small | 500 g | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Cave beetle corpse | Small | 300 g | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Cave lizard corpse | Small | 15 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Chambermaid corpse | Medium | 65 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Charnel heap corpse | Medium | 300 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Charred dead corpse | Medium | 45 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Chicken corpse | Small | 2 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Church grim corpse | Medium | 75 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Cloud giant corpse | Medium | 1200 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Cockatrice corpse | Small | 4 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Cottar corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Crocodile corpse | Medium | 200 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Cult chymist corpse | Medium | 68 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Cult priest corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Cultist corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Dark wizard corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Darkling corpse | Small | 10 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Death knight corpse | Medium | 90 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Deep gnome corpse | Small | 38 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Deep-gnome binder corpse | Small | 34 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Deep-gnome headman corpse | Small | 36 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Deep-gnome jeweller corpse | Small | 37 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Deep-gnome priest corpse | Small | 35 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Deep-gnome trader corpse | Small | 40 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Deer corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Dire warg corpse | Medium | 150 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Draugr corpse | Medium | 120 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Draugr lord corpse | Medium | 160 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Dread lord corpse | Medium | 170 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow arbalester corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow archmage corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow assassin corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow blademaster corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow captain corpse | Medium | 65 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow crossbowman corpse | Medium | 58 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow high priestess corpse | Medium | 56 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow mage corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow matron corpse | Medium | 57 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow priestess corpse | Medium | 56 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow stalker corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drow warrior corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drowned corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Drowned king corpse | Medium | 250 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Dryad corpse | Medium | 50 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar crossbowman corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar hulk corpse | Medium | 250 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar king corpse | Medium | 90 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar mindbreaker corpse | Medium | 65 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar miner corpse | Medium | 65 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar priest corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar slinger corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar smith corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar spider rider corpse | Medium | 180 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar thane corpse | Medium | 85 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar trader corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar veteran corpse | Medium | 75 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Duergar warrior corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Dwarven miser corpse | Medium | 64 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Elder mimic corpse | Medium | 160 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Elder troll corpse | Medium | 700 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Elder vampire corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Eldest mimic corpse | Medium | 600 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Eldest vampire corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Ember beetle corpse | Small | 25 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Fen ghoul corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Fire drake corpse | Medium | 2000 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Fire giant corpse | Medium | 800 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Fire salamander corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Fire troll corpse | Medium | 450 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Footpad archer corpse | Medium | 68 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Footpad corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Forest troll corpse | Medium | 200 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Frost giant corpse | Medium | 750 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Gallows dead corpse | Medium | 50 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Gardener corpse | Medium | 72 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Ghast corpse | Medium | 50 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Ghoul king corpse | Medium | 65 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Ghoul lord corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Giant centipede corpse | Small | 3 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Giant frog corpse | Small | 20 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Giant jarl corpse | Medium | 2000 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Giant leech corpse | Small | 6 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Giant rat corpse | Small | 4 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Giant shaman corpse | Medium | 600 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Gnægan the Rat King’s corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Goblin archer corpse | Small | 28 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Goblin chief corpse | Medium | 50 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Goblin corpse | Small | 30 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Goblin firebomber corpse | Small | 29 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Goblin wizard corpse | Small | 30 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Gorgon corpse | Medium | 1000 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Grave hound corpse | Medium | 35 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Grave knight corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Grave worm corpse | Small | 3 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Great boar corpse | Medium | 200 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Greater mimic corpse | Medium | 120 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Green hag corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Grundwyrgen the Mere-Wife’s corpse | Medium | 180 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Guildmaster corpse | Medium | 88 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hare corpse | Small | 3.5 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Headless knight corpse | Medium | 85 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hell hound corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hill giant corpse | Medium | 500 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hill troll corpse | Medium | 350 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hoary mimic corpse | Medium | 220 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hobgoblin archer corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hobgoblin captain corpse | Medium | 90 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hobgoblin corpse | Medium | 75 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hobgoblin legionnaire corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hobgoblin sergeant corpse | Medium | 85 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hobgoblin warcaster corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hobgoblin warlord corpse | Medium | 95 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hound corpse | Medium | 25 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hound of the hunt corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hrīmwyrm the White’s corpse | Medium | 2500 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Hydra corpse | Medium | 800 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Hydra head corpse | Small | 15 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Ice troll corpse | Medium | 400 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Incubus corpse | Medium | 75 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Innkeeper corpse | Medium | 78 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Kobold alchemist corpse | Small | 20 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Kobold archer corpse | Small | 22 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Kobold corpse | Small | 25 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Kobold shaman corpse | Small | 18 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Kobold zombie corpse | Small | 25 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Korred corpse | Small | 30 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Large spider corpse | Small | 8 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Lynx corpse | Medium | 20 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Līgetdrȳ the Storm-Wright’s corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Marsh troll corpse | Medium | 220 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Meenlock corpse | Small | 15 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Mimic corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Mimicling corpse | Medium | 20 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Mine factor corpse | Medium | 66 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Mother Sallow’s corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Mummy corpse | Medium | 40 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Mummy king corpse | Medium | 50 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Mummy lord corpse | Medium | 45 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Mummy priest corpse | Medium | 40 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Necromancer corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Night hag corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Nightganger corpse | Medium | 200 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Nightmare corpse | Medium | 500 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Nightwing corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Nightworm corpse | Medium | 900 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Nihtscinna the Hollow’s corpse | Medium | 100 g | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Nosferatu corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Nymph corpse | Medium | 50 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Nīðdraca the Hate-Wyrm’s corpse | Medium | 6000 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Ogre corpse | Medium | 250 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Ogre mage corpse | Medium | 260 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Ogre mauler corpse | Medium | 300 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Ogre zombie corpse | Medium | 220 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Old hermit corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Old mimic corpse | Medium | 90 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc archer corpse | Medium | 75 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc berserker corpse | Medium | 110 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc bowman corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc high shaman corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc raider corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc runt corpse | Small | 40 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Orc shaman corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc veteran corpse | Medium | 85 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc war chief corpse | Medium | 95 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc warlord corpse | Medium | 130 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Orc warrior corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Panther corpse | Medium | 50 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Patron corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Pedlar corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Pixie corpse | Small | 1 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Polecat corpse | Small | 1.5 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Primeval mimic corpse | Medium | 420 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Quickling corpse | Small | 3 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Rakshasa corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Raven corpse | Small | 1.2 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Redcap corpse | Small | 20 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Reeve corpse | Medium | 84 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Revenant corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Rotting dragon corpse | Medium | 2500 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Rotting drake corpse | Medium | 1500 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Rotting troll corpse | Medium | 250 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Rust monster corpse | Medium | 90 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Satyr corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Sea hag corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Sergeant Herrick’s corpse | Medium | 90 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Servant corpse | Medium | 65 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Sexton corpse | Medium | 68 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Shopkeeper corpse | Medium | 75 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Sister corpse | Medium | 62 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Sprite corpse | Small | 1.5 kg | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Squire corpse | Medium | 65 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Stone giant corpse | Medium | 600 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Stone troll corpse | Medium | 600 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Storm giant corpse | Medium | 1500 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Stānēoten the Hurler’s corpse | Medium | 1200 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Succubus corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Toad corpse | Small | 300 g | 400 | 6 hours and 40 minutes | 3 | 8 hours | 36 hours |
| Troll chieftain corpse | Medium | 450 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Troll corpse | Medium | 300 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Troll shaman corpse | Medium | 260 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Two-headed troll corpse | Medium | 500 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Vampire corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Vampire lord corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Vampire spawn corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Villager corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Wandering bard corpse | Medium | 64 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Warg corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Wild huntsman corpse | Medium | 140 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Wise-woman corpse | Medium | 55 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Wolf corpse | Medium | 40 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Wormhost corpse | Medium | 65 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Wormlord corpse | Medium | 72 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Wælcyrge the Chooser’s corpse | Medium | 80 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Wēalāf the Unburied’s corpse | Medium | 70 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
| Yeth hound corpse | Medium | 45 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Young mimic corpse | Medium | 40 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Zombie corpse | Medium | 60 kg | 1000 | 16 hours and 40 minutes | 6 | 8 hours | 36 hours |
| Āttorcoppe the Spinner’s corpse | Medium | 300 kg | 1000 | 16 hours and 40 minutes | 6 | never (everlasting) | never (everlasting) |
Corpses rot like all food, only faster. A fresh corpse turns rotten some hours after the death and rots away altogether in a day or two, on the floor and in your pack alike (“Your giant rat corpse has rotted away.”). A corpse does not show how old it is, so remember when it fell. Eating a rotten one is as bad an idea as eating any rotten food: “Ugh! The kobold corpse was rotten.”
The corpses of the keepers of Grundlēas never rot. Each keeper always leaves its corpse where it fell: Soulglass does not turn it to glass, and turned to stone it still leaves its corpse, not a statue. Most are far too heavy to carry, but the corpse waits in the lair for as long as you stay on that floor. Eating one is the biggest gamble in the game: see Profane gifts.
A corpse is good for more than a meal. Necromancy has three uses for a corpse of any age, and each one uses it up. Charnel burst blows it apart, Grave feast draws out what life is left, and Rouse the dead stands it up again.
What a corpse gives you
Eating a fresh corpse may do more than feed you. Some taste terrible and may come back up. Some make you sick. Some do you good, and many feed your body’s training: a corpse gives marks toward a stat, just as using the stat does. A few corpses (giants’, trolls’, hags’, ogres’, and the fey’s) have a small chance to widen how far that stat can grow, its potential.
A corpse never raises a stat at once. The marks wait for the next check. Many marks make themselves felt (“Something of its strength passes into you.”), and a few are quiet. A widened potential says “You feel you could grow stronger yet.” What a corpse gives depends on what the creature is (a giant, a troll, a caster, and so on), and some creatures give something of their own.
The corpses of literate casters (the tribes’ mages, shamans, priests, and hags) teach Decipher script. The first one teaches the skill if you lack it (“Strange letters swim before your eyes, and settle into sense.”). Each one after that adds to it (“The letters come clearer.”), but never past a value set by the creature, and deeper casters set it higher. Past that value, the corpse teaches nothing.
In the game you find all this out by eating. Here it is in the order it happens, each chance rolled on its own. A rotten corpse has lost all of it.
| Corpse | Eaten fresh | It says |
|---|---|---|
| Ancient mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Annis hag corpse | 60% it comes back up; 30 Strength marks; 40 Willpower marks; 3% Willpower potential +1; 1d4 degrees poisoned | “Gristle like iron wire.” |
| Badger corpse | +300 nutrition | “Fatty badger meat, better than it sounds.” |
| Barghest corpse | 80% it comes back up; 1d4 degrees poisoned | “It was rotten long before it died.” |
| Barrow ghoul corpse | 70% it comes back up; 1d3 degrees poisoned | “Carrion upon carrion.” |
| Barrow spider corpse | 30% it comes back up; 4 Toughness marks; 1d3 degrees poisoned | “Bitter, and your tongue goes numb.” |
| Basilisk corpse | 40% it comes back up; 1d4 degrees poisoned | “Your tongue goes numb.” |
| Bear corpse | +1500 nutrition | “Rich, fatty bear meat.” |
| Bheur hag corpse | 60% it comes back up; 20 Intelligence marks; 40 Willpower marks; 3% Willpower potential +1; Decipher script +12 (learned at it), up to 95; 1d4 degrees poisoned | “Cold as a grave in winter.” |
| Black hound corpse | 10% it comes back up | “Dog. You try not to think about it.” |
| Black shuck corpse | 80% it comes back up; 1d4 degrees poisoned | “Black meat, and it reeks of the grave.” |
| Black Wystan’s corpse | nothing more | - |
| Blink dog corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Boar corpse | +800 nutrition; heals 1d4 hit points | “Wild pork! It does you good.” |
| Bodach corpse | 80% it comes back up; 1d4 degrees poisoned | “Grey, dry, and wrong.” |
| Bog body corpse | 90% it comes back up; 1d4 degrees poisoned | “Peat-black leather, and worse beneath.” |
| Bog hag corpse | 60% it comes back up; 15 Toughness marks; 20 Intelligence marks; 40 Willpower marks; 3% Willpower potential +1; Decipher script +5 (learned at it), up to 30; 1d4 degrees poisoned | “Bitter as the fen.” |
| Boggle corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Brother Osrick’s corpse | nothing more | - |
| Business partner corpse | nothing more | - |
| Cambion corpse | 70% it comes back up; 20 Willpower marks; 1d4 degrees poisoned | “Half of it was almost a man.” |
| Cat corpse | 20% it comes back up | “Stringy, and you feel watched while you eat it.” |
| Cave bat corpse | 1d2 degrees poisoned | “Leathery wings, and they disagree with you.” |
| Cave beetle corpse | 60 Toughness marks | “Crunchy.” |
| Cave lizard corpse | nothing more | “Lizard. Like chicken, nearly.” |
| Chambermaid corpse | nothing more | - |
| Charnel heap corpse | 90% it comes back up; 1d6 degrees poisoned | “Many dead, and all of them rotten.” |
| Charred dead corpse | 80% it comes back up; 1d4 degrees poisoned | “Charcoal and rot.” |
| Chicken corpse | nothing more | “Raw chicken. It would have been better roasted.” |
| Church grim corpse | 80% it comes back up; 1d4 degrees poisoned | “Grave-cold meat, and grey.” |
| Cloud giant corpse | 30% it comes back up; 60 Strength marks; 5% Strength potential +1 | “Pale, and oddly light.” |
| Cockatrice corpse | 40% it comes back up; 1d4 degrees poisoned | “It tastes of chicken, and of stone dust.” |
| Cottar corpse | nothing more | - |
| Crocodile corpse | +1000 nutrition; 15 Toughness marks | “Tough, but there is a lot of it.” |
| Cult chymist corpse | 60% it comes back up; 20 Intelligence marks; 15 Willpower marks | “It tastes of brimstone and worse.” |
| Cult priest corpse | 20 Intelligence marks; 15 Willpower marks; Decipher script +4 (learned at it), up to 30 | - |
| Cultist corpse | 20 Intelligence marks; 15 Willpower marks | - |
| Dark wizard corpse | 20 Intelligence marks; 15 Willpower marks; Decipher script +8 (learned at it), up to 60 | - |
| Darkling corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Death knight corpse | 80% it comes back up; 1d4 degrees poisoned | “Grave-cold meat, kept in black iron.” |
| Deep gnome corpse | nothing more | - |
| Deep-gnome binder corpse | nothing more | - |
| Deep-gnome headman corpse | nothing more | - |
| Deep-gnome jeweller corpse | nothing more | - |
| Deep-gnome priest corpse | nothing more | - |
| Deep-gnome trader corpse | nothing more | - |
| Deer corpse | +1000 nutrition; heals 1d6 hit points | “Venison! It does you good.” |
| Dire warg corpse | 10% it comes back up; 15 Toughness marks | “Tough, gamy wolf meat.” |
| Draugr corpse | 80% it comes back up; 1d4 degrees poisoned | “Grave-cold meat, long gone bad.” |
| Draugr lord corpse | 80% it comes back up; 1d4 degrees poisoned | “Grave-cold meat, older than the mound.” |
| Dread lord corpse | 80% it comes back up; 1d4 degrees poisoned | “Cold meat in a rusted shell.” |
| Drow arbalester corpse | 40% it comes back up; 8 Toughness marks | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow archmage corpse | 40% it comes back up; 8 Toughness marks; 20 Intelligence marks; 15 Willpower marks; Decipher script +12 (learned at it), up to 90 | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow assassin corpse | 40% it comes back up; 8 Toughness marks | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow blademaster corpse | 40% it comes back up; 8 Toughness marks | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow captain corpse | 40% it comes back up; 8 Toughness marks | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow crossbowman corpse | 40% it comes back up; 8 Toughness marks | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow high priestess corpse | 40% it comes back up; 8 Toughness marks; 20 Intelligence marks; 15 Willpower marks; Decipher script +13 (learned at it), up to 100 | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow mage corpse | 40% it comes back up; 8 Toughness marks; 20 Intelligence marks; 15 Willpower marks; Decipher script +7 (learned at it), up to 55 | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow matron corpse | 40% it comes back up; 8 Toughness marks; 20 Intelligence marks; 15 Willpower marks; Decipher script +14 (learned at it), up to 110 | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow priestess corpse | 40% it comes back up; 8 Toughness marks; 20 Intelligence marks; 15 Willpower marks; Decipher script +8 (learned at it), up to 60 | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow stalker corpse | 40% it comes back up; 8 Toughness marks | “Lean and bitter, with an aftertaste of old poisons.” |
| Drow warrior corpse | 40% it comes back up; 8 Toughness marks | “Lean and bitter, with an aftertaste of old poisons.” |
| Drowned corpse | 90% it comes back up; 1d4 degrees poisoned | “Waterlogged and putrid.” |
| Drowned king corpse | 90% it comes back up; 1d6 degrees poisoned | “Waterlogged, and older than the town.” |
| Dryad corpse | 20 Intelligence marks; 15 Willpower marks; 30 Presence marks; 3% Presence potential +1 | - |
| Duergar crossbowman corpse | 25% it comes back up; 8 Toughness marks | “Tough and sour, like old leather.” |
| Duergar hulk corpse | 30% it comes back up; 18 Strength marks; 8 Toughness marks | “Tough and sour, and far too much of it.” |
| Duergar king corpse | 25% it comes back up; 18 Toughness marks | “Tough and sour, and it tastes of iron.” |
| Duergar mindbreaker corpse | 25% it comes back up; 8 Toughness marks; 20 Intelligence marks; 18 Willpower marks; Decipher script +9 (learned at it), up to 70 | “Tough and sour, and your head aches.” |
| Duergar miner corpse | 25% it comes back up; 8 Toughness marks | “Tough and sour, like old leather.” |
| Duergar priest corpse | 25% it comes back up; 8 Toughness marks; 20 Intelligence marks; 18 Willpower marks; Decipher script +6 (learned at it), up to 50 | “Tough and sour, and bitter as old incense.” |
| Duergar slinger corpse | 25% it comes back up; 8 Toughness marks | “Tough and sour, like old leather.” |
| Duergar smith corpse | 25% it comes back up; 8 Toughness marks | “Tough and sour, and it smells of the forge.” |
| Duergar spider rider corpse | 40% it comes back up; 8 Toughness marks | “Tough and sour, and it tastes of the spider.” |
| Duergar thane corpse | 25% it comes back up; 18 Toughness marks | “Tough and sour, like old leather.” |
| Duergar trader corpse | nothing more | - |
| Duergar veteran corpse | 25% it comes back up; 8 Toughness marks | “Tough and sour, like old leather.” |
| Duergar warrior corpse | 25% it comes back up; 8 Toughness marks | “Tough and sour, like old leather.” |
| Dwarven miser corpse | nothing more | - |
| Elder mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Elder troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Older than you, and tougher.” |
| Elder vampire corpse | 80% it comes back up; 1d4 degrees poisoned | “Cold, and full of centuries of other folk’s blood.” |
| Eldest mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Eldest vampire corpse | 80% it comes back up; 1d4 degrees poisoned | “Cold as the first night, and thick with every blood that ever fed it.” |
| Ember beetle corpse | 20% it comes back up; +200 nutrition | “It is still warm inside, and tastes of ash.” |
| Fen ghoul corpse | 80% it comes back up; 1d4 degrees poisoned | “Fen water and rot.” |
| Fire drake corpse | 20% it comes back up; 150 Strength marks; 150 Toughness marks | “The drake’s flesh burns going down, and leaves you stronger.” |
| Fire giant corpse | 30% it comes back up; 60 Strength marks; 5% Strength potential +1 | “It is still warm, and tastes of soot.” |
| Fire salamander corpse | 20% it comes back up; 18 Toughness marks | “It burns your tongue and warms you through.” |
| Fire troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Still warm, and it tastes of ash.” |
| Footpad archer corpse | nothing more | - |
| Footpad corpse | nothing more | - |
| Forest troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Stringy, and green to the bone.” |
| Frost giant corpse | 30% it comes back up; 60 Strength marks; 5% Strength potential +1 | “It is cold to the core.” |
| Gallows dead corpse | 80% it comes back up; 1d4 degrees poisoned | “Gallows meat.” |
| Gardener corpse | nothing more | - |
| Ghast corpse | 80% it comes back up; 1d4 degrees poisoned | “Carrion upon carrion.” |
| Ghoul king corpse | 90% it comes back up; 1d6 degrees poisoned | “Carrion fed on carrion fed on carrion.” |
| Ghoul lord corpse | 90% it comes back up; 1d6 degrees poisoned | “Carrion fed on carrion fed on carrion.” |
| Giant centipede corpse | 25% it comes back up; 4 Toughness marks; 1d2 degrees poisoned | “Crunchy, and bitter.” |
| Giant frog corpse | +300 nutrition; 15 Toughness marks | “Like chicken, they say.” |
| Giant jarl corpse | 30% it comes back up; 60 Strength marks; 5% Strength potential +1 | “Coarse, gamey meat, and a mountain of it.” |
| Giant leech corpse | 50% it comes back up; 15 Toughness marks; heals 1d2 hit points | “It is mostly someone else’s blood.” |
| Giant rat corpse | 4 Toughness marks | “Gamey and stringy, but it stays down.” |
| Giant shaman corpse | 30% it comes back up; 60 Strength marks; 5% Strength potential +1; 20 Intelligence marks; 15 Willpower marks; Decipher script +11 (learned at it), up to 80 | “It tastes of smoke and bitter herbs.” |
| Gnægan the Rat King’s corpse | 4 Toughness marks; profane gifts and a pull toward evil | “It is rats, many rats, and none of them fresh.” |
| Goblin archer corpse | 40% it comes back up; 8 Toughness marks | “This goblin meat is rank!” |
| Goblin chief corpse | 40% it comes back up; 8 Toughness marks | “This goblin meat is rank!” |
| Goblin corpse | 40% it comes back up; 8 Toughness marks | “This goblin meat is rank!” |
| Goblin firebomber corpse | 40% it comes back up; 8 Toughness marks | “This goblin meat is rank, and singed!” |
| Goblin wizard corpse | 40% it comes back up; 8 Toughness marks; 20 Intelligence marks; 15 Willpower marks; Decipher script +4 (learned at it), up to 25 | “This goblin meat is rank, and tingles on the tongue.” |
| Gorgon corpse | 40% it comes back up | “Gritty, like meat rolled in sand.” |
| Grave hound corpse | 80% it comes back up; 1d3 degrees poisoned | “It was rotten long before it died.” |
| Grave knight corpse | 80% it comes back up; 1d4 degrees poisoned | “Old meat, kept too long in iron.” |
| Grave worm corpse | 4 Toughness marks; 1d2 degrees poisoned | “Slimy, and it tastes of the grave.” |
| Great boar corpse | +1200 nutrition; heals 1d4 hit points | “Wild pork, a great deal of it.” |
| Greater mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Green hag corpse | 60% it comes back up; 30 Intelligence marks; 40 Willpower marks; 3% Willpower potential +1; Decipher script +6 (learned at it), up to 45; 1d4 degrees poisoned | “Bitter as swamp weed.” |
| Grundwyrgen the Mere-Wife’s corpse | 40 Willpower marks; 3% Willpower potential +1; profane gifts and a pull toward evil | “Rank as the bottom of a mere.” |
| Guildmaster corpse | nothing more | - |
| Hare corpse | nothing more | “Lean, gamey meat. It sits well.” |
| Headless knight corpse | 80% it comes back up; 1d4 degrees poisoned | “Cold meat, and no head to it.” |
| Hell hound corpse | 60% it comes back up; 20 Willpower marks; 1d3 degrees poisoned | “It smoulders all the way down.” |
| Hill giant corpse | 30% it comes back up; 60 Strength marks; 5% Strength potential +1 | “Coarse, gamey meat, and a mountain of it.” |
| Hill troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Tough as boot leather, and it smells of peat.” |
| Hoary mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Hobgoblin archer corpse | 35% it comes back up; 8 Toughness marks | “This hobgoblin meat is rank!” |
| Hobgoblin captain corpse | 35% it comes back up; 8 Toughness marks | “This hobgoblin meat is rank!” |
| Hobgoblin corpse | 35% it comes back up; 8 Toughness marks | “This hobgoblin meat is rank!” |
| Hobgoblin legionnaire corpse | 35% it comes back up; 8 Toughness marks | “This hobgoblin meat is rank!” |
| Hobgoblin sergeant corpse | 35% it comes back up; 8 Toughness marks | “This hobgoblin meat is rank!” |
| Hobgoblin warcaster corpse | 35% it comes back up; 8 Toughness marks; 20 Intelligence marks; 18 Willpower marks; Decipher script +5 (learned at it), up to 40 | “This hobgoblin meat is rank, and bitter.” |
| Hobgoblin warlord corpse | 35% it comes back up; 8 Toughness marks | “This hobgoblin meat is rank!” |
| Hound corpse | 10% it comes back up | “Dog. You try not to think about it.” |
| Hound of the hunt corpse | 80% it comes back up; 1d4 degrees poisoned | “Grave-cold meat, and wild.” |
| Hrīmwyrm the White’s corpse | profane gifts and a pull toward evil | “Pale, dense meat that numbs the jaw.” |
| Hydra corpse | 40% it comes back up | “Tough and bitter, and it twitches.” |
| Hydra head corpse | 30% it comes back up | “Tough and bitter.” |
| Ice troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Cold as the ice it came from.” |
| Incubus corpse | 60% it comes back up; 20 Willpower marks; 1d3 degrees poisoned | “It tastes of nothing you can name.” |
| Innkeeper corpse | nothing more | - |
| Kobold alchemist corpse | 50% it comes back up; 8 Toughness marks | “This kobold meat tastes terrible, and of lamp oil!” |
| Kobold archer corpse | 40% it comes back up; 8 Toughness marks | “This kobold meat tastes terrible!” |
| Kobold corpse | 40% it comes back up; 8 Toughness marks | “This kobold meat tastes terrible!” |
| Kobold shaman corpse | 40% it comes back up; 8 Toughness marks; 20 Intelligence marks; 18 Willpower marks; Decipher script +3 (learned at it), up to 20 | “It tastes terrible, and of bitter herbs.” |
| Kobold zombie corpse | 80% it comes back up; 1d3 degrees poisoned | “It was rotten long before it died.” |
| Korred corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Large spider corpse | 25% it comes back up | “Bitter, and it disagrees with you.” |
| Lynx corpse | nothing more | “Lean cat meat, sour and stringy.” |
| Līgetdrȳ the Storm-Wright’s corpse | 20 Intelligence marks; 15 Willpower marks; Decipher script +10 (learned at it), up to 60; profane gifts and a pull toward evil | “It crackles on the tongue.” |
| Marsh troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Gristle and marsh water.” |
| Meenlock corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Mimicling corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Mine factor corpse | nothing more | - |
| Mother Sallow’s corpse | nothing more | - |
| Mummy corpse | 80% it comes back up; 1d4 degrees poisoned | “Dust and resin.” |
| Mummy king corpse | 80% it comes back up; 1d4 degrees poisoned | “Dust, resin, and the gold of a vanished kingdom.” |
| Mummy lord corpse | 80% it comes back up; 1d4 degrees poisoned | “Dust, resin, and gold leaf.” |
| Mummy priest corpse | 80% it comes back up; 1d4 degrees poisoned | “Dust and resin.” |
| Necromancer corpse | 20 Intelligence marks; 15 Willpower marks; Decipher script +6 (learned at it), up to 45 | - |
| Night hag corpse | 70% it comes back up; 20 Intelligence marks; 40 Willpower marks; 3% Willpower potential +1; Decipher script +10 (learned at it), up to 75; 1d4 degrees poisoned | “Bitter as a bad dream.” |
| Nightganger corpse | 80% it comes back up; 1d4 degrees poisoned | “Grave-cold meat, and bitter as night.” |
| Nightmare corpse | 60% it comes back up; 20 Willpower marks; 1d3 degrees poisoned | “Ash and sulphur.” |
| Nightwing corpse | 80% it comes back up; 1d4 degrees poisoned | “Cold and leathery, and it stinks of the cave.” |
| Nightworm corpse | 90% it comes back up; 1d6 degrees poisoned | “A mile of cold, black meat.” |
| Nihtscinna the Hollow’s corpse | profane gifts and a pull toward evil | “A husk of shadow that weighs next to nothing.” |
| Nosferatu corpse | 90% it comes back up; 1d6 degrees poisoned | “Cold, and crawling with plague.” |
| Nymph corpse | 20 Intelligence marks; 15 Willpower marks; 30 Presence marks; 3% Presence potential +1 | - |
| Nīðdraca the Hate-Wyrm’s corpse | profane gifts and a pull toward evil | “Dark meat, still smouldering, that blisters the tongue.” |
| Ogre corpse | 30% it comes back up; 40 Strength marks; 2% Strength potential +1; 15 Toughness marks | “Stringy, and it smells of the ogre.” |
| Ogre mage corpse | 30% it comes back up; 40 Strength marks; 2% Strength potential +1; 15 Toughness marks; 20 Intelligence marks; 15 Willpower marks; Decipher script +6 (learned at it), up to 45 | “It tastes of the ogre, and of something bitter.” |
| Ogre mauler corpse | 30% it comes back up; 40 Strength marks; 2% Strength potential +1; 15 Toughness marks | “Stringy, and it smells of the ogre.” |
| Ogre zombie corpse | 80% it comes back up; 1d4 degrees poisoned | “It was rotten long before it died.” |
| Old hermit corpse | nothing more | - |
| Old mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Orc archer corpse | 30% it comes back up; 8 Toughness marks | “This orc meat is rank!” |
| Orc berserker corpse | 30% it comes back up; 12 Strength marks; 8 Toughness marks | “This orc meat is rank!” |
| Orc bowman corpse | 30% it comes back up; 8 Toughness marks | “This orc meat is rank!” |
| Orc high shaman corpse | 30% it comes back up; 8 Toughness marks; 20 Intelligence marks; 30 Willpower marks; Decipher script +8 (learned at it), up to 60 | “It tastes rank, and of smoke and bitter herbs.” |
| Orc raider corpse | 30% it comes back up; 8 Toughness marks | “This orc meat is rank!” |
| Orc runt corpse | 30% it comes back up; 8 Toughness marks | “This orc meat is rank!” |
| Orc shaman corpse | 30% it comes back up; 8 Toughness marks; 20 Intelligence marks; 18 Willpower marks; Decipher script +4 (learned at it), up to 30 | “It tastes rank, and of smoke and bitter herbs.” |
| Orc veteran corpse | 30% it comes back up; 8 Toughness marks | “This orc meat is rank!” |
| Orc war chief corpse | 30% it comes back up; 8 Toughness marks | “This orc meat is rank!” |
| Orc warlord corpse | 30% it comes back up; 18 Strength marks; 8 Toughness marks | “This orc meat is rank!” |
| Orc warrior corpse | 30% it comes back up; 8 Toughness marks | “This orc meat is rank!” |
| Panther corpse | nothing more | “Lean cat meat, sour and stringy.” |
| Patron corpse | nothing more | - |
| Pedlar corpse | nothing more | - |
| Pixie corpse | 20 Intelligence marks; 15 Willpower marks; 30 Presence marks; 3% Presence potential +1 | - |
| Polecat corpse | 20% it comes back up | “Rank and stringy; it stays down, barely.” |
| Primeval mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Quickling corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Rakshasa corpse | 70% it comes back up; 20 Intelligence marks; 20 Willpower marks; 1d4 degrees poisoned | “It tastes of lies.” |
| Raven corpse | 20% it comes back up | “Dark, tough meat that tastes of carrion.” |
| Redcap corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Reeve corpse | nothing more | - |
| Revenant corpse | 80% it comes back up; 1d4 degrees poisoned | “Grave meat.” |
| Rotting dragon corpse | 90% it comes back up; 1d6 degrees poisoned | “Dragon, and rotten through.” |
| Rotting drake corpse | 90% it comes back up; 1d6 degrees poisoned | “Drake, and rotten through.” |
| Rotting troll corpse | 90% it comes back up; 1d6 degrees poisoned | “Troll, and rotten through.” |
| Rust monster corpse | 40% it comes back up | “It tastes of old nails.” |
| Satyr corpse | 20% it comes back up; 30 Presence marks; 3% Presence potential +1 | “It tastes of goat and wine.” |
| Sea hag corpse | 70% it comes back up; 40 Willpower marks; 3% Willpower potential +1; 1d4 degrees poisoned | “Salt, rot, and worse.” |
| Sergeant Herrick’s corpse | nothing more | - |
| Servant corpse | nothing more | - |
| Sexton corpse | nothing more | - |
| Shopkeeper corpse | nothing more | - |
| Sister corpse | nothing more | - |
| Sprite corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Squire corpse | nothing more | - |
| Stone giant corpse | 30% it comes back up; 60 Strength marks; 5% Strength potential +1 | “It is like chewing gravel.” |
| Stone troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Gritty, like chewing gravel.” |
| Storm giant corpse | 30% it comes back up; 60 Strength marks; 5% Strength potential +1 | “It prickles on the tongue.” |
| Stānēoten the Hurler’s corpse | 60 Strength marks; 5% Strength potential +1; profane gifts and a pull toward evil | “Like chewing the hill itself.” |
| Succubus corpse | 60% it comes back up; 20 Willpower marks; 1d3 degrees poisoned | “It tastes of nothing you can name.” |
| Toad corpse | 1d4 degrees poisoned | “Bitter and foul: your mouth goes numb.” |
| Troll chieftain corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Old, tough, and full of scars.” |
| Troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “It twitches as you chew.” |
| Troll shaman corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1; 20 Intelligence marks; 15 Willpower marks; Decipher script +7 (learned at it), up to 50 | “It tastes of smoke and bitter herbs.” |
| Two-headed troll corpse | 50% it comes back up; 60 Toughness marks; 5% Toughness potential +1 | “Twice the troll, and twice as tough.” |
| Vampire corpse | 80% it comes back up; 1d4 degrees poisoned | “Cold, and full of other folk’s blood.” |
| Vampire lord corpse | 90% it comes back up; 1d6 degrees poisoned | “Cold, and thick as old wine.” |
| Vampire spawn corpse | 80% it comes back up; 1d4 degrees poisoned | “Cold, and full of someone else’s blood.” |
| Villager corpse | nothing more | - |
| Wandering bard corpse | nothing more | - |
| Warg corpse | 10% it comes back up | “Tough, gamy wolf meat.” |
| Wild huntsman corpse | 80% it comes back up; 1d4 degrees poisoned | “Grave-cold meat that never has stopped running.” |
| Wise-woman corpse | nothing more | - |
| Wolf corpse | 10% it comes back up | “Tough, gamy wolf meat.” |
| Wormhost corpse | 90% it comes back up; 1d6 degrees poisoned | “It is still moving inside.” |
| Wormlord corpse | 90% it comes back up; 1d6 degrees poisoned | “It is all moving inside.” |
| Wælcyrge the Chooser’s corpse | profane gifts and a pull toward evil | “The meat of a carrion bird.” |
| Wēalāf the Unburied’s corpse | profane gifts and a pull toward evil | “Grave-cold and dry as barrow dust: the meat of a king long dead.” |
| Yeth hound corpse | 30 Presence marks; 3% Presence potential +1 | - |
| Young mimic corpse | 60% it comes back up; 1d3 degrees poisoned | - |
| Zombie corpse | 80% it comes back up; 1d4 degrees poisoned | “It was rotten long before it died.” |
| Āttorcoppe the Spinner’s corpse | 4 Toughness marks; profane gifts and a pull toward evil | “Bitter beyond bearing, and your mouth goes numb.” |
See also: Hunger, Diseases, and What creatures leave.
Profane gifts
Eating the corpse of a keeper of Grundlēas changes your body for good. You get the keeper’s own gift for certain, then one or more gifts drawn at random from a table of good, bad, and mixed changes, and the meal pulls you hard toward evil. Nothing takes a profane gift away again except another gift.
Every keeper’s corpse gives profane gifts, from Gnægan the Rat King on the tenth floor to Nīðdraca the Hate-Wyrm on the hundredth. The deeper the keeper, the more gifts its meal draws, and the more of them come from the greater and dire tiers.
Eating a keeper’s corpse
A keeper’s corpse is eaten like any corpse, from the floor or your pack, and the game does not ask you first. It never rots (it is everlasting), so the meal can wait as long as you like. It feeds you as a medium creature’s corpse does.
When the last turn of the meal is done, this happens, in this order:
- The corpse’s own words: “It is rats, many rats, and none of them fresh.”
- What any fresh corpse does (what a corpse gives you). A keeper’s corpse never comes back up.
- The keeper’s own gift, its signature gift: its line, then “You are Rat-king’s court.”
- Each roll on the gift table, one after another: the gift’s line, then “You are Hungering.”
- The pull toward evil (below), with a line if it moves you into another band.
- It feeds you.
A meal cut short (something comes into view) does nothing at all: the corpse stays where it was, whole.
Gifts are talents that nobody picks. They show on the Talents page under Profane, a bad one marked as a flaw, as a birth sign’s flaw is. The game never says which gift is good or bad, nor any of their numbers; this page does.
Each keeper’s own gift
Each keeper’s corpse gives its signature gift for certain, never drawn by anyone else. The rolls column is how many gifts the meal draws; the last three columns are each roll’s chance of each tier of the table.
| Keeper | Signature gift | Kind | What it does | Rolls | Lesser | Greater | Dire |
|---|---|---|---|---|---|---|---|
| Gnægan the Rat King | Rat-king’s court | mixed | creatures tagged vermin are neutral to you until you attack one of that type, as Beast-friend’s animals are; disease checks (catching, progressions) +4; resistance to poison +25 %; hunger pace +20 % | 1 | 100% | 0% | 0% |
| Āttorcoppe the Spinner | Spinner’s blood | boon | resistance to poison +100 %; Webbed never lowers your scores; Webbed eases 200 % faster; +1d6 damage, after Protection, on a hit at a creature that has not seen you (it hunts no one it has seen, and does not see you now) | 1 | 80% | 20% | 0% |
| Hrīmwyrm the White | Rime-blooded | mixed | resistance to cold +100 %; resistance to fire −25 %; a plunge through the ice does you no harm; Strength +1 (score and potential); Toughness +1 (score and potential) | 1 | 60% | 40% | 0% |
| Wēalāf the Unburied | Barrow-king’s will | mixed | Willpower +2 (score and potential); resistance to necrotic +50 %; checks against a drain +4; healing pace −25 % | 2 | 40% | 50% | 10% |
| Grundwyrgen the Mere-Wife | Mere-wife’s hide | boon | natural armour +2; Strength +2 (score and potential); wading (water, marsh) costs a plain step and never gives a disease; Held eases 100 % faster | 2 | 30% | 55% | 15% |
| Līgetdrȳ the Storm-Wright | Storm-wright’s marrow | boon | resistance to electricity +100 %; Intelligence +2 (score and potential); mana regeneration pace +25 % | 2 | 20% | 55% | 25% |
| Stānēoten the Hurler | Hurler’s arm | mixed | Strength +3 (score and potential); carrying limit +50 %; throwing range +3 cells; speed −10 % | 2 | 10% | 50% | 40% |
| Nihtscinna the Hollow | Hollow of the night | mixed | darkvision +4 cells; +4 to the initiative check when something catches you unawares (see Status effects: Surprised); resistance to slashing +25 %; resistance to piercing +25 %; resistance to bludgeoning +25 %; Frightened never lowers your scores; Presence −2 (score and potential); maximum hit points −10 % (rounded down, at least 1) | 3 | 0% | 50% | 50% |
| Wælcyrge the Chooser | Chooser’s quickness | mixed | speed +15 %; Dexterity +3 (score and potential); +6 to the initiative check when something catches you unawares (see Status effects: Surprised); a big hit wounds you no more; a confirmed critical one degree less; hunger pace +25 % | 3 | 0% | 35% | 65% |
| Nīðdraca the Hate-Wyrm | Hate-wyrm’s heart | mixed | resistance to fire +100 %; resistance to cold −25 %; Strength +2 (score and potential); Toughness +2 (score and potential); active (the time of a cast; not on the overworld), aimed at a cell within 8 cells: a bolt along the line toward it and on, 10 cells long or to the first wall, 12d8 fire damage (one roll) to everyone on it; then Drained for 5 min | 3 | 0% | 20% | 80% |
A gift’s resistance adds to the rest of yours, with no cap on the total, but at most 75 % of it ever counts (see resistance). So a signature’s 100 % is 75 % with 25 to spare: Rime-blooded keeps you at 75 % to cold even beside a 25 % weakness to it. No gift makes you immune. Eat both wyrms and their gifts add up: 100 − 25 = 75 % to fire and to cold alike, all of it counting.
Hate-wyrm’s heart lets you breathe fire, as the Wyvern’s Fire breath does but far stronger. It is used from the abilities menu, listed under Profane. If your sign already gave you Fire breath you still have one breath, listed under your birth sign: the stronger one, whichever came first.
How a gift is drawn
Each roll works the same way:
- The tier. The keeper’s odds pick the lesser, greater, or dire tier.
- The gift. One gift of that tier is picked by its weight, among the gifts you may take: ones you do not hold, that no gift you hold rules out, and that are not barred to your race.
- An empty tier. If you may take none of that tier, the roll moves to the next tier up, then down: lesser, then greater, then dire; dire, then greater, then lesser. If all three are empty, “Nothing more of it will take in you.” and the roll gives nothing.
Each gift is given in full before the next roll, so a roll never draws what the one before it ruled out. The odds in the table below are a tier’s odds while none of its gifts is held or barred. As you gather gifts the rest of the tier shares the odds, by the same weights.
For example, the lesser tier’s weights add up to 124, and Hungering weighs 12: 9.7 % of a lesser roll. Hold Thick-blooded (weight 10), which also rules out Paper-skinned (weight 8), and the tier’s open weights add up to 106: Hungering is then 12 in 106, 11.3 %.
Every tier holds good, bad, and mixed gifts, so no roll is ever safe. By weight the lesser tier is 45 % good, 27 % mixed, and 27 % bad; the greater 45 %, 28 %, and 26 %; the dire 37 %, 25 %, and 38 %.
Gifts with other gifts
Some gifts change what happens to the others:
- Replaces: taking it takes the named gift away first. It is the greater form of the lesser gift (Wyrm’s hunger over Hungering).
- Undoes: if you hold the named gift, the meal takes that gift away and gives you nothing else (Withered over Oak-hearted). If you do not hold it, you get this gift as usual.
- Never with: you cannot hold both. While you hold one, the other is never drawn.
Every such link in the table:
| Gift | With other gifts |
|---|---|
| Deep-eyed | replaces Barrow-eyed and Mere-eyed; never with Dim-eyed |
| Wyrm-blooded | replaces Ember-veined |
| Wyrm’s hunger | replaces Hungering |
| Withered | undoes Oak-hearted |
| Palsied | undoes Adder-quick |
| Dim-eyed | never with Barrow-eyed, Mere-eyed, or Deep-eyed |
| Hoofed | never with Soft-footed |
| Many-fingered | never with Clawed |
| Thick-blooded | never with Paper-skinned or Glass-boned |
| Scaled | never with Paper-skinned, Glass-boned, or Hollowed |
Hill-thewed has nothing that undoes it. A replacing gift you draw while holding neither lesser form is simply taken, and the lesser forms can still be drawn after it.
There is no cure. No temple, potion, scroll, or prayer removes a profane gift. Only a later gift that replaces or undoes it takes it away.
Gifts that change your body
Some gifts change more than your numbers:
- Slots. Horns, hooves, claws, and wing stubs bar the helm, boot, glove, and cloak slots; a sixth finger opens a ring slot. What no longer fits falls to the floor as the gift takes (see Barred and opened slots).
- Claws. Clawed bare hands hit harder and can make a foe bleed. With a weapon in your hand the claws do nothing.
- Eyes. Deep-eyed gives you the eyes of the darkvision type, whatever your race, and sees farther into the dark besides. Barrow-eyed and Mere-eyed are its lesser forms, and Dim-eyed never comes with any of them.
- Kin. Rat-king’s court makes vermin neutral to you, as Beast-friend does animals, until you attack one: from then on that kind of creature is hostile again, for good. No drawn quest asks you to kill a kind it keeps neutral.
- Mana. Fell-minded gives you a quarter more mana at most, on top of what its Intelligence adds.
- Rising again. Twice-born is the Phoenix’s Rise from the ashes, with the same numbers, but a rising of its own. Anyone Twice-born rises once. A Phoenix who is Twice-born rises once by the sign (twice with Second rising) and then once more by the gift. The Talents page marks it spent once it is used.
- Light. Ember-veined makes you shed a dim red light at all times, enough to see the cells beside you, and enough for everything about to see you by. Under a full moon it burns as brightly as the Phoenix’s Inner light. Wyrm-blooded puts it out.
- The stare. Stone-eyed gives you the Basilisk’s Transfixing stare, used from the abilities menu. If your sign gave you one already, you keep one stare, the stronger.
The gift table
| Gift | Tier | Kind | Odds in its tier | What it does | With other gifts | Never for |
|---|---|---|---|---|---|---|
| Barrow-eyed | Lesser | boon | 9.7% | darkvision +3 cells | never with Dim-eyed | - |
| Craven-hearted | Lesser | bane | 6.5% | Frightened lasts 100 % longer; every Willpower check −1 | - | - |
| Devourer’s belly | Lesser | boon | 8.1% | a fresh corpse’s chance to raise each stat +100 % (at most 100 %); a meal never leaves you Bloated: what does not fit below Bloated is lost, and you never overeat | - | - |
| Hoofed | Lesser | mixed | 6.5% | nothing can be worn in the Feet slot; what was there falls to the floor; speed +5 %; footsteps +50 %; kicks at creatures roll 1d8 | never with Soft-footed | - |
| Horned | Lesser | mixed | 6.5% | nothing can be worn in the Head slot; what was there falls to the floor; Presence +1 (score and potential); natural armour +1 | - | - |
| Hungering | Lesser | bane | 9.7% | hunger pace +50 % | - | - |
| Mere-eyed | Lesser | mixed | 4.8% | the light your eyes need −25 %; overworld sight by day −2 cells | never with Dim-eyed | - |
| Midden-gut | Lesser | boon | 9.7% | rotten food never harms you: no vomiting, no sickness, no disease (as a race that eats rotten food); sickness from rotten food −100 % (rounded down) | - | Ratfolk |
| Paper-skinned | Lesser | bane | 6.5% | a big hit that wounds you wounds 1 degree more; damage traps do you +25 % (rounded down, at least 1) | never with Thick-blooded, Scaled | - |
| Reeking | Lesser | bane | 4.8% | Stealth counts −15; no one makes way for you, whatever else would have them (Noblesse too) | - | - |
| Soft-footed | Lesser | boon | 9.7% | footsteps −50 % | never with Hoofed | - |
| Tailed | Lesser | mixed | 4.8% | Dodge +1; wading (water, marsh) costs a plain step and never gives a disease; footsteps +15 % | - | - |
| Thick-blooded | Lesser | boon | 8.1% | a big hit wounds you no more; a confirmed critical one degree less; disease checks (catching, progressions) +2 | never with Glass-boned, Paper-skinned | - |
| Thick-skulled | Lesser | mixed | 4.8% | natural armour +1; Intelligence −1 (score and potential) | - | - |
| Adder-quick | Greater | boon | 9.4% | Dexterity +2 (score and potential) | - | - |
| Blood-nosed | Greater | boon | 7.5% | sees creatures that are bleeding in line of sight within 8 cells, however dark; hears sounds 2 fainter | - | - |
| Clawed | Greater | mixed | 7.5% | nothing can be worn in the Hands slot; what was there falls to the floor; blows with nothing in hand and kicks roll 1d8; a blow with nothing in hand that hits (not a kick) has a 25 % chance to cause 1 degree of Bleeding | never with Many-fingered | - |
| Dim-eyed | Greater | bane | 7.5% | the light your eyes need +40 % | never with Deep-eyed, Barrow-eyed, Mere-eyed | - |
| Ember-veined | Greater | mixed | 7.5% | resistance to fire +50 %; you always shed a faint light reaching 2 cell (everyone sees it) | - | - |
| Hill-thewed | Greater | boon | 9.4% | Strength +2 (score and potential) | - | - |
| Many-fingered | Greater | mixed | 5.7% | the Extra ring 1 slot is yours, whatever your class; Dexterity −1 (score and potential) | never with Clawed | - |
| Marked by the deep | Greater | bane | 9.4% | the time between attempts to bring a creature to your level −40 % | - | - |
| Oak-hearted | Greater | boon | 9.4% | Toughness +2 (score and potential) | - | - |
| Scaled | Greater | boon | 9.4% | natural armour +2; resistance to slashing +10 % | never with Paper-skinned, Glass-boned, Hollowed | - |
| Slow-blooded | Greater | bane | 9.4% | healing pace −33 %; speed −5 % | - | - |
| Venom-toothed | Greater | mixed | 7.5% | a blow with nothing in hand that hits (not a kick) has a 30 % chance to cause 2 degrees of Poisoned; resistance to poison +50 %; Presence −1 (score and potential) | - | - |
| Deep-eyed | Dire | boon | 6.7% | your eyes are of the darkvision type, whatever your race’s; darkvision +6 cells; you see which creatures in view have not noticed you: look mode says “unaware of you”, and their glyphs are drawn a shade cooler, breathing slowly (standing still with reduced effects) | replaces Barrow-eyed, Mere-eyed; never with Dim-eyed | - |
| Fell-minded | Dire | boon | 8.3% | Intelligence +3 (score and potential); maximum mana +25 %; mana regeneration pace +25 % | - | - |
| Glass-boned | Dire | bane | 8.3% | natural armour −2; damage traps do you +50 % (rounded down, at least 1); a big hit that wounds you wounds 1 degree more | never with Thick-blooded, Scaled | - |
| Hollowed | Dire | mixed | 6.7% | resistance to slashing +25 %; resistance to piercing +25 %; resistance to bludgeoning +25 %; healing pace −50 %; Presence −2 (score and potential) | never with Scaled | - |
| Palsied | Dire | bane | 8.3% | Dexterity −3 (score and potential); −4 to the initiative check when something catches you unawares (see Status effects: Surprised) | undoes Adder-quick instead of taking, if held | - |
| Stone-eyed | Dire | mixed | 5% | active (the time of a wait, silent): a hostile you see within 6 cells that sees you suffers Transfixed at 2 degrees (its actions cost 200 %, a degree easing every 12 s); one that does not see you is not held, and the cooldown waits; then Spent-eyed for 2 h; no one makes way for you, whatever else would have them (Noblesse too); Negotiation counts −20 | - | - |
| Stone-sinewed | Dire | boon | 8.3% | Strength +3 (score and potential); carrying limit +30 % | - | - |
| Storm-marrowed | Dire | mixed | 6.7% | resistance to electricity +100 %; abilities’ mana costs −20 % (rounded to the nearest, at least 1); maximum hit points −10 % (rounded down, at least 1); hunger pace +30 % | - | - |
| Twice-born | Dire | boon | 5% | once in your life, a hit, a trap, or a status that would kill you does not (starving and choking still do): you rise with 33 % of your maximum hit points (Ashen ones), 1d6 fire damage strikes every creature within 1 cell (one roll; no roll to hit) and the ice there melts, and you are Ashen | - | - |
| Unquiet | Dire | bane | 6.7% | healing pace while resting −100 %; mana regeneration pace while resting −100 % | - | - |
| Wing-shouldered | Dire | mixed | 6.7% | nothing can be worn in the Cloak slot; what was there falls to the floor; speed +10 %; overworld journey time +25 %; Toughness −1 (score and potential) | - | - |
| Withered | Dire | bane | 8.3% | Toughness −3 (score and potential) | undoes Oak-hearted instead of taking, if held | - |
| Wyrm’s hunger | Dire | bane | 6.7% | hunger pace +150 %; a meal never leaves you Bloated: what does not fit below Bloated is lost, and you never overeat | replaces Hungering | - |
| Wyrm-blooded | Dire | boon | 8.3% | resistance to fire +50 %; resistance to cold +50 %; resistance to electricity +50 %; resistance to poison +50 % | replaces Ember-veined | - |
The pull toward evil
Every keeper’s corpse you eat is a deed worth −300 to your alignment, the largest single sin in the game. Like every deed it counts in full when you lean the other way, and for less the further toward evil you already are. From Neutral at 0, one meal takes you to −300, which is Callous. A Saintly character at 1000 falls to 700, still Good, and an Evil one at −500 only to −650.
A paladin’s zeal empties at the meal, as it does at any sin. Once you fall below Kind, a priest’s holy gifts stop working (see What it changes).
See also: Food and corpses, The dungeons one by one, and Talents.
Burden
Everything you carry has weight. The more you carry, the harder it is to move, fight, and keep quiet. A heavy load slows down everything you do, not only walking.
How much you can carry
Your carrying limit comes from your Strength, which counts double, and your Toughness, which keeps you going under a load all day:
Limit = 1.5 kg × (2 × Strength + Toughness) × your size
Small folk (halflings and gnomes) carry three quarters of what anyone else does:
| Race | Size | Carries | When burdened |
|---|---|---|---|
| Elf | Medium | ×1 | slowed, louder, less nimble |
| Half-elf | Medium | ×1 | slowed, louder, less nimble |
| Human | Medium | ×1 | slowed, louder, less nimble |
| Dwarf | Medium | ×1 | no penalty at all |
| Halfling | Small | ×0.75 | slowed, louder, less nimble |
| Gnome | Small | ×0.75 | slowed, louder, less nimble |
| Half-orc | Medium | ×1 | slowed, louder, less nimble |
| Goblin | Small | ×0.75 | slowed, louder, less nimble |
| Drow | Medium | ×1 | slowed, louder, less nimble |
| Kobold | Small | ×0.75 | slowed, louder, less nimble |
| Lizardfolk | Medium | ×1 | slowed, louder, less nimble |
| Duergar | Medium | ×1 | no penalty at all |
| Ratfolk | Small | ×0.75 | slowed, louder, less nimble |
The limit uses your scores, not the bonuses they give, so it grows evenly with them. Each point of Strength is worth 3 kg and each point of Toughness 1.5 kg, or three quarters of that for the small. Some examples:
| Character | Limit | Unburdened up to | Burdened up to | Strained up to |
|---|---|---|---|---|
| Human, St 10 To 10 | 45 kg | 15 kg | 30 kg | 45 kg |
| Half-orc, St 16 To 14 | 69 kg | 23 kg | 46 kg | 69 kg |
| Dwarf, St 14 To 16 | 66 kg | 22 kg | 44 kg | 66 kg |
| Halfling, St 8 To 12 | 31.5 kg | 10.5 kg | 21 kg | 31.5 kg |
| Elf, St 6 To 8 | 30 kg | 10 kg | 20 kg | 30 kg |
Example: a dwarf warrior’s starting load. Thora, a dwarf warrior, has Strength 15 and Toughness 17. Her limit is 1.5 kg × (2 × 15 + 17) × 1 = 70.5 kg. She is unburdened up to a third of it, 23.5 kg, burdened up to 47 kg, and strained up to 70.5 kg. Her starting kit (a long sword, a hand axe, a dagger, a crossbow and bolts, a small shield, a leather jerkin, and the rest) weighs 23.6 kg, so she starts just burdened. Being a dwarf, that costs her nothing until she is strained.
Everything you carry counts, including the armour you wear and the weapon in your hand (see Equipment). Your own body does not. For scale, a leather jerkin weighs 3.5 kg, a chain mail shirt 11 kg, an iron helm 1.5 kg, a short sword 1.1 kg, and a small shield 2.5 kg (see Objects). An average human in mail and a helm, with a sword and a shield, is burdened. A fighter in medium armour usually is.
Burden levels
Your burden compares what you carry with your limit. It rises by thirds of the limit:
| Burden | You carry | Every action takes | Dexterity adds to Defence | Your steps |
|---|---|---|---|---|
| Unburdened | up to a third of your limit | 6 seconds (as usual) | all of it | as loud as ever |
| Burdened | up to two thirds | 7.5 seconds (×1.25) | at most +3 | ×1.25 as loud |
| Strained | up to your limit | 9 seconds (×1.5) | at most +1 | ×1.5 as loud |
| Overloaded | more than your limit | 9 seconds (×1.5); you cannot move | nothing | - |
- Slower: every action takes longer, not only steps. That includes waiting, opening doors, fighting, picking things up, putting armour on, climbing stairs, and journeys on the overworld. A 20-minute road takes 25 minutes burdened. The creatures around you get that much more time to act (see Turns and movement).
- Less nimble: your Dexterity adds less to your Defence. Heavy armour limits it too, and the lower of the two limits counts.
- Louder: your footsteps carry farther (see Hearing).
- Overloaded: you cannot move at all (“You carry too much to move.”), not even a step or up or down the stairs. Everything else still works, as slowly as when strained. Drop something and you can go on. You can always pick things up, even when that overloads you.
Dwarves and duergar have carried loads all their lives. Being burdened costs them nothing: no time, no Dexterity, and no noise. From strained on, they suffer like everyone else.
The Balance skill takes away some of the slowdown. At 100, being burdened slows you by a tenth instead of a quarter, and being strained by a fifth instead of a half.
The burden line, three talents of the Grit tree taken in order, eases all of it a step at a time:
- Pack mule (Strength 11): you carry a tenth more, 60 % of the slowdown is gone (added to what Balance takes away; together they can take it all), and each burden’s limit on your Dexterity in Defence is 1 higher.
- Porter (Pack mule, Toughness 12): a tenth more again, the Dexterity limits 1 higher again, and being burdened costs you nothing, as it costs a dwarf nothing.
- Beast of burden (Porter, level 12): a tenth more again, and being strained costs you only what being burdened costs others.
Some classes are given the first steps: commoners Pack mule at level 1, merchants at 6, and thieves Pack mule and Porter at 25.
Creatures carry by the same rules, using their own Strength, Toughness, and size.
In a heavy hall, a special room, everyone’s limit is halved while they are inside, so the same load is a heavier burden there. You cannot step into one if you would be overloaded inside, but you can always step out.
What you see
- The status bar shows your burden when you have one
(
Burdened,Strained,Overloaded), right after your hit points. On a narrow screen it is one of the last things to be dropped. - A message tells you when it changes: “You are burdened.”, “You strain under your load.”, “You carry too much to move.”, “You are no longer burdened.”
- The inventory (
I) and the character screen (@) show what you carry, your burden if you have one, and the weights at which it changes:Burdened over 15 kg, strained over 30 kg, overloaded over 45 kg.
The game never shows you a creature’s burden or what it carries. Creatures’ carrying limits are listed on Creatures in numbers.
See also: Equipment, Stats, and Turns and movement.
Allies
An ally is a creature on your side. It follows you, fights what you are hostile to, and comes along when you move on. Allies come in two kinds:
- Summons are called by a spell for a while, such as the druid’s wolves.
- Companions are beasts that are yours for good, such as the ranger’s hound.
The witch’s beast, her familiar, is a kept beast of its own kind. Companions and Familiars have pages of their own. This page covers what every ally shares, and the summons.
An ally is an ordinary creature of its kind, with its own eyes, speed, attacks, and hit points. It fights only what you are hostile to. With Beast-friend, your wolf leaves the rats alone as you do, and a shopkeeper or someone you are talking to is never its idea of a foe. It never blocks your way for long: you swap places with it as with anyone friendly.
The messages call it yours (“Your wolf bites the kobold.”, “Your wolf dies.”). A faint mark under its letter on the map tells it apart from the creatures around it.
Orders
Three orders, in the Allies group of the abilities menu, go to every ally of yours on the level at once. None takes time, but each is your voice, and others hear it.
- Come to heel: follow you and fight what threatens you. This is what an ally does unless told otherwise. It heels again by itself when a fight would take it too far from you.
- Hold here: keep its place, fighting only what comes close.
- Set on: go to a place you can see and fight what is there, then come back to heel.
There is no order to send an ally away. A summon goes when its time runs out, or when it is slain.
Following you
When you take stairs or leave an area, allies close to you come along and appear beside you. Those farther away stay where they were and wait. Your companion comes along wherever it stands.
On the overworld your allies travel with you unseen, and step out beside you at the next place. A summon’s time runs on wherever it is: one left behind, or on the road too long, is gone when you next look for it. When hostile creatures follow you on the stairs, your allies find their places first.
Experience
An ally’s kill is yours. It counts in full for your quests, and builds what a kill of yours builds. It pays you half the experience your own blow would. The classes that live with beasts, the ranger and the druid, are paid in full (see The rules). The share goes by your class, whatever brought the ally. The ally itself gains nothing.
If you are trained in Heal, you can tend an ally beside you as you tend yourself (see Treating yourself).
Summons
A summon spell calls creatures to stand beside you for some minutes. A stronger Presence keeps them longer. Each spell keeps only so many of its own at once; call again past that, and the oldest gives way to the new. You cannot lead more than a few allies at once on one level, whatever brought them. A summon leaves nothing when it goes or dies: no corpse, and nothing it carried.
Your own spells that harm an area hurt your allies in it too.
| Spell | Level | School | Calls | How many | Minutes | At once | Grows with | Mana | Learning |
|---|---|---|---|---|---|---|---|---|---|
| Call of the wild | 5 | Enchantment | wolf (4) | 1 | 5 | 1 | degrees Presence 14: 8, 18: 12, 22: 16 | 5 | +8 |
| Call of the forest | 20 | Enchantment | bear (12) | 1 | 5 | 1 | degrees Presence 14: 8, 18: 12, 22: 16 | 20 | +10 |
| Call the elements | 35 | Enchantment | greater earth elemental (24) or greater water elemental (26) or greater air elemental (31) or greater fire elemental (38) | 1 | 5 | 1 | degrees Presence 14: 8, 18: 12, 22: 16 | 35 | +12 |
“Learning” is what the spell adds to the difficulty of learning it from its grimoire. The calls are very hard to learn, even for a caster well above their level.
The risen
Rouse the dead is aimed at a corpse you see, of any age. The corpse is used up, and what it was stands where it lay, or on the nearest free cell. An ogre’s corpse makes an ogre.
It keeps everything of its kind: its stats, its natural attacks and armour, what it resists, and any creature tag it had. But it stands at a share of its hit points, with no gear and no pack, and has no name and no trade. A shopkeeper’s corpse rises as a mute, empty-handed body. A mimic’s corpse rises as a mimic, disguised as nothing.
It serves as a summon does. When it falls again or its time is up it leaves nothing, so nothing rises twice. The corpse of a unique creature will not rise for you, and whatever leaves no corpse never comes to this.
Now and then it rises berserk: “The dead thing stands, and it knows no one.” It joins the berserk and is friendly to nothing. It attacks what it sees: you, your allies, the peaceful, and another berserk alike. It takes no orders, and counts neither toward its spell’s limit nor toward how many you may lead. Its time runs as a servant’s would, however long your talents would keep a summon. It leaves nothing when it falls, and killing it pays as killing any of its kind.
| Spell | Level | School | Hit points | Minutes | At once | Berserk | Grows with | Mana | Learning |
|---|---|---|---|---|---|---|---|---|---|
| Rouse the dead | 24 | Necromancy | 50 % | 10 | 2 | 10 % | degrees Presence 14: 15, 18: 20, 22: 30 | 24 | +8 |
The charmed
Beguile is cast at a hostile creature you see. There is no check and no limit by level: it always takes. “The ogre takes you for a friend.” From then on it is your ally by every rule above. It follows you, takes your orders, and pays you for its kills as any ally does, and its own band turns on it.
When the charm’s minutes are up it is itself again, hostile, wherever it stands (“The ogre shakes off the charm.”). It never follows you to another level: the moment you leave, the charm ends and it stays behind as it was. It keeps its gear, and when it dies it leaves its corpse and what it carried, as any of its kind.
The charm never takes on:
- a unique creature, or anyone with a name and a trade;
- an animated thing;
- what has no mind: the undead, constructs, vermin, and whatever has risen berserk;
- a creature already at someone’s side;
- any creature past how many allies you may lead.
| Spell | Level | School | Range | Minutes | Never charms | Grows with | Mana |
|---|---|---|---|---|---|---|---|
| Beguile | 18 | Enchantment | 6 | 5 | uniques, animated things, undead, construct, vermin | range Willpower 14: 7, 18: 8; degrees Presence 14: 8, 18: 12, 22: 16 | 18 |
Escorts
Someone you bring home for an escort quest is an ally too, from the moment they agree to come. They follow you, come along on the stairs, travel with you over the overworld, and come to heel or hold as told. But they are never set on anything, and they strike only at what stands right beside them.
Give hands them any weapon or armour they can use. They put it on at once and drop what they had there. Once home, they are no one’s ally any more and stay where they are.
The druid’s calls
The druid calls the wild:
- Call of the wild at level 6;
- Call of the forest at 25;
- Call the elements at 40, whose element the wild chooses.
Each call keeps one of its own beside you. From Pack leader (level 32), every call brings one more, keeps two of its own, and lasts half again as long. Lord of the wild (level 60) keeps three of each, and what you call stays until it is slain.
Beast-bond, a Wayfarer talent for those with some Handle animal, makes every ally of yours strike surer and take less harm.
The rules
| Rule | What it is |
|---|---|
| Following | a following ally keeps within 2 cells of you |
| Leash | farther than 8 cells from you, a following ally breaks off its fight and comes back |
| Coming along | allies within 3 cells of you come along when you take stairs or leave an area |
| Hold here | a holding ally fights only what comes within 1 cell of its place |
| Set on | a set-on ally fights what is within 3 cells of the place you sent it to |
| Orders | take no time; your voice is heard at loudness 60 |
| At most | 8 allies of yours on one level, whatever brought them |
| Experience | an ally’s kill pays you 50 % of what your own blow would, unless your class has a share of its own (below) |
| Experience: Druid | an ally’s kill pays a druid 100 % of what their own blow would |
| Experience: Ranger | an ally’s kill pays a ranger 100 % of what their own blow would |
See also: Companions, Familiars, and Magic.
Companions
A companion is a beast that is yours for good. It stays until it is slain, and there is no sending it away. You have at most one at a time. A ranger starts with one; anyone trained in Handle animal can tame one.
A companion is an ally like any other, with the same orders, the same side, and the same share of its kills. The messages call it by its name, drawn when it becomes yours (“Snel bites the kobold.”, “Snel comes to heel.”, “Snel dies.”). The status bar says how it fares (“Snel: unhurt”, or “Snel: with you” while it travels with you on the overworld). Look mode names it (“Snel, your hound”), and the Character screen lists it under your class.
A companion always comes along. Wherever it stands when you take the stairs or leave an area, held fast, holding its place, or not, it arrives beside you (“Snel comes with you.”). It rides with you unseen across the overworld, and steps out beside you at the next place (“Snel follows you in.”). Nothing but death keeps it from you. When it dies it leaves a corpse like any creature, and nothing else happens to you: find another to tame.
Beasts that hunt by scent have a nose. Within so many cells (see the Nose column of Creatures in numbers), your companion smells a foe of yours however dark it is, even through a closed door, though never through a wall. It goes for the foe when its eyes find nothing. When it scents something you cannot see, it growls once (“Snel growls at the dark.”). A door it cannot open keeps it from what it smells, so open it.
The collar
A beast you keep, a companion or a familiar, wears one thing, on its neck. Give, in the Allies group, fastens something of yours that goes on a neck, such as an amulet, on the beast beside you. It takes the time wearing it would take you (What takes time). You give one of a stack, and it is taken off you first if you wore it. With two beasts beside you, you are asked which way.
Whatever the beast wore before falls to the floor beneath it. The magic works on the beast as it would on you: its resistances, its armour, its eyes. You learn nothing about what you give by the beast’s wearing it.
You cannot take a collar back. Give another and pick up the old one, or find it among the beast’s remains. Goods you have not paid for stay with you.
Starting companions
The ranger’s Animal companion (level 1) puts a beast at their side from the first turn. It is one of their race’s kinds, drawn by chance as the run begins, or rarely one of the rares that any race may begin with. The story of how it came to be yours is told with the rest of your background.
| Race | Starting beasts |
|---|---|
| Elf | lynx (2), hound (1) |
| Half-elf | hound (1), lynx (2), polecat (1) |
| Human | hound (1), boar (2) |
| Dwarf | badger (2), hound (1) |
| Halfling | hound (1), polecat (1) |
| Gnome | badger (2), polecat (1) |
| Half-orc | boar (2), hound (1) |
| Goblin | large spider (2), giant rat (1), cave bat (1) |
| Drow | large spider (2), cave bat (1) |
| Kobold | cave lizard (2), large spider (2), giant rat (1) |
| Lizardfolk | cave lizard (2), boar (2) |
| Duergar | cave beetle (2), large spider (2), badger (2) |
| Ratfolk | giant rat (1), polecat (1), hound (1) |
At 50 in a thousand (5.0 %), any race’s ranger begins with one of the rares instead, each as likely: wolf (4), black hound (5), great boar (6), panther (6). The beast’s level is in brackets; the ranger’s starting beast is at least their own level from the first turn (see the growth table below).
Taming
Anyone trained in Handle animal may tame a beast, at any level. Choose Tame in the abilities menu and the direction of a beast next to you.
Only some kinds can be tamed: see the Tameable column of Creatures in numbers. The beast must also not be your foe (wildlife, or an animal a Beast-friend has calmed), or must not have seen you (asleep, say).
You crouch beside it for a while, holding out food if you carry any. If you are hurt, or it leaves your side, or someone comes into view, you stop, and nothing is lost but the time. Then one check decides:
- If you make it, the beast comes to your hand and is your companion, named, at your level.
- If you fail, it snaps at you and backs away. A beast that was your foe has seen you now.
Try again as often as you like: time is the only price. While you have a companion you cannot tame another. The ranger’s Animal companion makes them a little better at it. The exact check and the chances:
A try is 10 turns beside the beast, then one check: 2d12 + your Willpower modifier + Handle animal’s taming bonus (+5 at 50, +10 at 100, +20 at 200), +2 if you carry food (one of the first food you carry is eaten) + the ranger’s Animal companion bonus, against 10 + 2 × the beast’s level. A natural 2 always fails and a natural 24 always succeeds. The chance of a try, by the modifier:
| Beast (level) | Difficulty | +0 | +2 | +4 | +6 | +8 | +10 | +15 |
|---|---|---|---|---|---|---|---|---|
| cave bat (1) | 12 | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% | 99.3% |
| deer (1) | 12 | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% | 99.3% |
| giant rat (1) | 12 | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% | 99.3% |
| hound (1) | 12 | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% | 99.3% |
| polecat (1) | 12 | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% | 99.3% |
| badger (2) | 14 | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% |
| boar (2) | 14 | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% |
| cave beetle (2) | 14 | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% |
| cave lizard (2) | 14 | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% |
| large spider (2) | 14 | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% |
| lynx (2) | 14 | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% |
| wolf (4) | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 99.3% |
| black hound (5) | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 95.8% |
| great boar (6) | 22 | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 89.6% |
| panther (6) | 22 | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 89.6% |
| warg (7) | 24 | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 80.6% |
| bear (12) | 34 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 14.6% |
| dire warg (22) | 54 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% |
How a companion grows
A companion’s level is yours. Whatever its kind’s own level, it is raised to your level when it becomes yours and every time you gain a level (“Snel grows stronger.”), and it never falls.
Above its kind’s level it gains hit points every level. Now and then it also gains a surer bite, more damage and another die of it, natural armour, and Strength, Dexterity, and Toughness. Its tougher hide is its body’s Protection at its level, as the hide rule gives every creature. Its speed, senses, size, and resistances stay its kind’s. Summons do not grow: their power is their spell’s. The exact table, as the game computes it:
| Beast | Level | At 1 | At 10 | At 20 | At 30 | At 40 | At 50 | At 60 |
|---|---|---|---|---|---|---|---|---|
| cave bat | 1 | 4 hp, −5 to hit, 1d3−5, Defence 12, Protection 0 | 23 hp, −2 to hit, 1d3−3, Defence 14 (+1 natural), Protection 0 | 45 hp, +1 to hit, 2d3, Defence 17 (+3 natural), Protection 1 | 67 hp, +5 to hit, 3d3+2, Defence 19 (+4 natural), Protection 2 | 89 hp, +8 to hit, 4d3+5, Defence 22 (+6 natural), Protection 3 | 111 hp, +12 to hit, 5d3+8, Defence 25 (+8 natural), Protection 5 | 133 hp, +15 to hit, 5d3+10, Defence 27 (+9 natural), Protection 6 |
| deer | 1 | 7 hp, +2 to hit, 1d4+2, Defence 12, Protection 0 | 26 hp, +4 to hit, 1d4+3, Defence 14 (+1 natural), Protection 0 | 48 hp, +7 to hit, 2d4+6, Defence 17 (+3 natural), Protection 1 | 70 hp, +11 to hit, 3d4+8, Defence 19 (+4 natural), Protection 2 | 92 hp, +14 to hit, 4d4+11, Defence 22 (+6 natural), Protection 3 | 114 hp, +18 to hit, 5d4+14, Defence 25 (+8 natural), Protection 5 | 136 hp, +21 to hit, 5d4+16, Defence 27 (+9 natural), Protection 6 |
| giant rat | 1 | 5 hp, +0 to hit, 1d4, Defence 13, Protection 0 | 24 hp, +2 to hit, 1d4+1, Defence 15 (+1 natural), Protection 0 | 46 hp, +5 to hit, 2d4+4, Defence 18 (+3 natural), Protection 1 | 68 hp, +9 to hit, 3d4+6, Defence 20 (+4 natural), Protection 2 | 90 hp, +12 to hit, 4d4+9, Defence 23 (+6 natural), Protection 3 | 112 hp, +16 to hit, 5d4+12, Defence 26 (+8 natural), Protection 5 | 134 hp, +19 to hit, 5d4+14, Defence 28 (+9 natural), Protection 6 |
| hound | 1 | 5 hp, +0 to hit, 1d4, Defence 12, Protection 0 | 24 hp, +3 to hit, 1d4+2, Defence 13 (+1 natural), Protection 0 | 46 hp, +6 to hit, 2d4+5, Defence 16 (+3 natural), Protection 1 | 68 hp, +10 to hit, 3d4+7, Defence 18 (+4 natural), Protection 2 | 90 hp, +13 to hit, 4d4+10, Defence 21 (+6 natural), Protection 3 | 112 hp, +17 to hit, 5d4+13, Defence 24 (+8 natural), Protection 5 | 134 hp, +20 to hit, 5d4+15, Defence 26 (+9 natural), Protection 6 |
| polecat | 1 | 4 hp, −2 to hit, 1d4−2, Defence 13, Protection 0 | 23 hp, +0 to hit, 1d4−1, Defence 14 (+1 natural), Protection 0 | 45 hp, +3 to hit, 2d4+2, Defence 17 (+3 natural), Protection 1 | 67 hp, +7 to hit, 3d4+4, Defence 19 (+4 natural), Protection 2 | 89 hp, +10 to hit, 4d4+7, Defence 22 (+6 natural), Protection 3 | 111 hp, +14 to hit, 5d4+10, Defence 25 (+8 natural), Protection 5 | 133 hp, +17 to hit, 5d4+12, Defence 27 (+9 natural), Protection 6 |
| badger | 2 | 10 hp, +1 to hit, 1d6+1, Defence 11 (+1 natural), Protection 0 | 27 hp, +4 to hit, 1d6+3, Defence 12 (+2 natural), Protection 0 | 49 hp, +7 to hit, 2d6+6, Defence 15 (+4 natural), Protection 1 | 71 hp, +11 to hit, 3d6+8, Defence 17 (+5 natural), Protection 2 | 93 hp, +14 to hit, 4d6+11, Defence 20 (+7 natural), Protection 3 | 115 hp, +18 to hit, 5d6+14, Defence 23 (+9 natural), Protection 5 | 137 hp, +21 to hit, 5d6+16, Defence 25 (+10 natural), Protection 6 |
| boar | 2 | 11 hp, +2 to hit, 1d8+2, Defence 10, Protection 0 | 28 hp, +5 to hit, 1d8+4, Defence 12 (+1 natural), Protection 0 | 50 hp, +8 to hit, 2d8+7, Defence 15 (+3 natural), Protection 1 | 72 hp, +12 to hit, 3d8+9, Defence 17 (+4 natural), Protection 2 | 94 hp, +15 to hit, 4d8+12, Defence 20 (+6 natural), Protection 3 | 116 hp, +19 to hit, 5d8+15, Defence 23 (+8 natural), Protection 5 | 138 hp, +22 to hit, 5d8+17, Defence 25 (+9 natural), Protection 6 |
| cave beetle | 2 | 6 hp, +0 to hit, 1d3, Defence 11 (+1 natural), Protection 3 | 23 hp, +2 to hit, 1d3+1, Defence 13 (+2 natural), Protection 3 | 45 hp, +5 to hit, 2d3+4, Defence 16 (+4 natural), Protection 3 | 67 hp, +9 to hit, 3d3+6, Defence 18 (+5 natural), Protection 5 | 89 hp, +12 to hit, 4d3+9, Defence 21 (+7 natural), Protection 6 | 111 hp, +16 to hit, 5d3+12, Defence 24 (+9 natural), Protection 8 | 133 hp, +19 to hit, 5d3+14, Defence 26 (+10 natural), Protection 10 |
| cave lizard | 2 | 9 hp, +1 to hit, 1d6+1, Defence 12 (+1 natural), Protection 0 | 26 hp, +3 to hit, 1d6+2, Defence 13 (+2 natural), Protection 1 | 48 hp, +6 to hit, 2d6+5, Defence 16 (+4 natural), Protection 3 | 70 hp, +10 to hit, 3d6+7, Defence 18 (+5 natural), Protection 5 | 92 hp, +13 to hit, 4d6+10, Defence 21 (+7 natural), Protection 6 | 114 hp, +17 to hit, 5d6+13, Defence 24 (+9 natural), Protection 8 | 136 hp, +20 to hit, 5d6+15, Defence 26 (+10 natural), Protection 10 |
| large spider | 2 | 7 hp, +0 to hit, 1d4, Defence 12, Protection 0 | 24 hp, +2 to hit, 1d4+1, Defence 13 (+1 natural), Protection 0 | 46 hp, +5 to hit, 2d4+4, Defence 16 (+3 natural), Protection 1 | 68 hp, +9 to hit, 3d4+6, Defence 18 (+4 natural), Protection 2 | 90 hp, +12 to hit, 4d4+9, Defence 21 (+6 natural), Protection 3 | 112 hp, +16 to hit, 5d4+12, Defence 24 (+8 natural), Protection 5 | 134 hp, +19 to hit, 5d4+14, Defence 26 (+9 natural), Protection 6 |
| lynx | 2 | 7 hp, +1 to hit, 1d6+1, Defence 13, Protection 0 | 24 hp, +3 to hit, 1d6+2, Defence 14 (+1 natural), Protection 0 | 46 hp, +6 to hit, 2d6+5, Defence 17 (+3 natural), Protection 1 | 68 hp, +10 to hit, 3d6+7, Defence 19 (+4 natural), Protection 2 | 90 hp, +13 to hit, 4d6+10, Defence 22 (+6 natural), Protection 3 | 112 hp, +17 to hit, 5d6+13, Defence 25 (+8 natural), Protection 5 | 134 hp, +20 to hit, 5d6+15, Defence 27 (+9 natural), Protection 6 |
| wolf | 4 | 13 hp, +2 to hit, 1d6+1, Defence 12, Protection 0 | 26 hp, +4 to hit, 1d6+3, Defence 14 (+1 natural), Protection 0 | 48 hp, +8 to hit, 2d6+5, Defence 16 (+2 natural), Protection 1 | 70 hp, +11 to hit, 3d6+8, Defence 19 (+4 natural), Protection 2 | 92 hp, +15 to hit, 4d6+11, Defence 22 (+6 natural), Protection 3 | 114 hp, +18 to hit, 4d6+13, Defence 24 (+7 natural), Protection 5 | 136 hp, +22 to hit, 5d6+16, Defence 27 (+9 natural), Protection 6 |
| black hound | 5 | 22 hp, +3 to hit, 1d8+2, Defence 12, Protection 0 | 33 hp, +5 to hit, 1d8+3, Defence 13, Protection 0 | 55 hp, +8 to hit, 2d8+6, Defence 16 (+2 natural), Protection 1 | 77 hp, +12 to hit, 3d8+9, Defence 19 (+4 natural), Protection 2 | 99 hp, +15 to hit, 3d8+11, Defence 21 (+5 natural), Protection 3 | 121 hp, +19 to hit, 4d8+14, Defence 24 (+7 natural), Protection 5 | 143 hp, +22 to hit, 5d8+17, Defence 27 (+9 natural), Protection 6 |
| great boar | 6 | 30 hp, +5 to hit, 2d6+4, Defence 12 (+2 natural), Protection 0 | 38 hp, +6 to hit, 2d6+4, Defence 12 (+2 natural), Protection 0 | 60 hp, +9 to hit, 3d6+7, Defence 15 (+4 natural), Protection 1 | 82 hp, +13 to hit, 4d6+10, Defence 18 (+6 natural), Protection 2 | 104 hp, +16 to hit, 4d6+12, Defence 20 (+7 natural), Protection 3 | 126 hp, +20 to hit, 5d6+15, Defence 23 (+9 natural), Protection 5 | 148 hp, +23 to hit, 6d6+18, Defence 26 (+11 natural), Protection 6 |
| panther | 6 | 24 hp, +3 to hit, 1d8+2, Defence 14, Protection 0 | 32 hp, +4 to hit, 1d8+2, Defence 14, Protection 0 | 54 hp, +7 to hit, 2d8+5, Defence 17 (+2 natural), Protection 1 | 76 hp, +11 to hit, 3d8+8, Defence 20 (+4 natural), Protection 2 | 98 hp, +14 to hit, 3d8+10, Defence 22 (+5 natural), Protection 3 | 120 hp, +18 to hit, 4d8+13, Defence 25 (+7 natural), Protection 5 | 142 hp, +21 to hit, 5d8+16, Defence 28 (+9 natural), Protection 6 |
| warg | 7 | 23 hp, +3 to hit, 1d10+2, Defence 13, Protection 0 | 29 hp, +3 to hit, 1d10+2, Defence 13, Protection 0 | 51 hp, +7 to hit, 2d10+5, Defence 16 (+2 natural), Protection 1 | 73 hp, +10 to hit, 2d10+7, Defence 18 (+3 natural), Protection 2 | 95 hp, +14 to hit, 3d10+10, Defence 21 (+5 natural), Protection 3 | 117 hp, +17 to hit, 4d10+13, Defence 24 (+7 natural), Protection 5 | 139 hp, +21 to hit, 5d10+15, Defence 26 (+8 natural), Protection 6 |
| bear | 12 | 60 hp, +8 to hit, 2d6+5, Defence 11 (+1 natural), Protection 0 | 60 hp, +8 to hit, 2d6+5, Defence 11 (+1 natural), Protection 0 | 77 hp, +11 to hit, 2d6+7, Defence 13 (+2 natural), Protection 1 | 99 hp, +14 to hit, 3d6+10, Defence 16 (+4 natural), Protection 2 | 121 hp, +18 to hit, 4d6+12, Defence 18 (+5 natural), Protection 3 | 143 hp, +21 to hit, 5d6+15, Defence 21 (+7 natural), Protection 5 | 165 hp, +25 to hit, 6d6+18, Defence 24 (+9 natural), Protection 6 |
| dire warg | 22 | 48 hp, +12 to hit, 3d8+5, Defence 16 (+1 natural), Protection 1 | 48 hp, +12 to hit, 3d8+5, Defence 16 (+1 natural), Protection 1 | 48 hp, +12 to hit, 3d8+5, Defence 16 (+1 natural), Protection 1 | 65 hp, +15 to hit, 3d8+7, Defence 17 (+2 natural), Protection 2 | 87 hp, +18 to hit, 4d8+10, Defence 20 (+4 natural), Protection 3 | 109 hp, +22 to hit, 5d8+12, Defence 22 (+5 natural), Protection 5 | 131 hp, +25 to hit, 6d8+15, Defence 25 (+7 natural), Protection 6 |
From level 18 the ranger’s Pack tactics makes the two of you hunt as one. A creature beside you both is flanked: your melee attacks and your companion’s at it get +2 to hit, and your companion shares your favoured prey bonus.
Hunter’s bond
From level 25 the ranger’s Hunter’s bond lets them share what their companion has. It works while the companion stands on the same level, not while it rides with you across the overworld.
- Shared sight. You see every cell it sees, by its own eyes: as far as its kind sees, in the dark as its vision allows, and around the corner you cannot see past. You also see the cell of every foe its nose finds, however dark, even through a closed door, but never through a wall. These are seen cells like any other: you remember them, can look at them, and can aim at them. It finds no hidden trap or secret door for you, and smells nothing of a disguised mimic. Being dazzled leaves its view untouched.
- Shared buffs. A buff that lands on either of you lands on the other too, at the same strength, and each of you wears it off alone. This is any status that a buff spell lays or a potion lends, whatever laid it (“Snel is bark-skinned too.”). It reaches your companion on the overworld too. A hex, a harm, or a cooldown never crosses.
From level 40, Sic ’em sets your companion on a hostile creature you see within 10 cells. It costs 5 focus and the time of a wait. Your companion goes for that creature before any other, and follows it as long as it sees or smells it.
It is also Savage: half again as fast, and each of its next three hits is a critical with no confirmation roll. Each hit spends a degree; otherwise a degree wears off each minute. Give it another order and the chase is over. Savage is its own: it never crosses to you.
The companion’s rules
| Rule | What it is |
|---|---|
| The start | a ranger begins with a beast of their race’s list, or at 50 in a thousand one of the rares |
| Its level | 100 % of yours, never below its kind’s own, re-set at every level you gain |
| Hit points | +2 per level above its kind’s |
| To hit | +1 per 4 levels above its kind’s |
| Damage | +1 per 6 levels above its kind’s, and one more die of its attack per 12 |
| Defence | +1 natural armour per 6 levels above its kind’s |
| Protection | its body’s at its level (a hide (level − 10) ÷ 8, scales or a shell level ÷ 6, stone level ÷ 4 + 1), never below its kind’s own |
| Strength, Dexterity, Toughness | +1 per 5 levels above its kind’s |
| Names | one of 12: Snel, Brūn, Græg, Blæc, Hwīt, Lēof, Hræfn, Wulf, Fæger, Beald, Hraþe, Fugol |
See also: Allies, the ranger, and Familiars.
Familiars
A familiar is the witch’s small beast of the old craft. It is hers from the first turn, through her Familiar (level 1): a cat (catt), a toad (tādige), a raven (hræfn), a hare (hara), a bat (hrēremūs), or another small beast from her race’s list. She has one at a time. She may also keep a companion beside it; they are different things.
A familiar is a kept beast, under the same rules as a companion:
- It wears a collar.
- It has a name, drawn from those the English witch trials recorded (“Tibb, your cat, winds about your ankles.”).
- It stays until it is slain, and its level is hers (growth).
- It always comes along.
- It dies as a companion does, leaving a corpse.
It obeys the orders, and its kills pay as any ally’s do. It is not a fighter. Its blow is a scratch; what the blow carries is the hex.
The touch
When a familiar’s melee blow hits a creature and leaves it alive, the creature is hexed as if the witch had cast Evil eye on it. The hex has the degrees she would cast it at now, and costs no mana and none of her turns.
She is the hex’s giver, so anything that works on a hex of hers works on this one. Her cackle keeps it on, and her malison bites through it. The same touch also starts every other hex of hers on that creature afresh at its own degree: while the familiar scratches, her hexes stick. No other ally’s blow does this, a cat’s included. The touch is a familiar’s alone.
What it goes for
A familiar goes for what she has hexed. The nearest creature it sees under a hex of hers, within its order’s reach, comes before any other, however much nearer the others stand. With nothing hexed in sight it fights as any ally does, and its first hit hexes what it bit.
Call familiar
A familiar stays until it is slain. When hers is dead, she may call another with Call familiar, which comes with her Familiar. It is an hour’s sitting and costs nothing but the hour: no mana, no gold, no cooldown, and no limit on how often.
It is refused, for no time:
- while her familiar lives, wherever it is;
- with a hostile in her sight;
- while a status keeps her from casting (Silenced, Raging).
A creature coming into view, a blow, or any news breaks the sitting off. The time spent is spent, and she may begin again. At its end the familiar she lost comes back: the same kind of beast with the same name, grown to her level now. “Tibb, your cat, comes back to you out of the dark.” With nowhere near her for it to stand, nothing comes and the hour is lost. On the overworld it joins her at once and steps out at the next place.
So a calling never brings a different beast. Only a witch who never had a familiar draws one when she calls: “Something comes out of the dark and sits at your feet.”, a beast drawn as at the start, which is hers from then on. From level 30 of her class, that draw may answer with an imp, one more beast on her race’s list. It stings and it poisons, and its touch is the same evil eye.
Familiar’s sight
From level 25, the witch’s Familiar’s sight lets her share what her familiar has. It works while the familiar stands on the same level, not while it rides with her across the overworld.
This is the shared sight of Hunter’s bond, by the same rules. She sees every cell it sees, by its own eyes. She also sees the cell of every foe its nose finds, through the dark and even a closed door, but never a wall. For her, a familiar’s nose reaches at least as far as the rules below say, even for a kind with no nose of its own; it still hunts by eye. No buff is shared, and a companion she keeps lends her nothing.
Starting familiars
The kind is drawn by chance as the run begins. Creatures in numbers has their speed, eyes, and feet. They differ in those, never in the hex.
| Race | Starting beasts |
|---|---|
| Elf | raven (1), hare (1), cat (1) |
| Half-elf | cat (1), raven (1), hare (1) |
| Human | cat (1), toad (1), hare (1) |
| Dwarf | toad (1), raven (1) |
| Halfling | hare (1), toad (1), cat (1) |
| Gnome | toad (1), polecat (1), cat (1) |
| Half-orc | raven (1), toad (1) |
| Goblin | cave bat (1), giant rat (1), toad (1) |
| Drow | cave bat (1), large spider (2), cat (1) |
| Kobold | cave lizard (2), cave bat (1), giant rat (1) |
| Lizardfolk | toad (1), cave lizard (2) |
| Duergar | cave bat (1), large spider (2), toad (1) |
| Ratfolk | giant rat (1), polecat (1), toad (1) |
At 50 in a thousand (5.0 %), any race’s witch begins with one of the rares instead, each as likely: black hound (5), panther (6). The beast’s level is in brackets.
A familiar’s rules
| Rule | What it is |
|---|---|
| The start | a witch begins with a beast of her race’s list, or at 50 in a thousand one of the rares |
| The touch | its melee hit on a creature that lives lays Hexed at the degrees she would cast Evil eye now, and she is its giver |
| Her other hexes | each on the creature it hit starts afresh at its own degree, when it is one that stacks by refreshing |
| The calling | 600 turns of sitting, each 6 seconds, and nothing else; the beast is drawn as at the start, by chance |
| The bargain’s | from level 30 of her class a calling’s draw holds imp as well, one more beast of her race’s list; a start never does |
| Her familiar’s nose | with Familiar’s sight, it finds foes for her within 6 cells, or its kind’s Nose where that is farther |
| Names | one of 15: Tibb, Fancie, Dandy, Tyffin, Pigin, Tittey, Suckin, Robbin, Jarmara, Holt, Newes, Elemauzer, Pyewacket, Greedigut, Sathan |
These beasts can only be familiars. Here they are at her level, by the same growth rules as a companion’s (the rest are in that table):
| Beast | Level | At 1 | At 10 | At 20 | At 30 | At 40 | At 50 | At 60 |
|---|---|---|---|---|---|---|---|---|
| cat | 1 | 4 hp, −4 to hit, 1d2−4, Defence 14, Protection 0 | 23 hp, −1 to hit, 1d2−2, Defence 15 (+1 natural), Protection 0 | 45 hp, +2 to hit, 2d2+1, Defence 18 (+3 natural), Protection 1 | 67 hp, +6 to hit, 3d2+3, Defence 20 (+4 natural), Protection 2 | 89 hp, +9 to hit, 4d2+6, Defence 23 (+6 natural), Protection 3 | 111 hp, +13 to hit, 5d2+9, Defence 26 (+8 natural), Protection 5 | 133 hp, +16 to hit, 5d2+11, Defence 28 (+9 natural), Protection 6 |
| hare | 1 | 4 hp, −3 to hit, 1d2−3, Defence 13, Protection 0 | 23 hp, −1 to hit, 1d2−2, Defence 15 (+1 natural), Protection 0 | 45 hp, +2 to hit, 2d2+1, Defence 18 (+3 natural), Protection 1 | 67 hp, +6 to hit, 3d2+3, Defence 20 (+4 natural), Protection 2 | 89 hp, +9 to hit, 4d2+6, Defence 23 (+6 natural), Protection 3 | 111 hp, +13 to hit, 5d2+9, Defence 26 (+8 natural), Protection 5 | 133 hp, +16 to hit, 5d2+11, Defence 28 (+9 natural), Protection 6 |
| raven | 1 | 4 hp, −4 to hit, 1d3−4, Defence 13, Protection 0 | 23 hp, −2 to hit, 1d3−3, Defence 14 (+1 natural), Protection 0 | 45 hp, +1 to hit, 2d3, Defence 17 (+3 natural), Protection 1 | 67 hp, +5 to hit, 3d3+2, Defence 19 (+4 natural), Protection 2 | 89 hp, +8 to hit, 4d3+5, Defence 22 (+6 natural), Protection 3 | 111 hp, +12 to hit, 5d3+8, Defence 25 (+8 natural), Protection 5 | 133 hp, +15 to hit, 5d3+10, Defence 27 (+9 natural), Protection 6 |
| toad | 1 | 4 hp, −4 to hit, 1d2−4, Defence 12, Protection 0 | 23 hp, −2 to hit, 1d2−3, Defence 14 (+1 natural), Protection 0 | 45 hp, +1 to hit, 2d2, Defence 17 (+3 natural), Protection 1 | 67 hp, +5 to hit, 3d2+2, Defence 19 (+4 natural), Protection 2 | 89 hp, +8 to hit, 4d2+5, Defence 22 (+6 natural), Protection 3 | 111 hp, +12 to hit, 5d2+8, Defence 25 (+8 natural), Protection 5 | 133 hp, +15 to hit, 5d2+10, Defence 27 (+9 natural), Protection 6 |
| imp | 9 | 23 hp, +2 to hit, 1d10, Defence 13, Protection 0 | 25 hp, +2 to hit, 1d10, Defence 13, Protection 0 | 47 hp, +5 to hit, 1d10+2, Defence 15 (+1 natural), Protection 1 | 69 hp, +9 to hit, 2d10+5, Defence 18 (+3 natural), Protection 2 | 91 hp, +12 to hit, 3d10+8, Defence 21 (+5 natural), Protection 3 | 113 hp, +16 to hit, 4d10+10, Defence 23 (+6 natural), Protection 5 | 135 hp, +19 to hit, 5d10+13, Defence 26 (+8 natural), Protection 6 |
Two kept beasts beside you
If a companion and a familiar are both beside you, and one of them has something to treat, the Heal ability first asks which way: a direction, or the wait key for yourself. With only one beside you it asks nothing.
See also: Allies, the witch, and Companions.
Magic
You cast a spell from the abilities menu (a), where spells
have their own heading, Spells. Spells are paid for in mana. You know a spell for good
once your class gives it to you or once you have learned it from a grimoire (see Learning spells), unless a
miscast makes you forget it.
Every spell follows the same rules: its spell level, its shape, and how it finds its target. Your learning decides which spells you can learn. Creatures that cast use the same spells by the same rules (see Spells).
More about magic:
- How spells work: shapes, targeting, spell types, zones, and how a spell grows with your stats.
- Learning spells: grimoires, your learning, and a spell’s ranks.
- Schools and caster styles: the seven schools of magic, the Magic page, and the styles you cast in.
- Miscasts: what can go wrong when you cast, and the miscast table.
- Wands and rods: magic anyone can use.
- Spell circles: the rings that show buffs and hexes on the map.
What your class gives
Each casting class gives only a few spells, at the levels in its class table:
- A full caster gets a cantrip at level 1, and from three to a dozen spells in all. The wizard and the witch also start with a short cone that needs no hit roll: Burning hands and Grave breath. These are good against a few weak foes, but a few casts empty the pool.
- A bard, a paladin, or a ranger gets a few boons and hexes.
- The other classes get none.
A class’s spells are only where it starts. Any spell can be learned from a grimoire, and some come only from grimoires (Acid arrow, Grave spear, Slumber, Glamour, and others). A caster who finds few grimoires stays a modest one. A spell your class gives is yours at that level, whatever your Decipher script.
| Class | Guaranteed spells (spell level, from level) |
|---|---|
| Aristocrat | none |
| Ascetic | none |
| Bard | Mend (level 1, from 1), Mesmerise (level 5, from 8), Thunderclap (level 7, from 12), Bind (level 9, from 16), Sense the quick (level 5, from 20) |
| Berserker | none |
| Commoner | none |
| Craftsperson | none |
| Druid | Spark (level 1, from 1), Barkskin (level 3, from 3), Call of the wild (level 5, from 6), Water walking (level 5, from 6), Bramble (level 8, from 9), Call lightning (level 11, from 12), Rime (level 9, from 15), Gale (level 11, from 20), Call of the forest (level 20, from 25), Cloudburst (level 20, from 30), Call the elements (level 35, from 40), Flame (level 12, from 50), Frost (level 6, from 50) |
| Merchant | none |
| Paladin | Blessing (level 3, from 6), Brand (level 7, from 14), Unbinding (level 8, from 20) |
| Priest | Mend (level 1, from 1), Blessing (level 3, from 3), Cure wounds (level 3, from 3), Renewal (level 10, from 9), Silence (level 11, from 12), Rebuke (level 14, from 18), Benison (level 12, from 24) |
| Ranger | Barkskin (level 3, from 6), Nightsight (level 4, from 9), Water walking (level 5, from 12) |
| Thief | none |
| Warrior | none |
| Witch | Evil eye (level 0, from 1), Grave breath (level 1, from 1), Hex of weakness (level 3, from 3), Flay (level 8, from 8), Cause wounds (level 4, from 12), Grave feast (level 6, from 14), Soulglass (level 11, from 16), Charnel burst (level 9, from 18), Leech (level 10, from 24), Rouse the dead (level 24, from 28), Curse of sloth (level 3, from 32), Fear (level 10, from 36), Blight (level 7, from 40), Beguile (level 18, from 44) |
| Wizard | Ray of frost (level 1, from 1), Burning hands (level 1, from 1), Magic missile (level 3, from 3), Blink (level 6, from 6), Shatter (level 8, from 9), Arcane bolt (level 6, from 18), Chain lightning (level 20, from 24), Sunfire (level 30, from 36) |
Three spells are aimed at a corpse you see, of any age. Without one they are refused, costing no time and no mana.
- Charnel burst goes off where the corpse lies, without flying there. What it kills leaves corpses for the next one.
- Grave feast reaches only a corpse beside you or under your feet. It gives back hit points and mana, never past your maximum.
- Rouse the dead stands the corpse up.
Beguile makes a hostile creature you see your ally for a few minutes, against its own band. When the charm ends, or the moment you leave its level, it is itself again, wherever it stands.
The spells
Every spell has a level, from 0 to 70. The level sets its cost in mana, and how learned a caster must be to learn it from a grimoire for certain.
Every spell has a base: what it does for anyone who casts it. It may also have ladders for its damage (or healing), its reach, and how long its effect lasts. A ladder names one stat and lists scores, with what the spell does at each. For example, Fireball: 4d6 fire; Intelligence 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2. When your score reaches a number, you cast at that rung.
The last rung is as far as your stats take a spell. Your talents and magic items may add to that in their own ways, each listed in its own row: a rung up, a die more, bigger dice, a bonus, a die rolled again (see How a spell grows). A scroll you read and a wand you use cast at a rung of their own.
The list below gives each spell’s level, its base (what it does and how far it reaches), its ladders, and its mana cost without armour or talents. Under “Grows with”, a stat alone is the damage or healing ladder; “range”, “length”, “radius”, and “degrees” name the others.
| Spell | Level | School | Shape and resolution | Reach | What it does | Grows with | Mana | Casts |
|---|---|---|---|---|---|---|---|---|
| Evil eye | 0 | enchantment | ray, auto | 6 | a hostile you see suffers Hexed (1) | range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Light | 0 | evocation | self, auto | — | you are Lit (1) | degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Burning hands | 1 | evocation | cone, area | 3 | 2d4 fire damage | Intelligence 13: 2d6, 16: 4d4, 22: 4d4+2 | 6 | 1 |
| Grave breath | 1 | necromancy | cone, area | 3 | 2d4 necrotic damage | Willpower 13: 2d6, 16: 4d4, 22: 4d4+2 | 6 | 1 |
| Mend | 1 | restoration | touch, touch | next to you | 1d3 hit points back | Willpower 16: 1d4, 22: 1d6 | 3 | 1 |
| Ray of frost | 1 | evocation | ray, attack | 6 | 2d6 cold damage | Intelligence 16: 2d8; range Willpower 14: 7, 18: 8 | 4 | 1 |
| Spark | 1 | evocation | bolt, auto | 5 | 2d4 electricity damage | Intelligence 16: 2d6; range Willpower 14: 6 | 4 | 1 |
| Flare | 2 | evocation | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Stunned (1); only those with eyes | range Willpower 14: 9, 18: 10 | 7 | 1 |
| Acid splash | 3 | evocation | burst, area | range 8, radius 1 | 2d4 acid damage | Intelligence 13: 2d6, 19: 4d4; range Willpower 14: 9, 18: 10 | 7 | 1 |
| Barkskin | 3 | transmutation | self, auto | — | you are Barkskin (1) | degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Blessing | 3 | abjuration | self, auto | — | you are Blessed (1) | degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Cure wounds | 3 | restoration | touch, touch | next to you | 2d6 hit points back | Willpower 16: 3d6, 22: 3d6+3 | 3 | 2 |
| Curse of sloth | 3 | transmutation | ray, auto | 6 | a hostile you see suffers Sluggish (1) | range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Hex of weakness | 3 | necromancy | ray, auto | 6 | a hostile you see suffers Weakened (1) | range Willpower 14: 7, 18: 8; degrees Presence 14: 2, 18: 3 | 4 | 1 |
| Magic missile | 3 | evocation | bolt, auto | 8 | 2d4 force damage | Intelligence 13: 4d4, 16: 6d4, 22: 6d4+1; range Willpower 14: 9, 18: 10 | 4 | 1 |
| Cause wounds | 4 | necromancy | touch, touch | next to you | 2d6 necrotic damage | Willpower 13: 4d6, 19: 4d8, 25: 4d8+2 | 3 | 1 |
| Fume | 4 | transmutation | burst, area | range 8, radius 2 | smoke no eye sees into or through for 15 turns (90 seconds) | range Willpower 14: 9, 18: 10; radius Willpower 18: 3 | 10 | 1 |
| Nightsight | 4 | transmutation | self, auto | — | you are Cat-eyed (1) | — | 4 | 1 |
| Acid arrow | 5 | evocation | bolt, attack | 8 | 2d6 acid damage | Intelligence 13: 4d6, 16: 6d6, 25: 6d6+2; range Willpower 14: 9, 18: 10 | 5 | 1 |
| Call of the wild | 5 | enchantment | self, auto | — | calls +1 of wolf to your side for 5 minutes, 1 at most at once; +8 to the difficulty of learning it | degrees Presence 14: 8, 18: 12, 22: 16 | 5 | 1 |
| Mesmerise | 5 | enchantment | ray, auto | 6 | a hostile you see suffers Transfixed (2) | range Willpower 14: 7, 18: 8; degrees Presence 14: 3, 18: 4 | 5 | 1 |
| Sense the quick | 5 | divination | self, auto | — | you are Quick-sensed (1) | degrees Presence 14: 2, 18: 3 | 5 | 1 |
| Water walking | 5 | transmutation | self, auto | — | you are Water-borne (1) | degrees Presence 14: 2, 18: 3 | 5 | 1 |
| Arcane bolt | 6 | evocation | line, area | 6 | 4d6 force damage | Intelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; length Willpower 14: 7, 18: 8 | 11 | 1 |
| Blink | 6 | transmutation | self, auto | — | You are elsewhere: a few cells away in a direction you do not choose, free of whatever held you. | — | 6 | 1 |
| Frost | 6 | evocation | burst, area | range 10, radius 2 | 4d6 cold damage; it freezes the water it reaches into ice 10 cm thick | Intelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; range Willpower 14: 11, 18: 12 | 14 | 1 |
| Grave feast | 6 | necromancy | touch, touch | next to you | 2d6 hit points and 1d6 mana back, from a corpse beside you, used up | Willpower 16: 3d6, 22: 4d6 | 4 | 1 |
| Identify | 6 | divination | self, auto | — | Learn the truth of one thing you carry: what it is, and what magic it holds. | — | 60 | 1 |
| Sleep | 6 | enchantment | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Drowsy (2) | range Willpower 14: 9, 18: 10; degrees Presence 14: 3 | 11 | 1 |
| Slick | 6 | transmutation | burst, area | range 8, radius 1 | slick ground that trips for 20 turns (120 seconds) | range Willpower 14: 9, 18: 10 | 11 | 1 |
| Blight | 7 | necromancy | burst, area | range 8, radius 2 | 4d6 poison damage; everyone it harms suffers Poisoned (1) | Willpower 16: 6d6, 22: 6d6+3; range Willpower 14: 9, 18: 10 | 17 | 1 |
| Brand | 7 | transmutation | self, auto | — | you are Burning blade (1) | degrees Presence 14: 2, 18: 3 | 7 | 1 |
| Scorching ray | 7 | evocation | ray, attack | 8 | 2d6 fire damage | Intelligence 13: 4d6, 16: 6d6, 19: 8d6, 25: 6d6+2d10; range Willpower 14: 9, 18: 10 | 7 | 1 |
| See invisible | 7 | divination | self, auto | — | you are Seeing (1) | — | 7 | 1 |
| Thunderclap | 7 | evocation | burst, area | about you, radius 1 | 2d6 force damage; everyone it harms suffers Stunned (1); you are in it | Presence 13: 4d6, 19: 4d6+2; radius Willpower 18: 2 | 13 | 1 |
| Web | 7 | transmutation | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Webbed (3) | range Willpower 14: 9, 18: 10; degrees Presence 14: 4, 18: 5, 22: 6 | 13 | 1 |
| Bramble | 8 | transmutation | burst, area | range 8, radius 2 | everyone it reaches but you, friend or foe, suffers Webbed (2); only those on ground where things grow | range Willpower 14: 9, 18: 10; degrees Presence 14: 3, 18: 4 | 19 | 1 |
| Flay | 8 | necromancy | ray, auto | 6 | 2d4 necrotic damage; everyone it harms suffers Bleeding (2) | Willpower 16: 2d6, 22: 2d8; range Willpower 14: 7, 18: 8; degrees Presence 14: 3, 18: 4 | 8 | 1 |
| Glamour | 8 | abjuration | self, auto | — | you are Glamoured (1) | degrees Presence 14: 2, 18: 3 | 8 | 1 |
| Pitch fire | 8 | evocation | burst, area | range 6, radius 1 | 2d6 fire damage; then fire that burns for 6 turns (36 seconds); it melts the ice it reaches, and whoever stands on it falls in | Intelligence 13: 3d6, 16: 4d6, 22: 4d6+2; range Willpower 14: 7, 18: 8 | 14 | 1 |
| Shatter | 8 | evocation | burst, area | range 8, radius 1 | 4d6 force damage; it breaks walls | Intelligence 13: 6d6, 19: 6d6+2, 25: 6d6+4; range Willpower 14: 9, 18: 10 | 14 | 1 |
| Unbinding | 8 | abjuration | self, auto | — | ends Hexed and Weakened and Sluggish and Drowsy and Webbed and Frightened and Transfixed and Pinned | — | 8 | 1 |
| Bind | 9 | enchantment | ray, auto | 6 | a hostile you see suffers Pinned (2) | range Willpower 14: 7, 18: 8; degrees Presence 14: 3 | 9 | 1 |
| Charnel burst | 9 | necromancy | burst, area | range 8, radius 1 | 4d6 necrotic damage, from a corpse you see, used up | Willpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 9, 18: 10 | 16 | 1 |
| Rime | 9 | evocation | cone, area | 4 | 4d6 cold damage | Willpower 13: 6d6, 16: 8d6, 22: 8d6+2; length Willpower 18: 5 | 14 | 1 |
| Fear | 10 | enchantment | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Frightened (2) | range Willpower 14: 9, 18: 10; degrees Presence 14: 3 | 18 | 1 |
| Leech | 10 | necromancy | ray, attack | 6 | 4d6 necrotic damage; 50 % of the hit points it takes come back to you | Willpower 13: 6d6, 16: 8d6, 25: 8d6+2; range Willpower 14: 7, 18: 8 | 10 | 1 |
| Renewal | 10 | restoration | self, auto | — | you are Renewing (1) | degrees Presence 14: 2, 18: 3 | 10 | 1 |
| Call lightning | 11 | evocation | line, area | 8 | 4d6 electricity damage; only under the open sky | Willpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 9, 18: 10 | 20 | 1 |
| Fireball | 11 | evocation | burst, area | range 10, radius 2 | 4d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in; it breaks walls | Intelligence 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 11, 18: 12 | 26 | 1 |
| Gale | 11 | evocation | line, area | 6 | everyone on it, nearest first, is driven 1 cell on, unless held or blocked; it puts out the fires on its cells; it clears its cells of fire, foul cloud, darkness, smoke zones | length Willpower 14: 7, 18: 8 | 20 | 1 |
| Haste | 11 | transmutation | self, auto | — | you are Hasted (1) | degrees Presence 14: 2, 18: 3 | 11 | 1 |
| Lightning bolt | 11 | evocation | line, area | 8 | 4d6 electricity damage | Intelligence 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 9, 18: 10, 22: 11, 26: 12 | 20 | 1 |
| Remove disease | 11 | restoration | self, auto | — | ends Poisoned and every disease | — | 11 | 1 |
| Silence | 11 | abjuration | burst, area | range 8, radius 1 | everyone it reaches but you, friend or foe, suffers Silenced (1) | range Willpower 14: 9, 18: 10; radius Willpower 18: 2 | 20 | 1 |
| Soulglass | 11 | necromancy | ray, attack | 6 | 3d6 necrotic damage; what it kills leaves crystals, not a corpse | Willpower 13: 4d6, 16: 5d6, 19: 6d6, 25: 6d6+2; range Willpower 14: 7, 18: 8 | 11 | 1 |
| Benison | 12 | restoration | burst, area | about you, radius 1 | 2d6 hit points back, one roll, to you and each ally of yours in it | Willpower 16: 3d6, 22: 3d6+3; radius Willpower 18: 2 | 22 | 2 |
| Fire cloak | 12 | abjuration | self, auto | — | you are Fire-cloaked (1) | degrees Presence 14: 2, 18: 3 | 12 | 1 |
| Flame | 12 | evocation | burst, area | range 10, radius 2 | 6d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in; it breaks walls | Intelligence 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 11, 18: 12 | 29 | 1 |
| Mirk | 12 | evocation | burst, area | range 8, radius 2 | a darkness no light reaches into for 30 turns (180 seconds) | range Willpower 14: 9, 18: 10; radius Willpower 18: 3 | 29 | 1 |
| Reek | 13 | necromancy | burst, area | range 8, radius 2 | 2d4 poison damage; then a cloud that poisons for 10 turns (60 seconds) | Willpower 16: 4d4, 22: 4d4+2; range Willpower 14: 9, 18: 10 | 31 | 1 |
| Grave spear | 14 | necromancy | line, area | 6 | 4d6 necrotic damage | Willpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; length Willpower 14: 7, 18: 8 | 25 | 1 |
| Rebuke | 14 | abjuration | burst, area | range 8, radius 2 | 4d6 fire damage; everyone it harms suffers Frightened (3); it melts the ice it reaches, and whoever stands on it falls in; it reaches only the undead, friend or foe | Willpower 13: 6d6, 16: 8d6, 19: 10d6, 25: 10d6+2; range Willpower 14: 9, 18: 10 | 34 | 1 |
| Slumber | 15 | enchantment | ray, auto | 6 | a hostile you see suffers Asleep (1) | range Willpower 14: 7, 18: 8 | 15 | 1 |
| Balefire | 16 | evocation | line, area | 5 | 4d6 fire damage; then fire that burns for 10 turns (60 seconds) | Intelligence 13: 6d6, 16: 8d6, 25: 8d6+2; length Willpower 14: 6, 18: 7 | 29 | 1 |
| Beguile | 18 | enchantment | ray, auto | 6 | a hostile you see is your ally for 5 minutes, then hostile again where it stands; ends at once when you leave its level; never a unique, an animated thing, or a mindless creature (undead, construct, vermin) | range Willpower 14: 7, 18: 8; degrees Presence 14: 8, 18: 12, 22: 16 | 18 | 1 |
| Call of the forest | 20 | enchantment | self, auto | — | calls +1 of bear to your side for 5 minutes, 1 at most at once; +10 to the difficulty of learning it | degrees Presence 14: 8, 18: 12, 22: 16 | 20 | 1 |
| Chain lightning | 20 | evocation | bolt, auto | 8 | 6d6 electricity damage; it jumps 3 times for certain, every jump reaching 2 cells | Intelligence 13: 8d6, 16: 10d6, 19: 12d6, 25: 12d6+3; jumps Willpower 14: 4, 18: 5, 22: 6; range Willpower 14: 9, 18: 10 | 20 | 1 |
| Cloudburst | 20 | transmutation | self, auto | — | Under the open sky you call the rain: it falls for an hour, puts out fires, and washes the burning clean.; only under the open sky | — | 20 | 1 |
| Rouse the dead | 24 | necromancy | self, auto | a corpse you see | the corpse’s own creature stands at 50 % of its hit points to serve for 10 minutes, 2 at most at once; 10 % rise berserk, against everyone; +8 to the difficulty of learning it | degrees Presence 14: 15, 18: 20, 22: 30 | 24 | 1 |
| Sunfire | 30 | evocation | burst, area | range 10, radius 3 | 10d6 fire damage; it melts the ice it reaches, and whoever stands on it falls in | Intelligence 16: 12d6, 19: 14d6, 22: 16d6, 25: 16d6+4; range Willpower 14: 11, 18: 12 | 90 | 1 |
| Call the elements | 35 | enchantment | self, auto | — | calls +1 of greater earth elemental or greater water elemental or greater air elemental or greater fire elemental to your side for 5 minutes, 1 at most at once; +12 to the difficulty of learning it | degrees Presence 14: 8, 18: 12, 22: 16 | 35 | 1 |
Every spell belongs to one of seven schools of magic: the kind of magic it is.
The abilities menu shows a spell’s roll as you would cast it now, with its damage type, the way the
character screen shows a weapon’s (4d6 fire, 26 mana, aimed). It also shows what
the spell costs you now, with your talents and armour counted. The line below says how
far it reaches now and which dice you roll again.
Identify asks which of your things to cast it on. The list of what you carry unidentified opens, as for the scroll of identify (see Scrolls). When it tells you something new, the thing’s description opens.
Every scroll holds a spell, and reading it casts that spell once. Spells are learned for good from grimoires: the grimoire of identify teaches Identify, and the grimoire of light teaches Light.
Spell levels
Every spell has a level, from 0 to 70. It is the spell’s base mana cost (at least 4: see What a spell costs), and the learning at which you learn it from a grimoire for certain.
A spell of level 0 or 1 is a cantrip. It is priced as a level-4 spell, like every spell below level 4: Ray of frost costs 4 mana, Burning hands 6 (a cone), Mend 3 (a touch). Anyone trained in Decipher script learns a cantrip for certain.
What a spell does comes from its own roll and ladders (the list above) and its rank, whatever its level.
What a spell costs
A spell’s mana cost is worked out in steps:
- Start with its level, at least 4: a spell of level 0 to 4 counts as level 4, so a cantrip is never a trifle. A starting wizard’s pool buys four to eight casts of Ray of frost.
- Multiply by its shape’s share and by its resolution’s share (a touch is cheaper).
- Multiply by what your armour adds.
- Round to the nearest point, once, and never below 1.
- Apply your talents and the spell’s rank, their percents added together, rounding down and never below 1: School focus takes 10 % off the spells of its school or element, Archmage 50 %, and Empower 10 %, while Brimming adds 10 %; a rank takes off what the spell’s own table says.
- Last, Frugal caster takes a fifth off, and magic items of Thrift their percent with it, never more than half together (see Mana).
Your learning never counts. A spell you know costs the same whoever you are, and your mana is what holds you back.
A few spells have a cost of their own instead, whatever their level. Identify costs 60 mana (before your armour and talents), so no caster can cast it in their first levels. A wizard has the mana for it from about level 7, and a priest or a druid from about level 8. Its level (6) only says how hard it is to learn.
Heavy armour and big shields hinder casting. While worn, each makes every spell cost more, and what you wear adds up.
A Mage-wrought piece (body armour, a helmet, or a shield that hinders at all) hinders casting less, by its own number. Mage-wrought plate of 15 adds 25 % instead of 40 %. A piece eased to nothing (chain mail of 10 or more) adds nothing, and no longer counts as armour for your caster style. The ease applies only to that piece, never to another.
| Worn | Spells cost more |
|---|---|
| suit of plate armour | 40 % |
| suit of banded mail | 30 % |
| suit of scale mail | 20 % |
| tower shield | 20 % |
| chain mail shirt | 10 % |
| great helm | 10 % |
| large shield | 10 % |
See also: Miscasts, Wands and rods, and Spell circles.
How spells work
Every spell, whether you cast it or a creature does, follows the same rules. Its shape decides what it covers. Its resolution decides whether it rolls to hit. Its damage type adds a rule of its own: fire burns, cold slows, lightning jumps (see Spell types). And its ladders make it stronger as your stats grow. A few spells follow a rule no other spell does (see Spells with a rule of their own, where zones are too). For the spells themselves, their levels, and their costs, see Magic.
Casting a spell
Some classes give spells: the priest, druid, wizard, and witch a few, a bard, a paladin, or a ranger one or two (see What your class gives). You cast them from the abilities menu as spells. Each costs mana by its spell level and your armour. It is greyed out (“too little”) while you have less mana; there is no other wait.
- A burst flies and goes off as a scroll’s does.
- A line runs through everyone on it; its blows and kills are yours.
- A hex falls on a hostile you see within its reach.
Shapes
A spell strikes one target (a ray, a bolt, a touch, or yourself) or an area (a cone, a line, or a burst). Areas cost more mana: the base cost is multiplied by the shape’s share.
| Shape | Area | Cost |
|---|---|---|
| ray | no | ×1 |
| bolt | no | ×1 |
| touch | no | ×1 |
| self | no | ×1 |
| cone | yes | ×1.6 |
| line | yes | ×1.8 |
| burst, radius 1 | yes | ×1.8 |
| burst, radius 2 | yes | ×2.4 |
| burst, radius 3 | yes | ×3 |
- A ray or a bolt flies along the line toward the place you aim at, and strikes the first creature in its way. A hex is cast the same way at a hostile creature you see, and falls on it.
- A line runs through everyone on it, as far as its length, until a wall stops it.
- A cone fans out from you toward where you aim, a quarter turn wide, as far as its length.
- A burst flies toward where you aim and goes off on the first creature in its way (or at the spot you aimed at). It strikes everyone it reaches within its radius, half as hard at its edge. It can catch you too.
- A touch reaches only a creature next to you.
How far a spell reaches is in its row, and so is how much further your Willpower takes it. A hex’s or a blessing’s row says how long your Presence makes it last. Each degree lasts as long again, up to the maximum its status allows. A burst’s cost depends on its base radius.
How a spell finds its target
Each spell has one of four resolutions:
- An attack spell rolls to hit like a missile: 2d12 plus your Dexterity’s modifier, against the target’s Defence. It can miss, it can be a critical hit, and it does full damage. (A spell may name another stat to aim with, but none does yet. A spell scroll or a wand always aims with Dexterity.)
- An auto spell always hits, for less damage.
- An area spell hits everyone in its shape with no roll, for less again per target. Evasion halves what it does.
- A touch spell rolls to hit at arm’s length. It does the most damage, for less mana.
Only attack and touch spells can be critical hits. Like a blow, they threaten a critical on a natural 22 or more, and a critical rolls the damage again.
- Magic items of the Magus add their number to your own spells’ roll to hit.
- Baleful items widen the threat range by their number (a Baleful +2 threatens from 20), never below 2.
- Neither helps a spell scroll you read or a wand you use.
- Your caster style adds to the roll when you cast the spell yourself.
Resistances take their share of any spell’s damage. Armour takes none.
What each resolution does to a spell’s cost:
| Resolution | Roll | Cost |
|---|---|---|
| attack | 2d12 plus the aim stat’s modifier against Defence; may critical, the damage rolled again | ×1 |
| auto | none: it always hits, never a critical | ×1 |
| area | none: one roll for everyone in it, half beyond its radius − 1; Evasion halves it | the shape’s |
| touch | as attack, against one creature next to you; may critical, the damage rolled again | ×0.7 |
How a spell grows
Each spell’s row lists its ladders: a stat, and the scores at which the spell changes. When your score reaches a number, you cast at that rung. The score is the one your character screen shows, with what your status effects, stat damage, and magic items do to it. A low score never shrinks a spell below its base.
Spell damage is rolled dice, as written in the spell’s row. What makes it grow is its ladder, plus your talents and items. Your talents and magic items each add in their own way, listed in their own row:
- A rung. Empower (a wizard’s, at level 32) takes your spells a rung up their damage and healing ladders, and Archmage (at 60) two. Spells already on the last rung stay there.
- Bigger dice. Keen mind, taken for a school of magic or an element, makes those spells roll dice a size bigger for you: a d6 becomes a d7, a d8 a d9.
- A die more. Brimming rolls a die more on your damage and healing spells, and they cost a tenth more mana.
- A bonus. Potent magic items add 1 to 3 to every spell’s roll, harm or healing (a Potent +2 ring makes 4d6 into 4d6+2).
- A die rolled again. Sure hand rolls a spell die that shows a 1 once more, and that roll stands.
- Reach and degrees. School focus, taken for a school or an element, makes those spells reach a cell farther (range or length, not a burst’s radius, and never a touch’s) and cost 10 % less. Magic items of Farcasting add their cells to every spell’s reach but a touch’s, and of Lingering their degrees to every blessing and hex.
- The spell’s rank. Reading a spell’s grimoire again deepens it, and each rank adds what the spell’s own table says, in any of these ways and a few more (the aim, the critical range, the casting time, the mana): see Spell ranks.
They apply in this order: the rung, then the dice, then the roll (with its rerolls), then the harm, then the extra effects. A critical rolls the dice twice, as a blow’s does.
A spell scroll you read casts at the rung its row gives, whatever your stats. The scroll of fireball’s is 1, so 6d6. Scroll adept makes it a rung higher. A wand casts at a rung of its own, a rung higher with Wand mastery, and higher again with items of Wands. Your other talents and items work on scrolls and wands as on your own casts, and their reach and degrees are yours.
Most of these talents belong to Spellcraft, the tree a wizard takes bonus talents from, alongside Scholar. See Talents for every talent that affects spells.
Two kinds of damage only magic does, force and necrotic, are among the damage types.
The spells you cast are yours. What they kill earns you its experience, and a spell of your own that catches you can kill you.
See also: Magic, Spell types, and Spells with a rule of their own.
Spell types
Every spell of a damage type carries that type’s rule, whether it is cast from mana, a scroll, or a wand. The rules belong to magic alone: a Flaming sword’s blow follows none of them. They spare no one: you and your allies are struck like anyone else the spell reaches.
| Type | On each creature harmed | On the cells it reaches | A burst leaves |
|---|---|---|---|
| acid | Corroded 1; eats at the first piece you wear, body armour first (item damage) | ||
| cold | Sluggish 1; ends Burning | freezes water, 10 cm thick; puts out fires | |
| electricity | arcs to one beside it, 25 % of the time; strikes everyone in its body of water | ||
| fire | Burning 1, 25 % of the time | melts ice | a fire on its centre, 60 s |
| force | a big hit or a critical knocks it a cell away | a blast shatters ice thinner than 1 cm per 100 of the blast; a blast breaks shut doors, locked and trapped ones too | |
| necrotic | 150 % of the harm against one below 50 % of its hit points; undead creatures are immune | ||
| poison | Poisoned 1 |
Fire catches. One creature in four that a fire spell harms is left burning, whatever the spell. A Fireball on five kobolds leaves one or two alight. A creature that takes no harm from it never burns.
A fire burst melts the ice on the cells it reaches, and whoever stands on that ice falls in. It leaves a fire on the cell at its centre, which gives light for a minute. That fire does nothing else, and it never spreads.
Cold slows the blood. Every creature a cold spell harms is also Sluggish, and anything burning on it goes out. A miss does nothing. A cold burst freezes the water on the cells it reaches into ice that holds a laden person, and puts out the fires there.
Lightning seeks the nearest path. When a ray, a bolt, a touch, or a line of electricity harms a creature, one time in four it strikes once more. It hits the nearest creature beside that one that has not been struck yet (ties go to the one that came into the world first), at the same roll. Neither a roll to hit nor Evasion saves anyone from it. That creature may arc on again, and so on. It is not choosy: Spark at a rat beside you may jump back into you, or into your ally.
Water carries it. A creature harmed while standing in water is part of that whole body of water: every cell of open water connected to it, diagonals too. Everyone standing in that body who has not been struck yet is struck at the same roll, you too if you are wading. They are struck one after another, in the order they came into the world, and each of them may arc. Every electricity spell does this, whatever its shape.
Ice is not water. It carries nothing, and a frozen band splits a pond in two. Each creature only ever takes one hit from a cast. Aiming shows you none of this.
Chain lightning takes its first jumps for certain: three at first, and up to six as your Willpower grows. Any of its jumps reaches two cells instead of one, as long as nothing that blocks sight stands between. After those, a jump happens one time in four as usual. A chain ends when no creature that has not been struck is within reach of the last one, or when the last one took no harm.
Conductor makes every arc of your electricity spells happen, and you resist electricity 25 %. It spares you nothing; it only makes your own lightning bite less.
A ray, a bolt, or a touch does to one cell what a burst does to all of its cells: to the cell of the creature it strikes, or else the cell you aimed at. So Ray of frost builds a bridge across a lake, one cell per cast. A line does it to the last cell it reaches; a cone does not do it at all.
Force pushes. A force spell that takes at least a third of a creature’s hit points, or lands a critical, knocks it a cell away. It is pushed away from the centre of a burst, or otherwise away from you (and away from you too if it is the one at the burst’s centre). A cell that is not free stops the push, and so does being held or webbed. You do not move when you are at the centre of your own burst, though you take the harm.
A force burst with a blast breaks the shut doors it reaches, however sturdy, locked or trapped. A trap on the door goes with it and strikes no one. Chests break under any blast below their hardness. A force blast also shatters thin ice, and whoever stands on that ice falls in. A fire blast leaves doors standing.
Poison lingers. Every creature a poison spell harms is Poisoned one degree, on top of whatever else the spell does.
Death takes the dying first. A necrotic spell does half again as much, rounded down, to a creature below half its hit points, before what it resists. The undead are immune to necrotic harm.
Acid keeps eating. Every creature an acid spell harms is Corroded one degree: two more hit points over the next twelve seconds. Acid that harms you also eats at what you wear: the first piece (your body armour first) is damaged unless its material withstands acid by its chance, and a piece already damaged is eaten away. Acid eats no creature’s gear.
What lies in its way
An area spell (a burst, a cone, or a line; see shapes) with a damage type may destroy items lying on the floor it reaches, whether it is cast from mana, a scroll, or a wand. So may a dragon’s breath. A Fireball can burn the scrolls it lands on, and a blast of Frost can shatter potions.
Each item in each stack there is lost at the chance given by the first row below that fits it, for that spell type. A row fits by the item’s item class or the material of its main part. So a stack may lose some of its items or all of them. A stack that no row fits is never touched.
Some things are never touched:
- what you carry or wear;
- what lies in a chest;
- what is protected from item damage.
Traps ruin nothing. A corpse that burns away never rises. You are told what you see go: “The scroll burns up.”, “3 potions freeze and shatter.”
| Type | What | Each item lost |
|---|---|---|
| acid | Coins | never |
| acid | Scrolls | 40 % |
| acid | paper | 40 % |
| acid | Food | 40 % |
| acid | anything of cloth | 35 % |
| acid | anything of hide | 25 % |
| acid | anything of wood | 20 % |
| acid | anything of bone | 15 % |
| acid | anything of metal | 5 % |
| cold | Potions | 35 % |
| cold | anything of glass | 20 % |
| electricity | Scrolls | 20 % |
| electricity | paper | 15 % |
| fire | Scrolls | 50 % |
| fire | paper | 40 % |
| fire | wax | 50 % |
| fire | anything of cloth | 30 % |
| fire | Food | 25 % |
| fire | anything of wood | 15 % |
| fire | Potions | 10 % |
| force | Potions | 30 % |
| force | anything of glass | 30 % |
| necrotic | Food | 30 % |
See also: Spells with a rule of their own, Temperature and ice, and Status effects.
Spells with a rule of their own
Some spells do something no other spell does. None of them spares you or your allies.
- Thunderclap and Benison go off around you. They need no aim, and you are at their centre.
- Thunderclap strikes you with the full roll, as it does everyone at a burst’s centre, and leaves you Stunned along with the rest. The whole level hears it.
- Benison’s one roll heals you and every ally of yours within it who is hurt. It sears every undead within it, yours or not. It does nothing to anyone else, and it is not cast when no one there is hurt and no undead is there.
- Leech gives you back half the hit points it takes, rounded down, never past your maximum. The undead are immune to necrotic harm, so they give nothing.
- Rebuke reaches only the undead, yours and others’. The living in it are not touched. It is fire, so it burns as fire does and leaves a fire at its centre.
- Bramble only catches those standing where things grow: grass, marsh, reeds, flowers, bushes, forest floor, fungus (the terrain table says which). On stone it does nothing.
- Gale drives everyone on its line one cell straight away from you, the nearest first. Anyone with someone behind them stays put, and so does anyone held or webbed. It harms no one. It puts out the fires on its line and tears away the zones of fire, foul cloud, darkness, and smoke on it; slick ground stays.
- Flare stuns everyone it reaches who has eyes. The eyeless (worms, the black pudding, the canoloth) take nothing. A shut door stops it.
- Bind holds one hostile creature you see where it stands. It is Pinned two degrees (more as your Presence grows), so it cannot step, though it may still strike. A pin eases a degree with each action it takes. Bind never misses. A wand of bind casts it. (Shatter’s wand is a force burst, like the spell.)
- Blink takes you to a free cell within 5, each equally likely, through walls or not. It works while you are held, webbed, or pinned, and ends all three.
- Sense the quick lets you feel every living creature within 8 cells that you cannot see, as a heartbeat. You hear it within 2 cells of where the creature is, every turn while the spell lasts. The undead, constructs, and animated things have no heartbeat.
- Cloudburst, cast under the open sky, brings an hour of rain. It at once puts out every fire, and everyone burning, under the open sky on the level.
Healing harms the undead
Mend, Cure wounds, and Benison are healing spells. On the undead they work backwards: the roll that would close wounds is fire harm instead. “The light of mending sears the skeleton.” Grave feast is not a healing spell: it drains a corpse, so this does not apply to it.
- A touch (Mend, Cure wounds) on an undead beside you is an attack. It must hit, as Cause wounds must: your roll against its Defence. A critical rolls the harm again. It works on an undead that is not hurt.
- Benison sears every undead within it, yours or not, and heals the living allies there.
- The harm is the heal’s whole roll, grown by your scores and the spell’s rank. It is fire, so creatures that resist fire take less, and it may leave one burning.
- Scrolls and wands of these spells do the same.
- The living are healed as before, friend or foe.
- Creatures that heal never heal an undead, and undead creatures cast no healing spells.
Zones
A zone is an area that lies on the floor for a while. Balefire burns, Reek poisons, Mirk darkens, Slick trips, and Fume smokes. All five come only from the grimoires and scrolls you find (and a flask of smoke lays Fume’s). Pitch fire burns too, in a pool where it bursts; it comes from a scroll or a flask of it.
- A zone’s cells stay as they were laid, and it never spreads.
- It takes you and your allies like anyone else. The caster has no protection from their own zone, though a kill it makes is theirs.
- A zone laid over another replaces it on the cells they share.
- It stays when you leave the level, and its time runs while you are away.
- No zone can be laid on the overworld.
| Kind | Who it takes | What it does |
|---|---|---|
| Fire | whoever starts a turn on it or steps onto it | the spell’s fire harm, one number rolled when it is laid and the same for all its time, halved by Evasion; then fire’s one chance in four of burning. Each cell sheds a fire’s light, and the ice under it melts as it is laid. It lies only on walkable ground out of the water |
| Foul cloud | whoever starts a turn in it | Poisoned one degree more, no other harm; nothing to the poison-immune. It does not block sight |
| Slick ground | whoever steps onto it or off it | a Dexterity check against 12. Failed: Staggered, the next action half again as slow. The step is still taken. Nothing incorporeal slips. It lies only on walkable ground out of the water |
| Smoke | no one directly | no eye sees into it or through it, yours and every creature’s: your sight stops at its edge as at a wall, and whoever stands in it is seen only from a cell beside them. From inside, you see only the cells beside you. Light, missiles, and spells pass through it. Gale tears it away; rain does not |
| Darkness | no one directly | no light reaches its cells, the sun’s included, and a light inside sheds none, a burning creature’s too. Eyes that need light see nothing inside; darkvision sees in as far as it reaches. Your own eyes follow the same rule: from inside, you see only the cell you stand on and what is lit beyond |
A cold spell puts out the fire on each cell it reaches, and the rest of the zone burns on. A zone shows as a still tint over its cells, and look mode names it.
See also: How spells work and Healing.
Learning spells
You learn a spell from its grimoire, and deepen it by reading the grimoire again. Your class’s own spells come at their levels instead (see What your class gives).
Learning a spell
You learn a spell from its grimoire, a book written for teaching it. Every spell with a scroll has a grimoire too: the grimoire of fireball teaches Fireball, the grimoire of identify Identify, the grimoire of lightning Lightning bolt. A scroll teaches nothing: reading one casts its spell once.
Grimoires are rare. Wherever a scroll of a spell turns up by chance (in loot, a chest, a shop, a creature’s pack, or your starting kit), it is its grimoire instead one time in ten. A scroll placed by hand stays a scroll. A grimoire weighs 800 g and is worth five times its scroll.
A grimoire is written in plain words, so you know which spell it teaches as soon as you see it.
Reading a grimoire (r, then the grimoire) is how you learn from it. The read list shows your
chance beside each grimoire you could learn from, and asks before you begin. You keep the grimoire
whatever comes of it: read it again after a failure, or keep it to deepen the spell (see
Spell ranks), or sell it. Reading the grimoire of a spell you know at rank 10
only tells you so, and takes no time.
To learn at all you need some mana, and training in Decipher script. Without the training, reading a grimoire is refused and takes no time (“You have no training in Decipher script; you cannot make sense of how to learn a spell from a grimoire.”).
Reading a grimoire takes time, by the spell’s level: 10 minutes plus 2 more per level, at a normal pace. For Fireball, level 11, that is 32 minutes:
| Spell level | Turns | Takes | With Quick study |
|---|---|---|---|
| 0 | 100 | 10 minutes | 5 minutes |
| 3 | 160 | 16 minutes | 8 minutes |
| 6 | 220 | 22 minutes | 11 minutes |
| 11 | 320 | 32 minutes | 16 minutes |
| 16 | 420 | 42 minutes | 21 minutes |
| 22 | 540 | 54 minutes | 27 minutes |
| 29 | 680 | 1 hour and 8 minutes | 34 minutes |
| 37 | 840 | 1 hour and 24 minutes | 42 minutes |
| 46 | 1020 | 1 hour and 42 minutes | 51 minutes |
| 56 | 1220 | 2 hours and 2 minutes | 1 hour and 1 minute |
The world goes on around you while you read. A creature coming into view, a blow, or anything else that would stop a rest stops the reading. The time is lost. Once you begin, you cannot stop of your own accord.
A spell whose level is at most your learning is learned for certain. Above that, every level too high (the overreach) makes it harder:
- You roll 2d12 plus your bonus, and must reach the difficulty.
- The difficulty is 12, plus 1 per level of overreach (Overreach counts a third fewer levels, rounded down), plus a point for every 20 levels of the spells you already know, added together.
- Your bonus is your Intelligence modifier, a tenth of your Decipher script (at most +20), your class’s affinity with the spell’s school, and Quick study’s +2.
- A natural 24 always succeeds, and a natural 2 always fails.
A few spells are harder to learn than their level says. Their own difficulty is added to the check, and such a spell is never learned for certain, however high your learning (its overreach then counts as 0). The spell list says which, and by how much.
The game tells you the chance in words: certain, easy, a struggle, or far beyond you.
| Overreach | Difficulty | Bonus -2 | Bonus +0 | Bonus +2 | Bonus +4 | Bonus +6 | Bonus +8 | Bonus +10 |
|---|---|---|---|---|---|---|---|---|
| 0 or less | none | certain | certain | certain | certain | certain | certain | certain |
| 3 | 15 | 25 % (a struggle) | 38 % (a struggle) | 54 % (a struggle) | 69 % (easy) | 81 % (easy) | 90 % (easy) | 96 % (easy) |
| 6 | 18 | 10 % (far beyond you) | 19 % (far beyond you) | 31 % (a struggle) | 46 % (a struggle) | 62 % (a struggle) | 75 % (easy) | 85 % (easy) |
| 11 | 23 | 1 % (far beyond you) | 2 % (far beyond you) | 7 % (far beyond you) | 15 % (far beyond you) | 25 % (a struggle) | 38 % (a struggle) | 54 % (a struggle) |
| 16 | 28 | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 4 % (far beyond you) | 10 % (far beyond you) | 19 % (far beyond you) |
| 22 | 34 | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) |
| 29 | 41 | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) |
| 37 | 49 | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) |
| 46 | 58 | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) |
| 56 | 68 | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) | 1 % (far beyond you) |
Every 20 levels of the spells you know, added up, make it a point harder. A failure’s mishap is slight below 6 levels of overreach, bad from 6, and terrible from 15.
| Class | Affinity |
|---|---|
| Bard | enchantment +2, divination +1 |
| Druid | evocation +1, restoration +2, transmutation +2, enchantment +1 |
| Paladin | necromancy -3, abjuration +1, restoration +2 |
| Priest | necromancy -2, abjuration +2, restoration +3, divination +1 |
| Witch | necromancy +3, restoration -1, transmutation +1, enchantment +2 |
| Wizard | evocation +2, necromancy +1, abjuration +1, restoration -2, transmutation +1, enchantment +1, divination +1 |
Every other class, and every school not named, is 0.
If you fail, a mishap befalls you. The farther the spell was beyond you, the worse it is: slight below 6 levels of overreach, bad from 6, and terrible from 15. A few lucky mishaps can come with any of them. A failure costs only the time and the mishap: you keep the grimoire, and may read it again.
| Band | Mishap | Chance | What it does |
|---|---|---|---|
| slight | The words fade from the page before you can grasp them. | 35.7% | nothing more |
| slight | Your head swims with half-understood words. | 26.8% | Sluggish ×2 |
| slight | The backwash of the broken spell leaves you weak. | 13.4% | Weakened ×1 |
| slight | The half-woven spell drinks at your mana. | 13.4% | 25 % of your mana is lost |
| bad | The spell tears loose from the page! | 29.4% | the scroll’s own spell goes off on you (its burst around you, its bolt through you), never past the cap of the spell it teaches |
| bad | The spell drains your mana as it unravels. | 19.6% | 75 % of your mana is lost |
| bad | The broken words leave a curse on you. | 14.7% | Hexed ×2 |
| bad | The spell twists space around you! | 14.7% | you are moved to a random free place on the level |
| bad | The words leave a gap in your memory. | 9.8% | a stat training mark is lost |
| terrible | The spell erupts from the scroll in your hands! | 32.6% | the scroll’s own spell goes off on you (its burst around you, its bolt through you), never past the cap of the spell it teaches |
| terrible | The spell burns through your mind and body! | 21.7% | a random stat loses 2 for good unless you make a Willpower check against 18 |
| terrible | A black curse settles on you. | 16.3% | Hexed ×3 |
| terrible | The words tear open a rift, and something crawls through! | 16.3% | a hostile dretch comes next to you |
| lucky | The failure teaches you something all the same. | 3.6% / 3.9% / 4.3% | a training mark of Intelligence |
| lucky | Yet somehow the words stay with you. | 3.6% / 3.9% / 4.3% | you learn the spell anyway |
| lucky | A warm light spills from the dust: you feel blessed. | 3.6% / 3.9% / 4.3% | Blessed ×3 |
A lucky mishap’s chance is given in a slight, a bad, and a terrible failure’s draw.
All reading trains Decipher script. Reading a grimoire to its end trains it and your Intelligence, whatever comes of it. Reading a scroll trains it one time in two, and making out a scroll always does.
Casting trains Spellcraft: spending mana on a spell trains it one time in four. Spellcraft does nothing else for now.
Your learning
Your learning is how far your study of magic reaches. A grimoire of a spell at or below your learning teaches you for certain. Above it, reading it is a check (see Learning a spell).
Learning never changes what a spell does or costs. Your stats make a spell grow (see How a spell grows), and your mana is what holds you back.
Learning comes from the Decipher script skill and nothing else. Take the skill’s value, add what magic items (of the Scholar) and talents add to it, and read it on this curve; it is at least 1. The first fifty points buy the cantrips and the first spells. The soft cap of 100 reaches level 30, and 150 reaches the last spell level:
| Decipher script | Learning |
|---|---|
| 0 | 1 |
| 17 | 1 |
| 22 | 2 |
| 27 | 3 |
| 35 | 5 |
| 50 | 8 |
| 60 | 10 |
| 75 | 17 |
| 90 | 25 |
| 100 | 30 |
| 110 | 38 |
| 125 | 50 |
| 140 | 62 |
| 150 | 70 |
| 200 | 70 |
A character not trained in Decipher script cannot learn a spell from a grimoire at all, not even a cantrip. Reading one is refused and takes no time. “Trained” means the skill is among your skills; an item’s or a talent’s bonus to a skill you do not have does not train you.
Without the skill you can still read a scroll to cast it, which needs a check (with learning, you read a scroll at or below it with no check). Your class’s own spells still come at their levels.
Every class that casts starts trained in Decipher script, with the dice given in the class table:
- wizards, witches, priests, and druids: 2d6+10;
- bards, paladins, and rangers: 2d4+4;
- an aristocrat one time in three (35 %, 2d4+4);
- an ascetic one time in five (20 %, 2d4);
- a merchant one time in four (25 %, 2d4).
Other classes do not start with it. Some background stories add to it, and level-up rolls raise it like any other skill. So does reading: see Learning a spell.
Spell ranks
Every spell you know has a rank, from 1 to 10. You know a spell at rank 1 when you learn it, or when your class gives it to you. The Magic page shows each spell’s rank, and so does the grimoire’s description.
Reading a spell’s grimoire again raises its rank. Nothing else does: casting a spell a thousand times leaves it where it was. Reading for rank 2 takes twice the learning time, rank 3 three times, and so on to rank 10, and the check is always made, however high your learning: the same 2d12 check as learning the spell, 2 harder for every rank you already hold (the overreach counts as 0 when the spell is within your learning). The read list shows the rank a grimoire would bring you to and your chance (“rank 3 of 10: a struggle”), and asks before you begin.
| Rank sought | Time | Added to the difficulty |
|---|---|---|
| 2 | 2 × the learning time | +2 |
| 3 | 3 × the learning time | +4 |
| 4 | 4 × the learning time | +6 |
| 5 | 5 × the learning time | +8 |
| 6 | 6 × the learning time | +10 |
| 7 | 7 × the learning time | +12 |
| 8 | 8 × the learning time | +14 |
| 9 | 9 × the learning time | +16 |
| 10 | 10 × the learning time | +18 |
If you fail, you lose only the time. There is no mishap, and you may read the book again at once, as often as you like. If you succeed, the spell is yours at the next rank: “The words settle deeper: you know Frost at rank 3 of 10.” A rank brings no experience. A miscast can cost you ranks, never below rank 1; you win them back the same way.
What a rank gives is the spell’s own. Each spell has a table of what each rank from 2 adds, and the additions stack: at rank 5 you have everything ranks 2 to 5 added. A rank may add to the roll (a bonus, a die more, bigger dice, dice rolled again), to the reach, to how long a blessing or hex lasts, take a share off the mana or the casting time, or, for a spell that must hit, sharpen the aim or widen the critical range. A spell with no table casts the same at every rank. Only your own casts gain: a scroll you read or a wand you use casts at rank 1, and so do creatures.
| Spell | Level | Rank | Adds | At rank 10, in all |
|---|---|---|---|---|
| Evil eye | 0 | 2 | a cell farther | 3 cells farther; 2 degrees longer; 25 % less mana; 40 % less casting time |
| 3 | a degree longer | |||
| 4 | 10 % less mana | |||
| 5 | a cell farther | |||
| 6 | 20 % less casting time | |||
| 7 | a degree longer | |||
| 8 | a cell farther | |||
| 9 | 15 % less mana | |||
| 10 | 20 % less casting time | |||
| Light | 0 | 2 | a degree longer | 2 degrees longer; 75 % less mana; 80 % less casting time |
| 3 | 20 % less casting time | |||
| 4 | 25 % less mana | |||
| 5 | a degree longer | |||
| 6 | 20 % less casting time | |||
| 7 | 25 % less mana | |||
| 8 | 20 % less casting time | |||
| 9 | 25 % less mana | |||
| 10 | 20 % less casting time | |||
| Burning hands | 1 | 2 | +1 on the roll | dice showing 1 or less rolled again; every die 2 sides bigger; a die more; +2 on the roll; 2 cells farther; 15 % less mana; 25 % less casting time |
| 3 | dice showing 1 or less rolled again | |||
| 4 | a cell farther | |||
| 5 | every die 2 sides bigger | |||
| 6 | 15 % less mana | |||
| 7 | +1 on the roll | |||
| 8 | a die more | |||
| 9 | 25 % less casting time | |||
| 10 | a cell farther | |||
| Grave breath | 1 | 2 | +1 on the roll | dice showing 2 or less rolled again; a die more; +4 on the roll; 2 cells farther; 10 % less mana |
| 3 | a cell farther | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | 10 % less mana | |||
| 6 | +1 on the roll | |||
| 7 | a die more | |||
| 8 | a cell farther | |||
| 9 | dice showing 1 or less rolled again | |||
| 10 | +2 on the roll | |||
| Mend | 1 | 2 | dice showing 1 or less rolled again | dice showing 1 or less rolled again; every die 2 sides bigger; a die more; +3 on the roll; 10 % less mana; 35 % less casting time |
| 3 | +1 on the roll | |||
| 4 | 10 % less mana | |||
| 5 | every die 1 sides bigger | |||
| 6 | 20 % less casting time | |||
| 7 | +1 on the roll | |||
| 8 | a die more | |||
| 9 | every die 1 sides bigger | |||
| 10 | +1 on the roll; 15 % less casting time | |||
| Ray of frost | 1 | 2 | +1 to hit | dice showing 1 or less rolled again; every die 2 sides bigger; a die more; 2 cells farther; 25 % less mana; +2 to hit; criticals from a natural 20 |
| 3 | a cell farther | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | criticals from a natural 21 | |||
| 6 | +1 to hit | |||
| 7 | every die 2 sides bigger | |||
| 8 | 25 % less mana | |||
| 9 | a cell farther; criticals from a natural 21 | |||
| 10 | a die more | |||
| Spark | 1 | 2 | +1 on the roll | dice showing 1 or less rolled again; every die 2 sides bigger; a die more; +2 on the roll; 2 cells farther; 25 % less mana; 20 % less casting time |
| 3 | a cell farther | |||
| 4 | every die 2 sides bigger | |||
| 5 | 25 % less mana | |||
| 6 | dice showing 1 or less rolled again | |||
| 7 | a cell farther | |||
| 8 | a die more | |||
| 9 | 20 % less casting time | |||
| 10 | +1 on the roll | |||
| Flare | 2 | 2 | a cell farther | 3 cells farther; 2 cells wider; 30 % less mana; 50 % less casting time |
| 3 | 15 % less mana | |||
| 4 | 25 % less casting time | |||
| 5 | a cell wider | |||
| 6 | a cell farther | |||
| 7 | 15 % less mana | |||
| 8 | 25 % less casting time | |||
| 9 | a cell farther | |||
| 10 | a cell wider | |||
| Acid splash | 3 | 2 | +1 on the roll | dice showing 1 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; a cell wider; 15 % less mana |
| 3 | dice showing 1 or less rolled again | |||
| 4 | a cell farther | |||
| 5 | a die more | |||
| 6 | 15 % less mana | |||
| 7 | +1 on the roll | |||
| 8 | a die more | |||
| 9 | a cell farther | |||
| 10 | a cell wider | |||
| Barkskin | 3 | 2 | a degree longer | 3 degrees longer; 50 % less mana; 50 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | a degree longer | |||
| 6 | 15 % less casting time | |||
| 7 | a degree longer | |||
| 8 | 10 % less casting time | |||
| 9 | 10 % less casting time | |||
| 10 | 40 % less mana | |||
| Blessing | 3 | 2 | 10 % less casting time | 2 degrees longer; 30 % less mana; 40 % less casting time |
| 3 | a degree longer | |||
| 4 | 10 % less mana | |||
| 5 | 10 % less casting time | |||
| 6 | 10 % less mana | |||
| 7 | a degree longer | |||
| 8 | 10 % less casting time | |||
| 9 | 10 % less mana | |||
| 10 | 10 % less casting time | |||
| Cure wounds | 3 | 2 | +1 on the roll | dice showing 1 or less rolled again; every die 2 sides bigger; a die more; +3 on the roll; 15 % less mana; 35 % less casting time |
| 3 | dice showing 1 or less rolled again | |||
| 4 | 15 % less casting time | |||
| 5 | every die 1 sides bigger | |||
| 6 | +1 on the roll | |||
| 7 | a die more | |||
| 8 | 15 % less mana | |||
| 9 | 20 % less casting time | |||
| 10 | every die 1 sides bigger; +1 on the roll | |||
| Curse of sloth | 3 | 2 | a cell farther | 2 cells farther; 3 degrees longer; 50 % less mana; 30 % less casting time |
| 3 | a degree longer | |||
| 4 | 10 % less mana | |||
| 5 | 15 % less casting time | |||
| 6 | a degree longer | |||
| 7 | a cell farther | |||
| 8 | 15 % less casting time | |||
| 9 | a degree longer | |||
| 10 | 40 % less mana | |||
| Hex of weakness | 3 | 2 | a cell farther | 4 cells farther; 2 degrees longer; 25 % less mana; 50 % less casting time |
| 3 | a degree longer | |||
| 4 | 10 % less mana | |||
| 5 | 20 % less casting time | |||
| 6 | a cell farther | |||
| 7 | a degree longer | |||
| 8 | 15 % less mana | |||
| 9 | 30 % less casting time | |||
| 10 | 2 cells farther | |||
| Magic missile | 3 | 2 | +1 on the roll | 2 dice more; +2 on the roll; 2 cells farther; 20 % less mana; 50 % less casting time |
| 3 | a cell farther | |||
| 4 | a die more | |||
| 5 | 10 % less mana | |||
| 6 | +1 on the roll | |||
| 7 | a cell farther | |||
| 8 | a die more | |||
| 9 | 10 % less mana | |||
| 10 | 50 % less casting time | |||
| Cause wounds | 4 | 2 | +1 to hit | dice showing 2 or less rolled again; a die more; +3 on the roll; 15 % less mana; +4 to hit; criticals from a natural 20 |
| 3 | +1 on the roll | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | criticals from a natural 21 | |||
| 6 | +2 to hit | |||
| 7 | +2 on the roll | |||
| 8 | a die more | |||
| 9 | 15 % less mana; +1 to hit | |||
| 10 | dice showing 1 or less rolled again; criticals from a natural 21 | |||
| Fume | 4 | 2 | a cell farther | 3 cells farther; a cell wider; 50 % less mana; 40 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | a cell farther | |||
| 6 | 15 % less casting time | |||
| 7 | a cell wider | |||
| 8 | 10 % less casting time | |||
| 9 | a cell farther | |||
| 10 | 40 % less mana | |||
| Nightsight | 4 | 2 | 15 % less casting time | 3 degrees longer; 50 % less mana; 60 % less casting time |
| 3 | a degree longer | |||
| 4 | 10 % less mana | |||
| 5 | 15 % less casting time | |||
| 6 | a degree longer | |||
| 7 | 20 % less casting time | |||
| 8 | a degree longer | |||
| 9 | 10 % less casting time | |||
| 10 | 40 % less mana | |||
| Acid arrow | 5 | 2 | +1 to hit | dice showing 1 or less rolled again; 2 dice more; a cell farther; 20 % less mana; +3 to hit; criticals from a natural 20 |
| 3 | dice showing 1 or less rolled again | |||
| 4 | a cell farther | |||
| 5 | criticals from a natural 21 | |||
| 6 | a die more | |||
| 7 | +1 to hit | |||
| 8 | 20 % less mana | |||
| 9 | criticals from a natural 21 | |||
| 10 | a die more; +1 to hit | |||
| Call of the wild | 5 | 2 | a degree longer | 10 degrees longer; 30 % less mana; 50 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 2 degrees longer | |||
| 5 | 25 % less casting time | |||
| 6 | 2 degrees longer | |||
| 7 | 10 % less mana | |||
| 8 | 2 degrees longer | |||
| 9 | 25 % less casting time | |||
| 10 | 3 degrees longer; 10 % less mana | |||
| Mesmerise | 5 | 2 | a cell farther | 3 cells farther; 2 degrees longer; 20 % less mana; 40 % less casting time |
| 3 | a degree longer | |||
| 4 | 10 % less mana | |||
| 5 | a cell farther | |||
| 6 | a degree longer | |||
| 7 | 20 % less casting time | |||
| 8 | a cell farther | |||
| 9 | 10 % less mana | |||
| 10 | 20 % less casting time | |||
| Sense the quick | 5 | 2 | a degree longer | 2 degrees longer; 40 % less mana; 50 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 20 % less casting time | |||
| 5 | a degree longer | |||
| 6 | 10 % less mana | |||
| 7 | 15 % less casting time | |||
| 8 | 10 % less mana | |||
| 9 | 15 % less casting time | |||
| 10 | 10 % less mana | |||
| Water walking | 5 | 2 | a degree longer | 3 degrees longer; 30 % less mana; 50 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 15 % less casting time | |||
| 5 | a degree longer | |||
| 6 | 10 % less mana | |||
| 7 | 15 % less casting time | |||
| 8 | a degree longer | |||
| 9 | 10 % less mana | |||
| 10 | 20 % less casting time | |||
| Arcane bolt | 6 | 2 | a cell farther | dice showing 1 or less rolled again; every die 2 sides bigger; 2 dice more; +2 on the roll; 2 cells farther; 10 % less mana; 25 % less casting time |
| 3 | +1 on the roll | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | a die more | |||
| 6 | 10 % less mana | |||
| 7 | +1 on the roll; a cell farther | |||
| 8 | a die more | |||
| 9 | 25 % less casting time | |||
| 10 | every die 2 sides bigger | |||
| Blink | 6 | 2 | 10 % less casting time | 40 % less mana; 60 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 10 % less casting time | |||
| 5 | 10 % less mana | |||
| 6 | 10 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | 10 % less casting time | |||
| 9 | 10 % less mana | |||
| 10 | 20 % less casting time | |||
| Frost | 6 | 2 | +1 on the roll | dice showing 1 or less rolled again; every die 2 sides bigger; 2 dice more; +2 on the roll; 2 cells farther; 25 % less mana |
| 3 | a cell farther | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | a die more | |||
| 6 | 15 % less mana | |||
| 7 | +1 on the roll | |||
| 8 | a die more | |||
| 9 | a cell farther; 10 % less mana | |||
| 10 | every die 2 sides bigger | |||
| Grave feast | 6 | 2 | +1 on the roll | dice showing 2 or less rolled again; a die more; +4 on the roll; 15 % less mana; 40 % less casting time |
| 3 | dice showing 1 or less rolled again | |||
| 4 | 20 % less casting time | |||
| 5 | +1 on the roll | |||
| 6 | a die more | |||
| 7 | 15 % less mana | |||
| 8 | dice showing 1 or less rolled again | |||
| 9 | 20 % less casting time | |||
| 10 | +2 on the roll | |||
| Identify | 6 | 2 | 5 % less mana | 40 % less mana; 50 % less casting time |
| 3 | 10 % less casting time | |||
| 4 | 5 % less mana | |||
| 5 | 10 % less casting time | |||
| 6 | 10 % less mana | |||
| 7 | 10 % less casting time | |||
| 8 | 10 % less mana | |||
| 9 | 20 % less casting time | |||
| 10 | 10 % less mana | |||
| Sleep | 6 | 2 | 10 % less mana | 3 cells farther; a cell wider; a degree longer; 30 % less mana; 25 % less casting time |
| 3 | a cell farther | |||
| 4 | a degree longer | |||
| 5 | a cell wider | |||
| 6 | 10 % less mana | |||
| 7 | a cell farther | |||
| 8 | 25 % less casting time | |||
| 9 | a cell farther | |||
| 10 | 10 % less mana | |||
| Slick | 6 | 2 | a cell farther | 3 cells farther; a cell wider; 40 % less mana; 30 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | a cell wider | |||
| 5 | 10 % less mana | |||
| 6 | a cell farther | |||
| 7 | 15 % less casting time | |||
| 8 | 10 % less mana | |||
| 9 | a cell farther | |||
| 10 | 20 % less mana | |||
| Blight | 7 | 2 | +1 on the roll | dice showing 1 or less rolled again; a die more; +3 on the roll; a cell farther; a cell wider; 2 degrees longer; 15 % less mana |
| 3 | a degree longer | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | a cell farther | |||
| 6 | +2 on the roll | |||
| 7 | a degree longer | |||
| 8 | 15 % less mana | |||
| 9 | a die more | |||
| 10 | a cell wider | |||
| Brand | 7 | 2 | a degree longer | 3 degrees longer; 35 % less mana; 50 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | a degree longer | |||
| 6 | 15 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | a degree longer | |||
| 9 | 20 % less casting time | |||
| 10 | 15 % less mana | |||
| Scorching ray | 7 | 2 | +1 to hit | dice showing 1 or less rolled again; every die 1 sides bigger; a die more; +2 on the roll; a cell farther; 15 % less mana; +3 to hit; criticals from a natural 20 |
| 3 | +2 on the roll | |||
| 4 | a cell farther | |||
| 5 | criticals from a natural 21 | |||
| 6 | dice showing 1 or less rolled again | |||
| 7 | +2 to hit | |||
| 8 | a die more | |||
| 9 | 15 % less mana | |||
| 10 | every die 1 sides bigger; criticals from a natural 21 | |||
| See invisible | 7 | 2 | 10 % less casting time | 40 % less mana; 50 % less casting time |
| 3 | 5 % less mana | |||
| 4 | 10 % less casting time | |||
| 5 | 10 % less mana | |||
| 6 | 10 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | 20 % less casting time | |||
| 9 | 5 % less mana | |||
| 10 | 10 % less mana | |||
| Thunderclap | 7 | 2 | +1 on the roll | dice showing 1 or less rolled again; every die 2 sides bigger; 2 dice more; +1 on the roll; a cell wider; 30 % less mana; 25 % less casting time |
| 3 | a die more | |||
| 4 | 15 % less mana | |||
| 5 | a cell wider | |||
| 6 | every die 2 sides bigger | |||
| 7 | dice showing 1 or less rolled again | |||
| 8 | a die more | |||
| 9 | 25 % less casting time | |||
| 10 | 15 % less mana | |||
| Web | 7 | 2 | a cell farther | 2 cells farther; a cell wider; 2 degrees longer; 20 % less mana; 30 % less casting time |
| 3 | 10 % less mana | |||
| 4 | a degree longer | |||
| 5 | 15 % less casting time | |||
| 6 | a cell farther | |||
| 7 | a degree longer | |||
| 8 | 10 % less mana | |||
| 9 | 15 % less casting time | |||
| 10 | a cell wider | |||
| Bramble | 8 | 2 | a cell farther | 2 cells farther; a cell wider; 2 degrees longer; 20 % less mana; 30 % less casting time |
| 3 | a degree longer | |||
| 4 | 10 % less mana | |||
| 5 | a cell wider | |||
| 6 | a cell farther | |||
| 7 | 15 % less casting time | |||
| 8 | a degree longer | |||
| 9 | 10 % less mana | |||
| 10 | 15 % less casting time | |||
| Flay | 8 | 2 | a degree longer | dice showing 1 or less rolled again; every die 2 sides bigger; a die more; +2 on the roll; a cell farther; a degree longer; 15 % less mana; 25 % less casting time |
| 3 | +1 on the roll | |||
| 4 | a cell farther | |||
| 5 | dice showing 1 or less rolled again | |||
| 6 | +1 on the roll | |||
| 7 | 15 % less mana | |||
| 8 | every die 2 sides bigger | |||
| 9 | 25 % less casting time | |||
| 10 | a die more | |||
| Glamour | 8 | 2 | 10 % less mana | 2 degrees longer; 30 % less mana; 60 % less casting time |
| 3 | a degree longer | |||
| 4 | 20 % less casting time | |||
| 5 | 10 % less mana | |||
| 6 | a degree longer | |||
| 7 | 15 % less casting time | |||
| 8 | 10 % less mana | |||
| 9 | 15 % less casting time | |||
| 10 | 10 % less casting time | |||
| Pitch fire | 8 | 2 | a cell farther | dice showing 1 or less rolled again; every die 2 sides bigger; a die more; +1 on the roll; 2 cells farther; a cell wider; 20 % less mana |
| 3 | +1 on the roll | |||
| 4 | a die more | |||
| 5 | 10 % less mana | |||
| 6 | dice showing 1 or less rolled again | |||
| 7 | a cell farther | |||
| 8 | a cell wider | |||
| 9 | 10 % less mana | |||
| 10 | every die 2 sides bigger | |||
| Shatter | 8 | 2 | +1 on the roll | dice showing 1 or less rolled again; every die 1 sides bigger; 2 dice more; +1 on the roll; 2 cells farther; a cell wider; 20 % less mana |
| 3 | a cell farther | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | 10 % less mana | |||
| 6 | a die more | |||
| 7 | a cell wider | |||
| 8 | a cell farther | |||
| 9 | every die 1 sides bigger; 10 % less mana | |||
| 10 | a die more | |||
| Unbinding | 8 | 2 | 15 % less casting time | 50 % less mana; 60 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 15 % less casting time | |||
| 5 | 10 % less mana | |||
| 6 | 15 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | 15 % less casting time | |||
| 9 | 10 % less mana | |||
| 10 | 10 % less mana | |||
| Bind | 9 | 2 | a cell farther | 3 cells farther; a degree longer; 35 % less mana; 40 % less casting time |
| 3 | 10 % less mana | |||
| 4 | a degree longer | |||
| 5 | a cell farther | |||
| 6 | 20 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | a cell farther | |||
| 9 | 20 % less casting time | |||
| 10 | 15 % less mana | |||
| Charnel burst | 9 | 2 | +1 on the roll | dice showing 2 or less rolled again; a die more; +4 on the roll; a cell farther; a cell wider; 10 % less mana |
| 3 | dice showing 1 or less rolled again | |||
| 4 | a cell farther | |||
| 5 | +1 on the roll | |||
| 6 | 10 % less mana | |||
| 7 | a cell wider | |||
| 8 | dice showing 1 or less rolled again | |||
| 9 | +2 on the roll | |||
| 10 | a die more | |||
| Rime | 9 | 2 | dice showing 1 or less rolled again | dice showing 1 or less rolled again; every die 2 sides bigger; a die more; +2 on the roll; a cell farther; 20 % less mana; 20 % less casting time |
| 3 | +2 on the roll | |||
| 4 | a cell farther | |||
| 5 | 10 % less mana | |||
| 6 | every die 1 sides bigger | |||
| 7 | a die more | |||
| 8 | 20 % less casting time | |||
| 9 | 10 % less mana | |||
| 10 | every die 1 sides bigger | |||
| Fear | 10 | 2 | a cell farther | 3 cells farther; a cell wider; a degree longer; 30 % less mana; 40 % less casting time |
| 3 | 10 % less mana | |||
| 4 | a degree longer | |||
| 5 | a cell wider | |||
| 6 | a cell farther | |||
| 7 | 10 % less mana | |||
| 8 | 25 % less casting time | |||
| 9 | a cell farther | |||
| 10 | 10 % less mana; 15 % less casting time | |||
| Leech | 10 | 2 | +1 to hit | dice showing 1 or less rolled again; a die more; +3 on the roll; a cell farther; 15 % less mana; +3 to hit; criticals from a natural 20 |
| 3 | +1 on the roll | |||
| 4 | a cell farther | |||
| 5 | criticals from a natural 21 | |||
| 6 | dice showing 1 or less rolled again | |||
| 7 | +2 to hit | |||
| 8 | 15 % less mana | |||
| 9 | +2 on the roll | |||
| 10 | a die more; criticals from a natural 21 | |||
| Renewal | 10 | 2 | 10 % less mana | 2 degrees longer; 40 % less mana; 55 % less casting time |
| 3 | a degree longer | |||
| 4 | 20 % less casting time | |||
| 5 | 10 % less mana | |||
| 6 | a degree longer | |||
| 7 | 20 % less casting time | |||
| 8 | 10 % less mana | |||
| 9 | 15 % less casting time | |||
| 10 | 10 % less mana | |||
| Call lightning | 11 | 2 | a cell farther | dice showing 2 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; 10 % less mana; 33 % less casting time |
| 3 | dice showing 1 or less rolled again | |||
| 4 | +2 on the roll | |||
| 5 | 10 % less mana | |||
| 6 | a die more | |||
| 7 | a cell farther | |||
| 8 | dice showing 1 or less rolled again | |||
| 9 | 33 % less casting time | |||
| 10 | a die more | |||
| Fireball | 11 | 2 | a cell farther | dice showing 1 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; a cell wider; 20 % less mana |
| 3 | dice showing 1 or less rolled again | |||
| 4 | +2 on the roll | |||
| 5 | a die more | |||
| 6 | 10 % less mana | |||
| 7 | a cell farther | |||
| 8 | a die more | |||
| 9 | 10 % less mana | |||
| 10 | a cell wider | |||
| Gale | 11 | 2 | a cell farther | 3 cells farther; 40 % less mana; 50 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | a cell farther | |||
| 6 | 15 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | a cell farther | |||
| 9 | 20 % less casting time | |||
| 10 | 20 % less mana | |||
| Haste | 11 | 2 | a degree longer | 3 degrees longer; 35 % less mana; 50 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | a degree longer | |||
| 6 | 15 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | a degree longer | |||
| 9 | 20 % less casting time | |||
| 10 | 15 % less mana | |||
| Lightning bolt | 11 | 2 | a cell farther | dice showing 1 or less rolled again; every die 1 sides bigger; a die more; +2 on the roll; 4 cells farther; 20 % less mana |
| 3 | dice showing 1 or less rolled again | |||
| 4 | +2 on the roll | |||
| 5 | a cell farther | |||
| 6 | 10 % less mana | |||
| 7 | a die more | |||
| 8 | 2 cells farther | |||
| 9 | 10 % less mana | |||
| 10 | every die 1 sides bigger | |||
| Remove disease | 11 | 2 | 10 % less mana | 50 % less mana; 60 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | 15 % less casting time | |||
| 6 | 10 % less mana | |||
| 7 | 15 % less casting time | |||
| 8 | 10 % less mana | |||
| 9 | 15 % less casting time | |||
| 10 | 10 % less mana | |||
| Silence | 11 | 2 | a cell farther | 3 cells farther; a cell wider; 30 % less mana; 50 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 20 % less casting time | |||
| 5 | a cell wider | |||
| 6 | a cell farther | |||
| 7 | 10 % less mana | |||
| 8 | 20 % less casting time | |||
| 9 | 10 % less mana | |||
| 10 | a cell farther; 10 % less casting time | |||
| Soulglass | 11 | 2 | +1 to hit | dice showing 2 or less rolled again; a die more; +3 on the roll; a cell farther; 10 % less mana; +3 to hit; criticals from a natural 21 |
| 3 | +1 on the roll | |||
| 4 | a cell farther | |||
| 5 | dice showing 1 or less rolled again | |||
| 6 | +2 to hit | |||
| 7 | 10 % less mana | |||
| 8 | +2 on the roll | |||
| 9 | a die more | |||
| 10 | dice showing 1 or less rolled again; criticals from a natural 21 | |||
| Benison | 12 | 2 | +1 on the roll | dice showing 1 or less rolled again; every die 1 sides bigger; a die more; +3 on the roll; a cell wider; 15 % less mana; 30 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | a cell wider | |||
| 6 | +1 on the roll | |||
| 7 | 15 % less mana | |||
| 8 | every die 1 sides bigger | |||
| 9 | 15 % less casting time | |||
| 10 | a die more; +1 on the roll | |||
| Fire cloak | 12 | 2 | a degree longer | 2 degrees longer; 45 % less mana; 50 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 20 % less casting time | |||
| 5 | a degree longer | |||
| 6 | 10 % less mana | |||
| 7 | 15 % less casting time | |||
| 8 | 10 % less mana | |||
| 9 | 15 % less mana | |||
| 10 | 15 % less casting time | |||
| Flame | 12 | 2 | dice showing 1 or less rolled again | dice showing 1 or less rolled again; every die 2 sides bigger; 2 dice more; +2 on the roll; a cell farther; 15 % less mana; 35 % less casting time |
| 3 | a cell farther | |||
| 4 | 15 % less casting time | |||
| 5 | a die more | |||
| 6 | +2 on the roll | |||
| 7 | 15 % less mana | |||
| 8 | a die more | |||
| 9 | 20 % less casting time | |||
| 10 | every die 2 sides bigger | |||
| Mirk | 12 | 2 | a cell farther | 3 cells farther; a cell wider; 40 % less mana; 50 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 20 % less casting time | |||
| 5 | a cell wider | |||
| 6 | a cell farther | |||
| 7 | 15 % less mana | |||
| 8 | 30 % less casting time | |||
| 9 | a cell farther | |||
| 10 | 15 % less mana | |||
| Reek | 13 | 2 | +1 on the roll | dice showing 1 or less rolled again; a die more; +2 on the roll; a cell farther; a cell wider; 20 % less mana; 25 % less casting time |
| 3 | a cell farther | |||
| 4 | 10 % less mana | |||
| 5 | dice showing 1 or less rolled again | |||
| 6 | a cell wider | |||
| 7 | +1 on the roll | |||
| 8 | 10 % less mana | |||
| 9 | 25 % less casting time | |||
| 10 | a die more | |||
| Grave spear | 14 | 2 | dice showing 1 or less rolled again | dice showing 2 or less rolled again; a die more; +4 on the roll; 2 cells farther; 10 % less mana; 25 % less casting time |
| 3 | a cell farther | |||
| 4 | +1 on the roll | |||
| 5 | 10 % less mana | |||
| 6 | a cell farther | |||
| 7 | +1 on the roll | |||
| 8 | dice showing 1 or less rolled again | |||
| 9 | 25 % less casting time | |||
| 10 | a die more; +2 on the roll | |||
| Rebuke | 14 | 2 | +1 on the roll | dice showing 1 or less rolled again; a die more; +2 on the roll; 2 cells farther; a cell wider; 25 % less mana; 25 % less casting time |
| 3 | a cell farther | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | a cell wider | |||
| 6 | +1 on the roll | |||
| 7 | 15 % less mana | |||
| 8 | a die more | |||
| 9 | a cell farther | |||
| 10 | 10 % less mana; 25 % less casting time | |||
| Slumber | 15 | 2 | a cell farther | 3 cells farther; 35 % less mana; 50 % less casting time |
| 3 | 10 % less mana | |||
| 4 | 15 % less casting time | |||
| 5 | a cell farther | |||
| 6 | 10 % less mana | |||
| 7 | 15 % less casting time | |||
| 8 | a cell farther | |||
| 9 | 10 % less mana | |||
| 10 | 5 % less mana; 20 % less casting time | |||
| Balefire | 16 | 2 | a cell farther | dice showing 1 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; 20 % less mana; 25 % less casting time |
| 3 | dice showing 1 or less rolled again | |||
| 4 | a die more | |||
| 5 | 10 % less mana | |||
| 6 | a cell farther | |||
| 7 | +2 on the roll | |||
| 8 | a die more | |||
| 9 | 25 % less casting time | |||
| 10 | 10 % less mana | |||
| Beguile | 18 | 2 | a degree longer | 3 cells farther; 8 degrees longer; 20 % less mana; 20 % less casting time |
| 3 | a cell farther | |||
| 4 | 2 degrees longer | |||
| 5 | 10 % less mana | |||
| 6 | a cell farther | |||
| 7 | 2 degrees longer | |||
| 8 | 20 % less casting time | |||
| 9 | a cell farther | |||
| 10 | 3 degrees longer; 10 % less mana | |||
| Call of the forest | 20 | 2 | 10 % less mana | 10 degrees longer; 30 % less mana; 40 % less casting time |
| 3 | 2 degrees longer | |||
| 4 | 20 % less casting time | |||
| 5 | 2 degrees longer | |||
| 6 | 10 % less mana | |||
| 7 | 2 degrees longer | |||
| 8 | 20 % less casting time | |||
| 9 | 10 % less mana | |||
| 10 | 4 degrees longer | |||
| Chain lightning | 20 | 2 | +2 on the roll | dice showing 1 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; 20 % less mana; 33 % less casting time |
| 3 | a cell farther | |||
| 4 | dice showing 1 or less rolled again | |||
| 5 | 10 % less mana | |||
| 6 | a die more | |||
| 7 | a cell farther | |||
| 8 | a die more | |||
| 9 | 10 % less mana | |||
| 10 | 33 % less casting time | |||
| Cloudburst | 20 | 2 | 10 % less mana | 50 % less mana; 50 % less casting time |
| 3 | 10 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | 10 % less casting time | |||
| 6 | 10 % less mana | |||
| 7 | 10 % less casting time | |||
| 8 | 10 % less mana | |||
| 9 | 20 % less casting time | |||
| 10 | 10 % less mana | |||
| Rouse the dead | 24 | 2 | 2 degrees longer | 10 degrees longer; 30 % less mana; 50 % less casting time |
| 3 | 15 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | 3 degrees longer | |||
| 6 | 15 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | 5 degrees longer | |||
| 9 | 20 % less casting time | |||
| 10 | 10 % less mana | |||
| Sunfire | 30 | 2 | +2 on the roll | dice showing 1 or less rolled again; every die 1 sides bigger; 2 dice more; +2 on the roll; a cell farther; 30 % less mana |
| 3 | a cell farther | |||
| 4 | 10 % less mana | |||
| 5 | dice showing 1 or less rolled again | |||
| 6 | a die more | |||
| 7 | 10 % less mana | |||
| 8 | every die 1 sides bigger | |||
| 9 | a die more | |||
| 10 | 10 % less mana | |||
| Call the elements | 35 | 2 | 2 degrees longer | 10 degrees longer; 30 % less mana; 50 % less casting time |
| 3 | 20 % less casting time | |||
| 4 | 10 % less mana | |||
| 5 | 2 degrees longer | |||
| 6 | 20 % less casting time | |||
| 7 | 10 % less mana | |||
| 8 | 3 degrees longer | |||
| 9 | 10 % less mana | |||
| 10 | 3 degrees longer; 10 % less casting time |
See also: Magic, Mana, and Skills.
Mana
Mana is your second pool, beside your hit points, and it works the same way. You have a maximum, you spend it, and it comes back by itself over time.
Spells spend it: those your class gives (see Classes) and those you learn from scrolls. Rods spend it too. Each costs its mana, and with too little you cannot cast it until enough has come back.
The status bar shows your mana right after your hit points, as
MP 5/12: what you have left out of your maximum. The character screen (@)
shows it beside your hit points.
Creatures may have mana too, but you never see theirs. Magic items work for a creature exactly as they do for you. One that wears or wields a “+5 to maximum mana” ring has 5 more mana (and starts with all of it). One whose amulet makes “mana come back 50% faster” regains it half again as fast. A summoner pays for its summons from that larger pool.
How much mana you have
Your maximum mana is what your race and your class give, plus what your Intelligence, Willpower, and Presence add. High scores add to it and low ones take from it, but it never goes below zero.
Wizards and witches have the most, and aristocrats a surprising amount. Every class gives at least 1, and warriors, berserkers, thieves, commoners, and craftspeople give no more than that. Only elves, gnomes, half-elves, halflings, and humans get any mana from their race.
| Race | Mana |
|---|---|
| Elf | 3 |
| Gnome | 3 |
| Half-elf | 2 |
| Halfling | 1 |
| Human | 1 |
| Drow | 0 |
| Duergar | 0 |
| Dwarf | 0 |
| Goblin | 0 |
| Half-orc | 0 |
| Kobold | 0 |
| Lizardfolk | 0 |
| Ratfolk | 0 |
| Class | Mana |
|---|---|
| Wizard | 12 |
| Witch | 10 |
| Druid | 9 |
| Priest | 9 |
| Aristocrat | 7 |
| Bard | 5 |
| Ascetic | 4 |
| Paladin | 3 |
| Merchant | 2 |
| Ranger | 2 |
| Berserker | 1 |
| Commoner | 1 |
| Craftsperson | 1 |
| Thief | 1 |
| Warrior | 1 |
Each level up to 60 raises your maximum, and the mana you have now, by half your class’s mana plus what the better of your Intelligence and Willpower adds (see Experience). So a wizard keeps growing their mana after hit points stop at level 50, while a warrior with ordinary wits gains none.
Magic items that add to it (“+5 to maximum mana”) raise your maximum, not what you have now. The talent Deep well raises both: by 1 for every 4 character levels, at least 2, when you take it and again as each later level comes (see Talents).
The skill Concentration, once you are trained in it, deepens your pool a little: +1 mana at 25, +5 at 100, +8 at 200. It never adds more than a fifth of what your pool would be without it, so a pool under 5 gains nothing. Untrained, it gives nothing, even when an item raises it (see Skills for the table by value).
Example: an elf wizard’s mana. Tathren, a level 1 elf wizard, has Intelligence 15 (+2), Willpower 12 (+1), and Presence 10 (+0) (modifiers).
- Her maximum: 3 (elf) + 12 (wizard) + 2 + 1 + 0 = 18 mana: three casts of Burning hands at 6 mana each.
- Each level: half the wizard’s 12, plus the better of her Intelligence and Willpower modifiers: 6 + 2 = 8 more.
- Coming back: with Willpower 12, a point every 360 − 12 × 12 = 216 seconds (3 minutes and 36 seconds) at the usual pace, so an empty pool fills in about an hour.
How fast it comes back
At the usual pace, a point of mana comes back every so often. The stronger your Willpower, the faster it comes:
| Willpower | A point of mana back every |
|---|---|
| 3 | 5 minutes and 24 seconds |
| 6 | 4 minutes and 48 seconds |
| 8 | 4 minutes and 24 seconds |
| 10 | 4 minutes |
| 12 | 3 minutes and 36 seconds |
| 14 | 3 minutes and 12 seconds |
| 16 | 2 minutes and 48 seconds |
| 18 | 2 minutes and 24 seconds |
| 20 | 2 minutes |
| 22 | 1 minute and 36 seconds |
| 25 or more | 1 minute |
Resting, some status effects and diseases, starving, and special rooms change the pace:
| While | Mana comes back |
|---|---|
Resting (R) | twice as fast |
| Poisoned | half as fast |
| Diseased | half as fast |
| Ebbing | not at all; it drains 1 mana every 20 seconds |
| Worn thin | half as fast |
| Diseased with brain fever | a quarter as fast |
| Starving | not at all |
| In a sanctuary | three times as fast |
When several things change the pace at once:
- If several status effects slow it, only the slowest counts.
- A disease that slows it more than being Diseased does counts too.
- Resting makes up for some of the slowing, as it does for healing, and so does a sanctuary.
- These speed it up on top of all that, their percents added together:
- magic items that speed it (“mana comes back 50% faster”);
- being born under Water, whose gift Tidal makes mana come back 25 % faster (see Horoscope);
- the talent Clear mind, 25 % faster;
- trained Concentration: 5 % faster at 20, 40 % at 100, 60 % at 200 (see Skills).
- The talent Meditation makes resting bring mana back half again as fast (resting’s pace times 1.5).
Nothing else changes it: not your burden, not the cold, and not your combat stance. Spending mana now and then trains Concentration.
Spending it
Anything that costs mana is refused when you have too little, and then spends nothing. Spending any mana trains your Willpower: each time is a chance at a training mark (see Stats).
The talent Frugal caster makes abilities cost a fifth less mana, rounded to the nearest point and never below 1: 5 becomes 4, 6 becomes 5, 10 becomes 8. Magic items of Thrift make abilities cheaper in the same way, by their percent.
The talent and everything you wear are added up first, then rounded once. Together they never take off more than half. For example, Frugal caster (20 %) and a 10 % ring take 30 % off, so 7 becomes 5. Three 20 % items and the talent still take off only 50 %, so 10 becomes 5. An item of Thrift works even before you have identified it, and stops when you take it off.
This cut comes last, after everything else that changes the cost of a spell or a rod (see What a spell costs). It applies to every ability that costs mana: spells, rods, and summoning.
The talent Blood magic gives you an ability (in the abilities menu) that turns 5 of your hit points into 3 mana at once. It takes as long as a wait. It never takes your last hit point, so with 5 or fewer it refuses. It never brings your mana above your maximum, and does nothing while your mana is full. It is not a wound: nothing soaks it, and it trains nothing.
Mana on a kill
Magic items of Siphoning give you some mana when you kill something close by, never above your maximum. Only your own kills count, by your blow, your shot or throw, or your spell, and the one you killed must stand within 3 cells of you.
Distance is measured round, as for every radius: 3 cells in a straight line, 3 across and 1 aside, or 2 diagonally, but not 3 across and 2 aside.
You get nothing for a creature that dies of poison or bleeding you caused, one a trap kills, or one your summoned creature kills, nor for a kill farther off. Two such items add up, identified or not. A creature wearing one refills its own mana the same way when it kills.
A witch’s Malison (from level 18) pays her mana for every death under one of her hexes, however it died, whoever killed it, and at any distance. She gets half the creature’s level (rounded down, at least 1), never above her maximum. This adds to what an item of Siphoning gives.
When the most falls
- Taking off a magic item that raised your maximum lowers the mana you have to the new maximum, if need be.
- A disease that damages your Intelligence, Willpower, or Presence lowers your maximum, and the mana you have with it.
- A status effect that lowers one of those stats lowers your maximum only while it lasts. You keep the mana you had, but none comes back above the lower maximum until the effect passes.
The fine print
- Mana comes back on game time, like hit points, whatever you are doing: waiting, walking, fighting, or making a long journey. Only the total time counts, not how it is split up.
- Progress toward the next point carries over from turn to turn. It is lost once you are full.
- You never see how fast it comes back as a number, only your mana rising.
Schools and caster styles
Every spell belongs to one of seven schools of magic: evocation, necromancy, abjuration, restoration, transmutation, enchantment, and divination. A school is the kind of magic a spell is. You do not train a school, and it has no ranks.
A spell’s school matters for:
- Keen mind and School focus, which you take for one school (or one element) and which help only its spells;
- your class’s affinity with each school, which makes its spells easier or harder to learn;
- the colour of a spell circle.
How well you cast depends on your stats, your talents, your items, and the caster style a spell is cast in.
The schools
| School | Spells |
|---|---|
| Evocation | 24 |
| Necromancy | 12 |
| Abjuration | 6 |
| Restoration | 5 |
| Transmutation | 12 |
| Enchantment | 10 |
| Divination | 3 |
The Magic page
The Magic page is page 6 of the info pages, between the
weapon skills and the quest log.
Open any info page and press 6, or Tab to it. It has no key of its own in play. It is one
column, which scrolls (↑↓) when the window is too small for it. From the top, it shows:
- your mana, as the status bar does;
- the caster styles, each with your rank and a faint bar of your marks toward the
next, with a
•on Battle caster while your armour hinders casting (“• the style you cast in now”). They are shown to anyone who knows a spell or has trained a caster style; - every spell you know, by level then name, with its rank and the roll it makes now and its mana, as the abilities menu shows them (“Magic missile rank 1 4d4 force, 4 mana, aimed”).
The page is for reading only: spells are cast from the abilities menu. Looking at it takes no time. A character who knows no spells sees “You know no spells.”
Caster styles
The spell you cast decides your style. A caster style is a fighting style of its own:
- A spell that rolls to hit and is a touch is cast as a Toucher.
- A spell that rolls to hit and is anything else (a ray, a bolt) is cast as a Sniper, wherever you aim it, even at the creature beside you.
- A spell cast in armour that hinders casting is a Battle caster’s, whatever the spell.
- Every other spell, out of such armour, is cast in no style: a burst, a cone, a line, a bolt that never misses, a heal (a touch heal too), a buff, or a hex. It trains no style, and no style helps it.
Every spell you cast with your own mana trains the style it was cast in, whether it lands or not, just as every blow trains its style. It earns marks toward the next rank: more when it lands, more against a strong foe, and fewer as your rank rises. When you have enough marks you gain a rank.
A spell lands when it does what it is for: harm to someone, a hex that takes hold, a heal of a hit point or more, a buff on you, a cure, an item identified.
- A spell that lands earns the marks of an attempt and of a success.
- A spell that misses (a ray or a touch that rolls to hit and fails), or finds nobody, earns only an attempt’s marks.
The marks are weighed by the strongest creature the spell struck at. When it struck at nobody (a buff, a bolt into an empty corridor), they are weighed by your own level. The marks and their weighing are the same as for weapon skills, on a slower curve of their own (the Caster columns there). Nothing limits how often you may train. A spell read from a scroll or used from a wand trains no style: the magic is the item’s.
- Sniper: a ray or a bolt that rolls to hit, out of such armour. It hits more often, and better still against a target five cells away or more, where its critical range is wider too. From rank 5 these spells reach a cell farther, and from rank 9 two.
- Toucher: a touch that rolls to hit, out of such armour. It hits more often, its critical range is wider, and its criticals roll the damage up to twice more. From rank 4 it does a point more harm, pressed home; from rank 7 two, and at rank 10 three.
- Battle caster: any spell cast while you wear armour that makes spells cost more (mail, plate, a great helm, a large shield), a buff on yourself as much as a bolt at a foe. Its spells that roll to hit hit more often, and it shrinks your armour’s extra mana cost for every spell you cast. From rank 4, a spell that lands wards you with a point of Defence until your next action (Spell guard). A Mage-wrought piece eased so far that it makes spells cost no more does not count as such armour: in it you cast as a Sniper or a Toucher.
A touch reaches only the creature beside you. Nothing makes it reach farther: not School focus, not a style, not an item.
The wizard and the druid start in Sniper, the witch and the priest in Toucher, and the paladin in Battle caster. Any caster may advance in any of them by casting that way.
The Magic page marks Battle caster as the style you cast in while you wear such armour. Sniper and Toucher depend on the spell, so it never marks them.
What each rank gives, exactly: To hit far away and Critical range far away count from five cells. Reach is cells farther (a range). Every roll is a point on the roll. Armour’s extra mana cost is the percent taken off what your armour adds.
A Sniper’s target is far away at 5 cells or more (the larger of the two distances).
Sniper: a ray or a bolt that rolls to hit, out of hindering armour; marks on the caster curve.
| Rank | To hit | To hit far away | Critical range far away | Reach |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | +1 | - | - |
| 3 | +1 | +1 | - | - |
| 4 | +2 | +1 | 1 wider | - |
| 5 | +2 | +2 | 1 wider | +1 cell |
| 6 | +2 | +2 | 1 wider | +1 cell |
| 7 | +3 | +2 | 1 wider | +1 cell |
| 8 | +3 | +3 | 2 wider | +1 cell |
| 9 | +4 | +3 | 2 wider | +2 cells |
| 10 | +4 | +3 | 2 wider | +2 cells |
Toucher: a touch that rolls to hit, out of hindering armour; marks on the caster curve.
| Rank | To hit | Critical range | Critical damage | Every roll |
|---|---|---|---|---|
| 1 | +1 | - | - | - |
| 2 | +1 | - | - | - |
| 3 | +2 | - | - | - |
| 4 | +2 | - | - | +1 |
| 5 | +2 | 1 wider | - | +1 |
| 6 | +3 | 1 wider | +1 roll | +1 |
| 7 | +3 | 1 wider | +1 roll | +2 |
| 8 | +4 | 1 wider | +1 roll | +2 |
| 9 | +4 | 2 wider | +1 roll | +2 |
| 10 | +5 | 2 wider | +2 rolls | +3 |
Battle caster: any spell cast in armour that hinders casting; marks on the caster curve.
| Rank | To hit | Armour’s extra mana cost |
|---|---|---|
| 1 | - | 5% less |
| 2 | +1 | 10% less |
| 3 | +1 | 15% less |
| 4 | +1 | 20% less |
| 5 | +2 | 25% less |
| 6 | +2 | 30% less |
| 7 | +2 | 35% less |
| 8 | +3 | 40% less |
| 9 | +3 | 45% less |
| 10 | +4 | 50% less |
What a rank teaches, as with a weapon style (What a rank teaches). Only Battle caster teaches an ability:
| Ability | Taught by | Rank | Kind | Fires on | What it does | Stamina | Time |
|---|---|---|---|---|---|---|---|
| Spell guard | Battle caster | 4 | triggered | a blow, shot, throw, or spell attack of yours hits | Spell ward on you, 1 degree | — | none (free and instant) |
See also: Magic, Learning spells, and Miscasts.
Miscasts
Every spell you cast with your own mana can go wrong. A miscast never stops the spell: it comes after the spell has done everything it would have done. Then something else happens as well, from a harmless shimmer to a blast that can kill you.
Can a miscast kill you? Only when you cast a spell far beyond your Spellcraft: about ten spell levels more than your skill and the spell’s rank carry. Below that, every miscast is protected: it can hurt you, but it always leaves you alive.
What never miscasts. Scrolls and wands: their magic is the item’s, not yours. That holds for a scroll you wrote yourself with the wizard’s Scribe too, and writing it makes no check either. You pay three times the mana for it, and in return the spell is safe to read later, even in the middle of a fight.
Creatures that cast miscast just as you do, by the same rules and the same table. When you see it happen, you are told: “Sparks bite the kobold shaman’s fingers.”
The check
Each cast makes a check once the spell has gone off: 2d12 + your bonus against a difficulty. Your bonus is your Intelligence modifier plus what Spellcraft adds (the second table below). Missing the check is a miscast.
The difficulty is 8, and then:
- +1 for each spell level.
- −1 for each rank you hold in the spell above the first. A spell at rank 10 is as safe to cast as one nine levels lower. A creature’s spells count as rank 1.
- +1 for every 10 % that the armour you wear adds to a spell’s cost, counted as the cost counts it.
A roll of 1 and 1 always fails, whatever your bonus. Even a master miscasts now and then, one cast in 144.
The chance of a miscast, by spell level and your bonus, out of armour, at rank 1. The second table gives what Spellcraft adds to your bonus, and what it takes off a miscast’s total (see The miscast table):
| Spell level | Difficulty | Bonus +0 | Bonus +3 | Bonus +6 | Bonus +10 | Bonus +15 | Bonus +20 | Bonus +30 | Bonus +40 |
|---|---|---|---|---|---|---|---|---|---|
| 0 | 8 | 14.6 % | 4.2 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % |
| 1 | 9 | 19.4 % | 6.9 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % |
| 3 | 11 | 31.2 % | 14.6 % | 4.2 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % |
| 6 | 14 | 54.2 % | 31.2 % | 14.6 % | 2.1 % | 0.7 % | 0.7 % | 0.7 % | 0.7 % |
| 11 | 19 | 85.4 % | 68.8 % | 45.8 % | 19.4 % | 2.1 % | 0.7 % | 0.7 % | 0.7 % |
| 16 | 24 | 99.3 % | 93.1 % | 80.6 % | 54.2 % | 19.4 % | 2.1 % | 0.7 % | 0.7 % |
| 20 | 28 | 99.3 % | 99.3 % | 95.8 % | 80.6 % | 45.8 % | 14.6 % | 0.7 % | 0.7 % |
| 24 | 32 | 99.3 % | 99.3 % | 99.3 % | 95.8 % | 75.0 % | 38.2 % | 0.7 % | 0.7 % |
| 30 | 38 | 99.3 % | 99.3 % | 99.3 % | 99.3 % | 97.9 % | 80.6 % | 14.6 % | 0.7 % |
| 35 | 43 | 99.3 % | 99.3 % | 99.3 % | 99.3 % | 99.3 % | 97.9 % | 45.8 % | 0.7 % |
| Spellcraft | Added to the check | Taken off the total |
|---|---|---|
| 0 | +0 | 0 |
| 17 | +1 | 1 |
| 20 | +2 | 2 |
| 40 | +5 | 4 |
| 60 | +8 | 6 |
| 80 | +11 | 8 |
| 100 | +14 | 10 |
| 150 | +18 | 15 |
| 200 | +22 | 20 |
A new wizard has a bonus of about 3, so about one cast in fourteen of a level-1 spell goes wrong. A spell ten levels above that miscasts most of the time.
Spellcraft is how you move the odds. A wizard who puts every skill roll on Spellcraft has a bonus of about 20 at level 10 and 28 at level 20. At level 10 only a roll of 1 and 1 goes wrong on any spell up to level 15, and at level 20 on any spell up to level 23. A spell twenty levels above them still goes wrong four casts in five, and one in five at rank 10. A wizard who puts no roll on it stays at about 5 to 8 all career.
Classes that cast on the side start with little Spellcraft. A ranger of level 6 casting Barkskin miscasts about one cast in four, and a new bard casting Mend about one in seven. That is intended. Their miscasts stay in the protected rows (see below), and a skill roll or two on Spellcraft at a level-up moves the odds a long way. So does deepening the spell: every rank above the first counts as one point of bonus.
Every cast trains Spellcraft the same, whether it miscasts or not.
The miscast table
A miscast rolls on one table, ordered from mild to deadly. The higher the total, the worse it gets:
- 2d12,
- + 5 for each point you missed the check by,
- − what Spellcraft takes off (the second table above: 10 at 100, 20 at 200),
- ± your stance: Defensive takes 5 off, Aggressive adds 5, and a berserker’s Frenzy adds 10.
The total is never below 1. How far you missed matters far more than the dice: a near miss lands in the first rows, and a spell twenty levels beyond you lands at the bottom of the table. Some near misses are even boons: your mana back, the spell a second time for free, a blessing, or haste.
“Someone near” in the table is anyone within 6 cells of you in a clear line, friend or foe.
The total is 2d12 + 5 for each point the check missed by − what wards you. It is never below 1. Results below 71 (marked protected) cannot kill you: their harm always leaves you at least 1 hit point.
| Total | What happens | You are told |
|---|---|---|
| 1–2 | nothing more: a harmless glamour (protected) | The air glimmers for a moment and is still. |
| 3–4 | nothing more: a harmless glamour (protected) | Motes of colour drift from your hands and fade. |
| 5–6 | the mana the spell cost comes back (a boon) (protected) | The weave slackens, and the spent power runs back into you. |
| 7–8 | a loud noise (loudness 30) that creatures nearby may hear (protected) | A low hum hangs in the air after the spell. |
| 9–10 | the spell goes off a second time at the same target, free (a boon) (protected) | The spell rings like a struck bell and sounds twice. |
| 11–12 | 1d2 fire damage to you; never below 1 hit point (protected) | Sparks leap from your fingers and bite. |
| 13–14 | someone within 6 cells in a clear line, or you, drawn at random, is Blessed ×1 (protected) | Stray power drifts loose and settles as a blessing. |
| 15–16 | you are Hasted ×1 (protected) | Power hums through your limbs, and they quicken. |
| 17–18 | 10 % of your mana left is lost (protected) | The spell fizzes, and a little of your power with it. |
| 19–20 | 1d3 damage of the spell’s own type to you; never below 1 hit point (protected) | The spell snaps back and stings you. |
| 21–22 | you are Staggered ×1 (protected) | The world lurches, and you with it. |
| 23–24 | a loud noise (loudness 60) that creatures nearby may hear (protected) | The spell ends with a crack like a whip. |
| 25–26 | 25 % of your mana left is lost (protected) | Your power leaks away through a fraying in the weave. |
| 27–28 | 1d4 damage of the spell’s own type to you; never below 1 hit point (protected) | The spell turns and lashes you. |
| 29–30 | you are Frightened ×1 (protected) | Something cold looks back at you through the spell. |
| 31–32 | you are Weakened ×1 (protected) | A shiver runs through you and leaves you weak. |
| 33–34 | a zone of smoke that blocks sight lies around you for 5 turns, radius 1 (protected) | Grey fog boils from the spell and wraps you. |
| 35–36 | you change places with someone within 6 cells in a clear line (protected) | Space knots and twists about you. |
| 37–38 | you are Drowsy ×1 (protected) | The spell drags at you as it goes. |
| 39–40 | a loud noise (loudness 100) that creatures nearby may hear (protected) | The spell breaks with a clap of thunder. |
| 41–42 | 2d4 damage of the spell’s own type to you; never below 1 hit point (protected) | The spell kicks like a mule and scores you. |
| 43–44 | a zone of darkness lies around you for 10 turns, radius 2 (protected) | The spell drinks the light, and dark pools about you. |
| 45–46 | 50 % of your mana left is lost (protected) | Half your power drains out through the broken weave. |
| 47–48 | a zone of slick ground lies around you for 10 turns, radius 1 (protected) | The ground about you weeps and turns slick. |
| 49–50 | you are Silenced ×1 (protected) | Your tongue stumbles, and no word of power will come. |
| 51–52 | you know the spell 1 rank lower, never below rank 1 (protected) | The spell’s shape blurs in your mind. |
| 53–54 | 2d6 damage of the spell’s own type to you; never below 1 hit point (protected) | The spell bursts in your hands, and you take the brunt of it. |
| 55–56 | a random stat takes 1 stat damage, which mends a point a day (protected) | A deep ache settles in your bones. |
| 57–58 | you are flung to a random free place on the level (protected) | The world folds, and you are flung through it. |
| 59–60 | a stat training mark is lost (protected) | A little of your hard-won training slips away. |
| 61–62 | you are Sluggish ×2 (protected) | Cold sinks into your limbs and slows them. |
| 63–64 | you know the spell 2 ranks lower, never below rank 1 (protected) | The spell’s shape crumbles in your mind. |
| 65–66 | 100 % of your mana left is lost (protected) | Every drop of your power is torn out of you. |
| 67–68 | 3d6 force damage to you; never below 1 hit point (protected) | The spell bursts with a force that drives the breath from you. |
| 69–70 | a random stat takes 2 stat damage, which mends a point a day (protected) | You are racked, and something of you is bent out of true. |
| 71–72 | the spell goes off on you at its base strength: a damage spell bursts around you, a hex falls on you, a heal mends the nearest foe you see, a buff takes hold of that foe, and a summon’s creatures come hostile to everyone, you, your foes, and one another; any other spell, a heal or buff with no foe in sight, or a summon with no room deals (level ÷ 3 + 1)d6 force to you, by the spell’s level | The spell twists in your grip and turns on you! |
| 73–74 | a random stat loses 1 for good unless you make a Willpower check against 16 | The spell turns and feeds on you. |
| 75–76 | a hostile rift appears next to you | A rift tears open beside you, and the stink of the Abyss pours out! |
| 77–78 | a hostile hellmouth appears next to you | The ground beside you splits into a mouth of brass and fire! |
| 79–80 | a hostile gate of gloom appears next to you | A gate of gloom stands open where there was none, and something bays beyond it. |
| 81–82 | you forget the spell | The spell tears loose from your mind. |
| 83–84 | 4d6 force damage to you; it can kill | The raw power rends you. |
| 85–86 | twice over, a random stat (perhaps the same each time) loses 1 for good unless you make a Willpower check against 16, each its own check | The spell feeds on you, and comes back for more. |
| 87–88 | a hostile abyssal gate appears next to you | A gate yawns open beside you, and the Abyss looks through! |
| 89–90 | the spell goes off on you at the full strength you cast it with: a damage spell bursts around you, a hex falls on you, a heal mends the nearest foe you see, a buff takes hold of that foe, and a summon’s creatures come hostile to everyone, you, your foes, and one another; any other spell, a heal or buff with no foe in sight, or a summon with no room deals (level ÷ 2 + 1)d6 force to you, by the spell’s level | The spell rebounds on you with all its force! |
| 91–92 | a hostile iron gate appears next to you | An iron gate grinds open beside you, and the hells are behind it! |
| 93–94 | a hostile black gate appears next to you | A black gate opens beside you, and things that serve for pay look out. |
| 95–96 | 6d10 force damage to you; it can kill | The weave unravels through you, and raw power tears you from within! |
| 97–98 | a random stat loses 2 for good unless you make a Willpower check against 18 | The spell bites deep, reaching for what does not grow back. |
| 99–100 | you forget the spell and 1 more of the spells you know, drawn at random | The spell rips through your memory, and what it tears loose is gone. |
| 101–102 | a hostile dire gate appears next to you | A dire gate rips open, and what steps through has a name. |
| 103–104 | 8d10 force damage to you; it can kill | You are harrowed by your own power. |
| 105–106 | stairs down into a Pit of its own open beside you, and a hostile rift at their head; on the overworld or a Pit’s own floor, only the gate | The floor splits, and a stair goes down into red dark. Something waits at its head. |
| 107–108 | 3 times over, a random stat (perhaps the same each time) loses 1 for good unless you make a Willpower check against 18, each its own check | The spell feeds on you like a leech that will not let go. |
| 109–110 | 10d10 force damage to you; it can kill | Ruin pours through the broken weave and over you. |
| 111–112 | a hostile arch-gate appears next to you | An arch-gate opens beside you, wide enough for a lord of the hells. |
| 113–114 | stairs down into a Pit of its own open beside you, and a hostile abyssal gate at their head; on the overworld or a Pit’s own floor, only the gate | The floor yawns open, and a stair goes down into red dark. A great gate stands at its head! |
| 115–116 | you forget every spell you know | Your mind is wiped as clean as a slate. |
| 117–118 | 12d10 force damage to you; it can kill | The power unmakes you from within. |
| 119–120 | twice over, a random stat (perhaps the same each time) loses 2 for good unless you make a Willpower check against 20, each its own check | The spell gorges on you, and every bite goes deep. |
| 121–122 | stairs down into a Pit of its own open beside you, and a hostile dire gate at their head; on the overworld or a Pit’s own floor, only the gate | The floor splits with a roar, and a stair goes down into red dark. A dire gate stands at its head! |
| 123–124 | a hostile lords’ gate appears next to you | A gate opens for a lord of the hells. |
| 125–126 | 15d10 force damage to you; it can kill | The power annihilates everything it touches, and it touches you. |
| 127–128 | stairs down into a Pit of its own open beside you, and a hostile lords’ gate at their head; on the overworld or a Pit’s own floor, only the gate | The floor splits, a stair goes down into red dark, and a lord of the hells is coming up it! |
| 129 or more | 20d10 force damage to you; it can kill | Oblivion. |
Your stance counts too, added to the total: Defensive -5, Aggressive +5, Frenzy +10.
The protected half
The results below 71 are protected:
- Their harm always leaves you at least 1 hit point. At 1 hit point it does nothing.
- A stat they take is stat damage, which mends a point a day.
- They never drain a stat for good, make you forget a spell, turn the spell on you, or open a gate.
- They can cost you a rank or two in the spell, never below rank 1, and a stat training mark.
To reach 71 you must miss the check by 10 or more. So the worst a near miss does is leave you hurt, out of mana, or hindered in a fight that can still kill you.
From 71 on
Past the protected half, a miscast can kill you outright, and what it takes may be gone for good:
- Force damage, from 4d6 up to 20d10 at 129 and over.
- Drained stats. A stat can lose points for good unless you make a Willpower check. The worst rows drain two or three times over, each with its own check.
- Forgotten spells (see below).
- The spell turned on you. A damage spell bursts around you, a hex falls on you, a heal mends the nearest foe you see, and a blessing takes hold of that foe. A summoning brings its creatures berserk: they attack you, your foes, and one another alike, whatever their kind (see Factions). A wolf called this way is no longer a harmless beast of the wild. A spell that cannot turn on you this way hits you with force instead.
- Gates of the fiends, and at worst a stair into a Pit.
A miscast that kills you is put down to your own miscast spell.
What you are told
Each result has its own line, the one in the table. When a result takes something, the next line says what: the stat in words (“You feel duller.”), a drain you resisted as a chill that passes, the spell whose rank fell (“You know Fireball less well than you did.”), or the spells forgotten, by name.
Forgotten spells
Some miscasts make you forget spells: the spell you cast, sometimes one more drawn at random, and at worst every spell you know. A spell your class gave you is forgotten just the same. A forgotten spell is gone from the Magic page and the abilities menu, and you cannot cast it.
The only way back is its grimoire, exactly as you learned it the first time: the same reading, the same check, and the same experience. It comes back at rank 1, whatever rank you had.
Lost ranks are milder, and can happen in the protected rows: the spell stays known, one or two ranks lower, never below rank 1. Read its grimoire again to win the ranks back.
Gates
Nine of the worst results open a gate beside you: a rift, a hellmouth, a gate of gloom, an abyssal, iron, black, or dire gate, an arch-gate, or the lords’ gate. The deeper the result, the stronger the fiends behind it: a rift lets dretches and quasits through, the lords’ gate a balor or a pit fiend.
What a gate does. A gate is a rooted creature that never strikes a blow. Instead it lets fiends through: one or two at a time, every minute or more, as long as it sees you or one of your allies within 8 cells. It stops while four of its fiends are about (three for the arch-gate and the dire gate, two for the lords’ gate), and starts again when one dies.
Whose side it is on. The gates are a faction of their own, at peace with every monster and an enemy to you and your side alone. No monster attacks a gate. You, your allies, and your companion can, whether you set it on the gate or not. A blast, such as a thunderclap, hurts a gate caught in it like anything else, even one a monster cast. Gates shrug off fire and poison, and take half from cold.
The loosed. The fiends a gate lets through belong to no one. They attack you, your foes, the townsfolk, and every other fiend alike, but never each other or a gate. A gate a creature’s miscast opens is no friend to that creature either: its fiends come for the caster too.
How it ends. A gate never closes on its own. Kill it and no more come, but the fiends already through stay. The gates’ numbers are in Creatures in numbers, and the fiends each lets through in Creature powers.
The gates a Pit’s warden opens are a different matter: they stand on the warden’s side, and so does what comes through them.
Pits
Four results go further: the floor splits and a stair down into a Pit opens beside you, with a rift, an abyssal gate, a dire gate, or the lords’ gate at its head. Every one is a Pit of its own. On the overworld or on a Pit’s own floor no stair opens, and only the gate comes.
See also: Magic, Mana, and Fiends.
Spell circles
A spell circle is a thin ring that turns slowly around anyone you see who carries a buff or a hex. A buff or hex here is a status laid by one of the spells in the table below, or the same status from anywhere else: a potion of quickness hastes you just as Haste does, and shows the same circle.
A circle tells you no more than the status bar and look mode do. It shows which kinds of magic someone carries, never how strong they are or how long they will last.
Reading a circle
- The figure inside the rings counts the effects: one is a triangle, two a square, three a triangle again, four a square, five a pentagon, six a hexagon. A seventh changes nothing.
- There is one thin ring per effect, up to three: one ring for one effect, two for two, three for three or more.
- Buffs are whole and turn clockwise, one turn a minute. Hexes are broken, with dashed rings and sides, and turn the other way, one turn in 45 seconds. Someone with both has the buffs’ circle inside and the hexes’ circle around it.
- The colour is the school of the first effect, in the order the status bar lists them. The rings glow faintly in their colour, and so does the glyph of whoever wears the circle (in the buffs’ colour if they have both).
- Glints and arcs: now and then a tiny glint flashes on the wearer’s glyph (two beats, every 5.3 and 7.1 seconds, each showing for about a tenth of that). A soft brighter arc runs round each ring every 7 seconds.
- A circle keeps to what you see. Its rings show only over floor you can see right now. They never cover walls, darkness, or anything else drawn on the map (a creature, an item, a torch on the wall), and fade out softly where they reach one. Where two circles crowd together, the later one’s rings pass under the earlier one’s (yours come first).
- A circle fades in over half a second when the first buff or hex begins, and fades out just as long when the last one ends. When an effect begins or ends while others go on, the old figure and rings fade into the new ones over 0.4 seconds. A hexes’ circle moves outward when a buffs’ circle appears inside it, and back in once that one is gone.
- With Reduced effects or Slides, camera off, none of this moves, nor do the glints or the arcs: a circle appears, changes, and goes at once. Reduced effects also removes the glow (Settings).
Sleep is the one hex without a circle. A creature asleep, from Slumber or in a den, shows none and sheds no light.
Every buff shows on a creature, whatever gave it. Look mode calls a hasted creature “quickened”, a bark-skinned one “bark-skinned”, and one that drank a potion of might “fortified” (see Status effects).
The drawn circles are only for show: the Spell circles switch in Settings hides them, and Reduced effects only stops them moving. The light they shed is real, though (below).
| Spell | Kind | Status | School | Colour |
|---|---|---|---|---|
| Barkskin | buff | Barkskin | transmutation | #78c478 |
| Blessing | buff | Blessed | abjuration | #80b4e0 |
| Brand | buff | Burning blade | transmutation | #78c478 |
| Fire cloak | buff | Fire-cloaked | abjuration | #80b4e0 |
| Glamour | buff | Glamoured | abjuration | #80b4e0 |
| Haste | buff | Hasted | transmutation | #78c478 |
| Light | buff | Lit | evocation | #e0803c |
| Nightsight | buff | Cat-eyed | transmutation | #78c478 |
| Renewal | buff | Renewing | restoration | #e0c060 |
| See invisible | buff | Seeing | divination | #d8d8e8 |
| Sense the quick | buff | Quick-sensed | divination | #d8d8e8 |
| Water walking | buff | Water-borne | transmutation | #78c478 |
| Bind | hex | Pinned | enchantment | #d07ab0 |
| Bramble | hex | Webbed | transmutation | #78c478 |
| Curse of sloth | hex | Sluggish | transmutation | #78c478 |
| Evil eye | hex | Hexed | enchantment | #d07ab0 |
| Fear | hex | Frightened | enchantment | #d07ab0 |
| Flare | hex | Stunned | evocation | #e0803c |
| Hex of weakness | hex | Weakened | necromancy | #a48cc8 |
| Mesmerise | hex | Transfixed | enchantment | #d07ab0 |
| Silence | hex | Silenced | abjuration | #80b4e0 |
| Sleep | hex | Drowsy | enchantment | #d07ab0 |
| Web | hex | Webbed | transmutation | #78c478 |
The circle’s light
A status with a circle sheds a faint, steady light in its school’s colour. It does so whatever gave the status (a potion of quickness’s Hasted too) and whoever has it, you or a creature. These are the spell circle lights of the lights table: each reaches one cell and has a strong ultraviolet share.
The light’s strength never changes with the status’s severity or the time left, and it goes out the turn the status ends. Someone with several statuses that have circles sheds only one such light: that of the first status in status order. The Light spell’s own light is brighter and wins over it.
- Normal eyes (a brightness of 40) see the glowing one’s own cell, and so the glowing one, at any distance in line of sight, even in the dark (40 to 52 there, plus the cell’s other light). They do not see the four cells beside it, which are half as bright (20 to 26). The diagonal cells get no light.
- Low-light eyes (12) see the four cells beside it too.
- Eyes that see UV see it plainly (130 to 142 on its cell), and the four cells beside it as well (65 to 71), where the UV shows as a violet tint.
- A buff lights you up. Creatures see by the same rules, so a hasted, blessed, or bark-skinned sneak is seen by any normal-eyed creature that has them in line of sight, just as with Inner light. A hex marks its target the same way: a webbed or drowsy creature glows for as long as the hex lasts.
- Light-blind eyes add this light to the cell’s other light. A drow in daylight just under their glare (250) can be dazzled by their own Blessing.
- A disguised mimic sheds no light: its disguise would glow.
See also: Buffs and hexes, Settings, and Potions.
Wands and rods
Wands and rods let anyone use magic, caster or not. Both are readied in the
missile weapon slot and used the way you shoot: t, then aim. A
wand holds one spell and a number of charges, and runs dry. A rod holds an effect no spell has,
never runs out, and is paid for with your own mana.
Wands
A wand holds one spell and a number of charges. Ready it in the
missile weapon slot, where it takes a
launcher’s place (and a launcher takes its place). Use it as you would
shoot: press t, aim, and it casts its spell. Each cast uses up a charge instead of your
mana.
A wand casts its spell at a rung of its own on the spell’s ladder (see How a spell grows). The rung is rolled when the wand is made, and you see it once you know the wand. In the table below, “Strength” gives the rolls at the lowest and the highest rung a wand of that kind may have; every rung in between is as likely. Your stats never change it, so a warrior with no magic fires a wand as well as a wizard does.
Otherwise the spell works as it always does:
- A ray rolls to hit like any spell attack, with your Dexterity.
- Magic missile never misses.
- An area catches whoever is in it.
- How far it reaches is in the spell’s row and depends on your Willpower, just as for your own casts.
A cast that cannot go off (aimed at yourself, or out of reach) uses no charge and takes no time. One that goes off takes a cast’s time.
An empty wand does nothing (“Nothing happens.”) and takes no time. It stays a wand, to sell or to keep. Wands are never recharged. No skill governs wands: anyone zaps one as well as anyone else. There are no magic staffs; what no spell does, a rod does.
Wands are found unknown. Each kind has its own look for the whole game (“an oak wand”). Using one tells you its kind, and from then on every wand of that kind shows by name. Its charges stay unknown until you identify that wand, with the scroll of identify or a merchant’s Merchant’s eye. Wands lie in the dungeon and are sold in general stores.
The Wand mastery talent (Weaponcraft) moves every wand you use one rung up, and magic items of Wands add their rungs too, never past the ladder’s last rung. Once you know a wand, its description and the aiming line say what it does in your hands, with your talents and items counted (“Holds Fireball: 8d6 fire, radius 2”).
| Wand | Spell | Spell level | Charges | Strength | Item level | Frequency | Value |
|---|---|---|---|---|---|---|---|
| wand of burning hands | Burning hands | 1 | 12 | 2d4 to 4d4 | 3 | 10 | 250 gold |
| wand of magic missile | Magic missile | 3 | 12 | 2d4 to 6d4 | 3 | 10 | 250 gold |
| wand of sleep | Sleep | 6 | 9 | — | 5 | 7 | 400 gold |
| wand of scorching ray | Scorching ray | 7 | 9 | 2d6 to 6d6 | 5 | 7 | 400 gold |
| wand of web | Web | 7 | 9 | — | 5 | 7 | 400 gold |
| wand of shatter | Shatter | 8 | 9 | 4d6 to 6d6+2 | 7 | 5 | 500 gold |
| wand of bind | Bind | 9 | 7 | — | 8 | 5 | 600 gold |
| wand of fireball | Fireball | 11 | 7 | 4d6 to 8d6 | 8 | 5 | 600 gold |
| wand of lightning bolt | Lightning bolt | 11 | 7 | 4d6 to 8d6 | 8 | 5 | 600 gold |
Each wand is made with its own number of charges (in the table above).
Rods
A rod holds an effect no spell has: digging, sleep, terror, or sending a
creature away. Like a wand, it goes in the missile weapon slot and is used the way you shoot
(t, then aim). It has no charges. Each use costs your own mana (the
rod’s cost), so it never runs out while you have the mana to feed it.
Without enough mana a rod does nothing and takes no time (“You have not the mana to use it.”). You cannot use one while something stops you casting, such as raging. A use takes a cast’s time.
A rod’s row in the table says how far it reaches, how much further your Willpower takes it, and the strongest creature its sleep or terror affects. Its reach (how far a line digs, how far a bolt flies, how far away a burst may land) reads like a spell’s: the first number is what anyone reaches, and each rung after it is the reach of a user whose Willpower is at least that rung’s score.
Sleep and terror only affect creatures of a level up to the rod’s own (20); the others shrug it off. Your own level plays no part. No skill makes a rod better or cheaper: in the hands of anyone with the same Willpower, it costs the same and reaches as far.
- Digging breaks every wall on a straight line toward where you aim, as if dug through. It stops at a wall too hard for it (granite), a door, or the level’s edge.
- Teleport other sends the first creature its bolt meets to a random free cell of the level. It counts as an attack: a shopkeeper will not forgive it.
- Sleep puts the creatures in its burst into a true sleep (not the drowsiness of the Sleep spell). They take no turns until a noise, a blow, or a cry wakes them.
- Terror makes the creatures in its burst flee from you for a few turns.
Rods are found unknown. Each kind has its own look for the whole game (“a pewter rod”). Using one, or identifying it, tells you what it is; from then on its cost and reach show when you look at it and aim it. Rods lie in the dungeon and are sold in general stores.
Channeler (Spellcraft) makes every rod cost a quarter less mana (rounded to the nearest, at least 1). Frugal caster then takes a fifth off what is left.
| Rod | Effect | Shape | Reach | What it does | Mana | Item level | Frequency | Value |
|---|---|---|---|---|---|---|---|---|
| rod of terror | Terror | burst, radius 1 | 5; Willpower 14: 6, 18: 7, 22: 8 | Frightened 3 on everyone in it. Takes creatures to level 20; one above it shrugs it off | 5 | 3 | 6 | 450 gold |
| rod of digging | Digging | line | 3; Willpower 14: 4, 18: 5, 22: 6, 26: 7 | breaks every wall on its line of hardness below 1000 | 6 | 4 | 6 | 500 gold |
| rod of sleep | Sleep | burst, radius 1 | 5; Willpower 14: 6, 18: 7, 22: 8 | Asleep 1 on everyone in it. Takes creatures to level 20; one above it shrugs it off | 9 | 6 | 5 | 700 gold |
| rod of teleport other | Teleport other | bolt | 4; Willpower 14: 5, 18: 6, 22: 7, 26: 8 | moves the first creature it hits to a random free cell of the level | 12 | 10 | 3 | 900 gold |
See also: Magic items, Ranged combat, and Scrolls.
Prayer
The priest has one prayer, Orison, in the abilities menu. It comes at level 1 and deepens with the priest’s levels. It costs no mana and takes the time of a spell. It answers what ails you most, as far as your prayers reach. Pray too often and nothing answers for a while.
You cannot pray while raging or silenced. A prayer with nothing to answer is refused (“You have nothing to pray for.”) and costs nothing: no time and no strain. A disease still brewing in you does not count yet, so a prayer tells you nothing of one.
The menu names the prayer by its highest tier: Orison, then Prayer, Litany, Benediction, and Miracle, as the table below gives them, with that tier’s description.
What it answers
Each prayer answers the first thing that ails you, in this order, among the uses your prayers have reached. From level 40 it answers the first two, and from 60 all of them at once. A use not yet reached is skipped, even if it ails you.
| Order | Use | What ails you | The holy powers | The dark powers | From |
|---|---|---|---|---|---|
| 1 | Disease | a disease that shows (one still brewing is no problem yet) | every disease ends, the brewing ones too: “The sickness leaves you.” | every disease ends, the brewing ones too, and the nearest creature you see catches each (it brews in them, with no check to resist): “The sickness leaves you, and finds another.” | level 12 (Prayer, priest) |
| 2 | Poison | Poisoned | it ends: “The poison leaves you.” | it ends, and the nearest creature you see catches it at the same degrees (one immune or resistant to poison takes less or none): “The poison leaves you, and finds another.” | level 12 (Prayer, priest) |
| 3 | Wounds | Bleeding or lost hit points | the bleeding stops, hit points to full: “Your wounds close.” | the same: “Your wounds close, cold to the touch.” | level 1 (Orison, priest) |
| 4 | Release | any of Hexed, Weakened, Sluggish, Drowsy, Webbed, Held, Engulfed, Swallowed, Latched, Frightened, Transfixed, Ashen | every one ends: “You are released.” | every one ends, and each is laid at its degrees on whoever laid it, if you see them on the level; whoever held you is Webbed instead: “You are released, and it is returned.” | level 18 (Prayer of release, priest) |
| 5 | Mana | less than your full mana | mana to full: “Your mind is filled.” | the same: “Your mind is filled with a cold clarity.” | level 32 (Litany of the mind, priest) |
| 6 | Hunger | Hungry or worse | fed to Satiated: “You feel fed.” | fed to the brim, one short of Bloated: “You feel glutted.” | level 6 (Daily bread, priest) |
| 7 | Restoration | stat damage or drained points | all mended, the drained points given back: “You feel whole again.” | the same: “What was taken is taken back.” | level 25 (Litany, priest) |
A prayer trains nothing: no stat and no caster style. It does not move your alignment.
How it grows
The prayer talents come with the priest’s levels (see Classes). Each adds uses or answers. The prayer’s name changes with each new tier, to the dark name when the dark powers answer you.
The priest
| Level | Talent | Adds | Name (holy) | Name (dark) | Answers a prayer |
|---|---|---|---|---|---|
| 1 | Orison | wounds | Orison | Whisper | 1 |
| 6 | Daily bread | hunger | Orison | Whisper | 1 |
| 12 | Prayer | disease, poison | Prayer | Invocation | 1 |
| 18 | Prayer of release | release | Prayer | Invocation | 1 |
| 25 | Litany | restoration | Litany | Rite | 1 |
| 32 | Litany of the mind | mana | Litany | Rite | 1 |
| 40 | Benediction | 2 answers a prayer | Benediction | Pact | 2 |
| 60 | Miracle | everything at once, and every resource pool filled | Miracle | Miracle | all |
At level 60, the Miracle answers everything that ails you in one prayer. It also fills every resource pool you hold (rage, ki, focus, and the rest) to its most.
Strain
Every prayer adds a hidden strain, answered or not, and the strain passes with time. The more strain a prayer finds, the likelier it fizzles (“You pray, but nothing answers.”). A fizzle takes its time and answers nothing. It also locks the prayer: every prayer after it fizzles, with no chance at all, until the strain has passed to nothing.
| Strain a prayer adds | 100, answered or fizzled alike (none in an unholy place for a priest who communes with the dark) |
| Strain that passes | 1 point every minute: one prayer’s is gone after 1 hour and 40 minutes |
| Chance a prayer fizzles | 10 % for every 100 strain it finds (at most 100 %) |
| After a fizzle | every prayer fizzles, with no chance drawn, until the strain has passed to 0 |
| Nothing to answer | refused: no time, no strain |
The chance a prayer fizzles, if you pray again and again with the same time between and none of the earlier prayers has fizzled:
| Praying every | 2nd prayer | 3rd prayer | 5th prayer | 10th prayer |
|---|---|---|---|---|
| 1 minute | 9 % | 19 % | 39 % | 89 % |
| 10 minutes | 9 % | 18 % | 36 % | 81 % |
| 30 minutes | 7 % | 14 % | 28 % | 63 % |
| 1 hour | 4 % | 8 % | 16 % | 36 % |
| 1 hour and 40 minutes | 0 % | 0 % | 0 % | 0 % |
So a prayer now and then is always answered. A priest who prays every few minutes in a long fight starts to fail, and once a prayer has fizzled, the rest of that fight goes without.
The holy and the dark
Who answers depends on your alignment at the moment you pray. If you are Neutral or better, the holy powers answer; if Callous or worse, the dark ones. The game never names them, but the prayer’s words tell you (“You kneel and pray.” or “You whisper to the dark.”). So does its name in the menu: a Whisper, an Invocation, a Rite, a Pact, a Miracle.
The dark powers answer the same things in the same order, with the same strain. But each answer has a twist (the table above gives each):
- The diseases they take from you, the brewing ones too, are caught by the nearest creature you see, as if it had failed to resist them. A creature immune to disease catches none.
- The poison they take is laid on that creature, at the same degrees. A creature immune or resistant to poison takes less or none.
- A hex or hold they release is laid back on whoever laid it on you, if you see them, at the degrees it had. Whoever held you is caught in a web instead.
- They feed you to the brim, one short of Bloated. The holy powers feed you to Satiated.
A creature that dies of a sickness or poison passed on is your kill. A twist that reaches a creature breaks the hallowed ground you stand on, as a blow struck from it would.
Communion and Sanctuary
Besides the prayer, the priest’s table has three rites of holy and unholy ground.
- Consecrate answers only a priest of Neutral or better.
- Its dark twin, Communion with the dark, works only for a priest the dark powers answer. In an unholy place their prayers add no strain at all, and the place’s drain never touches them. The chance of a fizzle and its lock still go by the strain already there.
- Sanctuary works for either. The dark powers’ ground reads “dreaded” instead of “hallowed”, and works the same (see Special rooms).
| Level | Ability | Works for | What it does |
|---|---|---|---|
| 9 | Consecrate | Neutral or better | 15 mana and 1 minute of prayer in an unholy place: its curse lifted for good (see Special rooms) |
| 9 | Communion with the dark | Callous or worse | a passive: standing in a cursed, draining, or haunted room, or on a level such a curse lies over, your prayers add no strain and the place’s Ebbing never touches you; only while the dark powers answer you |
| 50 | Sanctuary | any | 30 mana and 1 minute of kneeling: every cell within 2 of where you knelt (a 5 by 5 square) is hallowed ground for 1 hour; hostile creatures do not step onto it, and whoever stands on it heals and gets mana back 3 times as fast |
See also: the priest, Healing, and Abilities.
Objects and your pack
Weapons, armor, tools, potions, scrolls, food, stones and gems, coins, rings, and amulets lie about the world. You can pick them up, carry them, and put them down again. Weapons, armor, rings, and amulets can be worn and wielded (see Equipment). Food can be eaten (see Food and corpses), potions drunk, and scrolls read.
Weapons and armour fight and protect (see Combat). Some of them are magic, and so are some tools, the pick-axe among them (see Magic items). Everything you carry weighs on you (see Burden). What things are made of, and why it matters, is on its own page: Materials.
What an object is
Every object has its own glyph and color, a class, the materials it is made of, a weight, and a worth in gold. Shops set their prices from the worth. The glyph hints at what kind of thing it is:
| Glyph | Kind |
|---|---|
) | weapon |
} | missile weapon (a bow) |
/ | missile (arrows) |
[ | armor |
( | tool |
! | potion |
? | scroll |
% | food |
* | stone or gem |
, | a piece of some material |
$ | coins |
= | ring |
" | amulet |
Some glyphs are shared with terrain. Wildflowers are * too, and glowing fungus and tall grass
are ". Color and look mode tell them apart.
Item classes
Every object belongs to an item class: the kind of thing it is. Every list of objects (your pack, a pile, what to drop, eat, throw, or put on) groups them by class, in the order below, with each class under a heading. Within a class, things stay in the order you picked them up, or in the order of the pile. Shops sell and buy by class. You always know the class of anything you see, even of a magic item you have not identified.
Weights are in grams. They read 450 g below a kilogram and 3.5 kg above.
Some objects stack: coins, arrows, candles, potions, scrolls, food, and stones and gems lie together as one stack, such as “12 gold coins” (see the “Stacks” column below). Everything else is a stack of one, so three daggers are three stacks.
Piles
Objects lie in piles, any number to a cell, and only where you can walk. The map shows the top object of a pile in place of the floor. It is lit by the light around it as the floor would be, and drawn under any creature standing there. The last thing dropped on a pile goes on top.
When you step onto a pile, the message line tells you what is there:
You see here a dagger. for a single stack, There are several objects here. for more.
If you arrive on a special feature of the ground, such as an
altar or a faint rune, it is named first, once each
time you come to it: There is an altar here. A feature you cannot stand on, such as a worn
statue, is named when you come beside it, and not again while you
walk around it. Whatever is written on it is read out after.
Look mode (l) names what lies on any cell you see or remember: up to
three stacks by name (“a dagger and 12 arrows”), or a count for more (“17 objects”).
You see objects where you would see a creature: on cells in your line of sight that are lit enough for your eyes, or within your darkvision. Your own cell is always visible, so you always know what lies under you. A pile in the dark stays unseen until you light it or come close enough.
Remembering piles
The game remembers each pile as you last saw it, the same way it remembers terrain (see Sight and memory). Remembered piles are drawn dim, like the rest of what you remember. If a pile changes while you are not looking, you still remember it as it was. Once you see the cell again, your memory catches up. If the pile is gone, it is gone from memory too.
Picking up
Stand on a pile and press , or ;. A single stack is picked up at once. Where several lie, a
screen lists them, grouped by class (see Lists of objects):
- Each stack has a letter (
afor the first on the page), its glyph, its name, and its weight. - Press a letter to mark or unmark that stack (
+marked,-not). Press,to mark everything, and again to unmark everything. - The arrow keys move the
>cursor, and Space marks the cursor’s row. >and<(orPageDownandPageUp) turn the pages of a long list. What you marked stays marked on every page.Enterpicks up everything marked, or the cursor’s row if nothing is marked.Esccancels.
On this screen every letter names a stack, even h, j, k, and l.
Picking up is one action (6 seconds), however many stacks you take. If there is nothing here, you are told so and no time passes. In a shop, what you pick up is not yours until you pay for it.
Dropping
Press d to choose what to drop: it opens your pack in its drop mode, titled
“Inventory: drop”. In the pack itself, D turns the drop mode on. It works like the pick-up
screen: a letter marks or unmarks a stack (marks stay as you turn the pages), , marks
everything, and Enter drops what is marked. Esc drops nothing: it takes you back to the plain
pack, or, if you pressed d, back to the game. Dropped objects go on top of the pile where you stand, and stackable ones join a stack of
the same object already there.
Dropping is one action too. Something you wear or wield is taken off first, which takes its own time as well (see Equipment). In a shop, dropping puts back what you have not paid for, and the keeper offers to buy your own things.
You cannot close a door while objects lie in its doorway.
Your pack
Press I to see what you carry. Nothing changes and no time passes. Esc closes the screen, and
so does I. Press D to drop things from it. Press a stack’s letter to look at it: the description says what it is and what it
does (see Magic items).
Your pack holds as many stacks as you can carry. Only their weight limits you (see Burden). Picking up a stackable object you already carry adds it to that stack. Magic items show their names in blue and rare items in yellow (see Magic items).
| Fact | Value |
|---|---|
| Your own weight | 70 kg |
Lists of objects
Your pack, a pile to pick up from, and every other list you choose objects from (what to drop, throw, or eat, what to put on in an equipment slot) all work the same way:
- Stacks are grouped by item class, each class under a heading. Headings have no letter.
- Weapons and armour show what they give after their name: “a long sword (+0 hit, 1d9)”, “a leather jerkin (Dv +1, Pv 1)” (see Equipment).
- The list shows one page at a time: as many rows as fit your window, and at most 26 stacks. The
frame says which page you are on (
Page 2/3). - The letters
atozname the stacks on the page you see, starting again ataon every page. A class that runs over onto the next page shows its heading there again. >orPageDownturns to the next page,<orPageUpto the one before (you can change these keys in Controls). The arrow keys move the>cursor from page to page.
The inventory screen lists each stack’s weight and marks what you wear or wield (“(being worn)”, “(wielded)”, and so on; see Equipment). Below the list it shows:
- Carrying: the weight of everything in your pack, worn and wielded things included, and your burden if you have one;
- Your weight: your own weight plus what you carry;
- the weights at which you become burdened, strained, and overloaded.
What you can carry is limited by your Strength and Toughness. Carry too much and everything you do is slower, until you are overloaded and cannot move. See Burden. Creatures have weights too, and some carry objects, but you cannot see what they carry or what they weigh, only what they wear and wield.
The objects
| Object | Glyph | Class | Made of | Weight (each) | Worth (each) | Stacks | Worn or wielded on |
|---|---|---|---|---|---|---|---|
| Knife | ) | melee weapons | steel | 200 g | 5 gold | no | Main hand or off hand |
| Stiletto | ) | melee weapons | steel | 300 g | 20 gold | no | Main hand or off hand |
| Dagger | ) | melee weapons | steel | 450 g | 30 gold | no | Main hand or off hand |
| Short sword | ) | melee weapons | steel | 1.1 kg | 50 gold | no | Main hand or off hand |
| Scimitar | ) | melee weapons | steel | 1.5 kg | 60 gold | no | Main hand |
| Rapier | ) | melee weapons | steel | 1.1 kg | 70 gold | no | Main hand |
| Long sword | ) | melee weapons | steel blade, leather grip | 1.8 kg | 80 gold | no | Main hand |
| Great sword | ) | melee weapons | steel | 3.5 kg | 160 gold | no | Main hand (both hands) |
| Hand axe | ) | melee weapons | iron | 1.3 kg | 25 gold | no | Main hand or off hand |
| Battle axe | ) | melee weapons | iron | 2.6 kg | 60 gold | no | Main hand |
| Great axe | ) | melee weapons | iron | 5 kg | 120 gold | no | Main hand (both hands) |
| Club | ) | melee weapons | wood | 1.4 kg | 8 gold | no | Main hand |
| Mace | ) | melee weapons | iron | 2.7 kg | 40 gold | no | Main hand |
| Morning star | ) | melee weapons | iron | 3 kg | 50 gold | no | Main hand |
| War hammer | ) | melee weapons | iron | 2.3 kg | 50 gold | no | Main hand |
| Maul | ) | melee weapons | iron | 6 kg | 90 gold | no | Main hand (both hands) |
| Javelin | ) | melee weapons | iron head, wood haft | 1 kg | 10 gold | no | Main hand |
| Spear | ) | melee weapons | iron head, wood haft | 1.8 kg | 35 gold | no | Main hand |
| Trident | ) | melee weapons | iron | 2 kg | 50 gold | no | Main hand |
| Glaive | ) | melee weapons | iron | 5 kg | 90 gold | no | Main hand (both hands) |
| Halberd | ) | melee weapons | iron | 5.5 kg | 100 gold | no | Main hand (both hands) |
| Quarterstaff | ) | melee weapons | wood | 2 kg | 15 gold | no | Main hand (both hands) |
| Ironwood staff | ) | melee weapons | ironwood | 2.5 kg | 60 gold | no | Main hand (both hands) |
| Short bow | } | missile weapons | wood | 700 g | 60 gold | no | Missile weapon |
| Long war bow | } | missile weapons | wood | 1.3 kg | 200 gold | no | Missile weapon |
| Composite bow | } | missile weapons | wood | 1 kg | 250 gold | no | Missile weapon |
| Crossbow | } | missile weapons | wood | 3.2 kg | 150 gold | no | Missile weapon |
| Heavy crossbow | } | missile weapons | wood | 4.5 kg | 300 gold | no | Missile weapon |
| Sling | } | missile weapons | leather | 100 g | 10 gold | no | Missile weapon |
| Brittle arrow | / | missiles | wood | 25 g | nothing | yes | Missiles |
| Brittle bolt | / | missiles | wood | 50 g | nothing | yes | Missiles |
| Burning arrow | / | missiles | wood | 30 g | nothing | yes | - |
| Sling stone | * | missiles | stone | 40 g | nothing | yes | Missiles |
| Arrow | / | missiles | iron head, wood shaft | 30 g | 1 gold | yes | Missiles |
| Crossbow bolt | / | missiles | iron head, wood shaft | 60 g | 2 gold | yes | Missiles |
| Flaming arrow | / | missiles | wood | 40 g | 4 gold | yes | Missiles |
| Buckler | [ | shields | iron | 1.5 kg | 20 gold | no | Main hand or off hand |
| Small shield | [ | shields | wood | 2.5 kg | 30 gold | no | Main hand or off hand |
| Large shield | [ | shields | wood | 6 kg | 70 gold | no | Main hand or off hand |
| Tower shield | [ | shields | iron | 12 kg | 120 gold | no | Main hand or off hand |
| Padded coat | [ | body armour | cloth | 4 kg | 20 gold | no | Body |
| Leather jerkin | [ | body armour | leather | 3.5 kg | 40 gold | no | Body |
| Studded leather jerkin | [ | body armour | leather | 6.5 kg | 80 gold | no | Body |
| Chain mail shirt | [ | body armour | iron | 11 kg | 250 gold | no | Body |
| Suit of scale mail | [ | body armour | iron | 14 kg | 300 gold | no | Body |
| Suit of banded mail | [ | body armour | steel | 17 kg | 400 gold | no | Body |
| Suit of plate armour | [ | body armour | steel | 22 kg | 900 gold | no | Body |
| Leather cap | [ | helmets | leather | 600 g | 10 gold | no | Head |
| Iron helm | [ | helmets | iron | 1.5 kg | 50 gold | no | Head |
| Great helm | [ | helmets | steel | 3 kg | 120 gold | no | Head |
| Wool cloak | [ | cloaks | wool | 1.2 kg | 20 gold | no | Cloak |
| Travelling cloak | [ | cloaks | leather | 1.8 kg | 30 gold | no | Cloak |
| Fur cloak | [ | cloaks | fur | 2.5 kg | 60 gold | no | Cloak |
| Pair of leather gloves | [ | gloves | leather | 250 g | 10 gold | no | Hands |
| Pair of gauntlets | [ | gloves | iron | 1 kg | 40 gold | no | Hands |
| Pair of leather boots | [ | boots | leather | 1 kg | 20 gold | no | Feet |
| Pair of iron-shod boots | [ | boots | iron | 2 kg | 50 gold | no | Feet |
| Pair of clogs | [ | clothing | wood | 900 g | 1 gold | no | Feet |
| Pair of footwraps | [ | clothing | cloth | 150 g | 1 gold | no | Feet |
| Patched smock | [ | clothing | cloth | 500 g | 1 gold | no | Body |
| Reed kilt | [ | clothing | plant matter | 600 g | 1 gold | no | Body |
| Shift | [ | clothing | cloth | 300 g | 1 gold | no | Body |
| Pair of sandals | [ | clothing | leather | 300 g | 2 gold | no | Feet |
| Pair of turnshoes | [ | clothing | leather | 400 g | 2 gold | no | Feet |
| Smock | [ | clothing | cloth | 600 g | 2 gold | no | Body |
| Tunic | [ | clothing | cloth | 500 g | 2 gold | no | Body |
| Frock | [ | clothing | wool | 1.2 kg | 3 gold | no | Body |
| Hide tunic | [ | clothing | leather | 1.5 kg | 3 gold | no | Body |
| Kirtle | [ | clothing | wool | 800 g | 3 gold | no | Body |
| Pair of shoes | [ | clothing | leather | 500 g | 3 gold | no | Feet |
| Pair of slippers | [ | clothing | wool | 200 g | 3 gold | no | Feet |
| Habit | [ | clothing | wool | 800 g | 4 gold | no | Body |
| Leather apron | [ | clothing | leather | 1.2 kg | 4 gold | no | Body |
| Pair of hobnailed boots | [ | clothing | leather | 1.1 kg | 4 gold | no | Feet |
| Pair of felt boots | [ | clothing | wool | 500 g | 5 gold | no | Feet |
| Waistcoat | [ | clothing | wool | 400 g | 5 gold | no | Body |
| Pair of soft boots | [ | clothing | leather | 600 g | 6 gold | no | Feet |
| Robe | [ | clothing | wool | 1 kg | 6 gold | no | Body |
| Gown | [ | clothing | wool | 700 g | 10 gold | no | Body |
| Long coat | [ | clothing | wool | 1 kg | 10 gold | no | Body |
| Doublet | [ | clothing | wool | 600 g | 12 gold | no | Body |
| Silk shirt | [ | clothing | silk | 250 g | 15 gold | no | Body |
| Houppelande | [ | clothing | wool | 700 g | 40 gold | no | Body |
| Iron ring | = | rings | iron | 10 g | 50 gold | no | Left ring or right ring |
| Silver ring | = | rings | silver | 10 g | 100 gold | no | Left ring or right ring |
| Gold ring | = | rings | gold | 10 g | 150 gold | no | Left ring or right ring |
| Bone amulet | " | amulets | bone | 60 g | 25 gold | no | Neck |
| Amber amulet | " | amulets | amber pendant, leather cord | 60 g | 80 gold | no | Neck |
| Jade amulet | " | amulets | jade | 80 g | 120 gold | no | Neck |
| Gold and ruby amulet | " | amulets | gold chain, ruby setting | 90 g | 200 gold | no | Neck |
| Wax candle | ( | light sources | wax | 100 g | 2 gold | yes | - |
| Brass key | ( | tools | brass | 40 g | nothing | no | - |
| Bronze key | ( | tools | bronze | 40 g | nothing | no | - |
| Copper key | ( | tools | copper | 40 g | nothing | no | - |
| Iron key | ( | tools | iron | 40 g | nothing | no | - |
| Lead key | ( | tools | lead | 60 g | nothing | no | - |
| Rusty key | ( | tools | iron | 50 g | nothing | no | - |
| Skeleton key | ( | tools | iron | 30 g | nothing | no | - |
| Lantern | ( | tools | iron | 400 g | 6 gold | no | Tool |
| Coil of rope | ( | tools | cloth | 1.5 kg | 10 gold | no | - |
| Pick-axe | ( | tools | iron | 3 kg | 50 gold | no | Tool |
| Mattock | ( | tools | iron | 4.5 kg | 70 gold | no | Tool |
| Broom | / | household goods | wood, plant matter head | 1.2 kg | 1 gold | no | - |
| Bucket | ( | household goods | wood, iron band | 1.8 kg | 2 gold | no | - |
| Ladle | ( | household goods | iron, wood haft | 300 g | 2 gold | no | - |
| Piece of cutlery | ( | household goods | iron | 60 g | 2 gold | yes | - |
| Stool | ( | household goods | wood | 2.5 kg | 2 gold | no | - |
| Chair | ( | household goods | wood | 5 kg | 4 gold | no | - |
| Coat stand | / | household goods | wood | 6 kg | 4 gold | no | - |
| Book | ( | household goods | paper, leather trim | 800 g | 5 gold | no | - |
| Pair of bellows | ( | household goods | wood, leather lining | 1.5 kg | 5 gold | no | - |
| Cooking pot | ( | household goods | iron | 3 kg | 6 gold | no | - |
| Hanging lantern | ( | household goods | iron | 1.2 kg | 6 gold | no | - |
| Kettle | ( | household goods | iron | 1.5 kg | 6 gold | no | - |
| Teapot | ( | household goods | brass | 1 kg | 8 gold | no | - |
| Warming pan | ( | household goods | brass, wood haft | 2 kg | 8 gold | no | - |
| Candlestick | ( | household goods | brass | 900 g | 10 gold | no | - |
| Rug | ( | household goods | wool | 4 kg | 15 gold | no | - |
| Handful of berries | % | food | plant matter | 100 g | nothing | yes | - |
| Handful of hazelnuts | % | food | plant matter | 100 g | nothing | yes | - |
| Mushroom | % | food | plant matter | 50 g | nothing | yes | - |
| Turnip | % | food | plant matter | 250 g | nothing | yes | - |
| Wafer of waybread | % | food | plant matter | 100 g | nothing | yes | - |
| Apple | % | food | plant matter | 150 g | 1 gold | yes | - |
| Loaf of bread | % | food | plant matter | 400 g | 2 gold | yes | - |
| Strip of dried meat | % | food | flesh | 150 g | 3 gold | yes | - |
| Food ration | % | food | plant matter | 500 g | 5 gold | yes | - |
| Angelica root | % | food | plant matter | 40 g | 30 gold | yes | - |
| Murky draught | ! | potions | glass | 250 g | 10 gold | yes | - |
| Flask of oil | ! | potions | glass | 250 g | 25 gold | yes | - |
| Draught of chance | ! | potions | glass | 250 g | 30 gold | yes | - |
| Flask of brilliance | ! | potions | glass | 250 g | 40 gold | yes | - |
| Flask of smoke | ! | potions | glass | 250 g | 40 gold | yes | - |
| Potion of healing | ! | potions | glass | 250 g | 40 gold | yes | - |
| Potion of sustenance | ! | potions | glass | 250 g | 50 gold | yes | - |
| Flask of tar | ! | potions | glass | 250 g | 60 gold | yes | - |
| Potion of antidote | ! | potions | glass | 250 g | 60 gold | yes | - |
| Sleeping draught | ! | potions | glass | 250 g | 60 gold | yes | - |
| Stinking flask | ! | potions | glass | 250 g | 60 gold | yes | - |
| Flask of enfeeblement | ! | potions | glass | 250 g | 70 gold | yes | - |
| Flask of sloth | ! | potions | glass | 250 g | 70 gold | yes | - |
| Potion of blinking | ! | potions | glass | 250 g | 80 gold | yes | - |
| Potion of clear head | ! | potions | glass | 250 g | 80 gold | yes | - |
| Vial of acid | ! | potions | glass | 250 g | 80 gold | yes | - |
| Flask of darkness | ! | potions | glass | 250 g | 90 gold | yes | - |
| Vial of nightmares | ! | potions | glass | 250 g | 90 gold | yes | - |
| Vial of silence | ! | potions | glass | 250 g | 90 gold | yes | - |
| Brewer’s blunder | ! | potions | glass | 250 g | 100 gold | yes | - |
| Flask of holy water | ! | potions | glass | 250 g | 100 gold | yes | - |
| Flask of thunder | ! | potions | glass | 250 g | 100 gold | yes | - |
| Potion of barkskin | ! | potions | glass | 250 g | 100 gold | yes | - |
| Potion of cat’s eyes | ! | potions | glass | 250 g | 100 gold | yes | - |
| Potion of mana | ! | potions | glass | 250 g | 100 gold | yes | - |
| Potion of moth’s eyes | ! | potions | glass | 250 g | 100 gold | yes | - |
| Potion of owl’s eyes | ! | potions | glass | 250 g | 100 gold | yes | - |
| Potion of sea legs | ! | potions | glass | 250 g | 100 gold | yes | - |
| Flask of fire | ! | potions | glass | 250 g | 120 gold | yes | - |
| Flask of frost | ! | potions | glass | 250 g | 120 gold | yes | - |
| Potion of earthing | ! | potions | glass | 250 g | 120 gold | yes | - |
| Potion of frost | ! | potions | glass | 250 g | 120 gold | yes | - |
| Potion of greater healing | ! | potions | glass | 250 g | 120 gold | yes | - |
| Potion of proofing | ! | potions | glass | 250 g | 120 gold | yes | - |
| Potion of renewal | ! | potions | glass | 250 g | 120 gold | yes | - |
| Potion of warmth | ! | potions | glass | 250 g | 120 gold | yes | - |
| Vial of troll’s blood | ! | potions | glass | 250 g | 120 gold | yes | - |
| Potion of cure disease | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of glamour | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of grace | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of might | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of presence | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of seeing | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of the quick | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of vigour | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of will | ! | potions | glass | 250 g | 150 gold | yes | - |
| Potion of wit | ! | potions | glass | 250 g | 150 gold | yes | - |
| Blasting flask | ! | potions | glass | 250 g | 200 gold | yes | - |
| Pitch fire | ! | potions | glass | 250 g | 250 gold | yes | - |
| Potion of quickness | ! | potions | glass | 250 g | 250 gold | yes | - |
| Potion of restoration | ! | potions | glass | 250 g | 250 gold | yes | - |
| Potion of full healing | ! | potions | glass | 250 g | 300 gold | yes | - |
| Potion of the unseen | ! | potions | glass | 250 g | 300 gold | yes | - |
| Greater potion of grace | ! | potions | glass | 250 g | 400 gold | yes | - |
| Greater potion of might | ! | potions | glass | 250 g | 400 gold | yes | - |
| Greater potion of presence | ! | potions | glass | 250 g | 400 gold | yes | - |
| Greater potion of vigour | ! | potions | glass | 250 g | 400 gold | yes | - |
| Greater potion of will | ! | potions | glass | 250 g | 400 gold | yes | - |
| Greater potion of wit | ! | potions | glass | 250 g | 400 gold | yes | - |
| Elixir of grace | ! | potions | glass | 250 g | 2000 gold | yes | - |
| Elixir of might | ! | potions | glass | 250 g | 2000 gold | yes | - |
| Elixir of presence | ! | potions | glass | 250 g | 2000 gold | yes | - |
| Elixir of vigour | ! | potions | glass | 250 g | 2000 gold | yes | - |
| Elixir of will | ! | potions | glass | 250 g | 2000 gold | yes | - |
| Elixir of wit | ! | potions | glass | 250 g | 2000 gold | yes | - |
| Sealed letter | ? | scrolls | paper | 20 g | nothing | no | - |
| Blank scroll | ? | scrolls | paper | 50 g | 15 gold | yes | - |
| Scroll of burning hands | ? | scrolls | paper | 50 g | 40 gold | yes | - |
| Scroll of evil eye | ? | scrolls | paper | 50 g | 40 gold | yes | - |
| Scroll of grave breath | ? | scrolls | paper | 50 g | 40 gold | yes | - |
| Scroll of mend | ? | scrolls | paper | 50 g | 40 gold | yes | - |
| Scroll of ray of frost | ? | scrolls | paper | 50 g | 40 gold | yes | - |
| Scroll of spark | ? | scrolls | paper | 50 g | 40 gold | yes | - |
| Scroll of light | ? | scrolls | paper | 50 g | 50 gold | yes | - |
| Scroll of acid splash | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of barkskin | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of blessing | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of cause wounds | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of cure wounds | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of curse of sloth | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of flare | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of fume | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of hex of weakness | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of identify | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of magic missile | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of nightsight | ? | scrolls | paper | 50 g | 80 gold | yes | - |
| Scroll of acid arrow | ? | scrolls | paper | 50 g | 100 gold | yes | - |
| Scroll of call of the wild | ? | scrolls | paper | 50 g | 100 gold | yes | - |
| Scroll of grave feast | ? | scrolls | paper | 50 g | 100 gold | yes | - |
| Scroll of mesmerise | ? | scrolls | paper | 50 g | 100 gold | yes | - |
| Scroll of sense the quick | ? | scrolls | paper | 50 g | 100 gold | yes | - |
| Scroll of slick | ? | scrolls | paper | 50 g | 100 gold | yes | - |
| Scroll of water walking | ? | scrolls | paper | 50 g | 100 gold | yes | - |
| Scroll of arcane bolt | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of blight | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of blink | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of bramble | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of brand | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of flay | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of frost | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of glamour | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of pitch fire | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of scorching ray | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of see invisible | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of shatter | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of sleep | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of thunderclap | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of unbinding | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of web | ? | scrolls | paper | 50 g | 130 gold | yes | - |
| Scroll of bind | ? | scrolls | paper | 50 g | 150 gold | yes | - |
| Scroll of charnel burst | ? | scrolls | paper | 50 g | 150 gold | yes | - |
| Scroll of renewal | ? | scrolls | paper | 50 g | 150 gold | yes | - |
| Scroll of rime | ? | scrolls | paper | 50 g | 150 gold | yes | - |
| Grimoire of burning hands | ? | scrolls | paper, leather trim | 800 g | 200 gold | yes | - |
| Grimoire of evil eye | ? | scrolls | paper, leather trim | 800 g | 200 gold | yes | - |
| Grimoire of grave breath | ? | scrolls | paper, leather trim | 800 g | 200 gold | yes | - |
| Grimoire of mend | ? | scrolls | paper, leather trim | 800 g | 200 gold | yes | - |
| Grimoire of ray of frost | ? | scrolls | paper, leather trim | 800 g | 200 gold | yes | - |
| Grimoire of spark | ? | scrolls | paper, leather trim | 800 g | 200 gold | yes | - |
| Scroll of call lightning | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of fear | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of fire cloak | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of fireball | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of flame | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of gale | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of haste | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of leech | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of lightning | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of mirk | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of remove disease | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of silence | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Scroll of soulglass | ? | scrolls | paper | 50 g | 200 gold | yes | - |
| Grimoire of light | ? | scrolls | paper, leather trim | 800 g | 250 gold | yes | - |
| Scroll of balefire | ? | scrolls | paper | 50 g | 250 gold | yes | - |
| Scroll of benison | ? | scrolls | paper | 50 g | 250 gold | yes | - |
| Scroll of grave spear | ? | scrolls | paper | 50 g | 250 gold | yes | - |
| Scroll of rebuke | ? | scrolls | paper | 50 g | 250 gold | yes | - |
| Scroll of reek | ? | scrolls | paper | 50 g | 250 gold | yes | - |
| Scroll of restoration | ? | scrolls | paper | 50 g | 300 gold | yes | - |
| Scroll of call of the forest | ? | scrolls | paper | 50 g | 320 gold | yes | - |
| Scroll of chain lightning | ? | scrolls | paper | 50 g | 320 gold | yes | - |
| Scroll of cloudburst | ? | scrolls | paper | 50 g | 320 gold | yes | - |
| Scroll of slumber | ? | scrolls | paper | 50 g | 320 gold | yes | - |
| Grimoire of acid splash | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of barkskin | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of blessing | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of cause wounds | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of cure wounds | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of curse of sloth | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of flare | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of fume | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of hex of weakness | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of identify | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of magic missile | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Grimoire of nightsight | ? | scrolls | paper, leather trim | 800 g | 400 gold | yes | - |
| Scroll of beguile | ? | scrolls | paper | 50 g | 400 gold | yes | - |
| Scroll of rouse the dead | ? | scrolls | paper | 50 g | 400 gold | yes | - |
| Grimoire of acid arrow | ? | scrolls | paper, leather trim | 800 g | 500 gold | yes | - |
| Grimoire of call of the wild | ? | scrolls | paper, leather trim | 800 g | 500 gold | yes | - |
| Grimoire of grave feast | ? | scrolls | paper, leather trim | 800 g | 500 gold | yes | - |
| Grimoire of mesmerise | ? | scrolls | paper, leather trim | 800 g | 500 gold | yes | - |
| Grimoire of sense the quick | ? | scrolls | paper, leather trim | 800 g | 500 gold | yes | - |
| Grimoire of slick | ? | scrolls | paper, leather trim | 800 g | 500 gold | yes | - |
| Grimoire of water walking | ? | scrolls | paper, leather trim | 800 g | 500 gold | yes | - |
| Scroll of call the elements | ? | scrolls | paper | 50 g | 500 gold | yes | - |
| Scroll of sunfire | ? | scrolls | paper | 50 g | 500 gold | yes | - |
| Grimoire of arcane bolt | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of blight | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of blink | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of bramble | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of brand | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of flay | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of frost | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of glamour | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of pitch fire | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of scorching ray | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of see invisible | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of shatter | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of sleep | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of thunderclap | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of unbinding | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of web | ? | scrolls | paper, leather trim | 800 g | 650 gold | yes | - |
| Grimoire of bind | ? | scrolls | paper, leather trim | 800 g | 750 gold | yes | - |
| Grimoire of charnel burst | ? | scrolls | paper, leather trim | 800 g | 750 gold | yes | - |
| Grimoire of renewal | ? | scrolls | paper, leather trim | 800 g | 750 gold | yes | - |
| Grimoire of rime | ? | scrolls | paper, leather trim | 800 g | 750 gold | yes | - |
| Grimoire of call lightning | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of fear | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of fire cloak | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of fireball | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of flame | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of gale | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of haste | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of leech | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of lightning | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of mirk | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of remove disease | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of silence | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of soulglass | ? | scrolls | paper, leather trim | 800 g | 1000 gold | yes | - |
| Grimoire of balefire | ? | scrolls | paper, leather trim | 800 g | 1250 gold | yes | - |
| Grimoire of benison | ? | scrolls | paper, leather trim | 800 g | 1250 gold | yes | - |
| Grimoire of grave spear | ? | scrolls | paper, leather trim | 800 g | 1250 gold | yes | - |
| Grimoire of rebuke | ? | scrolls | paper, leather trim | 800 g | 1250 gold | yes | - |
| Grimoire of reek | ? | scrolls | paper, leather trim | 800 g | 1250 gold | yes | - |
| Grimoire of call of the forest | ? | scrolls | paper, leather trim | 800 g | 1600 gold | yes | - |
| Grimoire of chain lightning | ? | scrolls | paper, leather trim | 800 g | 1600 gold | yes | - |
| Grimoire of cloudburst | ? | scrolls | paper, leather trim | 800 g | 1600 gold | yes | - |
| Grimoire of slumber | ? | scrolls | paper, leather trim | 800 g | 1600 gold | yes | - |
| Grimoire of beguile | ? | scrolls | paper, leather trim | 800 g | 2000 gold | yes | - |
| Grimoire of rouse the dead | ? | scrolls | paper, leather trim | 800 g | 2000 gold | yes | - |
| Grimoire of call the elements | ? | scrolls | paper, leather trim | 800 g | 2500 gold | yes | - |
| Grimoire of sunfire | ? | scrolls | paper, leather trim | 800 g | 2500 gold | yes | - |
| Wand of burning hands | - | wands | wood | 200 g | 250 gold | no | Missile weapon |
| Wand of magic missile | - | wands | wood | 200 g | 250 gold | no | Missile weapon |
| Wand of scorching ray | - | wands | wood | 200 g | 400 gold | no | Missile weapon |
| Wand of sleep | - | wands | wood | 200 g | 400 gold | no | Missile weapon |
| Wand of web | - | wands | wood | 200 g | 400 gold | no | Missile weapon |
| Wand of shatter | - | wands | wood | 200 g | 500 gold | no | Missile weapon |
| Wand of bind | - | wands | wood | 200 g | 600 gold | no | Missile weapon |
| Wand of fireball | - | wands | wood | 200 g | 600 gold | no | Missile weapon |
| Wand of lightning bolt | - | wands | wood | 200 g | 600 gold | no | Missile weapon |
| Rod of terror | - | rods | iron | 600 g | 450 gold | no | Missile weapon |
| Rod of digging | - | rods | iron | 600 g | 500 gold | no | Missile weapon |
| Rod of sleep | - | rods | iron | 600 g | 700 gold | no | Missile weapon |
| Rod of teleport other | - | rods | iron | 600 g | 900 gold | no | Missile weapon |
| Arrowhead | , | materials | iron | 5 g | nothing | yes | - |
| Lump of iron ore | * | materials | iron | 1 kg | 1 gold | yes | - |
| Piece | , | materials | steel | 500 g | 1 gold | yes | - |
| Glowcap | " | materials | plant matter | 20 g | 5 gold | yes | - |
| Sprig of moonwort | " | materials | plant matter | 20 g | 5 gold | yes | - |
| Sprig of comfrey | " | materials | plant matter | 20 g | 8 gold | yes | - |
| Sprig of feverfew | " | materials | plant matter | 20 g | 15 gold | yes | - |
| Sprig of henbane | " | materials | plant matter | 20 g | 15 gold | yes | - |
| Black crystal | * | materials | stone | 20 g | 25 gold | yes | - |
| Blue crystal | * | materials | stone | 20 g | 25 gold | yes | - |
| Gold crystal | * | materials | stone | 20 g | 25 gold | yes | - |
| Green crystal | * | materials | stone | 20 g | 25 gold | yes | - |
| Red crystal | * | materials | stone | 20 g | 25 gold | yes | - |
| Sprig of bog myrtle | " | materials | plant matter | 20 g | 25 gold | yes | - |
| Sprig of eyebright | " | materials | plant matter | 20 g | 25 gold | yes | - |
| Sprig of vervain | " | materials | plant matter | 20 g | 25 gold | yes | - |
| White crystal | * | materials | stone | 20 g | 25 gold | yes | - |
| Essence of air | * | materials | stone | 50 g | 30 gold | yes | - |
| Essence of earth | * | materials | stone | 50 g | 30 gold | yes | - |
| Essence of fire | * | materials | stone | 50 g | 30 gold | yes | - |
| Essence of ice | * | materials | stone | 50 g | 30 gold | yes | - |
| Essence of lightning | * | materials | stone | 50 g | 30 gold | yes | - |
| Essence of water | * | materials | stone | 50 g | 30 gold | yes | - |
| Mandrake root | " | materials | plant matter | 20 g | 60 gold | yes | - |
| Heart-crystal | * | materials | stone | 30 g | 300 gold | yes | - |
| Soul-fetter | * | materials | stone | 30 g | 300 gold | yes | - |
| Gem | * | gems | its gem | 1–4 g | its gem’s | yes | - |
| Copper coin | $ | coins | copper | 8 g | nothing | yes | - |
| Gold coin | $ | coins | gold | 10 g | 1 gold | yes | - |
| Rock | * | miscellaneous | stone | 800 g | nothing | yes | Missile weapon |
| Boulder | * | miscellaneous | stone | 40 kg | nothing | no | - |
| Minster reliquary | ( | miscellaneous | bronze | 1.8 kg | nothing | no | - |
| Pile of bones | % | miscellaneous | bone | 1.5 kg | nothing | yes | - |
| Scrap of torn cloth | ~ | miscellaneous | cloth | 50 g | nothing | yes | - |
| Silver chalice | ( | miscellaneous | silver | 450 g | nothing | no | - |
| Long-stemmed pipe | ( | miscellaneous | wood | 60 g | 3 gold | no | - |
| Lute | ( | miscellaneous | wood | 1.5 kg | 40 gold | no | - |
See also: Equipment, Burden, and Shops.
Equipment
You can wear and wield what you carry:
- a helm on your head and an amulet around your neck;
- armor on your body and a cloak over it;
- a weapon in your main hand, and a shield or a light weapon in your off hand;
- gloves, a ring on each hand, and boots (an aristocrat wears three more rings besides);
- a missile weapon with its missiles ready;
- a tool.
What you wield and wear decides how you fight (see Combat). The weapon in your hand does its damage, a bow shoots, body armour and a shield add to your Defence, and a quarterstaff parries. Nothing you wear slows you down by itself, though a great sword or an axe swings more slowly than a dagger. Magic items work while you wear or wield them (see Magic items). Putting things on and taking them off takes time, and what you wear still counts toward your weight.
The equipment screen
Press i. The screen lists every slot with its letter and what is in it, or — when it is
empty. An aristocrat alone has three more ring slots, Extra ring 1 to 3,
right after the right ring, so their later slots have later letters (their Tool slot is p). A
ring worn there works just as one on either hand. Below the slots it shows what you carry and what it weighs, as the
inventory does:
| Letter | Slot | What goes there | On or off takes |
|---|---|---|---|
a | Head | Leather cap, iron helm, great helm | 6 seconds |
b | Neck | Bone amulet, amber amulet, jade amulet, gold and ruby amulet | 6 seconds |
c | Body | Padded coat, leather jerkin, studded leather jerkin, chain mail shirt, suit of scale mail, suit of banded mail, suit of plate armour, patched smock, reed kilt, shift, smock, tunic, frock, hide tunic, kirtle, habit, leather apron, waistcoat, robe, gown, long coat, doublet, silk shirt, houppelande | 18 seconds |
d | Cloak | Wool cloak, travelling cloak, fur cloak | 6 seconds |
e | Main hand | Knife, stiletto, dagger, short sword, scimitar, rapier, long sword, great sword (both hands), hand axe, battle axe, great axe (both hands), club, mace, morning star, war hammer, maul (both hands), javelin, spear, trident, glaive (both hands), halberd (both hands), quarterstaff (both hands), ironwood staff (both hands), buckler, small shield, large shield, tower shield | 6 seconds |
f | Off hand | Knife, stiletto, dagger, short sword, hand axe, buckler, small shield, large shield, tower shield | 6 seconds |
g | Hands | Pair of leather gloves, pair of gauntlets | 6 seconds |
h | Left ring | Iron ring, silver ring, gold ring | 6 seconds |
i | Right ring | Iron ring, silver ring, gold ring | 6 seconds |
j | Extra ring 1 (aristocrats only) | Iron ring, silver ring, gold ring | 6 seconds |
k | Extra ring 2 (aristocrats only) | Iron ring, silver ring, gold ring | 6 seconds |
l | Extra ring 3 (aristocrats only) | Iron ring, silver ring, gold ring | 6 seconds |
j, an aristocrat’s m | Feet | Pair of leather boots, pair of iron-shod boots, pair of clogs, pair of footwraps, pair of sandals, pair of turnshoes, pair of shoes, pair of slippers, pair of hobnailed boots, pair of felt boots, pair of soft boots | 6 seconds |
k, an aristocrat’s n | Missile weapon | Short bow (shoots arrows), long war bow (shoots arrows), composite bow (shoots arrows), crossbow (shoots crossbow bolts), heavy crossbow (shoots crossbow bolts), sling (shoots sling stones), wand of burning hands, wand of magic missile, wand of scorching ray, wand of sleep, wand of web, wand of shatter, wand of bind, wand of fireball, wand of lightning bolt, rod of terror, rod of digging, rod of sleep, rod of teleport other, any other weapon, and anything made for throwing | 6 seconds |
l, an aristocrat’s o | Missiles | Brittle arrow, brittle bolt, sling stone, arrow, crossbow bolt, flaming arrow | 6 seconds |
m, an aristocrat’s p | Tool | Lantern, pick-axe, mattock | 6 seconds |
“What goes there” lists every object in the game that fits the slot. The last column is how long it takes to put one on there, or take it off, at a normal pace.
- Press a slot’s letter, or move the
>with the arrow keys and pressEnter, to choose what goes there. On this screen every letter names a slot, evene,i,k,l, andm. - Press a slot’s letter in upper case (
AtoM, an aristocrat’s toP) to look at what is in it (see Magic items). - The next screen lists what you carry that fits the slot (see Lists of
objects). Press its letter, or
Enteron the>row, to put it on. - If the slot already holds something, it is taken off first: the two swap places. Choose what
is already in the slot (the
>starts on it) to take it off. Escgoes back to the equipment screen, andEscthere back to the game.
What you choose happens at once, and the equipment screen stays open to show what changed, so you can carry on dressing. Each change takes its time, and the game goes on around you while you do it: creatures act in the meantime, just as when you wait. Only looking at the screens takes no time.
Numbers
Every list of things you carry or could pick up shows, after each item’s name, what it gives. That includes the inventory, the equipment screen and its choices, and the lists for picking up, dropping, selling, and throwing. Looking at a pile shows it too.
- Weapons show their to-hit and damage: “a long sword (+0 hit, 1d9)”. The to-hit is added to your 2d12 attack roll, and the damage is rolled on every hit. Both come before what your Strength, weapon skill, fighting style, and stance add. The character screen shows your attacks with all of that counted. Extra dice and elemental damage follow: “(+0 hit, 1d8+1d4 +1d6 fire)”. Missile weapons and throwing weapons also show their range in cells: “a short bow (+0 hit, 1d6, range 10)”. A shot does the bow’s damage, not the arrow’s.
- Missiles show what they add to a shot, but only when they add something: “12 flaming arrows (+1d4 fire)”, “12 Glinting arrows (+1 hit)”, “12 Sharp arrows (+2 damage)”.
- Other things you wear that add to every attack, such as an Accurate helm or a Vicious ring, show it once identified: “an Accurate iron helm (+1 hit, Dv +0, Pv 1)”.
- Armour shows the Defence (Dv) and Protection (Pv) it gives, even when both are 0: “a chain mail shirt (Dv +2, Pv 3)”. A shield gives Defence only: “a small shield (Dv +1)”. So does a weapon that parries, “a quarterstaff (+0 hit, 1d6, Dv +1)”, and a ring or amulet of Dodge or Deflection once identified.
The numbers are the item’s own. They come from its base item, what it is made of, and its affixes once it is identified. An unidentified magic item shows only its base item’s numbers, but its magic works all the same (see Magic items).
Defence bonuses of the same kind do not add up. Of your armour pieces, only the best Armour counts; of shields, only the best; and so on (see Combat). Protection does add up. The equipment screen shows your totals under the slots, “Defence (Dv) 14 · Protection (Pv) 4”. These are the same numbers as on the character screen, and they count everything you wear, unidentified magic included.
What fits where
- Rings fit either ring slot. Choosing a ring for the right hand while it is on your left moves it over.
- Light weapons (listed below) fit either hand. One in your off hand beside a weapon in your main hand means fighting with two weapons (see Fighting styles). Nothing else but a shield goes in the off hand.
- Shields fit either hand too. A shield goes to your off hand first. A second one in your main hand means fighting with two shields (see Fighting styles).
- Two-handed weapons, such as the quarterstaff and the great sword, take both hands. The screen shows them in the main hand and the off hand as “(both hands)”. Wielding one puts away whatever your hands held, and putting a shield in your off hand puts a two-handed weapon away.
- Missile weapons and
missiles have slots of their own. Each missile weapon shoots one
kind of missile: a bow shoots arrows (“shoots arrows” in the table above).
You can ready any missiles, matching or not, but only matching ones can be shot (see Ranged
combat). The Missile weapon slot also takes any weapon and rocks, and
tthrows what is readied there. - Tools go in the Tool slot. A pick-axe or a mattock ready there is what you dig with (
u; see Digging and walls). Other tools, such as keys, rope, and candles, do not fit anywhere yet. - Clothing is everyday dress, such as a tunic, a kirtle, or a robe, and shoes, clogs, or sandals. It goes in the Body and Feet slots, where body armour and boots go. It gives no Defence and no Protection: it is what a new character is dressed in (see Starting kit). It is never magic, and it is no body armour: whatever asks for none, such as the wizard’s Mage armour, still works in a robe.
- Things that are not equipment (potions, food, coins) fit nowhere.
The light weapons are the dagger, the hand axe, the knife, the short sword, and the stiletto.
Barred and opened slots
Some profane gifts change which slots your body has:
- A barred slot cannot be used at all. Horns bar the
Head slot, hooves the Feet, and
claws the Hands. The equipment screen shows the slot as
— (horns). Trying to put something there says why (“Your horns are in the way.”) and takes no time. What you wore there when the gift took falls to the floor at your feet: “Your iron helm no longer fits, and falls to the floor.” - An opened slot is one that only a class has, now yours too. A sixth finger opens Extra ring 1, the aristocrat’s first extra ring slot, whatever your class. It shows and works just as the aristocrat’s does. If you ever lose the gift, the ring there falls to the floor, unless the slot is your class’s own.
Hands, missile weapons, missiles, and tools are never barred: a body changes, a grip does not.
How long it takes
| Action | Cost | Takes at a normal pace |
|---|---|---|
| A step onto normal ground (other ground: see Terrain) | 1000 | 6 seconds |
| A creature waiting, or a turn of resting | 1000 | 6 seconds |
| Opening a door | 1000 | 6 seconds |
| Closing a door | 1000 | 6 seconds |
| Opening a chest | 1000 | 6 seconds |
| Unlocking a door or chest with a key (on top of opening it) | 1000 | 6 seconds |
| A try at picking a lock (once it gives, opening the door comes on top) | 2000 | 12 seconds |
| Kicking (a door, or a creature) | 1000 | 6 seconds |
Lighting or dousing a lantern ready in the Tool slot (u) | 1000 | 6 seconds |
Lowering a lit lantern’s hood (u) | 500 | 3 seconds |
| Taking stairs, entering a place from the overworld, or walking off an area’s edge | 1000 | 6 seconds |
| Picking up (however many stacks) | 1000 | 6 seconds |
| Dropping (however many stacks) | 1000 | 6 seconds |
| Attacking up close | 1000 | 6 seconds |
| Shooting with a missile weapon | 1000 | 6 seconds |
| Throwing | 1000 | 6 seconds |
| Reloading a crossbow (after every shot, on top of shooting) | 1000 | 6 seconds |
| Casting a spell (creatures) | 1000 | 6 seconds |
| Wielding something, or putting it away: Main hand, off hand | 1000 | 6 seconds |
| Putting something on, or taking it off: Head, neck, cloak, hands, left ring, right ring, extra ring 1, extra ring 2, extra ring 3, feet | 1000 | 6 seconds |
| Putting something on, or taking it off: Body | 3000 | 18 seconds |
| Readying something, or putting it away: Missile weapon, missiles, tool | 1000 | 6 seconds |
| A turn of eating (a meal takes several: see Food and corpses) | 1000 | 6 seconds |
| Reading a scroll | 1000 | 6 seconds |
| A turn of reading a grimoire to learn its spell (a reading takes many, by the spell’s level) | 1000 | 6 seconds |
| A turn of writing a scroll (the wizard’s Scribe: as many as reading its spell’s grimoire) | 1000 | 6 seconds |
| A turn of calling a familiar (the witch’s Call familiar: an hour’s sitting takes many) | 1000 | 6 seconds |
| A turn of digging (digging through a wall takes many) | 1000 | 6 seconds |
| Waiting, which is a turn of searching (searching for a while takes several) | 1000 | 6 seconds |
| A turn of making out a scroll without reading it (a try takes ten minutes) | 1000 | 6 seconds |
| A turn of praying at a forgotten altar (a prayer takes a minute) | 1000 | 6 seconds |
| A turn of drinking at a healing spring (a drink takes ten seconds) | 1000 | 6 seconds |
| A turn of foraging in the wild (a forage takes ten minutes) | 1000 | 6 seconds |
| A turn of gathering herbs from the glowing fungus (a gather takes five minutes) | 1000 | 6 seconds |
| A turn of tempering an item at a forge’s anvil (tempering takes ten minutes) | 1000 | 6 seconds |
| A turn of whittling a wooden item with a knife (whittling takes ten minutes) | 1000 | 6 seconds |
| A turn of making a recipe (the recipe says how long it takes) | 1000 | 6 seconds |
| A turn of salvaging an item for its materials (salvaging takes ten minutes) | 1000 | 6 seconds |
| Trying to disarm a trap (whatever comes of it) | 2000 | 12 seconds |
| Treating yourself with the Heal skill (whatever comes of it) | 2500 | 15 seconds |
| Chatting with someone (asking about a topic takes no time) | 500 | 3 seconds |
| Singing a song (a bard’s inspire) | 500 | 3 seconds |
| Trying to steal from someone, whatever comes of it | 1000 | 6 seconds |
| Feinting at a foe, whatever comes of it | 1000 | 6 seconds |
| One turn of taming a beast (a try takes several) | 1000 | 6 seconds |
| Intimidating a foe, whatever comes of it | 1000 | 6 seconds |
| Throwing your voice | 1000 | 6 seconds |
| Climbing out of the water onto ice (on top of the step onto the ice) | 2000 | 12 seconds |
The balor’s attacks cost 700 each.
The drow blademaster’s attacks cost 600 each.
The marilith’s attacks cost 500 each.
The two-headed troll’s attacks cost 700 each.
Every thing you put on or take off takes its slot’s time from the table:
- A swap takes both: taking off a leather jerkin and strapping on a chain mail shirt takes 36 seconds.
- Wielding a quarterstaff while you hold a sword and a shield takes three times as long as wielding it with empty hands.
- Taking something off takes as long as putting it on.
- Something that does not fit, or an empty slot to take off from, takes no time at all.
Your pack
What you wear and wield stays in your pack, and the inventory marks it: “(being worn)”, “(wielded)”, “(in off hand)”, “(on left hand)”, “(on right hand)”, “(readied)”, “(quivered)”, “(in use)” for a tool, and “(wielded in both hands)” for a two-handed weapon. It still counts toward the weight you carry, and so toward your burden.
Dropping something you wear or wield takes it off first (“You take off a leather jerkin.”) and then drops it, which takes the time of both. Everything else you wear stays on.
Creatures
Creatures wear and wield some of what they carry, and you can see it. Look mode tells you: “A kobold (hostile, unhurt), wielding a spear, on stone floor.”, “A kobold shaman (hostile, unhurt), wearing a bone amulet, …”, “A kobold archer (hostile, unhurt), with a short bow and 20 arrows ready, …”. You cannot see anything else they carry. They fight with their gear as you do, and keep what they start with until they die. Then all of it falls where they stood.
See also: Objects and your pack, Combat, and Magic items.
Magic items
Some of what you find is magic. A magic item is a base item (a long sword, an iron helm, a silver ring) with prefixes and suffixes that add to what it does. Every base item, prefix, and suffix is listed on Prefixes and suffixes.
Making your own. Those trained in Enchanting can make a plain item magic, or add to one, with magic crystals: see Enchanting.
Rarity
| Rarity | Affixes | Name | Shown in |
|---|---|---|---|
| Normal | none | “long sword” | white |
| Magic | a prefix, a suffix, or one of each (most have one) | “Sharp long sword of the Bear” | blue |
| Rare | three to six affixes (most often three), at most three prefixes and three suffixes, fewer if the item cannot bear them (Capacity) | “Grim Bite, long sword” | yellow |
The color is the color of the item’s name, in your pack, on the equipment screen, and in its description. The item’s glyph keeps its own color. Unique items are rares too.
How often loot is normal, magic, or rare, and how many affixes magic and rare items have:
| Loot is | How often |
|---|---|
| Normal | 96.2% |
| Magic | 3.2% |
| Rare | 0.5% |
| A magic item has | How often |
|---|---|
| a prefix | 40% |
| a suffix | 40% |
| a prefix and a suffix | 20% |
| A rare item has | How often |
|---|---|
| 3 affixes | 50% |
| 4 affixes | 30% |
| 5 affixes | 15% |
| 6 affixes | 5% |
An affix’s tier is drawn evenly among the tiers whose item level is at most the item’s and at least 3 below it (an item of level 12 rolls the tiers of levels 9 to 12); an item whose level is past the affix’s last tier, or with no tier that close, gets the highest tier it may have. What a creature drops has the creature’s level as its item level, or the floor’s where that is higher (up to 99); what lies on the floor has the floor’s.
A rare item has at most three prefixes and three suffixes; the split is random. Each split the count allows is equally likely:
- three affixes: none to three prefixes, a quarter each;
- four affixes: one, two, or three prefixes, a third each;
- five affixes: two or three prefixes, a half each;
- six affixes: always three and three.
Capacity
Every item can bear only so many enchantments (affixes, prefixes and suffixes together): one to six. It is the sum of:
- 2 for any item;
- +1 for a ring or an amulet (they are made to carry a charm);
- nothing more for a Fine item, +1 for a Marvellous one, +2 for a Masterwork one (see Forges and Crafting); a damaged item counts as plain, and stays so once mended until it is made finer again;
- its main material’s binding, −2 to +2 (the materials table lists it: silver −2, tin and flint −1, steel and iron 0, gold and adamantium +1, mithril and dragonbone +2);
- +1 for a gem set in it, +2 for a flawless one;
- +1 for a craftsperson’s maker’s mark.
It is never less than one or more than six. Some examples:
| Item | Can bear |
|---|---|
| a steel long sword | 2 |
| a Fine steel long sword | 2 |
| a steel long sword with a ruby pommel | 3 |
| a Marvellous bronze scimitar | 3 |
| an iron ring | 3 |
| a gold ring | 4 |
| a gold ring set with an emerald | 5 |
| a silver ring | 1 |
| a Fine mithril long sword with a sapphire pommel | 5 |
| a Masterwork adamantium plate armour | 5 |
| a Masterwork great sword with a flawless diamond pommel | 6 |
Every item is made to fit. Loot, what creatures carry, and the game’s own named items never hold more than they can bear. A find that rolls more loses the extra, one at a time: one from whichever of its prefixes or suffixes it has more of, picked at random, a suffix when they are even. A rare that loses some stays rare and keeps its name, so a rare on a plain steel sword has just two affixes. The rares with more are rings and amulets, gem-set and finer items, and the precious materials.
Deeper finds
The deeper you go, the better made the things you find, so they can bear more. From item level 3 on, every weapon, missile weapon, shield, and piece of armour you find (on the floor, in a chest or a hoard, in a den or a room) may be Fine, Marvellous, or Masterwork, never damaged. What creatures carry gets the same chances on top of its own. Rings, amulets, ammunition, and the gear you start with are not affected. Deeper finds are also set with a gem more often, for the kinds of item that ever are:
| Item level | Fine | Marvellous | Masterwork | Better made in all | A set gem |
|---|---|---|---|---|---|
| 1 to 2 | 0% | 0% | 0% | 0% | +0% |
| 3 to 4 | 3% | 0.5% | 0.1% | 3.6% | +1% |
| 5 to 6 | 8% | 1.5% | 0.3% | 9.8% | +2% |
| 7 to 8 | 15% | 3.5% | 0.8% | 19.3% | +4% |
| 9 to 10 | 23% | 6% | 1.5% | 30.5% | +6% |
| 11 to 13 | 33% | 12% | 3% | 48% | +8% |
| 14 to 17 | 36% | 17% | 4.5% | 57.5% | +10% |
| 18 to 23 | 36% | 22% | 8% | 66% | +12% |
| 24 to 29 | 33% | 26% | 11% | 70% | +15% |
| 30 and deeper | 30% | 30% | 15% | 75% | +18% |
The materials that hold magic best come deeper and grow more common as you go: dragonbone and dragonscale from item level 6, mithril from 8, adamantium (a fighting metal, which holds less) from 16; gold a little more at every level.
How it works out for what you find:
| Item level | Rares that keep three affixes or more | Rares that keep all they rolled |
|---|---|---|
| 1 | 11 % | 8 % |
| 4 | 14 % | 9 % |
| 8 | 17 % | 11 % |
| 12 | 26 % | 17 % |
| 16 | 34 % | 21 % |
| 20 | 41 % | 26 % |
Near the surface, nearly nine finds in ten can bear two enchantments, so most rares keep two affixes. A magic item (one or two affixes) almost always fits: about nine in ten lose nothing, at any depth.
Only a damaged Fine, Marvellous, or Masterwork item can bear less than it holds. It keeps all its magic, which works as before.
The game tells you what an item can bear only if you are trained in Appraise or have the craftsperson’s talent Eye for the make: its description then says “It can bear two enchantments.”, or how many more it could bear.
Finding them
- On the floor of every level of a generated dungeon (see Dungeons and danger) lie a few items of loot. Now and then one is a scroll, which is never magic.
- Vaults hold a reward of the floor’s depth. The guard post’s store room holds something magic, the shrine and the roofless chapel something, and the flooded cell coins, a gem, a ring, or an amulet.
- Creatures may drop something magic or rare where they die, besides what they carried. A kobold does now and then, a kobold archer a little more often, and a kobold shaman one time in two (see Creatures).
- Loot is sometimes set with a gem, and now and then a find is a loose gem instead (see Gems).
The deeper you are, the better the loot. An item’s item level is the depth it was found at: a dungeon’s first level is item level 1, the eighth is 8. What a creature drops has the creature’s level as its item level when that is higher, so a creature out of its depth drops a deeper item. The game never shows an item’s level.
The item level decides which base items can turn up and which tiers of each affix. Low tiers are found from the start, and the strongest only deep down. An item rolls among the tiers close below its own level, so a deep find is seldom a weak one. The exact rule is under the rarity tables above.
Unidentified items
Magic and rare items are unidentified when you find them. You see their rarity (“a long sword (magic)”, “an iron helm (rare)”), but not their affixes or a rare item’s name.
Their magic works all the same while you wear or wield them. An unknown ring of Strength makes you stronger, and one that glows lights your way. Wearing it for a while does not tell you what it is. These do:
- a scroll of identify;
- a merchant’s Merchant’s eye, from level 12: a careful look that takes as long as reading a scroll;
- carrying the item for a day, if you were born to Old lore;
- Factor Wulfrun in Cēaptūn, for 100 gold per unidentified stack you carry (see Services).
Once identified, an item stays known wherever it goes: “This is a Sharp long sword of the Bear!”
Shops pay more for an identified item: until then they price it by its rarity alone (see Magic items in Shops).
What their magic does
Magic works while the item is worn or wielded, not while it is merely carried.
- On a weapon, a missile weapon, or ammunition, attack magic (to hit, damage, criticals, attack speed, range) changes only the attacks made with that item. A Sharp sword hits harder, but your bow does not. A bow’s magic and its arrows’ add up for a shot.
- On anything else (gloves, rings, amulets, a helm), attack magic changes every attack you make, bare hands and thrown rocks included.
- Magic that changes the item itself belongs to the item: its Armour, Protection, Shield, or Parry, how much Dexterity it lets add to your Defence, and its weight.
- Everything else is yours: stats, hit points, Dodge, Deflection, and natural armour, how fast your wounds heal, how fast you move, how much you can carry, how quietly you walk, light, and skills. “+20 to Stealth” works as if your Stealth were 20 higher, even if you never trained it. The Skills screen still shows only what you have trained.
Rules from elsewhere in the game carry over:
- Stats raised by an item count everywhere a stat does: Strength to hit and in your carrying limit, Toughness in your hit points, Dexterity in your Defence. The character screen shows your stats with what you wear. A status effect that lowers a stat lowers it from there: if you are poisoned while wearing a ring of Strength, you are still stronger than you would be without the ring.
- Defence: among Armour, Shield, Parry, Deflection, and natural armour, only the best counts. Dodge adds up (see Combat). Protection always adds up, piece by piece, and a Hardened piece of armour adds its magic to its own (see Combat).
- Hit points and mana: putting on something that adds to them raises your maximum, not what you have now. Taking it off lowers both, if need be (see Mana).
- Healing: magic that speeds healing adds on top of everything else that changes its pace (see Healing). Nothing heals you while you bleed, magic or not.
- Throwing: a magic weapon readied in the Missile weapon slot keeps its magic when you throw it, and still has it where it lands. Its Parry counts only while you hold it in a hand.
- Speed is never a number in the game. Things “attack faster” or make you “move faster”. In exact terms, each takes its share off the time of every attack or step (see the tables below). The shares of everything you wear and wield add up, to at most half the time, which is twice as quick.
- Light: a glowing item gives its wearer a faint, steady light that never flickers. Only the brightest one counts.
Categories
Every affix has a category, named in the tables below, and an item never has two affixes of the same category. Most categories hold one effect, so an item has at most one affix of each kind of effect. The stealth category holds a family: of Stealth and of Shadows.
Damage is split into several categories, so a weapon may carry more than one damage affix:
- physical damage: Sharp and Vicious, a flat bonus;
- extra damage: Heavy and of Wounding, an extra die;
- one category per element: Flaming, Freezing, Venomous, Shocking, Corrosive, Withering.
So a Sharp sword may also be Heavy, or Flaming, but never both Heavy and of Wounding. A prefix and a suffix of the same category do the same thing (Glinting and of Precision both add to hit), so an item has one or the other.
Looking at an item
To look at an item, press its letter in your pack (I), or press a
slot’s letter in upper case (A to M) on the equipment
screen (i). The description shows, in this order:
- the item’s name;
- what it is: rarity, base, every part it is made of, and weight (“Magic long sword · steel blade, leather grip · 1.8 kg”), and whether you wear or wield it;
- its base stats in words: how it is held or worn, its damage and criticals, how far it shoots, what it needs, whether it pierces armour, and its Defence and Protection;
- what it gives in numbers (“To hit +1, damage 1d8+2”, “Dv +2, Pv 3”; see Equipment);
- if it is identified, each affix in plain words: “Prefix Sharp: +2 damage”, “Suffix of Celerity: attacks faster”. The item level is never shown in the game.
Esc goes back.
Unique items
A unique item is one of a kind: a rare item whose name, affixes, and item level are set by hand. It also has a power, a rule of its own that no affix gives.
It is found unidentified like any rare item (“a stiletto (rare)”). Once identified, it shows its name, its affixes, its power in words, and a line of lore. Each one lies in one place in the world, so a character finds each at most once, and loot never makes one. Most are carried by those who own them. Three are only ever offered, very rarely, by a pedlar.
No item damage ever harms it.
Its power works while it is worn or wielded, identified or not:
- Inflict: a hit with it that leaves its target alive causes a status, either every time or by a chance. The status’s resistance applies, as it does to a poisonous bite. A bow’s power rides its arrows. A kick, or the weapon in your other hand, has none of it.
- Vision: its wearer sees with a vision profile wherever that is better than their own eyes.
- Ward: its wearer never suffers a status.
| Item | Base | Item level | Affixes (tier: what it does) | Power | Carried by | Lore |
|---|---|---|---|---|---|---|
| Grendles Grāpe | Pair of gauntlets | 12 | Accurate (5: +3 to hit with every attack, value 3); Vicious (3: +2 damage with every attack, value 2); Hardened (4: +3 to Protection, value 3); of the Bear (6: +4 to Strength, value 4); of Celerity (11: all your attacks are much faster, value 16); of the Ox (5: +4 to Toughness, value 4) | its wearer is never Staggered | The pedlar’s offer (2% of offers, shared among 3; once a run) | The fingers close a little tighter than the hand inside them does. |
| High Toby | Long war bow | 12 | Hunter’s (4: +4 cells of range, value 4); Steady (4: needs 4 less Strength to draw, value 4); of Precision (2: +2 to hit, value 2) | 25% of the hits that leave its target alive: 1 degree of Frightened | Black Wystan | Many a coach has stopped for it, and many a coachman run. |
| The Brosinga Mene | Gold and ruby amulet | 12 | Shimmering (5: +3 to Deflection, value 3); Oaken (5: +3 to natural armour, value 3); Hale (11: +12 to maximum hit points, value 12); of the Salamander (12: +45% fire resistance, value 45); of Warmth (12: +45% cold resistance, value 45); of the Wind (7: you move faster, value 10) | its wearer is never Poisoned | The pedlar’s offer (2% of offers, shared among 3; once a run) | Hama carried it off to the bright city, and nobody since has said where it went. |
| The Eorcanstān | Gold ring | 12 | Mystic (11: +12 to maximum mana, value 12); Potent (3: +3 on every spell’s roll, harm or healing, value 3); Hale (6: +8 to maximum hit points, value 8); of the Scholar (6: +29 to Decipher script, value 29); of Clarity (12: mana comes back 50% faster, value 50); of Thrift (6: abilities cost 16% less mana, value 16) | its wearer is never Silenced | The pedlar’s offer (2% of offers, shared among 3; once a run) | The stone is dark until a spell is spoken near it; then it is darker. |
| The Turncoat | Suit of banded mail | 12 | Reinforced (4: +3 to Armour, value 3); Hardened (4: +3 to Protection, value 3); Hale (7: +9 to maximum hit points, value 9); of the Ox (2: +2 to Toughness, value 2) | its wearer is never Frightened | Sergeant Herrick | The regiment’s colours were cut from it long ago; the stitching shows where. |
| The Unhalwed Bedes | Bone amulet | 12 | Mystic (7: +9 to maximum mana, value 9); of Clarity (12: mana comes back 50% faster, value 50); of the Owl (2: +2 to Intelligence, value 2); of Shadows (7: +21 to Stealth, value 21) | its wearer sees with Darkvision where it is better than their own eyes (each part counts: the dimmer light seen, the farther darkvision, ultraviolet) | Brother Osrick | Each bead is a knucklebone, and none of them a saint’s. |
| Widowmaker | Stiletto | 12 | Venomous (4: adds 1d4 poison damage, value 4); of Celerity (11: attacks much faster, value 16); of the Lynx (2: +2 to Dexterity, value 2) | every hit that leaves its target alive: 1 degree of Poisoned (less for what resists poison, none for what is immune) | Mother Sallow | Thin as a hatpin, and never quite clean. |
See also: Prefixes and suffixes, Enchanting, and Equipment.
Prefixes and suffixes
A magic item is a base item with a prefix, a suffix, or both. This page lists the base items and every prefix and suffix, and says how an item’s name is put together. To put them on an item yourself, see Enchanting.
Base items
| Base item | Kind | Stats | Weight | From item level | How often |
|---|---|---|---|---|---|
| Knife | weapons | Dagger, for the main hand; Damage 1d3; criticals on 22–24, ×2 damage; Slashing damage; Finesse: Dexterity guides its blows, not Strength | 200 g | 1 | 4.3% |
| Stiletto | weapons | Dagger, for the main hand; Damage 1d4; criticals on 19–24, ×2 damage; Piercing damage; Quick to strike; Pierces armour; Finesse: Dexterity guides its blows, not Strength | 300 g | 3 | 4.3% |
| Dagger | weapons | Dagger, for the main hand; Damage 1d4; criticals on 20–24, ×2 damage; Piercing damage; Thrown up to 5 cells; Finesse: Dexterity guides its blows, not Strength | 450 g | 1 | 4.3% |
| Short sword | weapons | Short blade, for the main hand; Damage 1d6; criticals on 20–24, ×2 damage; Slashing or piercing damage; Finesse: Dexterity guides its blows, not Strength | 1.1 kg | 1 | 4.3% |
| Scimitar | weapons | Short blade, for the main hand; Damage 1d6; criticals on 19–24, ×2 damage; Slashing damage | 1.5 kg | 2 | 4.3% |
| Rapier | weapons | Long blade, for the main hand; Damage 1d6; criticals on 19–24, ×2 damage; Piercing damage; Quick to strike; Finesse: Dexterity guides its blows, not Strength | 1.1 kg | 2 | 4.3% |
| Long sword | weapons | Long blade, for the main hand; Damage 1d9; criticals on 20–24, ×2 damage; Slashing or piercing damage | 1.8 kg | 1 | 4.3% |
| Great sword | weapons | Great blade, for both hands; Damage 2d6; criticals on 20–24, ×2 damage; Slashing damage; Slow to strike | 3.5 kg | 3 | 4.3% |
| Hand axe | weapons | Axe, for the main hand; Damage 1d6; criticals on 22–24, ×3 damage; Slashing damage; Thrown up to 4 cells | 1.3 kg | 1 | 4.3% |
| Battle axe | weapons | Axe, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Slashing damage | 2.6 kg | 2 | 4.3% |
| Great axe | weapons | Axe, for both hands; Damage 1d12; criticals on 22–24, ×3 damage; Slashing damage; Slow to strike | 5 kg | 4 | 4.3% |
| Club | weapons | Mace or club, for the main hand; Damage 1d6; criticals on 22–24, ×2 damage; Bludgeoning damage | 1.4 kg | 1 | 4.3% |
| Mace | weapons | Mace or club, for the main hand; Damage 1d8; criticals on 22–24, ×2 damage; Bludgeoning damage | 2.7 kg | 1 | 4.3% |
| Morning star | weapons | Mace or club, for the main hand; Damage 2d4; criticals on 22–24, ×2 damage; Bludgeoning or piercing damage | 3 kg | 3 | 4.3% |
| War hammer | weapons | Mace or club, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Bludgeoning damage; Pierces armour | 2.3 kg | 3 | 4.3% |
| Maul | weapons | Mace or club, for both hands; Damage 2d6; criticals on 22–24, ×3 damage; Bludgeoning damage; Slow to strike | 6 kg | 5 | 4.3% |
| Javelin | weapons | Spear, for the main hand; Damage 1d6; criticals on 22–24, ×2 damage; Piercing damage; Thrown up to 8 cells | 1 kg | 1 | 4.3% |
| Spear | weapons | Spear, for the main hand; Damage 1d8; criticals on 22–24, ×3 damage; Piercing damage; Thrown up to 6 cells | 1.8 kg | 1 | 4.3% |
| Trident | weapons | Spear, for the main hand; Damage 1d8; criticals on 22–24, ×2 damage; Piercing damage; Parry +1 | 2 kg | 3 | 4.3% |
| Glaive | weapons | Polearm, for both hands; Damage 1d10; criticals on 20–24, ×2 damage; Slashing damage; Slow to strike; Parry +1 | 5 kg | 5 | 4.3% |
| Halberd | weapons | Polearm, for both hands; Damage 1d10; criticals on 22–24, ×3 damage; Slashing or piercing damage; Slow to strike | 5.5 kg | 3 | 4.3% |
| Quarterstaff | weapons | Staff, for both hands; Damage 1d6; criticals on 22–24, ×2 damage; Bludgeoning damage; Parry +1 | 2 kg | 1 | 4.3% |
| Ironwood staff | weapons | Staff, for both hands; Damage 1d8; criticals on 22–24, ×2 damage; Bludgeoning damage; Parry +1 | 2.5 kg | 4 | 4.3% |
| Short bow | missile weapons | Bow, readied as a missile weapon; shoots arrows; Damage 1d6 a shot; criticals on 22–24, ×3 damage; Piercing damage; Needs Strength 10 to draw; Shoots up to 10 cells | 700 g | 1 | 16.7% |
| Long war bow | missile weapons | Bow, readied as a missile weapon; shoots arrows; Damage 1d8+2 a shot; criticals on 22–24, ×3 damage; Piercing damage; Needs Strength 14 to draw; Shoots up to 15 cells | 1.3 kg | 3 | 16.7% |
| Composite bow | missile weapons | Bow, readied as a missile weapon; shoots arrows; Damage 1d8+1 a shot; criticals on 22–24, ×3 damage; Piercing damage; Needs Strength 12 to draw; Shoots up to 13 cells | 1 kg | 5 | 16.7% |
| Crossbow | missile weapons | Crossbow, readied as a missile weapon; shoots crossbow bolts; Damage 1d10+1 a shot; criticals on 20–24, ×2 damage; Piercing damage; Shoots up to 13 cells; Reloaded after every shot | 3.2 kg | 2 | 16.7% |
| Heavy crossbow | missile weapons | Crossbow, readied as a missile weapon; shoots crossbow bolts; Damage 1d12+2 a shot; criticals on 20–24, ×2 damage; Piercing damage; Shoots up to 15 cells; Reloaded after every shot | 4.5 kg | 5 | 16.7% |
| Sling | missile weapons | Sling, readied as a missile weapon; shoots sling stones; Damage 1d4 a shot; criticals on 22–24, ×2 damage; Bludgeoning damage; Shoots up to 9 cells | 100 g | 1 | 16.7% |
| Sling stone | ammunition | Ammunition, quivered; shot from slings | 40 g | 1 | 23.1% |
| Arrow | ammunition | Ammunition, quivered; shot from bows; Breaks on a hit 30% of the time | 30 g | 1 | 46.2% |
| Crossbow bolt | ammunition | Ammunition, quivered; shot from crossbows; Pierces armour; Breaks on a hit 20% of the time | 60 g | 2 | 30.8% |
| Padded coat | body armour | Armour +1; Resists cold 10%; Dexterity adds at most +8 to Defence while worn | 4 kg | 1 | 14.3% |
| Leather jerkin | body armour | Armour +1; Protection 1; Resists acid 10%; Dexterity adds at most +6 to Defence while worn | 3.5 kg | 1 | 14.3% |
| Studded leather jerkin | body armour | Armour +2; Protection 1; Resists acid 10%; Dexterity adds at most +5 to Defence while worn | 6.5 kg | 2 | 14.3% |
| Chain mail shirt | body armour | Armour +2; Protection 3 (+1 against slashing, −1 against piercing); Dexterity adds at most +4 to Defence while worn | 11 kg | 3 | 14.3% |
| Suit of scale mail | body armour | Armour +2; Protection 4 (+1 against slashing, −1 against bludgeoning); Dexterity adds at most +3 to Defence while worn | 14 kg | 4 | 14.3% |
| Suit of banded mail | body armour | Armour +1; Protection 5 (+1 against slashing); Dexterity adds at most +1 to Defence while worn | 17 kg | 6 | 14.3% |
| Suit of plate armour | body armour | Armour +1; Protection 6; Dexterity adds at most +1 to Defence while worn | 22 kg | 7 | 14.3% |
| Leather cap | helmets | - | 600 g | 1 | 33.3% |
| Iron helm | helmets | Protection 1 | 1.5 kg | 1 | 33.3% |
| Great helm | helmets | Protection 2 | 3 kg | 4 | 33.3% |
| Wool cloak | cloaks | Resists cold 10% | 1.2 kg | 1 | 33.3% |
| Travelling cloak | cloaks | - | 1.8 kg | 2 | 33.3% |
| Fur cloak | cloaks | Protection 1; Resists cold 20% | 2.5 kg | 4 | 33.3% |
| Pair of leather gloves | gloves | - | 250 g | 1 | 50% |
| Pair of gauntlets | gloves | Protection 1 | 1 kg | 3 | 50% |
| Pair of leather boots | boots | - | 1 kg | 1 | 50% |
| Pair of iron-shod boots | boots | Protection 1 | 2 kg | 3 | 50% |
| Buckler | shields | Shield +1 | 1.5 kg | 1 | 25% |
| Small shield | shields | Shield +1 | 2.5 kg | 1 | 25% |
| Large shield | shields | Shield +2 | 6 kg | 3 | 25% |
| Tower shield | shields | Shield +3; Dexterity adds at most +2 to Defence while worn | 12 kg | 6 | 25% |
| Iron ring | rings | - | 10 g | 1 | 33.3% |
| Silver ring | rings | - | 10 g | 1 | 33.3% |
| Gold ring | rings | - | 10 g | 3 | 33.3% |
| Bone amulet | amulets | - | 60 g | 1 | 25% |
| Amber amulet | amulets | - | 60 g | 2 | 25% |
| Jade amulet | amulets | - | 80 g | 1 | 25% |
| Gold and ruby amulet | amulets | - | 90 g | 4 | 25% |
| Pick-axe | tools | Readied: tool; Digs at 10 | 3 kg | 3 | 100% |
“How often” is the base’s share among the bases of its kind; every kind weighs the sum of its bases’ frequencies when loot picks a base.
Prefixes
Prefixes are mostly offensive, or give flat Defence and life.
- Flaming, Freezing, Venomous, Shocking, Corrosive, and Withering add a die of fire, cold, poison, electricity, acid, or necrotic damage to every hit, which no armour soaks (see Damage types).
- Mage-wrought, Baleful, and Potent serve a caster (see Magic). Potent adds 1 to 3 more to every spell’s roll, harm or healing.
- Tireless raises your stamina (see Resources).
- Hobnailed boots kick doors in more easily.
- A Delving tool or pair of gloves digs faster. Magic pick-axes do turn up in loot.
| Prefix | Effect | Category | Rolls on | Tiers (item level: value) | Weight |
|---|---|---|---|---|---|
| Accurate | to hit | accuracy | helmets, gloves, rings, amulets | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Baleful | your spells threaten a critical on more rolls | spell critical | weapons, gloves, amulets | 4: +1 · 10: +2 | 40 |
| Brutal | critical damage multiplier | critical multiplier | weapons, missile weapons | 4: +1 | 40 |
| Burly | carrying capacity | carrying | body armour, gloves | 1: +3–5 kg · 3: +3–6 kg · 4: +4–7 kg · 6: +5–8 kg · 7: +6–9 kg · 9: +6–10 kg · 10: +7–11 kg · 12: +8–12 kg | 60 |
| Corrosive | adds a die of acid damage | acid damage | weapons, missile weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 40 |
| Delving | digs faster | digging | body armour, gloves, tools | 2: 10–15% less time · 4: 17–22% less time · 6: 24–29% less time · 8: 31–36% less time · 10: 38–43% less time · 12: 45–50% less time | 60 |
| Featherweight | lighter | weight | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, tools | 1: 10–20% · 2: 12–23% · 3: 14–26% · 4: 17–28% · 5: 19–31% · 6: 21–34% · 7: 23–37% · 8: 26–39% · 9: 28–42% · 10: 30–45% · 11: 32–48% · 12: 35–50% | 60 |
| Flaming | adds a die of fire damage | fire damage | weapons, missile weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 60 |
| Fleet | you move faster | movement speed | boots | 1: 5–8% less time · 2: 5–9% less time · 3: 6–10% less time · 4: 7–11% less time · 5: 8–11% less time · 7: 8–12% less time · 8: 9–13% less time · 9: 10–14% less time · 10: 10–15% less time · 11: 11–15% less time · 12: 12–16% less time | 100 |
| Freezing | adds a die of cold damage | cold damage | weapons, missile weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 50 |
| Glinting | to hit | accuracy | weapons, missile weapons, ammunition | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| Guarding | Parry | parry | weapons | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 60 |
| Hale | maximum hit points | life | body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +2–4 · 2: +2–5 · 3: +3–6 · 4: +4–7 · 5: +5–7 · 7: +5–8 · 8: +6–9 · 9: +7–10 · 10: +7–11 · 11: +8–11 · 12: +9–12 | 100 |
| Hardened | Protection | protection | body armour, helmets, cloaks, gloves, boots | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Heavy | adds a die of damage | extra damage | weapons, missile weapons | 1: 1d2–1d3 · 2: 1d2–1d4 · 3: 1d3–1d4 · 5: 1d3–1d5 · 6: 1d4–1d5 · 7: 1d4–1d6 · 8: 1d4–1d7 · 10: 1d5–1d7 · 11: 1d5–1d8 · 12: 1d6–1d8 | 100 |
| Hobnailed | Strength for kicking doors and chests in | kick | boots | 1: +1 · 4: +2 · 7: +3 · 10: +4 | 60 |
| Hunter’s | range, in cells | range | missile weapons | 1: +1–2 · 4: +1–3 · 7: +2–3 · 9: +2–4 · 12: +3–4 | 100 |
| Keen | criticals threaten on more rolls | critical chance | weapons, missile weapons, ammunition | 2: +1 · 7: +1–2 · 12: +2 | 60 |
| Mage-wrought | this armour’s spell cost surcharge is lower, in points | spell armour | body armour, helmets, shields | 2: 4 points less · 4: 7 points less · 6: 10 points less · 8: 13 points less · 10: 16 points less · 12: 20 points less | 50 |
| Mystic | maximum mana | mana | weapons, helmets, cloaks, gloves, rings, amulets | 1: +2–4 · 2: +2–5 · 3: +3–6 · 4: +4–7 · 5: +5–7 · 7: +5–8 · 8: +6–9 · 9: +7–10 · 10: +7–11 · 11: +8–11 · 12: +9–12 | 100 |
| Nimble | Dodge | dodge | gloves, boots | 1: +1 · 7: +1–2 · 12: +2 | 100 |
| Oaken | natural armour | natural armour | body armour, amulets | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Potent | added to your spells’ rolls, harm or healing | spell power | weapons, rings, amulets | 3: +1 · 7: +2 · 11: +3 | 50 |
| Radiant | the wearer glows | light | weapons, helmets, shields | 1: faintly glowing (2 cells) · 4: glowing (3 cells) · 7: brightly glowing (4 cells) | 50 |
| Reinforced | Armour | armour | body armour | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Sharp | damage, added to every roll | physical damage | weapons, ammunition | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| Shimmering | Deflection | deflection | helmets, cloaks, shields, rings, amulets | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Shocking | adds a die of electricity damage | electricity damage | weapons, missile weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 50 |
| Steady | less Strength needed to draw | draw | missile weapons | 1: 1–2 less · 4: 1–3 less · 7: 2–3 less · 9: 2–4 less · 12: 3–4 less | 60 |
| Sturdy | Shield | shield | shields | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| Supple | Dexterity may add more to Defence | max dexterity | body armour, shields | 1: +1 · 5: +1–2 · 8: +1–3 · 12: +2–3 | 60 |
| Tireless | maximum stamina | stamina | body armour, gloves, boots, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 7: +2–3 · 9: +3 · 11: +3–4 · 12: +4–5 | 60 |
| Venomous | adds a die of poison damage | poison damage | weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 40 |
| Vicious | damage, added to every roll | physical damage | gloves, rings, amulets | 2: +1 · 7: +1–2 · 12: +2 | 60 |
| Withering | adds a die of necrotic damage | necrotic damage | weapons, ammunition | 2: 1d2 · 3: 1d2–1d3 · 4: 1d3 · 5: 1d3–1d4 · 6: 1d4–1d5 · 7: 1d5 · 8: 1d5–1d6 · 9: 1d6 · 10: 1d6–1d7 · 11: 1d7–1d8 · 12: 1d8 | 30 |
Suffixes
Suffixes are mostly stats, speed, criticals, utility, and skills.
-
Proof: of Proof (from item level 4, on anything but ammunition, rarer than most) makes its item proof against all harm: acid, rust, fire, a failed attempt at an anvil, and a spell’s ruin never touch it, whether or not you have identified it.
-
Resistance: of the Salamander, of Warmth, of the Adder, of the Storm, of Glass, of the Anvil, and of the Living resist fire, cold, poison, electricity, acid, force, and necrotic damage, in percent (see Damage types).
-
Casters: of Thrift, of the Magus, of Farcasting, of Lingering, of Siphoning, and of Wands are explained on the Magic and Mana pages. Of Wands makes the wands you use cast a rung or two higher.
-
Stamina: of Breath, of Ease, and of the Hunt help stamina.
-
Class resources: of Fury, of Steadiness, of Stillness, of Guile, and of the Muse raise the most rage, focus, ki, openings, or inspiration you can hold. Only berserkers, rangers, ascetics, thieves, and bards hold those (see Resources), so to anyone else they are no use.
-
Of Siphoning and of the Hunt give their mana or stamina only for a kill made by your own blow, shot, or spell, with the slain within three cells.
-
Other uses: of Sustenance slows hunger, of Wariness softens traps, of Health helps against disease, and of the Alchemist sometimes leaves a potion undrunk.
The skill suffixes raise one skill each:
| Suffix | Skill |
|---|---|
| of Seeking | Search |
| of the Eagle | Spot |
| of the Stag | Athletics |
| of the Leech | Heal |
| of the Picklock | Open lock |
| of Disarming | Disable device |
| of Appraisal | Appraise |
| of Haggling | Negotiation |
| of the Scholar | Decipher script |
| of the Cutpurse | Steal |
Of Shadows, of the Hare, of the Fox, of the Wanderer, and of Balance raise skills too.
Spot, Open lock, Disable device, Heal, Steal, and Appraise give nothing at all to those not trained in them (they are marked trained only on the Skills page). Their suffixes help only those trained in them: an untrained wearer still cannot notice, pick, disarm, treat, or steal.
| Suffix | Effect | Category | Rolls on | Tiers (item level: value) | Weight |
|---|---|---|---|---|---|
| of Appraisal | Appraise (a skill), for those trained in it | appraise | helmets, rings, amulets | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of Balance | Balance (a skill) | balance | body armour, boots, amulets | 1: +10–20 · 2: +12–23 · 3: +14–26 · 4: +17–28 · 5: +19–31 · 6: +21–34 · 7: +23–37 · 8: +26–39 · 9: +28–42 · 10: +30–45 · 11: +32–48 · 12: +35–50 | 60 |
| of Breath | stamina comes back faster | stamina pace | body armour, helmets, cloaks, amulets | 1: 10–15% · 3: 17–22% · 5: 24–30% · 7: 31–37% · 9: 38–45% · 11: 45–52% · 12: 50–60% | 60 |
| of Celerity | attacks faster | attack speed | weapons, missile weapons, gloves, rings | 1: 5–8% less time · 2: 5–9% less time · 3: 6–10% less time · 4: 7–11% less time · 5: 8–11% less time · 7: 8–12% less time · 8: 9–13% less time · 9: 10–14% less time · 10: 10–15% less time · 11: 11–15% less time · 12: 12–16% less time | 100 |
| of Clarity | mana comes back faster | mana regeneration | helmets, cloaks, rings, amulets | 1: 10–20% · 2: 12–23% · 3: 14–26% · 4: 17–28% · 5: 19–31% · 6: 21–34% · 7: 23–37% · 8: 26–39% · 9: 28–42% · 10: 30–45% · 11: 32–48% · 12: 35–50% | 100 |
| of Disarming | Disable device (a skill), for those trained in it | disable device | gloves | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of Durability | breaks less often | durability | ammunition | 1: 20–30% · 2: 22–34% · 3: 25–38% · 4: 28–41% · 5: 31–45% · 6: 33–48% · 7: 36–52% · 8: 39–56% · 9: 42–59% · 10: 44–63% · 11: 47–67% · 12: 50–70% | 100 |
| of Ease | weapon feats cost less stamina | stamina cost | weapons, missile weapons, shields, gloves | 3: 1 less · 7: 1–2 less · 10: 2 less | 40 |
| of Evasion | Dodge | dodge | body armour, helmets, cloaks, amulets | 1: +1 · 7: +1–2 · 12: +2 | 100 |
| of Farcasting | your spells’ reach, in cells | spell reach | cloaks, rings, amulets | 2: +1 · 6: +1–2 · 9: +2 | 50 |
| of Fury | maximum rage | rage | body armour, rings, amulets | 2: +2 · 4: +3 · 6: +4 · 8: +5 · 10: +6–7 · 12: +7–8 | 40 |
| of Glass | acid resistance | acid resistance | body armour, gloves, boots, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of Guile | maximum openings | openings | body armour, rings, amulets | 2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +3 | 40 |
| of Haggling | Negotiation (a skill) | negotiation | helmets, rings, amulets | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of Health | disease checks | disease | body armour, cloaks, rings, amulets | 1: +1 · 4: +1–2 · 7: +2 · 10: +3 | 60 |
| of Light | the wearer glows | light | cloaks, rings, amulets | 1: faintly glowing (2 cells) · 4: glowing (3 cells) · 7: brightly glowing (4 cells) | 60 |
| of Lingering | your buffs and hexes last more degrees | spell duration | helmets, rings, amulets | 3: +1 · 7: +1–2 · 10: +2 | 50 |
| of Mending | hit points come back faster | life regeneration | body armour, helmets, rings, amulets | 1: 10–20% · 2: 12–23% · 3: 14–26% · 4: 17–28% · 5: 19–31% · 6: 21–34% · 7: 23–37% · 8: 26–39% · 9: 28–42% · 10: 30–45% · 11: 32–48% · 12: 35–50% | 100 |
| of Precision | to hit | accuracy | weapons, missile weapons, ammunition, gloves | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| of Proof | nothing damages the item: acid, rust, fire, a spell’s ruin, or a failed temper | proof | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 4: proof | 30 |
| of Reach | range, in cells | range | weapons | 1: +1–2 · 7: +1–3 · 12: +2–3 | 100 |
| of Ruin | critical damage multiplier | critical multiplier | ammunition, gloves, amulets | 4: +1 | 40 |
| of Seeking | Search (a skill) | search | helmets, rings, amulets | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of Shadows | Stealth (a skill) | stealth | cloaks, gloves, boots, amulets | 1: +5–10 · 2: +6–12 · 3: +7–14 · 4: +9–16 · 5: +10–18 · 6: +12–19 · 7: +13–21 · 8: +14–23 · 9: +16–25 · 10: +17–27 · 11: +18–28 · 12: +20–30 | 100 |
| of Siphoning | mana on a kill within 3 cells | mana on kill | weapons, missile weapons, amulets | 3: +1 · 7: +1–2 · 10: +2 · 13: +2–3 | 40 |
| of Slaying | criticals threaten on more rolls | critical chance | gloves, rings, amulets | 3: +1 · 8: +1–2 · 12: +2 | 60 |
| of Steadiness | maximum focus | focus | body armour, rings, amulets | 2: +1 · 4: +1–2 · 6: +2 · 8: +2–3 · 10: +3 · 12: +4 | 40 |
| of Stealth | quieter footsteps | stealth | body armour, cloaks, gloves, boots, amulets | 1: 10–15% · 2: 11–18% · 3: 12–20% · 4: 14–22% · 5: 15–24% · 6: 17–27% · 7: 18–29% · 8: 19–31% · 9: 21–33% · 10: 22–36% · 11: 23–38% · 12: 25–40% | 100 |
| of Stillness | maximum ki | ki | body armour, rings, amulets | 2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +3 | 40 |
| of Sustenance | hunger comes slower | hunger | body armour, cloaks, rings, amulets | 2: 8–10% slower · 4: 12–14% slower · 6: 16–19% slower · 8: 21–24% slower · 10: 25–29% slower · 12: 30–35% slower | 60 |
| of the Adder | poison resistance | poison resistance | body armour, cloaks, rings, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of the Alchemist | a potion drunk is not used up | potions | gloves, rings, amulets | 3: 8–10% kept · 5: 11–13% kept · 7: 14–16% kept · 9: 17–19% kept · 11: 20–22% kept · 12: 22–25% kept | 40 |
| of the Anvil | force resistance | force resistance | shields, rings, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of the Bear | Strength | strength | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets, tools | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| of the Cutpurse | Steal (a skill), for those trained in it | steal | gloves, cloaks | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of the Eagle | Spot (a skill) | spot | helmets, amulets | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of the Fox | Listen (a skill) | listen | helmets, rings, amulets | 1: +10–20 · 2: +12–23 · 3: +13–26 · 4: +15–28 · 5: +17–31 · 6: +19–34 · 7: +21–37 · 8: +22–39 · 9: +24–42 · 10: +26–45 · 11: +28–48 · 12: +30–50 | 100 |
| of the Hare | Tumble (a skill) | tumble | body armour, cloaks, boots, amulets | 1: +10–15 · 2: +11–18 · 3: +12–20 · 4: +14–22 · 5: +15–24 · 6: +17–27 · 7: +18–29 · 8: +19–31 · 9: +21–33 · 10: +22–36 · 11: +23–38 · 12: +25–40 | 100 |
| of the Hunt | stamina on a kill within 3 cells | stamina on kill | weapons, missile weapons, boots | 3: +1 · 10: +1–2 | 40 |
| of the Leech | Heal (a skill), for those trained in it | heal | gloves, rings | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of the Lion | Presence | presence | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 60 |
| of the Living | necrotic resistance | necrotic resistance | body armour, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of the Lynx | Dexterity | dexterity | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| of the Magus | to hit with your own spells | spell to hit | weapons, gloves, rings, amulets | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 11: +3 | 60 |
| of the Mule | carrying capacity | carrying | body armour, cloaks, gloves, boots, rings, amulets | 1: +3–5 kg · 3: +3–6 kg · 4: +4–7 kg · 6: +5–8 kg · 7: +6–9 kg · 9: +6–10 kg · 10: +7–11 kg · 12: +8–12 kg | 100 |
| of the Muse | maximum inspiration | inspiration | body armour, rings, amulets | 2: +1 · 5: +1–2 · 7: +2 · 10: +2–3 · 12: +3 | 40 |
| of the Owl | Intelligence | intelligence | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 60 |
| of the Ox | Toughness | toughness | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 100 |
| of the Picklock | Open lock (a skill), for those trained in it | open lock | gloves, rings | 1: +4–6 · 2: +6–8 · 3: +8–11 · 4: +11–13 · 5: +13–15 · 6: +15–18 · 7: +17–20 · 8: +19–23 · 9: +21–25 · 10: +24–27 · 11: +26–30 · 12: +28–32 | 60 |
| of the Sage | Willpower | willpower | weapons, missile weapons, body armour, helmets, cloaks, gloves, boots, shields, rings, amulets | 1: +1 · 3: +1–2 · 5: +2 · 8: +2–3 · 10: +2–4 · 12: +3–4 | 60 |
| of the Salamander | fire resistance | fire resistance | body armour, cloaks, shields, rings, amulets | 1: +10–15% · 2: +12–18% · 3: +14–21% · 4: +17–23% · 5: +19–26% · 6: +21–29% · 7: +23–32% · 8: +26–34% · 9: +28–37% · 10: +30–40% · 11: +32–43% · 12: +35–45% | 100 |
| of the Scholar | Decipher script (a skill) | decipher script | weapons, helmets, rings, amulets | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of the Stag | Athletics (a skill) | athletics | body armour, boots | 1: +8–12 · 2: +11–15 · 3: +15–19 · 4: +18–22 · 5: +21–26 · 6: +25–29 · 7: +28–33 · 8: +32–36 · 9: +35–40 · 10: +38–43 · 11: +42–47 · 12: +45–50 | 60 |
| of the Storm | electricity resistance | electricity resistance | cloaks, shields, rings, amulets | 1: +8–10% · 2: +11–13% · 3: +14–16% · 4: +17–20% · 5: +20–23% · 6: +23–26% · 7: +27–29% · 8: +30–32% · 9: +33–35% · 10: +36–39% · 11: +39–42% · 12: +42–45% | 100 |
| of the Tortoise | natural armour | natural armour | helmets, cloaks, shields | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| of the Wanderer | Survival (a skill) | survival | cloaks, boots | 1: +10–20 · 2: +12–23 · 3: +14–26 · 4: +17–28 · 5: +19–31 · 6: +21–34 · 7: +23–37 · 8: +26–39 · 9: +28–42 · 10: +30–45 · 11: +32–48 · 12: +35–50 | 60 |
| of the Wind | you move faster | movement speed | cloaks, amulets | 2: 4–6% less time · 4: 4–7% less time · 5: 4–8% less time · 7: 5–8% less time · 9: 5–9% less time · 10: 5–10% less time · 12: 6–10% less time | 60 |
| of Thrift | every mana cost is lower | mana cost | helmets, cloaks, rings, amulets | 2: 4–5% less · 4: 6–7% less · 6: 8–9% less · 8: 10–11% less · 10: 12–13% less · 12: 14–16% less | 60 |
| of Vitality | maximum hit points | life | weapons, missile weapons | 1: +2–4 · 2: +2–5 · 3: +3–6 · 4: +4–7 · 5: +5–7 · 7: +5–8 · 8: +6–9 · 9: +7–10 · 10: +7–11 · 11: +8–11 · 12: +9–12 | 100 |
| of Wands | the wands you use cast higher on their ladders, in rungs | wand rungs | gloves, rings | 4: +1 · 7: +1–2 · 10: +2 | 40 |
| of Warding | Deflection | deflection | body armour, gloves, boots | 1: +1 · 4: +1–2 · 7: +2 · 9: +2–3 · 12: +3 | 100 |
| of Wariness | traps hurt less | traps | cloaks, boots | 2: 10–15% less · 4: 15–20% less · 6: 20–25% less · 8: 25–30% less · 10: 30–35% less · 12: 35–40% less | 60 |
| of Warmth | cold resistance | cold resistance | body armour, cloaks, gloves, boots, rings, amulets | 1: +10–15% · 2: +12–18% · 3: +14–21% · 4: +17–23% · 5: +19–26% · 6: +21–29% · 7: +23–32% · 8: +26–34% · 9: +28–37% · 10: +30–40% · 11: +32–43% · 12: +35–45% | 100 |
| of Wounding | adds a die of damage | extra damage | weapons, missile weapons | 3: 1d2 · 5: 1d2–1d3 · 7: 1d3 · 9: 1d3–1d4 · 11: 1d4–1d5 · 13: 1d5–1d6 | 40 |
Each tier’s value is rolled once, when the item is made, anywhere within its range. An item remembers each affix’s tier and value. How many affixes an item can hold is its capacity.
What systems have affixes
Every affix by the part of the game it works in, with the talents that work in the same place. An affix’s value adds to a talent’s, so a worn item and a talent stack within the same limits.
| Affix | Kind | System | What it changes | Talents beside it |
|---|---|---|---|---|
| Guarding | prefix | Armour and Defence | Parry | - |
| Hardened | prefix | Armour and Defence | Protection | Armour drill, Heavy armour mastery |
| Nimble | prefix | Armour and Defence | Dodge | Dodge |
| Oaken | prefix | Armour and Defence | natural armour | Thick skin |
| of Evasion | suffix | Armour and Defence | Dodge | Dodge |
| of the Tortoise | suffix | Armour and Defence | natural armour | Thick skin |
| of Warding | suffix | Armour and Defence | Deflection | Deflection |
| Reinforced | prefix | Armour and Defence | Armour | - |
| Shimmering | prefix | Armour and Defence | Deflection | Deflection |
| Sturdy | prefix | Armour and Defence | Shield | Shield expert |
| Supple | prefix | Armour and Defence | Dexterity may add more to Defence | Armour training |
| Burly | prefix | Burden | carrying capacity | Pack mule |
| Featherweight | prefix | Burden | lighter | - |
| of the Mule | suffix | Burden | carrying capacity | Pack mule |
| Accurate | prefix | Combat | to hit | Weapon focus |
| Brutal | prefix | Combat | critical damage multiplier | Brutal critical |
| Glinting | prefix | Combat | to hit | Weapon focus |
| Heavy | prefix | Combat | adds a die of damage | - |
| Keen | prefix | Combat | criticals threaten on more rolls | Improved critical |
| of Celerity | suffix | Combat | attacks faster | - |
| of Precision | suffix | Combat | to hit | Weapon focus |
| of Ruin | suffix | Combat | critical damage multiplier | Brutal critical |
| of Slaying | suffix | Combat | criticals threaten on more rolls | Improved critical |
| of Wounding | suffix | Combat | adds a die of damage | - |
| Sharp | prefix | Combat | damage, added to every roll | Brawn |
| Vicious | prefix | Combat | damage, added to every roll | Brawn |
| Corrosive | prefix | Damage types | adds a die of acid damage | - |
| Flaming | prefix | Damage types | adds a die of fire damage | - |
| Freezing | prefix | Damage types | adds a die of cold damage | - |
| of Glass | suffix | Damage types | acid resistance | Elemental ward |
| of the Adder | suffix | Damage types | poison resistance | Elemental ward |
| of the Anvil | suffix | Damage types | force resistance | Elemental ward |
| of the Living | suffix | Damage types | necrotic resistance | Elemental ward |
| of the Salamander | suffix | Damage types | fire resistance | Elemental ward |
| of the Storm | suffix | Damage types | electricity resistance | Elemental ward |
| of Warmth | suffix | Damage types | cold resistance | Elemental ward |
| Shocking | prefix | Damage types | adds a die of electricity damage | - |
| Venomous | prefix | Damage types | adds a die of poison damage | - |
| Withering | prefix | Damage types | adds a die of necrotic damage | - |
| Delving | prefix | Digging | digs faster | Tunneler |
| of Health | suffix | Diseases | disease checks | Strong constitution |
| Hobnailed | prefix | Doors | Strength for kicking doors and chests in | Lockbreaker |
| Hale | prefix | Hit points | maximum hit points | Hardy |
| of Mending | suffix | Hit points | hit points come back faster | Healthy |
| of Vitality | suffix | Hit points | maximum hit points | Hardy |
| of Sustenance | suffix | Hunger | hunger comes slower | Lean |
| of Light | suffix | Light | the wearer glows | - |
| Radiant | prefix | Light | the wearer glows | - |
| Mystic | prefix | Mana | maximum mana | Deep well |
| of Clarity | suffix | Mana | mana comes back faster | Clear mind |
| of Siphoning | suffix | Mana | mana on a kill within 3 cells | - |
| of Thrift | suffix | Mana | every mana cost is lower | Frugal caster |
| of Durability | suffix | Objects | breaks less often | - |
| of Proof | suffix | Objects | nothing damages the item: acid, rust, fire, a spell’s ruin, or a failed temper | - |
| of the Alchemist | suffix | Potions | a potion drunk is not used up | Thrifty drinker |
| Hunter’s | prefix | Ranged combat | range, in cells | Far shot |
| of Reach | suffix | Ranged combat | range, in cells | Far shot |
| Steady | prefix | Ranged combat | less Strength needed to draw | - |
| of Fury | suffix | Resources | maximum rage | - |
| of Guile | suffix | Resources | maximum openings | - |
| of Steadiness | suffix | Resources | maximum focus | - |
| of Stillness | suffix | Resources | maximum ki | Inner calm |
| of the Muse | suffix | Resources | maximum inspiration | - |
| of Appraisal | suffix | Skills | Appraise (a skill), for those trained in it | - |
| of Balance | suffix | Skills | Balance (a skill) | - |
| of Disarming | suffix | Skills | Disable device (a skill), for those trained in it | - |
| of Haggling | suffix | Skills | Negotiation (a skill) | - |
| of Seeking | suffix | Skills | Search (a skill) | - |
| of Shadows | suffix | Skills | Stealth (a skill) | - |
| of the Cutpurse | suffix | Skills | Steal (a skill), for those trained in it | - |
| of the Eagle | suffix | Skills | Spot (a skill) | - |
| of the Fox | suffix | Skills | Listen (a skill) | - |
| of the Hare | suffix | Skills | Tumble (a skill) | - |
| of the Leech | suffix | Skills | Heal (a skill), for those trained in it | - |
| of the Picklock | suffix | Skills | Open lock (a skill), for those trained in it | - |
| of the Scholar | suffix | Skills | Decipher script (a skill) | - |
| of the Stag | suffix | Skills | Athletics (a skill) | - |
| of the Wanderer | suffix | Skills | Survival (a skill) | - |
| Fleet | prefix | Speed | you move faster | Headlong, Step of the wind |
| of the Wind | suffix | Speed | you move faster | Headlong, Step of the wind |
| Baleful | prefix | Spells | your spells threaten a critical on more rolls | - |
| Mage-wrought | prefix | Spells | this armour’s spell cost surcharge is lower, in points | - |
| of Farcasting | suffix | Spells | your spells’ reach, in cells | School focus |
| of Lingering | suffix | Spells | your buffs and hexes last more degrees | - |
| of the Magus | suffix | Spells | to hit with your own spells | - |
| of Wands | suffix | Spells | the wands you use cast higher on their ladders, in rungs | Wand mastery |
| Potent | prefix | Spells | added to your spells’ rolls, harm or healing | - |
| of Breath | suffix | Stamina | stamina comes back faster | Steady breathing |
| of Ease | suffix | Stamina | weapon feats cost less stamina | Drillmaster |
| of the Hunt | suffix | Stamina | stamina on a kill within 3 cells | - |
| Tireless | prefix | Stamina | maximum stamina | Deep lungs |
| of the Bear | suffix | Stats | Strength | - |
| of the Lion | suffix | Stats | Presence | - |
| of the Lynx | suffix | Stats | Dexterity | - |
| of the Owl | suffix | Stats | Intelligence | - |
| of the Ox | suffix | Stats | Toughness | - |
| of the Sage | suffix | Stats | Willpower | - |
| of Stealth | suffix | Stealth | quieter footsteps | Light step |
| of Wariness | suffix | Traps | traps hurt less | Trap sense |
Names
A magic item is called by its prefix and suffix around its base: “Sharp long sword”, “long sword of the Bear”, “Sharp long sword of the Bear”. A rare item gets a name of two words, the second fitting what it is, followed by its base: “Grim Bite, long sword”.
A gem the item is set with (see Gems) goes between the prefix and the base, “Sharp emerald-pommelled long sword of the Bear”, and shows even when the item is unidentified. A rare item keeps its two words and the gem goes with its base: “Grim Bite, emerald-pommelled long sword”. An item of a material other than its usual one (see Materials) names that material after the gem: “Sharp emerald-pommelled bronze long sword of the Bear”.
First words: Grim, Dread, Storm, Blood, Doom, Ash, Gloom, Rune, Ember, Frost, Shadow, Wraith, Iron, Thorn, Hollow, Raven, Bone, Dusk, Pale, Wolf, Viper, Night, Bitter, Ghoul, Oath, Hex, Gale, Mire, Cinder, Star.
| Kind | Second words |
|---|---|
| Weapons | Bite, Edge, Fang, Thirst, Bane, Song, Wound, Razor, Spike, Scar, Reaver, Gnash, Sever, Hunger |
| Missile weapons | Song, Bolt, Wing, Strike, Flight, Arc, Whisper, Thorn, Sting, Volley |
| Ammunition | Sting, Barb, Quill, Dart, Splinter, Point, Needle, Tooth |
| Body armour | Shell, Hide, Coat, Carapace, Mantle, Ward, Husk, Skin, Bastion, Wrap |
| Helmets | Crown, Visage, Brow, Cowl, Veil, Mask, Halo, Horn, Peak |
| Cloaks | Shroud, Mantle, Wing, Veil, Pall, Drape, Shade, Cape |
| Gloves | Grip, Clutch, Hand, Claw, Fist, Touch, Hold, Knuckle |
| Boots | Stride, Track, Trail, March, Tread, Step, Road, Hoof |
| Shields | Wall, Guard, Ward, Bulwark, Aegis, Barrier, Rampart, Bastion |
| Rings | Loop, Band, Coil, Circle, Spiral, Hoop, Knot, Whorl |
| Amulets | Charm, Talisman, Eye, Heart, Locket, Pendant, Beads, Clasp |
| Tools | Tooth, Fang, Bite, Jaw, Maw |
See also: Magic items, Enchanting, and Magic crystals.
Potions
A potion (!) is a draught in a glass flask. To drink one, press e to consume, the same
command that eats (see Food). The list titled “Consume what?” shows your
food and your potions together, grouped by kind: first what lies where you stand
(“lying here”), then what you carry. Press a letter, or Enter on the marked row, to drink.
Drinking takes one turn, uses the potion up, and works at once: “You drink the potion of healing. You feel your wounds close.” You can drink a potion lying on the floor without picking it up (in a shop, that means you have bought it). You can drink whether or not you are hungry, and even while raging.
| Potion | Kind | What drinking it does | Thrown | Colour | Marks | Found from | Value |
|---|---|---|---|---|---|---|---|
Blasting flask ! | harm | 1 degree of Stunned | shatters into Shatter (rung 0): radius 1, 4d6 force, heard as an explosion at loudness 100; range 6 | slate (#607080) | none | item level 7, frequency 6 | 200 gold |
Brewer’s blunder ! | gamble | One outcome drawn: good, nothing, or bad (see its table) | spills uselessly; range 3 | iridescent (#c0a0e0) | none | item level 6, frequency 8 | 100 gold |
Draught of chance ! | gamble | One outcome drawn: good, nothing, or bad (see its table) | spills uselessly; range 3 | iridescent (#c0a0e0) | none | item level 2, frequency 20 | 30 gold |
Elixir of grace ! | elixir | Dexterity +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Dexterity | item level 8, frequency 2 | 2000 gold |
Elixir of might ! | elixir | Strength +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Strength | item level 8, frequency 2 | 2000 gold |
Elixir of presence ! | elixir | Presence +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Presence | item level 8, frequency 2 | 2000 gold |
Elixir of vigour ! | elixir | Toughness +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Toughness | item level 8, frequency 2 | 2000 gold |
Elixir of will ! | elixir | Willpower +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Willpower | item level 8, frequency 2 | 2000 gold |
Elixir of wit ! | elixir | Intelligence +1 for good (a trained rise: the potential lifted to the score if below), then its potential +1d2 (a roll) | spills uselessly; range 3 | gold (#e8c860) | 60 Intelligence | item level 8, frequency 2 | 2000 gold |
Flask of brilliance ! | status | Lit, 1 degree; lasts 30 minutes | shatters into Flare (rung 0): radius 1, Stunned 1; range 6 | silver (#c8ccd4) | 15 Willpower | item level 2, frequency 20 | 40 gold |
Flask of darkness ! | harm | 2 degrees of Hexed | shatters into Mirk (rung 0): radius 2, a dark zone for 30 turns; range 6 | black (#303038) | none | item level 5, frequency 10 | 90 gold |
Flask of enfeeblement ! | harm | 2 degrees of Weakened | shatters into Hex of weakness (rung 0): Weakened 1; range 6 | indigo (#4830a0) | none | item level 4, frequency 10 | 70 gold |
Flask of fire ! | harm | 1 degree of Burning | shatters into Fireball (rung 0): radius 2, 4d6 fire; range 6 | scarlet (#e04020) | none | item level 6, frequency 10 | 120 gold |
Flask of frost ! | harm | 2 degrees of Sluggish | shatters into Frost (rung 0): radius 2, 4d6 cold; range 6 | white (#e8ecf0) | none | item level 6, frequency 10 | 120 gold |
Flask of holy water ! | cure | Ends Branded and Hexed at once | shatters into Rebuke (rung 0): radius 2, 4d6 fire, Frightened 3, only the undead; range 6 | silver (#c8ccd4) | 15 Willpower | item level 5, frequency 8 | 100 gold |
Flask of oil ! | harm | 1 degree of Poisoned | shatters into Slick (rung 0): radius 1, a slick zone for 20 turns; range 6 | colourless (#c0c8cc) | none | item level 2, frequency 20 | 25 gold |
Flask of sloth ! | harm | 2 degrees of Sluggish | shatters into Curse of sloth (rung 0): Sluggish 1; range 6 | indigo (#4830a0) | none | item level 4, frequency 10 | 70 gold |
Flask of smoke ! | harm | 1 degree of Stunned | shatters into Fume (rung 0): radius 2, a smoke zone for 15 turns; range 6 | ash grey (#9a9a94) | none | item level 2, frequency 20 | 40 gold |
Flask of tar ! | harm | 1 degree of Poisoned | shatters into Web (rung 0): radius 1, Webbed 3; range 6 | amber (#d0a020) | none | item level 4, frequency 10 | 60 gold |
Flask of thunder ! | harm | 1 degree of Stunned | shatters into Thunderclap (rung 0): radius 1, 2d6 force, Stunned 1, heard as a thunderclap at loudness 150; range 6 | slate (#607080) | none | item level 5, frequency 8 | 100 gold |
Greater potion of grace ! | boost | +4 Dexterity (Nimble, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Dexterity | item level 8, frequency 8 | 400 gold |
Greater potion of might ! | boost | +4 Strength (Fortified, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Strength | item level 8, frequency 8 | 400 gold |
Greater potion of presence ! | boost | +4 Presence (Imposing, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Presence | item level 8, frequency 8 | 400 gold |
Greater potion of vigour ! | boost | +4 Toughness (Hale, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Toughness | item level 8, frequency 8 | 400 gold |
Greater potion of will ! | boost | +4 Willpower (Steadfast, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Willpower | item level 8, frequency 8 | 400 gold |
Greater potion of wit ! | boost | +4 Intelligence (Keen, 2 degrees); lasts 20 minutes, a degree lost every 600 seconds | spills uselessly; range 3 | deep orange (#c87820) | 30 Intelligence | item level 8, frequency 8 | 400 gold |
Murky draught ! | harm | 2 degrees of Poisoned | spills uselessly; range 3 | brown (#5a4030) | none | item level 1, frequency 20 | 10 gold |
Pitch fire ! | harm | 2 degrees of Burning | shatters into Pitch fire (rung 0): radius 1, 2d6 fire, a fire zone for 6 turns; range 4 | scarlet (#e04020) | none | item level 9, frequency 6 | 250 gold |
Potion of antidote ! | cure | Ends Poisoned at once | spills uselessly; range 3 | green (#3ca050) | 15 Toughness | item level 2, frequency 40 | 60 gold |
Potion of barkskin ! | status | Barkskin, 2 degrees; lasts 2 minutes, a degree lost every 60 seconds | spills uselessly; range 3 | bronze (#b07838) | 15 Toughness | item level 3, frequency 15 | 100 gold |
Potion of blinking ! | blink | You are moved at once to a random free cell of the level, as a teleport trap moves you; nothing on the overworld | spills uselessly; range 3 | opal (#b8d0e0) | none | item level 4, frequency 12 | 80 gold |
Potion of cat’s eyes ! | vision | Low-light eyes (Cat-eyed); lasts 30 minutes | spills uselessly; range 3 | violet (#8a50c0) | 15 Willpower | item level 3, frequency 15 | 100 gold |
Potion of clear head ! | cure | Ends Staggered and Stunned and Transfixed and Sluggish and Drowsy and Frightened at once | spills uselessly; range 3 | pale green (#78c080) | 15 Willpower | item level 3, frequency 15 | 80 gold |
Potion of cure disease ! | cure | Ends every disease at once | spills uselessly; range 3 | pale green (#78c080) | 15 Toughness | item level 4, frequency 25 | 150 gold |
Potion of earthing ! | resistance | resists 50 % electricity (Earthed, as gear does); lasts 30 minutes | spills uselessly; range 3 | teal (#30a8a0) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of frost ! | resistance | resists 50 % cold (Chill-proof, as gear does); lasts 30 minutes | spills uselessly; range 3 | teal (#30a8a0) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of full healing ! | heal | 8d8 hit points back at once, never past your maximum; ends Bleeding and Poisoned | spills uselessly; range 3 | deep russet (#985038) | 30 Toughness | item level 10, frequency 10 | 300 gold |
Potion of glamour ! | status | Glamoured, 2 degrees; lasts 2 minutes, a degree lost every 60 seconds | spills uselessly; range 3 | bronze (#b07838) | 15 Presence | item level 5, frequency 12 | 150 gold |
Potion of grace ! | boost | +2 Dexterity (Nimble, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Dexterity | item level 3, frequency 20 | 150 gold |
Potion of greater healing ! | heal | 4d8 hit points back at once, never past your maximum; ends Bleeding | spills uselessly; range 3 | russet (#a8503a) | 30 Toughness | item level 4, frequency 30 | 120 gold |
Potion of healing ! | heal | 2d8 hit points back at once, never past your maximum | spills uselessly; range 3 | red (#c83c3c) | 15 Toughness | item level 1, frequency 60 | 40 gold |
Potion of mana ! | mana | 3d8 mana back at once, never past your maximum | spills uselessly; range 3 | blue (#3c6ec8) | 15 Willpower | item level 3, frequency 30 | 100 gold |
Potion of might ! | boost | +2 Strength (Fortified, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Strength | item level 3, frequency 20 | 150 gold |
Potion of moth’s eyes ! | vision | UV sight eyes (Moth-eyed); lasts 30 minutes | spills uselessly; range 3 | violet (#8a50c0) | 15 Willpower | item level 3, frequency 15 | 100 gold |
Potion of owl’s eyes ! | vision | Darkvision eyes (Owl-eyed); lasts 30 minutes | spills uselessly; range 3 | violet (#8a50c0) | 15 Willpower | item level 3, frequency 15 | 100 gold |
Potion of presence ! | boost | +2 Presence (Imposing, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Presence | item level 3, frequency 20 | 150 gold |
Potion of proofing ! | resistance | resists 50 % poison (Proof against poison, as gear does); lasts 30 minutes | spills uselessly; range 3 | teal (#30a8a0) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of quickness ! | haste | Hasted, 1 degree: every action takes 75 % of its time; lasts 1 minute | spills uselessly; range 3 | yellow (#e0d040) | 15 Dexterity | item level 6, frequency 10 | 250 gold |
Potion of renewal ! | status | Renewing, 2 degrees; lasts 4 minutes, a degree lost every 120 seconds | spills uselessly; range 3 | rose (#e07890) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of restoration ! | restore | Every point of stat damage mended and every drained point back at once, and Stiffening ended: the scroll of restoration’s cleanse | spills uselessly; range 3 | mint (#90e0b0) | 15 Willpower | item level 6, frequency 8 | 250 gold |
Potion of sea legs ! | status | Water-borne, 3 degrees; lasts 6 minutes, a degree lost every 120 seconds | spills uselessly; range 3 | sky blue (#70b0e0) | 15 Dexterity | item level 4, frequency 10 | 100 gold |
Potion of seeing ! | vision | Seeing (Seeing); lasts 5 minutes | spills uselessly; range 3 | violet (#8a50c0) | 15 Willpower | item level 8, frequency 8 | 150 gold |
Potion of sustenance ! | nourish | 1500 nutrition at once, as a meal gives, but never into Bloated (no overeating) | spills uselessly; range 3 | sky blue (#70b0e0) | 15 Toughness | item level 2, frequency 20 | 50 gold |
Potion of the quick ! | status | Quick-sensed, 3 degrees; lasts 3 minutes, a degree lost every 60 seconds | spills uselessly; range 3 | opal (#b8d0e0) | 15 Willpower | item level 5, frequency 10 | 150 gold |
Potion of the unseen ! | status | Invisible, 1 degree; lasts 2 minutes | spills uselessly; range 3 | opal (#b8d0e0) | 15 Dexterity | item level 7, frequency 6 | 300 gold |
Potion of vigour ! | boost | +2 Toughness (Hale, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Toughness | item level 3, frequency 20 | 150 gold |
Potion of warmth ! | resistance | resists 50 % fire (Warmed, as gear does); lasts 30 minutes | spills uselessly; range 3 | teal (#30a8a0) | 15 Toughness | item level 4, frequency 15 | 120 gold |
Potion of will ! | boost | +2 Willpower (Steadfast, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Willpower | item level 3, frequency 20 | 150 gold |
Potion of wit ! | boost | +2 Intelligence (Keen, 1 degree); lasts 10 minutes | spills uselessly; range 3 | orange (#d89a30) | 15 Intelligence | item level 3, frequency 20 | 150 gold |
Sleeping draught ! | harm | 3 degrees of Drowsy | shatters into Sleep (rung 0): radius 1, Drowsy 2; range 6 | pink (#e890b8) | none | item level 3, frequency 15 | 60 gold |
Stinking flask ! | harm | 3 degrees of Poisoned | shatters into Reek (rung 0): radius 2, 2d4 poison, a fouled zone for 10 turns; range 6 | olive (#787830) | none | item level 4, frequency 12 | 60 gold |
Vial of acid ! | harm | 2 degrees of Corroded | shatters into Acid splash (rung 0): radius 1, 2d4 acid; range 6 | lime (#a8e040) | none | item level 4, frequency 12 | 80 gold |
Vial of nightmares ! | harm | 2 degrees of Frightened | shatters into Fear (rung 0): radius 1, Frightened 2; range 6 | indigo (#4830a0) | none | item level 5, frequency 8 | 90 gold |
Vial of silence ! | harm | 1 degree of Silenced | shatters into Silence (rung 0): radius 1, Silenced 1; range 6 | black (#303038) | none | item level 5, frequency 8 | 90 gold |
Vial of troll’s blood ! | gamble | One outcome drawn: good, nothing, or bad (see its table) | spills uselessly; range 3 | iridescent (#c0a0e0) | 15 Toughness | item level 5, frequency 10 | 120 gold |
Hit points and mana never go past your maximum.
Potions that last
Some potions work for a while instead of at once:
- A boost raises a stat by 2 for ten minutes. A greater boost raises it by 4, eases to 2 after ten minutes, and is gone ten minutes after that.
- A vision potion lends you other eyes for half an hour. The potion of seeing lasts five minutes.
- The potion of quickness hastes you for a minute, as the Haste spell does.
- A resistance potion makes you resist an element by 50 % for half an hour. It counts the way armour’s resistance does, so together with what you wear it never reaches immunity: 75 % at most.
- A helpful draught lends you a status effect a spell could also give: the potion of barkskin Barkskin and the potion of glamour Glamoured (both harder to hit, two minutes), the potion of renewal Renewing (wounds close faster, four minutes), the potion of the quick Quick-sensed (you feel the living about you, three minutes), the potion of the unseen Invisible (creatures that need eyes do not see you, two minutes; When you are invisible), and the potion of sea legs Water-borne (you walk on water, six minutes). A second one of the same kind starts its time over.
Each of these shows by name on the status bar and the character screen: Fortified, Owl-eyed, Warmed, and so on (see Status effects). If you drink a second boost of the same stat while one lasts, you keep the stronger of the two, and the time does not start over. A second vision or resistance potion of the same kind starts its half hour over.
A potion’s marks are stat training marks that you always get when you drink it (see Stats): the body remembers the draught.
Utility potions
Four potions do one useful thing at once:
- The potion of sustenance feeds you as a food ration does, 1500 nutrition, but never leaves you Bloated: what would go past that is lost, and you never choke or vomit on it.
- The potion of restoration does what the scroll of restoration does: every point of stat damage is mended, every drained point comes back, and Stiffening ends. Unlike the scroll, it is drunk even when there is nothing to restore (“You feel whole.”).
- The potion of blinking moves you at once to a random free cell of the level, as a teleport trap does: anywhere, in sight or not, near danger or far from it. On the overworld it does nothing.
- The potion of clear head ends at once what clouds the mind or numbs the body: Frightened, Drowsy, Sluggish, Stunned, Staggered, and Transfixed.
Gambles
Three potions are a gamble even once you know them: each time you drink one, one outcome is drawn by chance from its own table, as at a healing spring. It may do good, nothing, or harm. The tables below give every outcome and its exact chance per draught; the game only tells you what happens, in words.
- The draught of chance mostly heals you, clears your head, or lends you a stat boost, but it may sicken you or make you drowsy.
- The vial of troll’s blood always does two things at once: your wounds close faster (Renewing) and you are Poisoned.
- The brewer’s blunder is a coin toss: a greater boost of one stat for a while, or a point of one stat drained for good. A potion of restoration gives a drained point back.
Brewer’s blunder
| Kind | Tier | Outcome | Per draught | What it does | Message |
|---|---|---|---|---|---|
| Boon | moderate | Greatly fortified | 7.5% | Fortified (2 degrees, easing a degree every 600 s) | “Strength floods your limbs.” |
| Boon | moderate | Greatly hale | 7.5% | Hale (2 degrees, easing a degree every 600 s) | “You feel hale as an ox.” |
| Boon | moderate | Greatly imposing | 7.5% | Imposing (2 degrees, easing a degree every 600 s) | “You feel you could command a hall.” |
| Boon | moderate | Greatly keen | 7.5% | Keen (2 degrees, easing a degree every 600 s) | “Your thoughts race, keen and bright.” |
| Boon | moderate | Greatly nimble | 7.5% | Nimble (2 degrees, easing a degree every 600 s) | “Your limbs feel light and quick.” |
| Boon | moderate | Greatly steadfast | 7.5% | Steadfast (2 degrees, easing a degree every 600 s) | “Your will sets hard as iron.” |
| Nothing | minor | Flat | 10% | nothing | “It tastes flat and stale.” |
| Bane | moderate | Drained dexterity | 7.5% | 1 Dexterity drained for good, with no check (never below the drain’s floor) | “You feel your dexterity drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained intelligence | 7.5% | 1 Intelligence drained for good, with no check (never below the drain’s floor) | “You feel your intelligence drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained presence | 7.5% | 1 Presence drained for good, with no check (never below the drain’s floor) | “You feel your presence drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained strength | 7.5% | 1 Strength drained for good, with no check (never below the drain’s floor) | “You feel your strength drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained toughness | 7.5% | 1 Toughness drained for good, with no check (never below the drain’s floor) | “You feel your toughness drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
| Bane | moderate | Drained willpower | 7.5% | 1 Willpower drained for good, with no check (never below the drain’s floor) | “You feel your willpower drain away!” (when it finds nothing to do: “A chill passes through you, and is gone.”) |
Draught of chance
| Kind | Tier | Outcome | Per draught | What it does | Message |
|---|---|---|---|---|---|
| Boon | minor | Clear headed | 10% | Half the maximum of mana back | “Your head clears, and power wells up in you.” |
| Boon | minor | Fortified | 3.3% | Fortified (1 degree, easing a degree every 600 s) | “You feel stronger.” |
| Boon | minor | Hale | 3.3% | Hale (1 degree, easing a degree every 600 s) | “You feel hale.” |
| Boon | minor | Imposing | 3.3% | Imposing (1 degree, easing a degree every 600 s) | “You feel imposing.” |
| Boon | minor | Keen | 3.3% | Keen (1 degree, easing a degree every 600 s) | “Your thoughts run keen and clear.” |
| Boon | minor | Mended | 20% | 4d8 hit points back | “Warmth spreads through you, and your wounds close.” |
| Boon | minor | Nimble | 3.3% | Nimble (1 degree, easing a degree every 600 s) | “You feel nimble.” |
| Boon | minor | Steadfast | 3.3% | Steadfast (1 degree, easing a degree every 600 s) | “Your will feels steadfast.” |
| Nothing | minor | Nothing much | 20% | nothing | “It tastes of nothing much.” |
| Bane | minor | Drowsy | 10% | Drowsy (2 degrees, easing a degree every 12 s) | “A heavy drowsiness steals over you.” |
| Bane | minor | Sickened | 15% | Poisoned (2 degrees, easing a degree every 120 s) | “It tastes foul, and your stomach turns.” |
| Bane | minor | Weakened | 5% | Weakened (1 degree, easing a degree every 120 s) | “You feel weak.” |
Vial of troll’s blood
| Kind | Tier | Outcome | Per draught | What it does | Message |
|---|---|---|---|---|---|
| Boon | moderate | Troll blooded | 100% | Renewing (3 degrees, easing a degree every 120 s); Poisoned (2 degrees, easing a degree every 120 s) | “Your flesh begins to knit, but the blood sits ill in your stomach.” |
Unknown potions
A potion you have never drunk shows a word and a colour instead of its name: “a fizzy red potion”. Each kind of potion has its own word. The words are made up anew for each character and stay the same for their whole life, so two fizzy red potions are always the same kind.
The colour belongs to the kind and never changes. It follows one rule: each family of effects has a hue, and a potion with several effects mixes their hues.
| Family | Hue |
|---|---|
| Healing | red |
| Cures (poison, disease, a clouded mind) | green |
| Healing and cures together | russet, red mixed with green |
| Mana | blue |
| Stat boosts | orange (greater ones deep orange) |
| Vision | violet |
| Speed | yellow |
| Resistance | teal |
| Wards (Barkskin, Glamoured) | bronze |
| Renewal | rose |
| The unseen and the unplaced (Quick-sensed, Invisible, blinking) | opal |
| Utility (Water-borne, sustenance) | sky blue |
| Restoration | mint |
| Smoke (Fume) | ash grey |
| Light (Lit, a Flare) | silver |
| Acid | lime |
| Gambles | iridescent |
| Elixirs (a stat for good) | gold |
| Harm | brown |
So a red potion heals and a green one cures something. But two potions of one family may share exactly the same colour: the colour tells you the family, never which potion it is.
You learn what a kind of potion is, for good, in any of these ways:
- by drinking one (“It is a potion of healing.”);
- by reading the scroll of identify on it;
- by an appraisal (see Services);
- because it was in your starting kit.
Drinking an unknown potion is a gamble: the murky draught makes you sick. A shop charges its true price for an unknown potion.
Elixirs
An elixir is the rarest of potions. It raises one stat by 1 for good, just as training a stat up does. It also raises that stat’s potential, the ceiling training works toward (see Stats), by 1 or 2 more, with an even chance of each. If your score was already at its potential, the potential first rises with the score. So after an elixir there is always room for at least one more point of training, and half the time two.
The change takes effect at once. Your hit points follow a Toughness elixir, your mana an Intelligence or Willpower one, and your carrying limits a Strength one. “You feel stronger.” means the score rose. “You feel stronger, and that you could be stronger yet.” means the potential rose by 2. Each elixir also gives 60 training marks of its stat.
There are six elixirs, one for each stat, and all are gold:
| Elixir | Stat |
|---|---|
| might | Strength |
| grace | Dexterity |
| vigour | Toughness |
| wit | Intelligence |
| will | Willpower |
| presence | Presence |
They are found only deep (item level 8 and below), and seldom. A forgotten altar’s great boon may leave one, and an alchemist very rarely has one for 2000 gold. A general store or a provisioner never does.
Flasks
Any potion can be thrown: T lists your potions beside
your throwing weapons. A thrown potion never lands whole. It shatters where it comes down.
A flask is a potion made for throwing, such as the sleeping draught. Where it shatters, it works as a spell does: the sleeping draught breathes the Sleep spell over everyone around the cell. The table’s Thrown column gives each flask’s spell, its numbers, and its range in cells.
- Where it breaks: a flask breaks on the first creature in the line from you to the cell you aim at, or before a wall, or on that cell. There is no roll to hit and no miss: what matters is who stands where.
- How far: a flask flies its own range (6 cells for most), plus what talents and magic items add to your throws. Any other potion flies only 3 cells.
- What it does: the spell works as if you had cast it, but your stats and talents do not change it: a flask is always as strong as the table says. Its harm and its kills are yours, experience too. A burst that harms can catch you if you throw it too close, and the game asks first. A flask that lays a Drowsy cloud or another status spares you. Throwing a flask takes a throw’s time and trains no weapon skill.
- Learning it: if you see the cell where an unknown flask breaks, you learn what it was (“It was a sleeping draught.”). Thrown into the dark or round a corner, it is only heard, as “a crash of glass” (Hearing), and you learn nothing.
- A potion that is no flask spills uselessly: “The potion shatters; the draught soaks away.” You learn nothing from it either. It is a way to be rid of a potion you know is bad.
- Thrown at you: some creatures throw flasks (the bombers on Creature powers). Seeing where one breaks teaches you what it was, as when you throw it, and a bomber carries a flask or two of its kind that fall where it dies.
- Smoke: a flask of smoke leaves a cloud of smoke no eye sees into or through, yours and every creature’s: a way past archers, or out of a fight.
- Acid: a vial of acid burns, keeps eating, and eats at the armour of anyone it harms, yours too if you stand in it (Acid).
- Drinking a flask is a poor idea: the sleeping draught makes you drowsy, as the table says.
- A flask of holy water is a kind one: thrown, it casts Rebuke, which sears and frightens only the undead and harms nothing living; drunk, it washes a hex off (Hexed and Branded end at once).
- Thunder and blasting: a flask of thunder goes off as Thunderclap, heard over the whole level (Hearing); a blasting flask as Shatter, which breaks shut doors and chests. A general store or a provisioner never sells either: only an alchemist does.
- A flask of brilliance is the kind one among the drinkable: drunk, it makes you shed light about you a while (Lit).
Where to find them
Potions lie about as loot. The common ones (healing, antidote) turn up more often and from the first depths, the better ones deeper down. General stores and provisioners sell a few among their wares, but never the flasks of fire and frost or pitch fire. An alchemist sells only potions, always potions of healing first, and buys them too (see Shops). Some quests pay in potions.
If you know Alchemy, you can brew many of them yourself from herbs, and the battle flasks from an elemental’s essence (see Brewing potions). A potion you brew is known to you from then on, even if you had never seen one.
Talents
- Thrifty drinker (Delver): one potion in four is not used up, elixirs included. Items that keep potions add their percent to the talent’s chance, up to 50 % in all.
- Lasting draughts (Vigour, needs Toughness 13): boost and vision potions last half again as long: 15 minutes a degree for a boost, 45 minutes for cat’s, owl’s, or moth’s eyes.
See also: Brewing potions, Every status effect, and Scrolls.
Scrolls
A scroll (?) holds one spell or charm. Press r to read one. A list
of the scrolls you carry opens, and you choose one by its letter (or with the arrows and
Enter). Reading takes a turn and uses the scroll up, as long as you
can make it out.
| Scroll | What reading it does | Casts at | Reach | Sound | Found from | Value |
|---|---|---|---|---|---|---|
Scroll of acid arrow ? | Casts Acid arrow at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 acid | 8 cells | Chanting, quiet (30) | item level 3, frequency 35 | 100 gold |
Scroll of acid splash ? | Casts Acid splash at its base, free of mana (see the spell list); its grimoire teaches it | 2d4 acid | 8 cells | Chanting, quiet (30) | item level 2, frequency 45 | 80 gold |
Scroll of arcane bolt ? | Casts Arcane bolt at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 force | 6 cells | Explosion, quiet (40) | item level 4, frequency 30 | 130 gold |
Scroll of balefire ? | Casts Balefire at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 fire | 5 cells | Explosion, loud (60) | item level 8, frequency 15 | 250 gold |
Scroll of barkskin ? | Casts Barkskin at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 2, frequency 45 | 80 gold |
Scroll of beguile ? | Casts Beguile at its base, free of mana (see the spell list); its grimoire teaches it | — | 6 cells | Silent | item level 9, frequency 10 | 400 gold |
Scroll of benison ? | Casts Benison at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 healed | yourself | Silent | item level 6, frequency 15 | 250 gold |
Scroll of bind ? | Casts Bind at its base, free of mana (see the spell list); its grimoire teaches it | — | 6 cells | Silent | item level 5, frequency 25 | 150 gold |
Scroll of blessing ? | Casts Blessing at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 2, frequency 45 | 80 gold |
Scroll of blight ? | Casts Blight at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 poison | 8 cells | Explosion, loud (60) | item level 4, frequency 30 | 130 gold |
Scroll of blink ? | Casts Blink at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Chanting, quiet (10) | item level 4, frequency 30 | 130 gold |
Scroll of bramble ? | Casts Bramble at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (20) | item level 4, frequency 30 | 130 gold |
Scroll of brand ? | Casts Brand at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 4, frequency 30 | 130 gold |
Scroll of burning hands ? | Casts Burning hands at its base, free of mana (see the spell list); its grimoire teaches it | 2d4 fire | 3 cells | Explosion, quiet (40) | item level 1, frequency 60 | 40 gold |
Scroll of call lightning ? | Casts Call lightning at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 electricity | 8 cells | Thunder, loud (140) | item level 6, frequency 20 | 200 gold |
Scroll of call of the forest ? | Casts Call of the forest at its base, free of mana (see the spell list); its grimoire teaches it | +1 healed | yourself | Chanting, quiet (20) | item level 10, frequency 10 | 320 gold |
Scroll of call of the wild ? | Casts Call of the wild at its base, free of mana (see the spell list); its grimoire teaches it | +1 healed | yourself | Chanting, quiet (20) | item level 3, frequency 35 | 100 gold |
Scroll of call the elements ? | Casts Call the elements at its base, free of mana (see the spell list); its grimoire teaches it | +1 healed | yourself | Chanting, quiet (20) | item level 18, frequency 5 | 500 gold |
Scroll of cause wounds ? | Casts Cause wounds at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 necrotic | next to you | Silent | item level 2, frequency 45 | 80 gold |
Scroll of chain lightning ? | Casts Chain lightning at its base, free of mana (see the spell list); its grimoire teaches it | 6d6 electricity | 8 cells | Thunder, loud (120) | item level 10, frequency 10 | 320 gold |
Scroll of charnel burst ? | Casts Charnel burst at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 necrotic | 8 cells | Explosion, loud (60) | item level 5, frequency 25 | 150 gold |
Scroll of cloudburst ? | Casts Cloudburst at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Thunder, loud (60) | item level 10, frequency 8 | 320 gold |
Scroll of cure wounds ? | Casts Cure wounds at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 healed | next to you | Silent | item level 2, frequency 45 | 80 gold |
Scroll of curse of sloth ? | Casts Curse of sloth at its base, free of mana (see the spell list); its grimoire teaches it | — | 6 cells | Silent | item level 2, frequency 45 | 80 gold |
Scroll of evil eye ? | Casts Evil eye at its base, free of mana (see the spell list); its grimoire teaches it | — | 6 cells | Silent | item level 1, frequency 60 | 40 gold |
Scroll of fear ? | Casts Fear at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (30) | item level 5, frequency 20 | 200 gold |
Scroll of fire cloak ? | Casts Fire cloak at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 6, frequency 20 | 200 gold |
Scroll of fireball ? | Casts Fireball a rung up its ladder, free of mana (see the spell list); its grimoire teaches it | 6d6 fire | 10 cells | Explosion, very loud (150) | item level 6, frequency 20 | 200 gold |
Scroll of flame ? | Casts Flame at its base, free of mana (see the spell list); its grimoire teaches it | 6d6 fire | 10 cells | Explosion, very loud (150) | item level 6, frequency 20 | 200 gold |
Scroll of flare ? | Casts Flare at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (20) | item level 2, frequency 45 | 80 gold |
Scroll of flay ? | Casts Flay at its base, free of mana (see the spell list); its grimoire teaches it | 2d4 necrotic | 6 cells | Chanting, quiet (20) | item level 4, frequency 30 | 130 gold |
Scroll of frost ? | Casts Frost at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 cold | 10 cells | Silent | item level 4, frequency 30 | 130 gold |
Scroll of fume ? | Casts Fume at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (20) | item level 2, frequency 45 | 80 gold |
Scroll of gale ? | Casts Gale at its base, free of mana (see the spell list); its grimoire teaches it | — | 6 cells | Explosion, loud (50) | item level 6, frequency 20 | 200 gold |
Scroll of glamour ? | Casts Glamour at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 4, frequency 30 | 130 gold |
Scroll of grave breath ? | Casts Grave breath at its base, free of mana (see the spell list); its grimoire teaches it | 2d4 necrotic | 3 cells | Chanting, quiet (30) | item level 1, frequency 60 | 40 gold |
Scroll of grave feast ? | Casts Grave feast at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 healed | next to you | Silent | item level 3, frequency 30 | 100 gold |
Scroll of grave spear ? | Casts Grave spear at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 necrotic | 6 cells | Chanting, quiet (40) | item level 7, frequency 15 | 250 gold |
Scroll of haste ? | Casts Haste at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 6, frequency 20 | 200 gold |
Scroll of hex of weakness ? | Casts Hex of weakness at its base, free of mana (see the spell list); its grimoire teaches it | — | 6 cells | Silent | item level 2, frequency 45 | 80 gold |
Scroll of identify ? | Casts Identify at its base, free of mana (see the spell list); its grimoire teaches it | — | an item you carry | Silent | item level 1, frequency 300 | 80 gold |
Scroll of leech ? | Casts Leech at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 necrotic | 6 cells | Chanting, quiet (20) | item level 5, frequency 20 | 200 gold |
Scroll of light ? | Casts Light at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 1, frequency 60 | 50 gold |
Scroll of lightning ? | Casts Lightning bolt 2 rungs up its ladder, free of mana (see the spell list); its grimoire teaches it | 8d6 electricity | 8 cells | Thunder, loud (120) | item level 6, frequency 20 | 200 gold |
Scroll of magic missile ? | Casts Magic missile at its base, free of mana (see the spell list); its grimoire teaches it | 2d4 force | 8 cells | Chanting, quiet (30) | item level 2, frequency 45 | 80 gold |
Scroll of mend ? | Casts Mend at its base, free of mana (see the spell list); its grimoire teaches it | 1d3 healed | next to you | Silent | item level 1, frequency 60 | 40 gold |
Scroll of mesmerise ? | Casts Mesmerise at its base, free of mana (see the spell list); its grimoire teaches it | — | 6 cells | Silent | item level 3, frequency 35 | 100 gold |
Scroll of mirk ? | Casts Mirk at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (20) | item level 6, frequency 20 | 200 gold |
Scroll of nightsight ? | Casts Nightsight at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 2, frequency 45 | 80 gold |
Scroll of pitch fire ? | Casts Pitch fire at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 fire | 6 cells | Explosion, loud (60) | item level 4, frequency 30 | 130 gold |
Scroll of ray of frost ? | Casts Ray of frost at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 cold | 6 cells | Chanting, quiet (20) | item level 1, frequency 60 | 40 gold |
Scroll of rebuke ? | Casts Rebuke at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 fire | 8 cells | Chanting, quiet (40) | item level 7, frequency 15 | 250 gold |
Scroll of reek ? | Casts Reek at its base, free of mana (see the spell list); its grimoire teaches it | 2d4 poison | 8 cells | Chanting, quiet (30) | item level 7, frequency 15 | 250 gold |
Scroll of remove disease ? | Casts Remove disease at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 6, frequency 20 | 200 gold |
Scroll of renewal ? | Casts Renewal at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 5, frequency 25 | 150 gold |
Scroll of restoration ? | Mends every point of stat damage and gives back every point drains took; casts no spell, so it has no grimoire. Refused, and kept, with nothing to restore | — | yourself | Silent | item level 8, frequency 10 | 300 gold |
Scroll of rime ? | Casts Rime at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 cold | 4 cells | Explosion, quiet (40) | item level 5, frequency 25 | 150 gold |
Scroll of rouse the dead ? | Casts Rouse the dead at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Chanting, quiet (30) | item level 12, frequency 8 | 400 gold |
Scroll of scorching ray ? | Casts Scorching ray at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 fire | 8 cells | Chanting, quiet (30) | item level 4, frequency 30 | 130 gold |
Scroll of see invisible ? | Casts See invisible at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 4, frequency 30 | 130 gold |
Scroll of sense the quick ? | Casts Sense the quick at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 3, frequency 35 | 100 gold |
Scroll of shatter ? | Casts Shatter at its base, free of mana (see the spell list); its grimoire teaches it | 4d6 force | 8 cells | Explosion, loud (100) | item level 4, frequency 30 | 130 gold |
Scroll of silence ? | Casts Silence at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (10) | item level 6, frequency 20 | 200 gold |
Scroll of sleep ? | Casts Sleep at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (20) | item level 4, frequency 30 | 130 gold |
Scroll of slick ? | Casts Slick at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (20) | item level 3, frequency 35 | 100 gold |
Scroll of slumber ? | Casts Slumber at its base, free of mana (see the spell list); its grimoire teaches it | — | 6 cells | Silent | item level 8, frequency 15 | 320 gold |
Scroll of soulglass ? | Casts Soulglass at its base, free of mana (see the spell list); its grimoire teaches it | 3d6 necrotic | 6 cells | Chanting, quiet (20) | item level 6, frequency 20 | 200 gold |
Scroll of spark ? | Casts Spark at its base, free of mana (see the spell list); its grimoire teaches it | 2d4 electricity | 5 cells | Chanting, quiet (20) | item level 1, frequency 60 | 40 gold |
Scroll of sunfire ? | Casts Sunfire at its base, free of mana (see the spell list); its grimoire teaches it | 10d6 fire | 10 cells | Explosion, very loud (200) | item level 15, frequency 5 | 500 gold |
Scroll of thunderclap ? | Casts Thunderclap at its base, free of mana (see the spell list); its grimoire teaches it | 2d6 force | yourself | Thunder, very loud (150) | item level 4, frequency 30 | 130 gold |
Scroll of unbinding ? | Casts Unbinding at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 4, frequency 30 | 130 gold |
Scroll of water walking ? | Casts Water walking at its base, free of mana (see the spell list); its grimoire teaches it | — | yourself | Silent | item level 3, frequency 35 | 100 gold |
Scroll of web ? | Casts Web at its base, free of mana (see the spell list); its grimoire teaches it | — | 8 cells | Chanting, quiet (20) | item level 4, frequency 30 | 130 gold |
Making out a scroll
Some reads are refused before anything else happens: a scroll with no target, nothing to identify, or nothing to restore. Those take no time. Otherwise, whether you can make out the writing depends on one of three things:
- A spell you know. If the scroll holds a spell you already know (including one you wrote yourself), you simply read it. It still counts as a use of Decipher script if you are trained in it.
- Enough learning. If you are trained in Decipher script and your learning is at least the scroll’s spell level, you simply read it. What you could learn for certain, you can read for certain. A scroll with no spell behind it (restoration) counts as level 0, so any training in Decipher script will do.
- Everyone else makes a check. Roll 2d12 and add your Intelligence modifier, whatever your talents add to its checks, and your points of Decipher script. You need 10 + the spell level ÷ 5, rounded down. Nobody is refused outright: without the skill it is your Intelligence and talents alone, and nothing that raises the skill helps. A natural 24 always succeeds and a natural 2 always fails.
If you make it, the scroll works as described below. If you fail, you are told “The writing swims before your eyes.”. The turn is spent, you keep the scroll, a label stays unknown, and nothing else happens. You may try again at once.
Every check, made or failed, earns those trained in Decipher script a training mark in it, or two in a scriptorium. Every scroll you read and use up, check or not, earns one more half the time. Reading a scroll trains no Spellcraft: only casting does.
| Spell level | Difficulty | Bonus -2 | Bonus +0 | Bonus +2 | Bonus +4 | Bonus +8 | Bonus +12 | Bonus +16 |
|---|---|---|---|---|---|---|---|---|
| 0 | 10 | 62 % | 75 % | 85 % | 93 % | 99 % | 99 % | 99 % |
| 6 | 11 | 54 % | 69 % | 81 % | 90 % | 99 % | 99 % | 99 % |
| 11 | 12 | 46 % | 62 % | 75 % | 85 % | 98 % | 99 % | 99 % |
| 22 | 14 | 31 % | 46 % | 62 % | 75 % | 93 % | 99 % | 99 % |
| 35 | 17 | 15 % | 25 % | 38 % | 54 % | 81 % | 96 % | 99 % |
| 46 | 19 | 7 % | 15 % | 25 % | 38 % | 69 % | 90 % | 99 % |
| 56 | 21 | 2 % | 7 % | 15 % | 25 % | 54 % | 81 % | 96 % |
| 70 | 24 | 1 % | 1 % | 4 % | 10 % | 31 % | 62 % | 85 % |
Deciphering a scroll unread
If you are trained in Decipher script, the Decipher ability lets you work out a scroll you carry without reading it, as long as you have not identified its kind yet. It takes ten minutes. A creature coming into view, or a blow, stops it, and then nothing comes of it.
After the ten minutes you make the same check as for reading, with the same rules: a scroll of a spell you know, or one within your learning, is made out at once. If you make it, you learn the kind: every scroll of that kind shows by its name from now on, and you keep this one, unread. If you fail, the ten minutes are gone and the scroll stays a label. You may try again. Every check earns a training mark in Decipher script, just as reading does.
Unknown scrolls
A scroll you have never read shows a label instead of its name: “a scroll labelled ZUNBAR”, in the same plain colour as every other unknown scroll. Each kind of scroll has its own label. The labels are made up anew for each character and stay the same for their whole life, so two scrolls labelled ZUNBAR are always the same kind. The label shows everywhere: in your pack, on the floor, in a shop, in look mode, and in what you are told.
You learn what a kind of scroll is, for good, in any of these ways:
- Read one. “You read the scroll labelled ZUNBAR.” “It is a scroll of fireball.” From then on every scroll of fireball shows by its name. Reading an unknown scroll is a gamble: a spell scroll is aimed first, and a fireball aimed near you may catch you too.
- Read the scroll of identify on it (below). You know the scroll of identify itself once you have read your first one.
- A merchant’s Merchant’s eye (from level 12), used on it from the abilities menu, tells the scroll for what it is, as the scroll of identify would.
- An appraisal. Factor Wulfrun in Cēaptūn identifies everything you carry for 100 gold per unidentified stack (see Services).
- Your starting kit. You know the scrolls you start with, including a caster’s random ones.
Knowing what a scroll is does not teach you its spell. No scroll does: the spell’s grimoire teaches it. A scroll that cannot be read, such as a sealed letter, has no label and is known on sight. A shop charges its true price for an unknown scroll.
Spell scrolls
Every spell comes on a scroll of its own: a scroll of magic missile, of haste, of web. Reading one casts its spell once, as if you cast it yourself, with its shape, its resolution, and its damage as given in the spell’s row.
It casts at the rung the scroll’s row gives (the table’s “Casts at”), which for most scrolls is the base. Your stats do not grow a scroll’s damage or healing, but its reach and how long it lasts are yours, as for your own casts. Scroll adept takes it a rung up.
A scroll is free of mana. Anyone can try one, even a warrior, by making the check. A spell on yourself (Haste, Barkskin, Blessing) is read at once. Any other spell is aimed first, as below. Mend and Cure wounds are aimed at the creature beside you that you want to heal, or at yourself.
Scrolls of lower spell levels are found sooner and more often: cantrips from the first floors, and spells of level 11 and 12 from item level 6 (see the table above). General stores also lay out low levels more often than high ones.
Fireball, frost, and lightning
The scrolls of fireball (a rung up: 6d6), lightning (two rungs up: 8d6), and frost (its base: 4d6) cast their spells as any spell scroll does. They reach as far as the spell would when you cast it.
An aimed scroll is aimed like a shot (see
Aiming). After you choose the scroll, a cursor appears on the map. It
starts on your last target (a creature you still see) if it is within range, otherwise on the
nearest hostile creature you see within range, otherwise on you. Tab moves
it from creature to creature, and the movement keys move it anywhere. Enter (or r again)
reads the scroll at the cursor, and Esc puts it away unread. A cell out of reach is marked “Out
of range.”, and the scroll is not used.
-
Fireball and frost fly along the dotted line, like a missile. They burst on the cell you aimed at, on the first creature in the way, or just short of a wall. The burst catches everyone within its radius, including you if you stand that close. When you aim so near that it might, a window asks first:
The fireball may catch you too. Read the scroll of fireball anyway?, with Read it (y), Aim again (n), and Don’t read it (Esc, chosen at first). With the talent Scroll savant your own bursts never catch you, and nothing asks.A fireball blows apart the softer walls it reaches and melts ice, and whoever stands on the ice falls in. Frost freezes the water it reaches into ice that holds a laden person (see Temperature and ice).
-
Lightning runs from you along the line through the cursor and on beyond it, striking everyone on it, until it hits a wall or the end of its reach. It never strikes you.
These three never roll to hit: they hurt everyone they reach. A spell scroll of a ray, such as ray of frost, does roll to hit as the spell does, with your Dexterity.
Unlike a trap’s spell, a spell you read is yours. What it kills earns you experience and counts for your quests, and a shopkeeper it hurts turns on you. A scroll that kills you is named on the death screen (“Killed by their own scroll of fireball”). The explosion and the thunder are heard like any noise (see Hearing). Spells cannot be read on the overworld.
Reading faster, and keeping the scroll
Reading a scroll uses it up, but scholars do better (see Talents). Scroll savant reads in half the time, and together with the wizard’s Scroll adept in a quarter, but no less. With Spell recall on top, one read in four leaves the scroll as it was: “The writing does not fade from the scroll.”
The scroll of identify
When you read the scroll of identify, a second list opens. It holds the unidentified items you carry (see Magic items), the scrolls you carry that show only their label, and the wands and rods you do not know, a wand’s charges included (see Wands). Choose one, and from then on you know what it is: “This is a Sharp dagger of the Lynx!”, “This is 2 scrolls of lightning!” (and every scroll of lightning shows by its name). If nothing is unidentified, the list says so and you keep the scroll.
It is made out like any other scroll, as a spell of level 6. If the writing swims, you keep the scroll and learn nothing about what you chose.
Reading it casts the spell Identify for you, free of mana. The grimoire of identify teaches the spell for good (see Magic). Cast for mana, Identify is dear at 60 mana, so only an experienced caster can afford it (see Magic).
The scroll of identify is the most common scroll. It turns up more often than any other in loot, and every general store in the dungeons has a stack of them.
The scroll of restoration
The scroll of restoration casts no spell. Read it (it is made out as a spell of level 0) and it works on you at once. Every point of stat damage you carry mends, and every point that drains took comes back (“You feel your strength return.”, one line for each stat). It does what Sister Hild’s mending in Cēaptūn does (see Services), but wherever you are.
It works even with a disease still on you, though the disease may damage the stat again. With nothing to restore, it is not read (“There is nothing to restore.”), and you keep it. As no spell is behind it, it has no grimoire. It is rare, found from item level 8, and dear (see the table above).
Writing scrolls
A blank scroll is paper with nothing on it. It is never labelled, it is known on sight, and it weighs 50 g and is worth 15 gold. Read it and nothing happens (“There is nothing written on it.”), and you keep it.
The wizard’s Scribe (from level 12) writes on one. Choose it in the abilities menu and a list of the spells you know opens, sorted by school, each with what writing it costs you in mana and how long it takes. Choose one, and you write its scroll on the first blank scroll you carry.
- The price is three times the spell’s mana. That is what casting it would cost you before Frugal caster, with your armour, School focus, Empower, and Archmage counted, and then the whole is cut by Frugal caster. Fireball’s 26 becomes 78, Magic missile’s 3 becomes 9, and Identify’s 60 becomes 180.
- The time is the time reading the spell’s grimoire takes: 100 turns plus 20 for each spell level, or 10 minutes plus 2 a level at a normal pace. Magic missile takes 16 minutes and Fireball 32. Quick study does not shorten it.
- If you are interrupted (a creature coming into view, anything said, a blow), you stop writing. The time is lost, but you keep the blank and the mana. The mana is spent and the blank used up only when the scroll is done: “You write a scroll of fireball.”
- The scroll is the ordinary scroll of that spell, at its own rung, as one you found would be, and you know what it is. It reads and sells like any other (a shop buys it at its usual offer). Scroll adept adds its rung when you read it. Neither writing nor reading it asks a check: you know the spell, so you read it at once, even one you learned beyond your learning.
- Scribe is refused, with no time or mana spent, for a spell you do not know, with no blank scroll (“You have nothing to write on.”), while raging, or with too little mana (“You lack the mana to write it.”). Light and place do not matter.
Each scroll written always trains Intelligence, as reading a grimoire does, besides what spending the mana trains. There is no roll: a scroll begun and finished is a scroll made.
Where scrolls are
- Loot: scrolls lie about as loot on the floors of generated dungeon levels (see Dungeons and danger), from the item level given in the table above. They are never magic, so vaults and creatures that leave only magic things never leave one.
- Shops: a general store sells and buys scrolls (see Shops). One in the dungeons always has scrolls of identify among its goods, and so does Ælfric’s in Cēaptūn.
- Blank scrolls turn up as loot and as general-store stock just as other scrolls do, from item level 1 (frequency 30).
See also: Magic, Learning spells, and Potions.
Your lantern
A lantern is a tool. It gives light only while it is ready in the Tool slot of your equipment, where a pick-axe would go, so you hold one or the other. It weighs 400 g. Every race without darkvision starts with one ready, unlit: elves, half-elves, humans, halflings, gnomes, lizardfolk, and ratfolk. The others see in the dark and start without one.
Press u (use a tool) to change what it does: from unlit to lit, from lit to hooded, and from
hooded back to unlit. Lighting it or putting it out is a normal action
(6 seconds). Lowering the hood takes half that (3 seconds). Its name says how
it is: “a lantern (lit)”, “a lantern (hooded)”. A lantern you take off or drop stays as it was, but
gives no light until it is ready in the Tool slot again.
A lit lantern is a light source that moves with you: a warm light whose reach is given in the table of lights. It burns calmly; it flickers a little, but less than a torch. What it lights, your vision can see. It is the answer to dark dungeons, and to nights outdoors when the moon gives little or no light, or is hidden by clouds. In daylight you do not need it.
Light works both ways, though. Creatures see by the same light you do. A lit lantern shows you to every creature that has a clear line to you and is near enough, even one whose eyes need light. With the lantern out, standing in the dark hides you from such eyes, and you can watch creatures that carry their own light without being seen. See Creatures.
The hood
Your lantern has a hood. u on a lit lantern lowers it, and u again puts the lantern out. Lit
again, it burns open.
Hooded, the lantern gives half its light and reaches 2 cells instead of 5 (see the table of lights). The hood also keeps the light off you: it lights the ground around you, but not the cell you stand on.
- You see less. With normal eyes you see the 8 cells around you by it, and no farther. They get about 24 % of full light straight beside you and 19 % on the diagonals, and normal eyes need 16 %. Low-light eyes see out to 2 cells, except the far corners. Darkvision is as good as ever.
- You are seen less. Your own cell gets none of the lantern’s light, only a glimmer reflected off the ground nearby: at most an eighth of the light around you, too little for any eyes. So creatures whose eyes need light do not see you by it, even right next to you, while you see them in its ring. Creatures with darkvision still see you within their darkvision, and any other light that falls on you (a torch, daylight) shows you as usual.
There is no fuel yet: the lantern burns as long as you leave it lit. The Lamplighter talent makes it burn brighter and reach a cell farther, so you are also seen from a little farther away. Hooded, it gives the same hooded light as before.
With no light ready, u asks which way to dig if you have a digging tool
ready. Otherwise it tells you that you have none, which takes no time.
See also: Equipment, Sight and memory, and Sun and moon.
Materials
Every object is made of something, and what it is made of matters. A bronze sword hits differently from a steel one, mithril mail is lighter than steel, gold is worth more than tin, and some materials stand acid, rust, and fire better than others. This page explains how.
An object is made of one or more parts, each of one material. Most objects are one material throughout, such as a steel dagger. Some have several parts: a long sword has a steel blade and a leather grip, and a gold amulet has its chain and the ruby in its setting. The first part is the main one: the material the object is mostly made of, and the one the objects table names first.
You can always see what something is made of, even a magic item you have not identified. An item’s name shows its gems and precious metals (the precious materials in the table below) when it does not already mention them. A gold amulet set with a ruby is a gold and ruby amulet, and a long sword with a ruby pommel is a ruby-pommelled long sword. Plain parts, like a leather grip, show only when you look at the item, which lists every part (see Magic items).
Gems are materials too, each with a size and a cut (see Gems). A loose gem is made of its gem alone. An item found set with a gem has it as one of its parts, and the gem’s worth is added to the item’s.
Every other material is measured against steel:
- weight: how heavy an item of it is compared with the same item of steel. Metals go by their real densities, the rest by what an item of them weighs.
- to hit and damage: what it does as a weapon’s blade or head. A few materials also add dice: a weapon of adamantium rolls one more die of its own size.
- armour: how much of an armour’s Protection an armour of it keeps.
- shield: how much of a shield’s Defence a shield of it gives.
- worth.
- binding: how well it holds magic. It is added to the number of enchantments an item made of it can bear: silver −2, the soft metals and knapped stone −1, gold, ivory, jade, amber, silk, and adamantium +1, mithril and the dragon stuff +2.
A material with no weapon figures cannot be a weapon’s working part, so there is no leather sword. One with no armour figure cannot be armour, so there is no flint mail.
Materials come in groups: metal, wood, bone (with horn, ivory, chitin, and dragonbone), stone, hide, cloth, glass, and resin (amber). The precious ones are marked.
| Material | Group | Colour | Weight | Worth |
|---|---|---|---|---|
| Adamantium | metal | #4c5a70 | 120% | ×30 |
| Aluminium | metal | #d0d5db | 34% | ×8 |
| Bendalloy | metal | #c9a0c8 | 118% | ×6 |
| Brass | metal | #d4b04c | 108% | ×0.9 |
| Bronze | metal | #cd7f32 | 112% | ×0.8 |
| Cadmium | metal | #b9c3b0 | 110% | ×4 |
| Chromium | metal | #e2e8ef | 92% | ×9 |
| Copper | metal | #b87333 | 114% | ×0.7 |
| Duralumin | metal | #b4bcc6 | 36% | ×10 |
| Electrum | metal | #e6d690 | 191% | ×12 |
| Gold (precious) | metal | #ffd24a | 246% | ×20 |
| Iron | metal | #7a7d80 | 100% | ×0.6 |
| Mithril | metal | #c8d8e8 | 50% | ×20 |
| Nicrosil | metal | #9fa8a3 | 108% | ×10 |
| Pewter | metal | #8e9196 | 93% | ×0.5 |
| Silver (precious) | metal | #d9dee3 | 134% | ×15 |
| Steel | metal | #a8b0b8 | 100% | ×1 |
| Tin | metal | #c9ccce | 93% | ×0.4 |
| Zinc | metal | #a7b4bc | 91% | ×0.6 |
| Bone | bone | #e3dac9 | 60% | ×0.3 |
| Chitin | bone | #4b5a3a | 45% | ×0.6 |
| Dragonbone | bone | #d8d2b8 | 55% | ×25 |
| Horn | bone | #8c7a5b | 50% | ×0.5 |
| Ivory | bone | #fff8e7 | 65% | ×5 |
| Cloth | cloth | #c8c0a8 | 25% | ×0.3 |
| Silk | cloth | #f2e6f0 | 18% | ×4 |
| Wool | cloth | #cfc4a8 | 30% | ×0.4 |
| Glass | glass | #a8d8e0 | 90% | ×1 |
| Dragonscale | hide | #3fa36b | 40% | ×30 |
| Fur | hide | #a08060 | 40% | ×0.8 |
| Hardened leather | hide | #6b3e1e | 45% | ×0.8 |
| Leather | hide | #8b5a2b | 35% | ×0.5 |
| Amber (precious) | resin | #e0a040 | 40% | ×3 |
| Sinew | sinew | #c8b088 | 30% | ×0.2 |
| Flint | stone | #5b5650 | 80% | ×0.1 |
| Jade | stone | #68c090 | 85% | ×4 |
| Obsidian | stone | #2a2433 | 75% | ×0.3 |
| Stone | stone | #8c8a84 | 80% | ×1 |
| Hardwood | wood | #6e4524 | 50% | ×0.4 |
| Ironwood | wood | #4a4440 | 70% | ×3 |
| Wood | wood | #9c6b3c | 40% | ×0.2 |
| Amethyst (precious) | - | #9b59d0 | 100% | ×1 |
| Diamond (precious) | - | #e8f4ff | 100% | ×1 |
| Emerald (precious) | - | #2ea05a | 100% | ×1 |
| Flesh | - | #b06848 | 100% | ×1 |
| Garnet (precious) | - | #8e1f2f | 100% | ×1 |
| Heliodor (precious) | - | #e8d44d | 100% | ×1 |
| Lead | - | #7c8088 | 144% | ×0.2 |
| Paper | - | #e8e0c8 | 100% | ×1 |
| Plant matter | - | #7fa65a | 100% | ×1 |
| Ruby (precious) | - | #d3213b | 100% | ×1 |
| Sapphire (precious) | - | #2f5bd3 | 100% | ×1 |
| Smokestone (precious) | - | #8a7f73 | 100% | ×1 |
| Topaz (precious) | - | #f0a830 | 100% | ×1 |
| Wax | - | #f0e6c8 | 100% | ×1 |
| Zircon (precious) | - | #5fc7d9 | 100% | ×1 |
As arms and armour
What a weapon’s blade or head of each material does, and how much of an armour’s Protection and a shield’s Defence it keeps. A material not listed here can be neither.
| Material | Weapon (to hit / damage) | Armour | Shield |
|---|---|---|---|
| Adamantium | +0 / +1, a die more | 200% | 200% |
| Aluminium | +1 / −2 | 70% | 100% |
| Bendalloy | +0 / −1 | 70% | 100% |
| Brass | +0 / −1 | 70% | 100% |
| Bronze | +0 / −1 | 80% | 100% |
| Cadmium | +0 / −2 | 50% | 100% |
| Chromium | +0 / +1 | 110% | 100% |
| Copper | +0 / −1 | 60% | 100% |
| Duralumin | +1 / −1 | 90% | 100% |
| Electrum | −1 / +0 | 60% | 100% |
| Gold | −2 / +1 | 50% | 100% |
| Iron | −1 / +0 | 90% | 100% |
| Mithril | +1 / +0 | 100% | 100% |
| Nicrosil | +0 / +1 | 110% | 100% |
| Pewter | +0 / −2 | 40% | 100% |
| Silver | −1 / −1 | 50% | 100% |
| Steel | +0 / +0 | 100% | 100% |
| Tin | +0 / −2 | 40% | 100% |
| Zinc | +0 / −2 | 50% | 100% |
| Bone | +0 / −1 | 50% | 100% |
| Chitin | +0 / −1 | 60% | 100% |
| Dragonbone | +1 / +1 | 110% | 100% |
| Horn | +0 / −1 | 45% | 100% |
| Ivory | −1 / −1 | 40% | 100% |
| Cloth | - | 15% | 100% |
| Silk | - | 20% | 100% |
| Wool | - | 20% | 100% |
| Dragonscale | - | 130% | 100% |
| Fur | - | 25% | 100% |
| Hardened leather | - | 45% | 100% |
| Leather | - | 30% | 100% |
| Flint | +0 / −1 | - | - |
| Obsidian | +0 / +0 | - | - |
| Hardwood | +0 / −1 | 40% | 100% |
| Ironwood | +0 / +0 | 60% | 100% |
| Wood | −1 / −2 | 30% | 100% |
Wear
The chance an item of each material withstands acid, rust, and fire (see Item damage, below).
| Material | Withstands acid | Withstands rust | Withstands fire |
|---|---|---|---|
| Adamantium | never damaged | never damaged | never damaged |
| Aluminium | 30% | 100% | 50% |
| Bendalloy | 40% | 90% | 10% |
| Brass | 40% | 85% | 75% |
| Bronze | 40% | 80% | 80% |
| Cadmium | 20% | 100% | 40% |
| Chromium | 90% | 95% | 85% |
| Copper | 30% | 90% | 70% |
| Duralumin | 30% | 90% | 60% |
| Electrum | 90% | 100% | 80% |
| Gold | 95% | 100% | 80% |
| Iron | 10% | 0% | 90% |
| Mithril | 95% | 100% | 95% |
| Nicrosil | 90% | 95% | 90% |
| Pewter | 30% | 100% | 30% |
| Silver | 85% | 100% | 80% |
| Steel | 20% | 10% | 95% |
| Tin | 30% | 100% | 30% |
| Zinc | 20% | 100% | 40% |
| Bone | 50% | 100% | 40% |
| Chitin | 50% | 100% | 40% |
| Dragonbone | 85% | 100% | 95% |
| Horn | 50% | 100% | 30% |
| Ivory | 50% | 100% | 40% |
| Cloth | 0% | 100% | 0% |
| Silk | 0% | 100% | 0% |
| Wool | 10% | 100% | 10% |
| Glass | 95% | 100% | 70% |
| Dragonscale | 100% | 100% | 100% |
| Fur | 20% | 100% | 10% |
| Hardened leather | 40% | 100% | 40% |
| Leather | 30% | 100% | 30% |
| Amber | 80% | 100% | 10% |
| Sinew | 20% | 100% | 0% |
| Flint | 80% | 100% | 100% |
| Jade | 80% | 100% | 100% |
| Obsidian | 90% | 100% | 90% |
| Stone | 70% | 100% | 100% |
| Hardwood | 70% | 100% | 20% |
| Ironwood | 80% | 100% | 40% |
| Wood | 60% | 100% | 10% |
| Amethyst | 100% | 100% | 100% |
| Diamond | 100% | 100% | 100% |
| Emerald | 100% | 100% | 100% |
| Flesh | 0% | 100% | 0% |
| Garnet | 100% | 100% | 100% |
| Heliodor | 100% | 100% | 100% |
| Lead | 20% | 100% | 20% |
| Paper | 0% | 100% | 0% |
| Plant matter | 0% | 100% | 0% |
| Ruby | 100% | 100% | 100% |
| Sapphire | 100% | 100% | 100% |
| Smokestone | 100% | 100% | 100% |
| Topaz | 100% | 100% | 100% |
| Wax | 20% | 100% | 0% |
| Zircon | 100% | 100% | 100% |
Working it
The work each material adds to the difficulty of crafting with it, its binding, and the objects made of it, in part or whole.
| Material | Work | Binding | Objects made of it, in part or whole |
|---|---|---|---|
| Adamantium | +8 | +1 | - |
| Aluminium | −1 | +0 | - |
| Bendalloy | −3 | −1 | - |
| Brass | −1 | +0 | brass keys, teapots, warming pans, candlesticks |
| Bronze | −1 | +0 | bronze keys, minster reliquaries |
| Cadmium | −3 | −1 | - |
| Chromium | +2 | +0 | - |
| Copper | −2 | +0 | copper keys, copper coins |
| Duralumin | +0 | +0 | - |
| Electrum | −1 | +1 | - |
| Gold | −2 | +1 | gold rings, gold and ruby amulets, gold coins |
| Iron | −1 | +0 | hand axes, battle axes, great axes, maces, morning stars, war hammers, mauls, javelins, spears, tridents, glaives, halberds, arrows, crossbow bolts, bucklers, tower shields, chain mail shirts, suits of scale mail, iron helms, pairs of gauntlets, pairs of iron-shod boots, iron rings, iron keys, rusty keys, skeleton keys, lanterns, pick-axes, mattocks, buckets, ladles, pieces of cutlery, cooking pots, hanging lanterns, kettles, rods of terror, rods of digging, rods of sleep, rods of teleport other, arrowheads, lumps of iron ore |
| Mithril | +4 | +2 | - |
| Nicrosil | +3 | +0 | - |
| Pewter | −3 | −1 | - |
| Silver | −1 | −2 | silver rings, silver chalices |
| Steel | +0 | +0 | knives, stilettos, daggers, short swords, scimitars, rapiers, long swords, great swords, suits of banded mail, suits of plate armour, great helms, pieces |
| Tin | −3 | −1 | - |
| Zinc | −3 | −1 | - |
| Bone | −1 | +0 | bone amulets, piles of bones |
| Chitin | +0 | +0 | - |
| Dragonbone | +5 | +2 | - |
| Horn | −1 | +0 | - |
| Ivory | +0 | +1 | - |
| Cloth | +0 | +0 | padded coats, pairs of footwraps, patched smocks, shifts, smocks, tunics, coils of rope, scraps of torn cloth |
| Silk | +0 | +1 | silk shirts |
| Wool | +0 | +0 | wool cloaks, frocks, kirtles, pairs of slippers, habits, pairs of felt boots, waistcoats, robes, gowns, long coats, doublets, houppelandes, rugs |
| Glass | +0 | +0 | murky draughts, flasks of oil, draughts of chance, flasks of brilliance, flasks of smoke, potions of healing, potions of sustenance, flasks of tar, potions of antidote, sleeping draughts, stinking flasks, flasks of enfeeblement, flasks of sloth, potions of blinking, potions of clear head, vials of acid, flasks of darkness, vials of nightmares, vials of silence, brewer’s blunders, flasks of holy water, flasks of thunder, potions of barkskin, potions of cat’s eyes, potions of mana, potions of moth’s eyes, potions of owl’s eyes, potions of sea legs, flasks of fire, flasks of frost, potions of earthing, potions of frost, potions of greater healing, potions of proofing, potions of renewal, potions of warmth, vials of troll’s blood, potions of cure disease, potions of glamour, potions of grace, potions of might, potions of presence, potions of seeing, potions of the quick, potions of vigour, potions of will, potions of wit, blasting flasks, pitch fires, potions of quickness, potions of restoration, potions of full healing, potions of the unseen, greater potions of grace, greater potions of might, greater potions of presence, greater potions of vigour, greater potions of will, greater potions of wit, elixirs of grace, elixirs of might, elixirs of presence, elixirs of vigour, elixirs of will, elixirs of wit |
| Dragonscale | +0 | +2 | - |
| Fur | +0 | +0 | fur cloaks |
| Hardened leather | +0 | +0 | - |
| Leather | +0 | +0 | long swords, slings, leather jerkins, studded leather jerkins, leather caps, travelling cloaks, pairs of leather gloves, pairs of leather boots, pairs of sandals, pairs of turnshoes, hide tunics, pairs of shoes, leather aprons, pairs of hobnailed boots, pairs of soft boots, amber amulets, books, pairs of bellows, grimoires of burning hands, grimoires of evil eye, grimoires of grave breath, grimoires of mend, grimoires of ray of frost, grimoires of spark, grimoires of light, grimoires of acid splash, grimoires of barkskin, grimoires of blessing, grimoires of cause wounds, grimoires of cure wounds, grimoires of curse of sloth, grimoires of flare, grimoires of fume, grimoires of hex of weakness, grimoires of identify, grimoires of magic missile, grimoires of nightsight, grimoires of acid arrow, grimoires of call of the wild, grimoires of grave feast, grimoires of mesmerise, grimoires of sense the quick, grimoires of slick, grimoires of water walking, grimoires of arcane bolt, grimoires of blight, grimoires of blink, grimoires of bramble, grimoires of brand, grimoires of flay, grimoires of frost, grimoires of glamour, grimoires of pitch fire, grimoires of scorching ray, grimoires of see invisible, grimoires of shatter, grimoires of sleep, grimoires of thunderclap, grimoires of unbinding, grimoires of web, grimoires of bind, grimoires of charnel burst, grimoires of renewal, grimoires of rime, grimoires of call lightning, grimoires of fear, grimoires of fire cloak, grimoires of fireball, grimoires of flame, grimoires of gale, grimoires of haste, grimoires of leech, grimoires of lightning, grimoires of mirk, grimoires of remove disease, grimoires of silence, grimoires of soulglass, grimoires of balefire, grimoires of benison, grimoires of grave spear, grimoires of rebuke, grimoires of reek, grimoires of call of the forest, grimoires of chain lightning, grimoires of cloudburst, grimoires of slumber, grimoires of beguile, grimoires of rouse the dead, grimoires of call the elements, grimoires of sunfire |
| Amber | +1 | +1 | amber amulets |
| Sinew | −1 | +0 | - |
| Flint | +0 | −1 | - |
| Jade | +2 | +1 | jade amulets |
| Obsidian | +1 | −1 | - |
| Stone | +0 | −1 | sling stones, black crystals, blue crystals, gold crystals, green crystals, red crystals, white crystals, essences of air, essences of earth, essences of fire, essences of ice, essences of lightning, essences of water, heart-crystals, soul-fetters, rocks, boulders |
| Hardwood | +0 | +0 | - |
| Ironwood | +3 | +1 | ironwood staves |
| Wood | −1 | +0 | clubs, javelins, spears, quarterstaves, short bows, long war bows, composite bows, crossbows, heavy crossbows, brittle arrows, brittle bolts, burning arrows, arrows, crossbow bolts, flaming arrows, small shields, large shields, pairs of clogs, brooms, buckets, ladles, stools, chairs, coat stands, pairs of bellows, warming pans, wands of burning hands, wands of magic missile, wands of scorching ray, wands of sleep, wands of web, wands of shatter, wands of bind, wands of fireball, wands of lightning bolt, long-stemmed pipes, lutes |
| Amethyst | +1 | +0 | loose gems, and items set with one |
| Diamond | +6 | +0 | loose gems, and items set with one |
| Emerald | +3 | +0 | loose gems, and items set with one |
| Flesh | +0 | +0 | strips of dried meat, corpses |
| Garnet | +1 | +0 | loose gems, and items set with one |
| Heliodor | +2 | +0 | loose gems, and items set with one |
| Lead | +0 | −1 | lead keys |
| Paper | +0 | +0 | books, sealed letters, blank scrolls, scrolls of burning hands, scrolls of evil eye, scrolls of grave breath, scrolls of mend, scrolls of ray of frost, scrolls of spark, scrolls of light, scrolls of acid splash, scrolls of barkskin, scrolls of blessing, scrolls of cause wounds, scrolls of cure wounds, scrolls of curse of sloth, scrolls of flare, scrolls of fume, scrolls of hex of weakness, scrolls of identify, scrolls of magic missile, scrolls of nightsight, scrolls of acid arrow, scrolls of call of the wild, scrolls of grave feast, scrolls of mesmerise, scrolls of sense the quick, scrolls of slick, scrolls of water walking, scrolls of arcane bolt, scrolls of blight, scrolls of blink, scrolls of bramble, scrolls of brand, scrolls of flay, scrolls of frost, scrolls of glamour, scrolls of pitch fire, scrolls of scorching ray, scrolls of see invisible, scrolls of shatter, scrolls of sleep, scrolls of thunderclap, scrolls of unbinding, scrolls of web, scrolls of bind, scrolls of charnel burst, scrolls of renewal, scrolls of rime, grimoires of burning hands, grimoires of evil eye, grimoires of grave breath, grimoires of mend, grimoires of ray of frost, grimoires of spark, scrolls of call lightning, scrolls of fear, scrolls of fire cloak, scrolls of fireball, scrolls of flame, scrolls of gale, scrolls of haste, scrolls of leech, scrolls of lightning, scrolls of mirk, scrolls of remove disease, scrolls of silence, scrolls of soulglass, grimoires of light, scrolls of balefire, scrolls of benison, scrolls of grave spear, scrolls of rebuke, scrolls of reek, scrolls of restoration, scrolls of call of the forest, scrolls of chain lightning, scrolls of cloudburst, scrolls of slumber, grimoires of acid splash, grimoires of barkskin, grimoires of blessing, grimoires of cause wounds, grimoires of cure wounds, grimoires of curse of sloth, grimoires of flare, grimoires of fume, grimoires of hex of weakness, grimoires of identify, grimoires of magic missile, grimoires of nightsight, scrolls of beguile, scrolls of rouse the dead, grimoires of acid arrow, grimoires of call of the wild, grimoires of grave feast, grimoires of mesmerise, grimoires of sense the quick, grimoires of slick, grimoires of water walking, scrolls of call the elements, scrolls of sunfire, grimoires of arcane bolt, grimoires of blight, grimoires of blink, grimoires of bramble, grimoires of brand, grimoires of flay, grimoires of frost, grimoires of glamour, grimoires of pitch fire, grimoires of scorching ray, grimoires of see invisible, grimoires of shatter, grimoires of sleep, grimoires of thunderclap, grimoires of unbinding, grimoires of web, grimoires of bind, grimoires of charnel burst, grimoires of renewal, grimoires of rime, grimoires of call lightning, grimoires of fear, grimoires of fire cloak, grimoires of fireball, grimoires of flame, grimoires of gale, grimoires of haste, grimoires of leech, grimoires of lightning, grimoires of mirk, grimoires of remove disease, grimoires of silence, grimoires of soulglass, grimoires of balefire, grimoires of benison, grimoires of grave spear, grimoires of rebuke, grimoires of reek, grimoires of call of the forest, grimoires of chain lightning, grimoires of cloudburst, grimoires of slumber, grimoires of beguile, grimoires of rouse the dead, grimoires of call the elements, grimoires of sunfire |
| Plant matter | +0 | +0 | reed kilts, brooms, handfuls of berries, handfuls of hazelnuts, mushrooms, turnips, wafers of waybread, apples, loaves of bread, food rations, angelica roots, glowcaps, sprigs of moonwort, sprigs of comfrey, sprigs of feverfew, sprigs of henbane, sprigs of bog myrtle, sprigs of eyebright, sprigs of vervain, mandrake roots |
| Ruby | +4 | +0 | gold and ruby amulets, loose gems, and items set with one |
| Sapphire | +4 | +0 | loose gems, and items set with one |
| Smokestone | +0 | +0 | loose gems, and items set with one |
| Topaz | +2 | +0 | loose gems, and items set with one |
| Wax | +0 | +0 | wax candles |
| Zircon | +1 | +0 | loose gems, and items set with one |
Item damage
An item can be damaged in several ways, and it is always the same state. A damaged item loses its improvements and is a point worse until it is mended, at an anvil or, for wood, with a knife (Whittle), or anywhere by a craftsperson’s Make do and mend. That is the state a failed attempt at an anvil leaves it in. An item damaged again, by anything, is destroyed. Only its name tells what did it: a corroded, a rusted, a scorched, or a damaged long sword.
Some creatures harm your gear in melee:
- The hezrou and the dretch carry acid that eats at what you wear. Each of their blows that lands has a chance (25% for the hezrou, 10% for the dretch) to reach one piece of armour or a shield you wear, picked at random.
- The ember beetle’s acid blood eats at what strikes it. Each of your blows that lands has a 25% chance to reach the weapon or shield you struck with.
- The black pudding’s acid does both, each way at 25%, and the rust monster rusts both ways at 50%.
Any resistance to acid halves the chance of acid. Rust has no damage type to resist.
What is reached then withstands it by its main material’s chance, in the Withstands acid, Withstands rust, and Withstands fire columns of the wear table:
- Withstood, nothing happens. The first time for each kind you are told so: The acid runs off your mithril chain mail shirt.
- Otherwise the item is damaged, or destroyed if it was damaged already.
Gold, silver, mithril, dragonscale, and the gems nearly always withstand everything. Adamantium is never damaged at all (see Protected items). Iron and steel rust and corrode easily but stand heat. Copper and its alloys corrode but hardly rust. The soft metals melt. Wood and cloth burn. Nothing but metal rusts. A failed attempt at an anvil is never withstood, except by adamantium. Fighting bare-handed or with a spell risks nothing.
Protected items
Some items no harm reaches at all: not acid, rust, or fire, not a failed attempt at an anvil or with the knife, and not a spell’s ruin of what lies on the floor. They are:
- unique items;
- items of the of Proof affix, whether or not you have identified it;
- anything a quest asks you to bring or deliver, until that quest is done for good. What a quest gives you as its reward is an ordinary item, unless another quest asks for it.
Adamantium is never harmed either: no acid, rust, or fire damages it, a failed attempt at an anvil only fails to improve it, a spell’s ruin leaves it be, and a creature’s adamantium gear is never found damaged. Unlike the items above, you can still take it apart or set a gem in it.
Items of other materials
Most items can be found made of a material other than their usual one: a bronze long sword, a duralumin chain mail shirt, a flint spear, a dragonbone quarterstaff, a silk cloak. What an item may be made of is its construction list, shown below by group or by material. Loot and creatures never make anything outside it, so there are no leather swords or wooden chain mail. Rings and amulets may be made of any material of a group, but never paper or wax. Rocks, food, potions, scrolls, coins, gems, and keys are only ever what they are.
Compared with its usual material, an item of another one:
- weighs more or less. Each part weighs its share of the item’s weight times its material’s weight over the usual one’s. A bronze long sword’s blade is 112% as heavy, and its leather grip stays the same.
- strikes better or worse. To hit and damage change by the difference between the two materials’ weapon figures: a bronze long sword is +0 to hit and −1 damage against steel. This counts for every blow, throw, and shot made with it, and for arrows and bolts by their heads. A material with more dice adds that many dice of the weapon’s own size to a melee weapon, a thrown one, or a bow or crossbow. Arrows and bolts get no dice: a shot rolls its launcher’s.
- protects more or less. Armour keeps its Protection times its material’s armour figure over the usual one’s, rounded to the nearest. An iron chain mail shirt’s Protection 3 is 1 in tin and 4 in chromium. A shield’s Defence changes the same way by the shield figure, which is 100% for every material but adamantium.
- is worth more or less, by its parts’ shares and their materials’ worth, like any item with several parts. A gold long sword is worth about nineteen steel ones.
- is drawn in its material’s colour. A ring set with a gem keeps its gem’s colour.
Rings and amulets change only in worth and colour.
An item’s name gives its material when it is not the usual one, after any gem and before the item: a Sharp emerald-pommelled bronze long sword of the Bear. If the name already names a material, the new one replaces it: an iron helm made of bone is a bone helm, and a pair of iron-shod boots made of bronze is a pair of bronze-shod boots. Like every material, it shows at once, identified or not. The item’s damage and Protection show when you look at the item, but its to-hit does not.
| Item | Made of | May be made of |
|---|---|---|
| Knife | steel | any bone, any metal, any stone |
| Stiletto | steel | any bone, any metal, any stone |
| Dagger | steel | any bone, any metal, any stone |
| Short sword | steel | any metal, dragonbone |
| Scimitar | steel | any metal, dragonbone |
| Rapier | steel | any metal, dragonbone |
| Long sword | steel | any metal, dragonbone |
| Great sword | steel | any metal, dragonbone |
| Hand axe | iron | any metal, any stone |
| Battle axe | iron | any metal, any stone |
| Great axe | iron | any metal, any stone |
| Club | wood | any bone, any wood |
| Mace | iron | any metal |
| Morning star | iron | any metal |
| War hammer | iron | any metal |
| Maul | iron | any metal |
| Javelin | iron | any bone, any metal, any stone |
| Spear | iron | any bone, any metal, any stone |
| Trident | iron | any metal |
| Glaive | iron | any metal |
| Halberd | iron | any metal |
| Quarterstaff | wood | any wood, dragonbone |
| Ironwood staff | ironwood | any wood, dragonbone |
| Short bow | wood | any wood, dragonbone, horn |
| Long war bow | wood | any wood, dragonbone, horn |
| Composite bow | wood | any wood, dragonbone, horn |
| Crossbow | wood | any wood |
| Heavy crossbow | wood | any wood |
| Brittle arrow | wood | any wood |
| Brittle bolt | wood | any wood |
| Arrow | iron | any bone, any metal, any stone |
| Crossbow bolt | iron | any bone, any metal, any stone |
| Buckler | iron | any hide, any metal, any wood, chitin |
| Small shield | wood | any hide, any metal, any wood, chitin |
| Large shield | wood | any hide, any metal, any wood, chitin |
| Tower shield | iron | any hide, any metal, any wood, chitin |
| Padded coat | cloth | any cloth |
| Leather jerkin | leather | any hide |
| Studded leather jerkin | leather | any hide |
| Chain mail shirt | iron | any metal |
| Suit of scale mail | iron | any bone, any metal, dragonscale |
| Suit of banded mail | steel | any metal |
| Suit of plate armour | steel | any metal, chitin, dragonbone |
| Leather cap | leather | any bone, any hide, any metal |
| Iron helm | iron | any bone, any hide, any metal |
| Great helm | steel | any bone, any hide, any metal |
| Wool cloak | wool | any cloth, fur, leather |
| Travelling cloak | leather | any cloth, fur, leather |
| Fur cloak | fur | any cloth, fur, leather |
| Pair of leather gloves | leather | any hide |
| Pair of gauntlets | iron | any metal |
| Pair of leather boots | leather | any hide |
| Pair of iron-shod boots | iron | any metal |
| Shift | cloth | any cloth |
| Smock | cloth | any cloth |
| Tunic | cloth | any cloth |
| Hide tunic | leather | any hide |
| Kirtle | wool | any cloth |
| Leather apron | leather | any hide |
| Waistcoat | wool | any cloth |
| Robe | wool | any cloth |
| Gown | wool | any cloth |
| Long coat | wool | any cloth |
| Doublet | wool | any cloth, any hide |
| Houppelande | wool | any cloth |
| Iron ring | iron | any material |
| Silver ring | silver | any material |
| Gold ring | gold | any material |
| Bone amulet | bone | any material |
| Amber amulet | amber | any material |
| Jade amulet | jade | any material |
| Gold and ruby amulet | gold | any material |
| Lantern | iron | brass, iron |
| Pick-axe | iron | any metal, any stone |
| Mattock | iron | any metal, any stone |
| Ladle | iron | brass, iron |
| Piece of cutlery | iron | iron, pewter, silver |
| Chair | wood | any wood |
| Hanging lantern | iron | brass, iron |
| Kettle | iron | copper, iron |
| Teapot | brass | brass, pewter, silver |
| Warming pan | brass | brass, copper |
| Candlestick | brass | brass, iron, pewter, silver |
| Rug | wool | silk, wool |
| Arrowhead | iron | any bone, any metal, any stone |
| Lump of iron ore | iron | any metal |
| Piece | steel | any material |
How often each material is found
Most items are made of their usual material: a long sword is steel, a cloak wool. At depth 1, an item that could be made of something else is its usual material 90% of the time. The chance of another material grows by half a point with each depth, to 20% from depth 21 on. A creature’s gear, and what it drops, goes by the creature’s level instead of the depth.
When an item is made of another material, that material is picked from the item’s list by the weights in the table further down. The weights compare only the other materials, not the usual one. Primitive metals are the common ones near the surface (copper and bronze, then iron and tin), and steel becomes the common one only deeper. Some materials are worse in a fight than an item’s usual one but dearer, such as gold, silver, or aluminium on a sword, or ivory on a dagger. Such a material’s weight is 10 at most, which is very rare, whatever its own weight says. Rings and amulets are only about worth, so this never applies to them.
A material’s weight also depends on how well it suits the item. The table gives each material’s fit for weapons (anything that strikes or is shot), armour (shields too), jewellery (rings and amulets), and other items:
- good: its weight as given;
- poor: a tenth of it. Copper and the precious metals make poor weapons and armour, hides make poor weapons and jewellery, and wood makes poor armour;
- odd: a hundredth of it. Tin, pewter, zinc, and cadmium make odd blades. Cloth, wool, and fur make odd weapons and odd rings.
| Material | Loot at depth 1 | Each depth deeper | From depth | Gear at creature level 1 | Each level higher | Weapons | Armour | Jewellery | Other items |
|---|---|---|---|---|---|---|---|---|---|
| Adamantium | 10 (very rare) | +6 | 16 | 5 (very rare) | +2 | good | good | good | good |
| Aluminium | 10 (very rare) | +0 | 1 | 5 (very rare) | +0 | poor | good | good | good |
| Bendalloy | 10 (very rare) | +0 | 1 | 5 (very rare) | +0 | good | good | good | good |
| Brass | 100 (uncommon) | +0 | 1 | 30 (rare) | +0 | poor | good | good | good |
| Bronze | 800 (very common) | −40 | 1 | 600 (very common) | −25 | good | good | good | good |
| Cadmium | 10 (very rare) | +0 | 1 | 5 (very rare) | +0 | odd | poor | good | good |
| Chromium | 10 (very rare) | +1 | 8 | 5 (very rare) | +1 | good | good | good | good |
| Copper | 800 (very common) | −50 | 1 | 600 (very common) | −40 | poor | poor | good | good |
| Duralumin | 10 (very rare) | +0 | 1 | 5 (very rare) | +0 | good | good | good | good |
| Electrum | 10 (very rare) | +0 | 1 | 5 (very rare) | +0 | poor | poor | good | good |
| Gold | 10 (very rare) | +3 | 1 | 5 (very rare) | +0 | poor | poor | good | good |
| Iron | 300 (common) | +0 | 1 | 300 (common) | +10 | good | good | good | good |
| Mithril | 10 (very rare) | +8 | 8 | 5 (very rare) | +3 | good | good | good | good |
| Nicrosil | 10 (very rare) | +1 | 8 | 5 (very rare) | +1 | good | good | good | good |
| Pewter | 100 (uncommon) | +0 | 1 | 30 (rare) | +0 | odd | poor | good | good |
| Silver | 10 (very rare) | +0 | 1 | 5 (very rare) | +0 | poor | poor | good | good |
| Steel | 300 (common) | +60 | 1 | 20 (rare) | +15 | good | good | good | good |
| Tin | 300 (common) | −20 | 1 | 200 (common) | −15 | odd | poor | good | good |
| Zinc | 100 (uncommon) | +0 | 1 | 30 (rare) | +0 | odd | poor | good | good |
| Bone | 300 (common) | −10 | 1 | 600 (very common) | −30 | good | good | good | good |
| Chitin | 100 (uncommon) | +0 | 1 | 100 (uncommon) | +0 | good | good | good | good |
| Dragonbone | 10 (very rare) | +5 | 6 | 5 (very rare) | +2 | good | good | good | good |
| Horn | 100 (uncommon) | +0 | 1 | 150 (common) | +0 | good | good | good | good |
| Ivory | 40 (rare) | +0 | 1 | 10 (very rare) | +0 | poor | poor | good | good |
| Cloth | 800 (very common) | −20 | 1 | 800 (very common) | +0 | odd | good | odd | good |
| Silk | 40 (rare) | +0 | 1 | 10 (very rare) | +0 | odd | good | poor | good |
| Wool | 300 (common) | +0 | 1 | 300 (common) | +0 | odd | good | odd | good |
| Dragonscale | 10 (very rare) | +5 | 6 | 5 (very rare) | +2 | poor | good | poor | good |
| Fur | 300 (common) | +0 | 1 | 300 (common) | +0 | odd | good | odd | good |
| Hardened leather | 300 (common) | +10 | 1 | 300 (common) | +10 | poor | good | poor | good |
| Leather | 800 (very common) | −20 | 1 | 800 (very common) | −30 | poor | good | poor | good |
| Amber | 40 (rare) | +0 | 1 | 10 (very rare) | +0 | good | good | good | good |
| Flint | 300 (common) | −15 | 1 | 600 (very common) | −40 | good | good | poor | good |
| Jade | 40 (rare) | +0 | 1 | 10 (very rare) | +0 | good | good | good | good |
| Obsidian | 100 (uncommon) | +0 | 1 | 100 (uncommon) | +0 | good | good | good | good |
| Hardwood | 300 (common) | +0 | 1 | 300 (common) | +0 | good | poor | good | good |
| Ironwood | 40 (rare) | +3 | 1 | 20 (rare) | +3 | good | poor | good | good |
| Wood | 800 (very common) | −30 | 1 | 800 (very common) | −40 | good | poor | good | good |
An odd material is never ruled out, but it is very rare: a wool ring or a tin long sword is found well under once in a thousand of those items. How often a few items turn up in each kind of material, at depths 1, 10, and 21:
| Item | Depth | Its own material | Another that suits it | A poor fit | An odd fit | Likeliest others |
|---|---|---|---|---|---|---|
| Long sword | 1 | 90% | 9.2% | 0.77% | 0.049% | bronze 6.6%, iron 2.5%, copper 0.66% |
| Long sword | 10 | 86% | 13.2% | 0.69% | 0.071% | bronze 6.2%, iron 4.2%, mithril 1.2% |
| Long sword | 21 | 80% | 19.6% | 0.35% | 0.074% | iron 7.4%, mithril 4.2%, adamantium 3.2% |
| Spear | 1 | 90% | 9.9% | 0.056% | 0.048% | bone 2.4%, flint 2.4%, steel 2.4% |
| Spear | 10 | 86% | 13.9% | 0.056% | 0.04% | steel 6.8%, bone 1.7%, flint 1.3% |
| Spear | 21 | 80% | 19.9% | 0.05% | 0.025% | steel 12.5%, mithril 1.4%, adamantium 1.1% |
| Dagger | 1 | 90% | 9.5% | 0.45% | 0.028% | bronze 3.8%, bone 1.4%, flint 1.4% |
| Dagger | 10 | 86% | 13.5% | 0.42% | 0.042% | bronze 3.7%, iron 2.5%, bone 1.8% |
| Dagger | 21 | 80% | 19.7% | 0.25% | 0.05% | iron 5%, mithril 2.8%, adamantium 2.2% |
| Chain mail shirt | 1 | 90% | 8.6% | 1.4% | 0% | steel 7.4%, tin 0.74%, aluminium 0.25% |
| Chain mail shirt | 10 | 86% | 13.5% | 0.49% | 0% | steel 11.2%, mithril 1.1%, chromium 0.25% |
| Chain mail shirt | 21 | 80% | 19.8% | 0.25% | 0% | steel 15.6%, mithril 1.8%, adamantium 1.4% |
| Leather jerkin | 1 | 90% | 10% | 0% | 0% | hardened leather 9.7%, fur 0.32% |
| Leather jerkin | 10 | 86% | 14% | 0% | 0% | hardened leather 12%, dragonscale 1.7%, fur 0.31% |
| Leather jerkin | 21 | 80% | 20% | 0% | 0% | hardened leather 16.1%, dragonscale 3.5%, fur 0.32% |
| Wool cloak | 1 | 90% | 10% | 0% | 0% | cloth 4.1%, leather 4.1%, fur 1.5% |
| Wool cloak | 10 | 86% | 14% | 0% | 0% | cloth 5.5%, leather 5.5%, fur 2.7% |
| Wool cloak | 21 | 80% | 20% | 0% | 0% | cloth 7%, leather 7%, fur 5.3% |
| Gold ring | 1 | 90% | 9.7% | 0.3% | 0.029% | bronze 1.6%, copper 1.6%, wood 1.6% |
| Gold ring | 10 | 86% | 13.5% | 0.42% | 0.043% | steel 2.8%, wood 1.7%, bronze 1.4% |
| Gold ring | 21 | 80% | 19.4% | 0.54% | 0.052% | steel 7.8%, hardwood 1.6%, iron 1.6% |
| Bone amulet | 1 | 90% | 9.7% | 0.31% | 0.03% | bronze 1.7%, copper 1.7%, wood 1.7% |
| Bone amulet | 10 | 86% | 13.5% | 0.44% | 0.044% | steel 2.9%, wood 1.8%, bronze 1.5% |
| Bone amulet | 21 | 80% | 19.4% | 0.55% | 0.052% | steel 7.8%, hardwood 1.6%, iron 1.6% |
Some factions favour materials for the gear they carry and drop. Each favoured material takes its share of the picks first, for any item whose list holds it. The usual picking described above covers the rest. An orc’s spear is bone more often than not, the dead of the barrows carry bronze, and kobolds like flint, bone, and copper. A favourite never makes an item of a material it could not otherwise be made of: no tribe carries a bone long sword.
| Creatures | Favoured materials |
|---|---|
| Drow | silk 30%, chitin 15%, obsidian 10% |
| Duergar | iron 30%, steel 20% |
| Giants | bone 25%, fur 20%, iron 20% |
| Goblins | bronze 30%, bone 10%, copper 10% |
| Kobolds | bone 15%, flint 15%, copper 10% |
| Orcs | bone 55%, iron 15% |
| Outlaws | iron 25% |
| Trolls | bone 30%, hardwood 20% |
| Undead | bronze 40%, iron 15% |
Chromium, nicrosil, dragonbone, and dragonscale appear only deep. Mithril appears only from depth 20 and adamantium from depth 30 (on creatures, from levels 30 and 40).
- Mithril is half the weight of steel and quicker in the hand (+1 to hit).
- Adamantium is a little heavier than steel and the best metal to fight with. A weapon of it rolls one more die of its own size and bites deeper (+1 damage): a long sword’s 1d9 is 2d9+1. Armour and helmets of it have twice steel’s Protection, and a shield of it twice its Defence. It is never damaged by anything (see Protected items). It holds less magic than mithril, though (binding +1).
Neither is a precious metal, and acid runs off both. An anvil works them as it does steel. Items placed by hand in the world’s made places are always what they were placed as.
A long sword and a chain mail shirt in each metal:
| Metal | Long sword | To hit, damage | Dice | Worth | Chain mail shirt | Protection | Worth |
|---|---|---|---|---|---|---|---|
| Adamantium | 2.1 kg | +0 / +1 | 2d9 | 2278 gold | 13.2 kg | 7 | 12500 gold |
| Aluminium | 731 g | +1 / −2 | 1d9 | 611 gold | 3.7 kg | 2 | 3333 gold |
| Bendalloy | 2.1 kg | +0 / −1 | 1d9 | 459 gold | 13 kg | 2 | 2500 gold |
| Brass | 1.9 kg | +0 / −1 | 1d9 | 72 gold | 11.9 kg | 2 | 375 gold |
| Bronze | 2 kg | +0 / −1 | 1d9 | 65 gold | 12.3 kg | 3 | 333 gold |
| Cadmium | 2 kg | +0 / −2 | 1d9 | 307 gold | 12.1 kg | 2 | 1667 gold |
| Chromium | 1.7 kg | +0 / +1 | 1d9 | 686 gold | 10.1 kg | 4 | 3750 gold |
| Copper | 2 kg | +0 / −1 | 1d9 | 57 gold | 12.5 kg | 2 | 292 gold |
| Duralumin | 763 g | +1 / −1 | 1d9 | 762 gold | 4 kg | 3 | 4167 gold |
| Electrum | 3.3 kg | −1 / +0 | 1d9 | 914 gold | 21 kg | 2 | 5000 gold |
| Gold | 4.2 kg | −2 / +1 | 1d9 | 1520 gold | 27.1 kg | 2 | 8333 gold |
| Iron | 1.8 kg | −1 / +0 | 1d9 | 50 gold | 11 kg | 3 | 250 gold |
| Mithril | 990 g | +1 / +0 | 1d9 | 1520 gold | 5.5 kg | 3 | 8333 gold |
| Nicrosil | 1.9 kg | +0 / +1 | 1d9 | 762 gold | 11.9 kg | 4 | 4167 gold |
| Pewter | 1.7 kg | +0 / −2 | 1d9 | 42 gold | 10.2 kg | 1 | 208 gold |
| Silver | 2.4 kg | −1 / −1 | 1d9 | 1141 gold | 14.7 kg | 2 | 6250 gold |
| Steel | 1.8 kg | +0 / +0 | 1d9 | 80 gold | 11 kg | 3 | 417 gold |
| Tin | 1.7 kg | +0 / −2 | 1d9 | 35 gold | 10.2 kg | 1 | 167 gold |
| Zinc | 1.7 kg | +0 / −2 | 1d9 | 50 gold | 10 kg | 2 | 250 gold |
The common weapons, armour, helmets, and shields as usually made and in adamantium:
| Item | As made | In adamantium |
|---|---|---|
| Dagger | 1d4 | 2d4+1 |
| Short sword | 1d6 | 2d6+1 |
| Long sword | 1d9 | 2d9+1 |
| Great sword | 2d6 | 3d6+1 |
| Battle axe | 1d8 | 2d8+1 |
| Mace | 1d8 | 2d8+1 |
| Chain mail shirt | Protection 3 | Protection 7 |
| Suit of scale mail | Protection 4 | Protection 9 |
| Suit of banded mail | Protection 5 | Protection 10 |
| Suit of plate armour | Protection 6 | Protection 12 |
| Iron helm | Protection 1 | Protection 2 |
| Great helm | Protection 2 | Protection 4 |
| Small shield | Defence 1 | Defence 2 |
| Tower shield | Defence 3 | Defence 6 |
Pieces
Raw material comes in pieces: what a broken thing falls to (an animated thing that does not
fall whole, for example; see Animated objects), and the stock smiths and other
crafters work with, and what many creatures’ bodies leave when they die (see
What creatures leave). A piece is one material, shown as , in its material’s colour, and named by
its group: a steel ingot, 3 hardwood billets, a leather hide, a fur pelt, a bone
shard, a length of sinew, a block of jade, a lump of amber, a bolt of wool, a lump of
glass.
- A piece weighs what 500 g of steel would weigh in that material: a wood billet 200 g, a gold ingot 1230 g. Hides and bolts of cloth are bigger: a hide is worth 8 pieces (a leather hide weighs 1400 g) and a bolt 4. The Unit column below gives this.
- It is worth what a steel ingot (1 gold) would be worth in that material, rounded, times its unit. A tin ingot is worth nothing, and a gold one 20 gold.
- Pieces of one material stack. They are listed under Materials. A smithy and a general store sell them, and a smithy, a weaponsmith, an armourer, a fletcher, and a general store buy them (see Shops), unless they are worth nothing, like a wood billet. In Cēaptūn the smithy has steel and iron ingots.
How many pieces a thing holds goes by weight: its weight in a material divided by one piece of it, rounded, and at least one. A dagger’s steel is one ingot, a long sword’s blade three, a great sword seven, and a quarterstaff ten wood billets.
A broken thing falls apart into the parts it was made of. A gem set in it falls loose, keeping its size and cut. Each other part becomes pieces of its material: half the part’s weight in pieces, at least one, with parts of the same material counted together. Paper, wax, and the like leave nothing. Any magic is lost. A tin dagger with a ruby pommel breaks into a tin ingot and the ruby. A steel long sword breaks into 2 steel ingots and a leather hide.
Each group is worked by one skill: metal by Metalcraft, with Strength; wood, bone, hide, and sinew by Woodcraft, with Dexterity; jade, amber, and gems by Jewelcraft, with Dexterity. Stone, flint, and obsidian are knapped by hand, so Woodcraft works them, not Jewelcraft. Cloth and glass have no crafting skill yet. Some materials are harder to work than others: the work column of the materials table is added to the difficulty of working them (steel 0, tin −3, adamantium +8). Salvage uses both: it takes an item apart into these pieces.
| Material | Group | A piece | Unit | Weight | Worth | Worked by |
|---|---|---|---|---|---|---|
| Adamantium | metal | adamantium ingot | 1 | 600 g | 30 gold | Metalcraft (Strength) |
| Aluminium | metal | aluminium ingot | 1 | 170 g | 8 gold | Metalcraft (Strength) |
| Bendalloy | metal | bendalloy ingot | 1 | 590 g | 6 gold | Metalcraft (Strength) |
| Brass | metal | brass ingot | 1 | 540 g | 1 gold | Metalcraft (Strength) |
| Bronze | metal | bronze ingot | 1 | 560 g | 1 gold | Metalcraft (Strength) |
| Cadmium | metal | cadmium ingot | 1 | 550 g | 4 gold | Metalcraft (Strength) |
| Chromium | metal | chromium ingot | 1 | 460 g | 9 gold | Metalcraft (Strength) |
| Copper | metal | copper ingot | 1 | 570 g | 1 gold | Metalcraft (Strength) |
| Duralumin | metal | duralumin ingot | 1 | 180 g | 10 gold | Metalcraft (Strength) |
| Electrum | metal | electrum ingot | 1 | 955 g | 12 gold | Metalcraft (Strength) |
| Gold | metal | gold ingot | 1 | 1.2 kg | 20 gold | Metalcraft (Strength) |
| Iron | metal | iron ingot | 1 | 500 g | 1 gold | Metalcraft (Strength) |
| Mithril | metal | mithril ingot | 1 | 250 g | 20 gold | Metalcraft (Strength) |
| Nicrosil | metal | nicrosil ingot | 1 | 540 g | 10 gold | Metalcraft (Strength) |
| Pewter | metal | pewter ingot | 1 | 465 g | 1 gold | Metalcraft (Strength) |
| Silver | metal | silver ingot | 1 | 670 g | 15 gold | Metalcraft (Strength) |
| Steel | metal | steel ingot | 1 | 500 g | 1 gold | Metalcraft (Strength) |
| Tin | metal | tin ingot | 1 | 465 g | nothing | Metalcraft (Strength) |
| Zinc | metal | zinc ingot | 1 | 455 g | 1 gold | Metalcraft (Strength) |
| Bone | bone | bone shard | 1 | 300 g | nothing | Woodcraft (Dexterity) |
| Chitin | bone | chitin shard | 1 | 225 g | 1 gold | Woodcraft (Dexterity) |
| Dragonbone | bone | dragonbone shard | 1 | 275 g | 25 gold | Woodcraft (Dexterity) |
| Horn | bone | horn shard | 1 | 250 g | 1 gold | Woodcraft (Dexterity) |
| Ivory | bone | ivory shard | 1 | 325 g | 5 gold | Woodcraft (Dexterity) |
| Cloth | cloth | bolt of cloth | 4 | 500 g | nothing | - |
| Silk | cloth | bolt of silk | 4 | 360 g | 16 gold | - |
| Wool | cloth | bolt of wool | 4 | 600 g | nothing | - |
| Glass | glass | lump of glass | 1 | 450 g | 1 gold | - |
| Dragonscale | hide | dragonscale hide | 8 | 1.6 kg | 240 gold | Woodcraft (Dexterity) |
| Fur | hide | fur pelt | 8 | 1.6 kg | 8 gold | Woodcraft (Dexterity) |
| Hardened leather | hide | hardened leather hide | 8 | 1.8 kg | 8 gold | Woodcraft (Dexterity) |
| Leather | hide | leather hide | 8 | 1.4 kg | 8 gold | Woodcraft (Dexterity) |
| Amber | resin | lump of amber | 1 | 200 g | 3 gold | Jewelcraft (Dexterity) |
| Sinew | sinew | length of sinew | 1 | 150 g | nothing | Woodcraft (Dexterity) |
| Flint | stone | block of flint | 1 | 400 g | nothing | Woodcraft (Dexterity) |
| Jade | stone | block of jade | 1 | 425 g | 4 gold | Jewelcraft (Dexterity) |
| Obsidian | stone | block of obsidian | 1 | 375 g | nothing | Woodcraft (Dexterity) |
| Stone | stone | block of stone | 1 | 400 g | 1 gold | Woodcraft (Dexterity) |
| Hardwood | wood | hardwood billet | 1 | 250 g | nothing | Woodcraft (Dexterity) |
| Ironwood | wood | ironwood billet | 1 | 350 g | 3 gold | Woodcraft (Dexterity) |
| Wood | wood | wood billet | 1 | 200 g | nothing | Woodcraft (Dexterity) |
Herbs and essences
Herbs and elemental essences are listed under Materials too, but they are things of their own, not pieces: nothing is made of moonwort. Each stacks, and none lies about as loot, but hags carry henbane and elementals leave their essence when they die (What creatures leave).
- Herbs (
", 20 g each): glowcap and moonwort (5 gold), comfrey (8), feverfew and henbane (15), eyebright, bog myrtle, and vervain (25), and mandrake root (60). An alchemist always has glowcap and moonwort for sale. - Essences (
*in their element’s colour, 50 g, 30 gold each): essence of fire, ice, lightning, air, water, and earth.
An alchemist buys herbs, essences, and pieces (see Shops). Where herbs are found is on Herbs. An alchemist brews with both: herbs for most potions, an essence for the battle flasks and a few potions (frost, earthing, sea legs).
See also: Objects and your pack, Crafting, and Forging at the anvil.
Gems
There are ten gems in the world, from humble smokestone to diamond. A gem either lies loose
(*, in its own colour) or is set in an item: a ring, an
amulet, a weapon’s pommel, or a helm’s
studs. Either way, every gem has a kind, a size, and a cut, and its worth comes from all
three.
The gems
The worth given below is what a small gem of fair cut fetches. That is the plain size and cut, which a gem’s name leaves out: “a ruby”. How often each gem is found is its share of the gems that loot turns up.
| Gem | Colour | Worth (plain) | Found among gems |
|---|---|---|---|
| Diamond | #e8f4ff | 400 gold | 1.9% |
| Emerald | #2ea05a | 300 gold | 4.7% |
| Ruby | #d3213b | 300 gold | 4.7% |
| Sapphire | #2f5bd3 | 280 gold | 4.7% |
| Topaz | #f0a830 | 120 gold | 9.3% |
| Heliodor | #e8d44d | 110 gold | 9.3% |
| Amethyst | #9b59d0 | 80 gold | 9.3% |
| Zircon | #5fc7d9 | 70 gold | 18.7% |
| Garnet | #8e1f2f | 60 gold | 18.7% |
| Smokestone | #8a7f73 | 30 gold | 18.7% |
Size and cut
A gem’s worth is its kind’s worth times its size’s factor times its cut’s factor. A large ruby of fine cut is worth 300 × 15 × 1.6 = 7200 gold. An uncut tiny garnet is worth 60 × 0.3 × 0.25, about 5.
A gem’s name gives its size and cut unless they are the plain ones: “a ruby”, “a medium amethyst”, “a large fine emerald”, “an uncut tiny garnet” (an uncut gem says so first). Looking at a gem (its letter in your pack) always gives both: “Gem: tiny garnet, uncut”. A loose gem weighs what its size says.
| Size | Worth | Weight | Found at depth 1 | Found at depth 8 |
|---|---|---|---|---|
| Tiny | ×0.3 | 1 g | 44.4% | 32% |
| Small (plain) | ×1 | 1 g | 33.3% | 29.6% |
| Medium | ×4 | 2 g | 16.7% | 23.2% |
| Large | ×15 | 3 g | 4.4% | 8.8% |
| Huge | ×50 | 4 g | 1.1% | 6.4% |
Uncut gems are rough stones, drawn duller than cut ones. They are the most common find. The deeper you go, the larger and finer the gems get. The columns in the table above and the one below show how often each size and cut is found on a dungeon’s first level and on its eighth.
| Cut | Worth | Found at depth 1 | Found at depth 8 |
|---|---|---|---|
| Uncut (never set in an item) | ×0.25 | 45% | 33.3% |
| Crude | ×0.6 | 25% | 23.7% |
| Fair (plain) | ×1 | 18% | 18.5% |
| Fine | ×1.6 | 8% | 11.1% |
| Exquisite | ×2.5 | 3% | 7.4% |
| Flawless | ×4 | 1% | 5.9% |
Gems of the same kind, size, and cut lie together in one stack (“3 rubies”). Any difference makes another stack.
Cutting
One trained in Jewelcraft can cut a loose gem, or cut it again to a finer cut. A good cut keeps the stone’s size; a poor one, a failure, and every re-cut cost a size, and a natural 2 shatters the stone. See Gem cutting for the cuts, what a large uncut ruby can become, and the odds. A cut gem can then be set in an item that has a place for one (see Setting a gem).
Finding gems
Gems are rare. Now and then a find is a loose gem instead of an item. That can be one of the pieces of loot on a level’s floor, a vault’s reward (but not one that is sure to be magic), or what a creature drops when it dies. Dungeons also hide gems in their vaults and secret rooms.
Items set with a gem
Some items are found set with a gem. Rings and amulets often are, and weapons, shields, and helms sometimes. The gem is a part of the item (see Materials), so you see it at once, whether the item is identified or not. The item’s name shows it: “a gold and ruby ring”, “an emerald-pommelled long sword”, “a garnet-studded iron helm”, “a topaz-tipped quarterstaff”.
On a magic item, the prefix goes before the gem and the suffix after: “a Sharp emerald-pommelled long sword of the Bear”. A rare item keeps its own name, and what it is made of follows: “Grim Bite, an emerald-pommelled long sword”. Looking at the item gives the gem’s size and cut: “Pommel: small emerald, fine cut”.
A gem adds its worth to its item. It does nothing else yet. A ring set with a gem is drawn in the gem’s colour. Uncut gems are never set in an item.
| Items | Set with a gem | How often | For example |
|---|---|---|---|
| Melee weapons | as its pommel | 6% | an emerald-pommelled maul |
| Missile weapons | as its inlay | 4% | an emerald-inlaid sling |
| Shields | as its inlay | 6% | an emerald-inlaid tower shield |
| Helmets | as its studs | 6% | an emerald-studded great helm |
| Rings | as its setting, in its gem’s colour | 35% | a gold and emerald ring |
| Amulets | as its setting | 30% | a gold and emerald amulet |
These are set with a gem as their inlay instead: clubs, glaives, halberds, javelins, spears, tridents.
These are set with a gem as their tip instead: ironwood staves, quarterstaves.
Selling gems
General stores buy gems (see Shops), but no shop sells them. A store pays its share of the gem’s worth, which depends on its kind, size, and cut. For a gem lying on its floor, it asks that much more.
See also: Gem cutting, Making jewellery, and Materials.
Shops
Some rooms are shops: a room full of goods, with a shopkeeper standing by the door. A general store sells a bit of everything, and a specialty shop sells one kind of thing. Every shopkeeper has a name, and every shop has a sign: “Ælfric’s General Store”.
Cēaptūn, the market town of the Ascmearc, has two shops on its square:
- Ælfric’s General Store sells everything but arms and armour: food for the road, angelica root, candles, rope, a pick-axe, potions, scrolls, and cloaks.
- Eadric’s Smithy sells weapons, bows and slings, arrows and bolts, armour, helms, shields, gloves, and boots. The smith’s anvil stands in its corner.
These two kinds of shop are found only in the town. The table below lists them as the town store and the smithy.
Dungeons have a shop now and then. About one level in six has one, in a room with a single door. It is never in the caverns and never in the room you arrive in. Each dungeon has its own odds, kinds of shop, and keepers (see the table under Special rooms).
Money
Gold coins ($) are the money. Every object
is worth some gold, given in the “Worth” column of the objects table.
A gem, or an item set with one, is also worth what the gem is worth (see Gems). Junk
such as rocks is worth nothing, and nobody buys or sells it. A magic item is
worth more than a plain one (see Magic items below). Prices are the only numbers
a shop tells you.
Buying
Step into a shop and its keeper greets you:
Welcome to Ælfric's General Store!
Everything lying on a shop’s floor is for sale while its keeper trades with you. Look mode, and the message when you step onto something, give the price: “a dagger (for sale, 45 gold)”.
Picking something up does not buy it. It adds the price to what you owe (“You pick up a dagger (unpaid, 45 gold).”), and your pack marks it “(unpaid, 45 gold)”.
Pay with p. Paying takes no time. It pays for everything you owe from the gold you carry, and
then the goods are yours. If you do not have enough gold, put something back by dropping it in
the shop.
What you use up, you have bought. If you eat food you have not paid for, you still owe for it. If you eat food lying on a shop’s floor, its price goes on what you owe:
Ælfric says: "You eat it, you buy it: 47 gold for the angelica root."
You cannot put back what you have eaten. Pay for it, or sell the shopkeeper something first.
Leaving
A shopkeeper does not let you out of the door while you owe money. Step toward the door while you owe anything and a small window asks first:
- If you have the gold:
You owe Ælfric 47 gold.Choose Pay 47 gold and leave (y) to pay and step out in one move. Choose Don’t pay (n, orEsc) and Ælfric steps into your way: “Ælfric steps into your way: you haven’t paid.” You are pushed back one step into the shop. - If you do not have the gold, the window says what you owe and how much you have. Go back is the only answer, and you are pushed back the same way. Put something back, or bring more gold.
Being turned back takes as long as a step. If you are holding a movement key, you stop at the shop’s edge instead of being asked.
Selling
Drop something in a shop, and if the shop buys that kind of thing, its keeper makes an offer:
Ælfric offers 15 gold for a scroll of light. Choose Sell for 15 gold (y) to be paid
from the keeper’s purse. The thing stays on the shop floor, for sale. Choose Keep it (n
or Esc) to keep it. A shop has no use for what it does not buy, and you cannot leave such
things lying there. A shop pays only part of what a thing is worth, and always less than it
asks for it.
An item worked at an anvil is worth more for each improvement, and half as much while it is damaged.
Rotten food is worth nothing (see Food). A keeper sniffs at it and will not buy it at any price. Food that rots on a shop’s floor is no longer for sale.
Prices
Each kind of shop asks a share above an object’s worth, and pays a share of the worth for what it buys. Several things move prices:
- Your Presence moves prices in your favour, or against you if it is low.
- The Negotiation skill, if you are trained in it, makes you pay less and get offered more.
- Shopkeepers are good folk, so your alignment moves their prices too. A saint pays a little less, an evil character more.
- A merchant’s Haggler is the one class ability that changes prices.
None of this is ever shown as a number. You see only the prices. Shops sell and buy by item class:
| Shop | Sign | Sells | Buys | Asks | Pays |
|---|---|---|---|---|---|
| General store | Grimbold’s General Store | melee weapons, missile weapons, missiles, shields, body armour, helmets, cloaks, gloves, boots, light sources, tools, materials, food, potions, scrolls, wands, and rods (scrolls of identify always) | melee weapons, missile weapons, missiles, shields, body armour, helmets, cloaks, gloves, boots, clothing, light sources, tools, household goods, materials, food, potions, scrolls, wands, rods, and gems | 150% of the worth | 30% of the worth |
| Town store | Grimbold’s General Store | cloaks, light sources, tools, materials, food, potions, scrolls, wands, and rods | cloaks, clothing, light sources, tools, household goods, materials, food, potions, scrolls, wands, rods, and gems | 140% of the worth | 30% of the worth |
| Weaponsmith | Grimbold’s Forge | melee weapons and missiles | melee weapons, missiles, and materials | 130% of the worth | 40% of the worth |
| Armourer | Grimbold’s Armoury | shields, body armour, helmets, cloaks, gloves, and boots | shields, body armour, helmets, cloaks, gloves, boots, and materials | 130% of the worth | 40% of the worth |
| Smithy | Grimbold’s Smithy | melee weapons, missile weapons, missiles, shields, body armour, helmets, gloves, boots, and materials | melee weapons, missile weapons, missiles, shields, body armour, helmets, gloves, boots, and materials | 130% of the worth | 40% of the worth |
| Gem dealer | Grimbold’s Stones | gems, rings, and amulets | gems, rings, amulets, and materials | 125% of the worth | 45% of the worth |
| Outfitter | Grimbold’s Outfitters | materials, tools, light sources, food, and potions | materials, tools, light sources, food, potions, and gems | 130% of the worth | 35% of the worth |
| Provisioner | Grimbold’s Provisions | light sources, tools, food, and potions | light sources, tools, food, and potions | 120% of the worth | 30% of the worth |
| Alchemist | Grimbold’s Apothecary | potions (potions of healing, glowcaps, sprigs of moonwort always) | potions and materials | 140% of the worth | 40% of the worth |
| Fletcher | Grimbold’s Fletchery | missile weapons and missiles | missile weapons, missiles, and materials | 125% of the worth | 40% of the worth |
Theft
Walking out of the door can never be theft. Leaving a shop owing anything any other way is, for example through a wall you have dug open. You are asked first: pay and leave, leave without paying, or stay. If you leave without paying, the shopkeeper shouts “Stop, thief!”, turns hostile, and comes after you. The goods you took are yours, stolen.
A shopkeeper you attack turns on you the same way. So does one who catches you picking their pocket with the Steal skill (“Ælfric catches you stealing. "Stop, thief!"”; see Stealing). A purse lifted unnoticed leaves the shop open, but the shopkeeper cannot pay for what you sell until they have gold again.
Shopkeepers are tough, quick, and well armed. Stealing is always your choice, and the town stays safe unless you make it otherwise. An angry shopkeeper trades no more.
While you owe for something, you cannot shoot or throw it.
A dead shopkeeper
When a shopkeeper dies, the shop is abandoned. What lies on its floor is free for the taking, and so is the keeper’s purse.
Magic items
Magic makes an item worth more, so shops ask more for it and pay more for it. A keeper knows only what you know:
- An item’s rarity shows at once, so a magic or rare item is worth a share more than the plain item, identified or not.
- Each affix adds gold once the item is identified. The higher the item level its tier is found from, the more it adds.
Identifying an item before you sell it gets you a better offer. What you pick up in a shop stays on your bill at the price it had when you took it, even if you identify it before paying.
The share is added first, then the affixes’ gold, then a maker’s mark’s half again on top. A dagger is worth 30 gold. As a magic item it is worth 45 unidentified, and 45 + 75 = 120 once you know it is Sharp with its first tier.
The first table gives the share by rarity. The second gives the gold each identified affix adds, by the item level its tier is found from (Prefixes and suffixes lists each affix’s tiers).
| Rarity | Worth added |
|---|---|
| Magic | 50% |
| Rare | 100% |
| Tier’s item level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Gold per affix | 75 | 100 | 125 | 150 | 175 | 200 | 225 | 250 | 275 | 300 | 325 | 350 |
See also: People and talk, Objects and your pack, and the merchant.
Crafting
Five skills make things. Each has its own list in the abilities menu (see Professions), and its checks use one stat:
- Metalcraft (Strength): forge weapons, armour, and tools at an anvil from metal stock, and temper metal at the anvil.
- Woodcraft (Dexterity): make knives, spears, clubs, staves, bows, crossbows, slings, arrows, hide armour, and clothes by hand, with a knife.
- Jewelcraft (Dexterity): cut and set gems, and make rings and amulets.
- Alchemy (Intelligence): brew potions from herbs.
- Enchanting (Willpower): bind magic from crystals into what you carry.
Anyone, trained or not, can take things apart for their materials: salvage.
Metal stock is ingots of steel, iron, mithril, and the rest, which you can buy, find, or get by salvaging. Woodcraft works billets of wood, shards of bone and horn, hides, sinew, and blocks of flint or stone.
A recipe counts a potion, flask, or scroll you carry only once you know what it is (unknown potions, unknown scrolls): an unknown one is no use to it.
Which skill makes what
Each material group is worked by one skill, with one stat:
| Group | Stock | Worked by | Stat |
|---|---|---|---|
| Bone | shards | Woodcraft | Dexterity |
| Cloth | bolts | nothing yet | - |
| Glass | lumps | nothing yet | - |
| Hide | hides | Woodcraft | Dexterity |
| Metal | ingots | Metalcraft | Strength |
| Resin | lumps | Jewelcraft | Dexterity |
| Sinew | lengths | Woodcraft | Dexterity |
| Stone | blocks | Jewelcraft | Dexterity |
| Wood | billets | Woodcraft | Dexterity |
| Gems | loose gems | Jewelcraft | Dexterity |
Flint, stone, and obsidian are the exceptions: they are knapped by hand, so Woodcraft works them, with Dexterity, not Jewelcraft.
Cloth and glass have no craft yet. Nothing made of them can be salvaged.
Some materials are harder to work than others. A material’s work is added to the difficulty of every check that works it:
| Work | Materials |
|---|---|
| -3 | bendalloy, cadmium, pewter, tin, zinc |
| -2 | copper, gold |
| -1 | aluminium, bone, brass, bronze, electrum, horn, iron, silver, sinew, wood |
| +0 | chitin, cloth, dragonscale, duralumin, flint, fur, glass, hardened leather, hardwood, ivory, leather, silk, smokestone, steel, stone, wool |
| +1 | amber, amethyst, garnet, obsidian, zircon |
| +2 | chromium, heliodor, jade, topaz |
| +3 | emerald, ironwood, nicrosil |
| +4 | mithril, ruby, sapphire |
| +5 | dragonbone |
| +6 | diamond |
| +8 | adamantium |
Each craft skill gives craft points to its own checks: +8 at 100, +12 at 200 (see what skills give). They count only for the materials that skill works. Metalcraft never helps you salvage wood, even if you know both.
The recipes
You know a recipe by your skill in its craft, never by learning it: each is listed from a skill value, and greyed out “beyond your skill” below it. Only those trained in the craft see these recipes. Each craft’s recipes are listed on its page:
- Forging at the anvil: Metalcraft’s weapons, armour, and tools.
- Making things by hand: Woodcraft’s weapons, bows, armour, clothes, and batches of arrows and stones.
- Making jewellery: Jewelcraft’s rings and amulets.
- Salvage: taking things apart for their materials, which anyone can do.
How well it comes out
When the time is up you make one check: 2d12, plus the craft’s stat modifier (Strength for Metalcraft, Dexterity for Woodcraft), what the craft’s skill gives (+8 at 100, +12 at 200), and your talents for checks of that stat, against the recipe’s difficulty plus the main material’s work. How far you beat it (the margin) sets the grade:
| Margin | With Master’s hand | Grade | Improvements | What you hear |
|---|---|---|---|---|
| 20 or more | 16 or more | Masterwork | 3 | “You have made a Masterwork long sword!” |
| 12 to 19 | 8 to 15 | Marvellous | 2 | “This is a Marvellous long sword!” |
| 6 to 11 | 2 to 7 | Fine | 1 | “This is a Fine long sword.” |
| 0 to 5 | 0 to 1 | Plain | 0 | “You have made a long sword.” |
| below 0 | below 0 | Failed | 0 | “The blade comes out brittle and you break it up for the metal.” |
A natural 24 makes at least Fine; a natural 2 always fails. A failure gives back 50% of the stock (at least one piece of each) and keeps the gem whole.
The odds for a steel long sword (difficulty 13), by the check’s whole bonus:
| Bonus | Who | Failed | Plain | Fine | Marvellous | Masterwork | With Master’s hand (Plain / Fine / Marvellous / Masterwork) |
|---|---|---|---|---|---|---|---|
| +4 | Metalcraft 50, an average arm | 19% | 42% | 31% | 7% | 0% | 11.8% / 43.8% / 25% / 0% |
| +8 | Metalcraft 100 | 4% | 27% | 44% | 25% | 0% | 6.2% / 35.4% / 47.2% / 6.9% |
| +12 | Metalcraft 200 | 1% | 10% | 35% | 47% | 7% | 0% / 18.8% / 55.6% / 25% |
| +16 | Metalcraft 200 and a strong arm | 1% | 0% | 19% | 56% | 25% | 0% / 3.5% / 41.7% / 54.2% |
Some metals are harder or easier to work, and add to the difficulty: bendalloy -3, cadmium -3, pewter -3, tin -3, zinc -3, copper -2, gold -2, aluminium -1, brass -1, bronze -1, electrum -1, iron -1, silver -1, chromium +2, nicrosil +3, mithril +4, adamantium +8. Any other metal adds nothing.
A Fine, Marvellous, or Masterwork weapon is exactly a weapon the anvil has worked once, twice, or three times (see Forges): each grade is one more improvement to one of its numbers, and the forge counts as that many attempts. So you can temper a Fine weapon further, but each attempt is as hard as on any once-tempered weapon, and a Masterwork can be made no finer. Armour improves in its Defence or Protection. Something with no numbers to improve, like a lantern or a pick-axe, always comes out plain. A failure makes nothing: you break the work up and get half the stock back, and keep the gem.
A craftsperson works their trades better than anyone, and their class abilities change these rules. See also: Enchanting, Gem cutting, and Mining.
Forging at the anvil
A smith trained in Metalcraft forges weapons, armour, and tools at an anvil from metal stock. How well a piece comes out is under Crafting.
You need:
- Skill: Metalcraft. Dwarves and duergar start with it, a craftsperson may take the Smith trade, and a commoner may have it as their trade (others: Which skills you start with). Eadric the smith in Cēaptūn teaches it for 2000 gold.
- Stock: ingots of metal, bought, found, or salvaged.
- Place: beside an anvil: in Eadric’s smithy in Cēaptūn, or in a forge in a dungeon.
Forging a weapon
Stand beside an anvil, open Metalcraft…, and choose a weapon. You then choose, one list at a time:
- The metal: the stacks of ingots you carry that the weapon may be made of, each with how many it takes. A stack with too few is greyed out “too few”.
- The haft, for a spear or a javelin: billets of wood. A smith needs wood for these too, so the recipe is greyed out “no wood to hand” without it.
- A gem for the ornament (a pommel, an inlay), if the recipe has one: a cut gem you carry, or
None (press
-). An uncut gem cannot be set.
Esc goes back a step and keeps what you chose there. After the last choice you are asked to confirm, with the weapon named as it will be made: “Forge a ruby-pommelled mithril short sword? It uses 2 mithril ingots and the ruby, at the anvil, and takes about 1 hour.”
The weapon takes the metal you chose, so its name, weight, worth, and blows are that metal’s: a mithril blade is lighter. A set gem adds its worth. The weapon you make is identified: you know your own work.
Forging takes the recipe’s time. Anything that would stop a rest stops it; then nothing is spent but the time. Every finished piece of work may train the craft’s skill, Metalcraft or Woodcraft, whatever came of it.
Forging armour and tools
At the anvil a smith also forges armour: mail and plate, metal shields and helmets, gauntlets, and iron-shod boots. The smith forges tools too: a lantern of iron or brass, a pick-axe, and a mattock. You choose the metal and, for a buckler, a tower shield, or a helm, a gem, just as for a weapon. The leather of a boot, a lantern’s glass, and a pick’s haft cost nothing.
Metal is priced by weight, so mail is costly. A chain mail shirt weighs 11 kg and takes 22 ingots and two hours. A suit of plate weighs 22 kg and takes 44 ingots and four hours, and it is listed only from Metalcraft 60. A salvaged suit gives back half: a chain shirt gives 11 ingots.
A stone pick or mattock needs no forge. It is a digger’s first tool, knapped by hand from blocks of stone or flint with Woodcraft and a knife, like the hand-made weapons.
Some things are never made. Candles are bought, since nobody works wax. Rope is cloth, which no craft works yet. Keys only open the locks they were made for. Household goods can only be salvaged.
The Metalcraft recipes
| Recipe | Makes | Chosen | Takes | Needs |
|---|---|---|---|---|
| Arrowheads | 20 | the item: metal | an iron ingot | anvil |
| Buckler | 1 | the item: metal; a gem may be set | 3 iron ingots | anvil |
| Dagger | 1 | the weapon: metal; a gem may be set | a steel ingot | anvil |
| Hand axe | 1 | the weapon: metal | 3 iron ingots | anvil |
| Javelin | 1 | head: metal; haft: wood | an iron ingot; 4 wood billets | anvil |
| Knife | 1 | the weapon: metal | a steel ingot | anvil |
| Lantern | 1 | the item: metal | an iron ingot | anvil |
| Leather cap | 1 | the item: metal | 3 steel ingots | anvil |
| Mace | 1 | the weapon: metal | 5 iron ingots | anvil |
| Smelt | 1 | the item: lumps of iron ore | uses up a lump of iron ore | anvil |
| Spear | 1 | head: metal; haft: wood; a gem may be set | an iron ingot; 7 wood billets | anvil |
| Stiletto | 1 | the weapon: metal | a steel ingot | anvil |
| Gauntlets | 1 | the item: metal | 2 iron ingots | anvil |
| Iron helm | 1 | the item: metal; a gem may be set | 3 iron ingots | anvil |
| Iron-shod boots | 1 | the item: metal | 4 iron ingots | anvil |
| Morning star | 1 | the weapon: metal | 6 iron ingots | anvil |
| Pick-axe | 1 | the item: metal | 6 iron ingots | anvil |
| Short sword | 1 | the weapon: metal; a gem may be set | 2 steel ingots | anvil |
| Small shield | 1 | the item: metal | 13 steel ingots | anvil |
| War hammer | 1 | the weapon: metal | 5 iron ingots | anvil |
| Battle axe | 1 | the weapon: metal | 5 iron ingots | anvil |
| Large shield | 1 | the item: metal | 30 steel ingots | anvil |
| Long sword | 1 | blade: metal; a gem may be set | 3 steel ingots | anvil |
| Mattock | 1 | the item: metal | 9 iron ingots | anvil |
| Maul | 1 | the weapon: metal | 12 iron ingots | anvil |
| Scimitar | 1 | the weapon: metal; a gem may be set | 3 steel ingots | anvil |
| Trident | 1 | the weapon: metal | 4 iron ingots | anvil |
| Chain mail | 1 | the item: metal | 22 iron ingots | anvil |
| Glaive | 1 | the weapon: metal; a gem may be set | 10 iron ingots | anvil |
| Great axe | 1 | the weapon: metal | 10 iron ingots | anvil |
| Great helm | 1 | the item: metal; a gem may be set | 6 steel ingots | anvil |
| Rapier | 1 | the weapon: metal; a gem may be set | 2 steel ingots | anvil |
| Scale mail | 1 | the item: metal | 28 iron ingots | anvil |
| Tower shield | 1 | the item: metal; a gem may be set | 24 iron ingots | anvil |
| Banded mail | 1 | the item: metal | 34 steel ingots | anvil |
| Great sword | 1 | the weapon: metal; a gem may be set | 7 steel ingots | anvil |
| Halberd | 1 | the weapon: metal; a gem may be set | 11 iron ingots | anvil |
| Plate armour | 1 | the item: metal | 44 steel ingots | anvil |
The skill each is listed from, how long it takes, and how hard it is:
| Recipe | Listed from | Time | Difficulty | Made at Metalcraft 50 / 100 / 200 |
|---|---|---|---|---|
| Arrowheads | 0 | 10 minutes (600 s) | 10 (-1 work) | 96% / 99% / 99% |
| Buckler | 0 | 1 hour (3600 s) | 11 (-1 work) | 93% / 99% / 99% |
| Dagger | 0 | 30 minutes (1800 s) | 11 | 90% / 99% / 99% |
| Hand axe | 0 | 30 minutes (1800 s) | 11 (-1 work) | 93% / 99% / 99% |
| Javelin | 0 | 20 minutes (1200 s) | 10 (-1 work) | 96% / 99% / 99% |
| Knife | 0 | 20 minutes (1200 s) | 10 | 93% / 99% / 99% |
| Lantern | 0 | 30 minutes (1800 s) | 10 (-1 work) | 96% / 99% / 99% |
| Leather cap | 0 | 30 minutes (1800 s) | 11 | 90% / 99% / 99% |
| Mace | 0 | 1 hour (3600 s) | 11 (-1 work) | 93% / 99% / 99% |
| Smelt | 0 | 10 minutes (600 s) | 8 | 98% / 99% / 99% |
| Spear | 0 | 30 minutes (1800 s) | 11 (-1 work) | 93% / 99% / 99% |
| Stiletto | 0 | 30 minutes (1800 s) | 11 | 90% / 99% / 99% |
| Gauntlets | 10 | 1 hour (3600 s) | 12 (-1 work) | 90% / 99% / 99% |
| Iron helm | 10 | 1 hour (3600 s) | 12 (-1 work) | 90% / 99% / 99% |
| Iron-shod boots | 10 | 1 hour (3600 s) | 12 (-1 work) | 90% / 99% / 99% |
| Morning star | 10 | 1 hour (3600 s) | 12 (-1 work) | 90% / 99% / 99% |
| Pick-axe | 10 | 1 hour (3600 s) | 12 (-1 work) | 90% / 99% / 99% |
| Short sword | 10 | 1 hour (3600 s) | 12 | 85% / 98% / 99% |
| Small shield | 10 | 1 hour (3600 s) | 12 | 85% / 98% / 99% |
| War hammer | 10 | 1 hour (3600 s) | 12 (-1 work) | 90% / 99% / 99% |
| Battle axe | 20 | 1 hour (3600 s) | 13 (-1 work) | 85% / 98% / 99% |
| Large shield | 20 | 1 hour and 30 minutes (5400 s) | 13 | 81% / 96% / 99% |
| Long sword | 20 | 1 hour (3600 s) | 13 | 81% / 96% / 99% |
| Mattock | 20 | 1 hour (3600 s) | 13 (-1 work) | 85% / 98% / 99% |
| Maul | 20 | 1 hour and 30 minutes (5400 s) | 13 (-1 work) | 85% / 98% / 99% |
| Scimitar | 20 | 1 hour (3600 s) | 13 | 81% / 96% / 99% |
| Trident | 20 | 1 hour (3600 s) | 13 (-1 work) | 85% / 98% / 99% |
| Chain mail | 30 | 2 hours (7200 s) | 14 (-1 work) | 81% / 96% / 99% |
| Glaive | 30 | 1 hour and 30 minutes (5400 s) | 14 (-1 work) | 81% / 96% / 99% |
| Great axe | 30 | 1 hour and 30 minutes (5400 s) | 14 (-1 work) | 81% / 96% / 99% |
| Great helm | 30 | 1 hour and 30 minutes (5400 s) | 14 | 75% / 93% / 99% |
| Rapier | 30 | 1 hour (3600 s) | 14 | 75% / 93% / 99% |
| Scale mail | 30 | 2 hours (7200 s) | 14 (-1 work) | 81% / 96% / 99% |
| Tower shield | 30 | 2 hours (7200 s) | 14 (-1 work) | 81% / 96% / 99% |
| Banded mail | 40 | 3 hours (10800 s) | 15 | 69% / 90% / 99% |
| Great sword | 40 | 1 hour and 30 minutes (5400 s) | 15 | 69% / 90% / 99% |
| Halberd | 40 | 1 hour and 30 minutes (5400 s) | 15 (-1 work) | 75% / 93% / 99% |
| Plate armour | 60 | 4 hours (14400 s) | 17 | 54% / 81% / 96% |
Stock is counted in pieces of the base material (an ingot is 500 g of steel). Another material takes as many pieces of its own: a mithril ingot is lighter, and so is the blade made of it. The difficulty adds the base material’s work where it has one; another material adds its own instead (see the table of work above). A batch’s stock is what the most it can make weighs, for a maker untrained in the skill; a smaller batch takes less, and one piece always covers at least one. The last column is the chance the work comes out at all (for a batch, all of it), with an average stat.
See also: Crafting, Making things by hand, and Materials.
Making things by hand
Someone trained in Woodcraft makes weapons, bows, armour, and clothes anywhere, with a knife, from wood, bone, horn, hides, sinew, and stone. How well a piece comes out is under Crafting.
You need:
- Skill: Woodcraft. Rangers start with it, a craftsperson may take the Wright trade, and a commoner may have it as their trade (others: Which skills you start with). No one teaches it.
- Tools: a knife in your pack.
- Place: anywhere.
Making a weapon by hand
Some weapons need no forge. With Woodcraft and a knife in your pack, you can make them anywhere: open Woodcraft… and choose one. The lists are the same as at the anvil: the stock for each part (a knife’s flint or bone, a spear’s head and then its haft of wood), then a gem if the weapon has an ornament. Without a knife the recipes are greyed out “no knife”.
What you make depends on the recipe, not the material. A flint knife is Woodcraft’s, made with Dexterity; a steel knife is Metalcraft’s, forged with Strength. A smith’s spear still takes a wooden haft, but it is a Metalcraft recipe all the same.
Bows, crossbows, and instruments
Bows, crossbows, and slings are made by hand too, never at an anvil. A bow is carved from wood, horn, or dragonbone and strung with a length of sinew (a piece of it); a composite bow takes two. Sinew is not a part of the bow: it is used up, like the stock. After the bow’s material you choose the sinew to use. A composite bow of horn is the true one; one of wood is a cheaper copy, named plain “composite bow”.
A crossbow is made of wood, but its lock and trigger take one ingot of any metal. After the wood you choose which ingot to use. Without sinew or an ingot the recipe is greyed out “no sinew to hand” or “no metal to hand”.
A lute (strung with sinew) and a long-stemmed pipe are made the same way. They have nothing to improve, so they always come out plain, however well the work goes.
Some weapons are never made by hand. A battle axe or a great axe of stone would shatter, a stiletto is a slim steel point, and a sword of dragonbone is only ever found.
Making armour and clothes by hand
Woodcraft also works hides. With a knife in your pack you can make shields, a leather jerkin, studded leather, scale mail of bone, caps and helms, cloaks, gloves, boots, and plain clothes and shoes, anywhere. Choose the stock for the main part, as for a weapon: a shield may be of wood, hide, chitin, or dragonscale; scale mail of bone or dragonscale.
A hide weighs 1.4 kg, so it goes much further than a billet: a small shield takes 13 billets of wood but only 2 hides. A leather jerkin takes 3 hides, a fur cloak 2 fur pelts, and a pair of shoes 1 hide. The tables below give every count.
Studded leather and hobnailed boots also take one ingot of any metal for the studs or nails. You choose which ingot after the stock; it is used up and is no part of what you make.
Armour, shields, helmets, cloaks, gloves, and boots come out Fine, Marvellous, or a Masterwork like a weapon. Clothes and shoes have nothing to improve, so they always come out plain.
Some things are never made yet: the padded coat, the wool cloak, and anything else of cloth or wool wait for a craft that weaves; a reed kilt is only bought or found.
Batches: arrowheads, arrows, and stones
Some recipes make a batch of many: arrowheads by the score at an anvil, arrows and crossbow bolts (see Fletching), sling stones chipped from a block of stone (no knife needed), and flaming arrows, arrows wrapped in rag and soaked in a flask of oil. A batch has no grade. Your check sets how many you get:
- beat the difficulty, and you get the whole count;
- fall up to 3 short, half of it, rounded up;
- fall up to 6 short, one;
- fall further, none: “You spoil the whole batch.”
A natural 2 always spoils the batch; a natural 24 always makes the whole count.
An arrowhead is the one thing a smith makes for someone else: one ingot of any metal makes twenty, of that metal. A fletcher puts one on each arrow, and the arrow takes its metal. Bone and flint need no smith: a shard or a block heads a whole batch of arrows by itself.
A batch only uses what it makes. One billet of wood is enough for up to 11 arrows or 4 bolts; a batch makes no more than your billets and arrowheads cover. Flaming arrows take one arrow each, so four arrows make at most four. If the batch is spoiled you keep your arrowheads and arrows, and get half of the wood or the metal back (a single billet or ingot always comes back whole).
The Woodcraft recipes
The skill each is listed from, how long it takes, and how hard it is:
| Recipe | Listed from | Time | Difficulty | Made at Woodcraft 50 / 100 / 200 |
|---|---|---|---|---|
| Arrows | 0 | 10 minutes (600 s) | 12 | 85% / 98% / 99% |
| Bone amulet | 0 | 30 minutes (1800 s) | 10 (-1 work) | 96% / 99% / 99% |
| Buckler | 0 | 1 hour (3600 s) | 10 | 93% / 99% / 99% |
| Clogs | 0 | 20 minutes (1200 s) | 7 (-1 work) | 99% / 99% / 99% |
| Club | 0 | 20 minutes (1200 s) | 8 (-1 work) | 99% / 99% / 99% |
| Crossbow bolts | 0 | 10 minutes (600 s) | 12 | 85% / 98% / 99% |
| Dagger | 0 | 30 minutes (1800 s) | 10 | 93% / 99% / 99% |
| Flaming arrows | 0 | 10 minutes (600 s) | 8 | 98% / 99% / 99% |
| Fur cloak | 0 | 1 hour (3600 s) | 10 | 93% / 99% / 99% |
| Hand axe | 0 | 30 minutes (1800 s) | 10 | 93% / 99% / 99% |
| Hide tunic | 0 | 30 minutes (1800 s) | 8 | 98% / 99% / 99% |
| Hobnailed boots | 0 | 20 minutes (1200 s) | 7 | 99% / 99% / 99% |
| Javelin | 0 | 20 minutes (1200 s) | 9 | 96% / 99% / 99% |
| Knife | 0 | 20 minutes (1200 s) | 9 | 96% / 99% / 99% |
| Leather apron | 0 | 30 minutes (1800 s) | 8 | 98% / 99% / 99% |
| Leather boots | 0 | 30 minutes (1800 s) | 9 | 96% / 99% / 99% |
| Leather cap | 0 | 30 minutes (1800 s) | 9 | 96% / 99% / 99% |
| Leather gloves | 0 | 20 minutes (1200 s) | 9 | 96% / 99% / 99% |
| Leather jerkin | 0 | 1 hour (3600 s) | 11 | 90% / 99% / 99% |
| Long-stemmed pipe | 0 | 10 minutes (600 s) | 7 (-1 work) | 99% / 99% / 99% |
| Quarterstaff | 0 | 30 minutes (1800 s) | 9 (-1 work) | 98% / 99% / 99% |
| Sandals | 0 | 20 minutes (1200 s) | 7 | 99% / 99% / 99% |
| Shoes | 0 | 20 minutes (1200 s) | 7 | 99% / 99% / 99% |
| Short bow | 0 | 1 hour (3600 s) | 11 (-1 work) | 93% / 99% / 99% |
| Sling | 0 | 10 minutes (600 s) | 8 | 98% / 99% / 99% |
| Sling stones | 0 | 10 minutes (600 s) | 6 | 99% / 99% / 99% |
| Small shield | 0 | 1 hour (3600 s) | 10 (-1 work) | 96% / 99% / 99% |
| Soft boots | 0 | 20 minutes (1200 s) | 7 | 99% / 99% / 99% |
| Spear | 0 | 30 minutes (1800 s) | 10 | 93% / 99% / 99% |
| Travelling cloak | 0 | 1 hour (3600 s) | 10 | 93% / 99% / 99% |
| Turnshoes | 0 | 20 minutes (1200 s) | 7 | 99% / 99% / 99% |
| Iron helm | 10 | 1 hour (3600 s) | 11 | 90% / 99% / 99% |
| Pick-axe | 10 | 1 hour (3600 s) | 11 | 90% / 99% / 99% |
| Large shield | 20 | 1 hour and 30 minutes (5400 s) | 12 (-1 work) | 90% / 99% / 99% |
| Long war bow | 20 | 1 hour (3600 s) | 13 (-1 work) | 85% / 98% / 99% |
| Mattock | 20 | 1 hour (3600 s) | 12 | 85% / 98% / 99% |
| Studded leather jerkin | 20 | 1 hour and 30 minutes (5400 s) | 13 | 81% / 96% / 99% |
| Crossbow | 30 | 1 hour and 30 minutes (5400 s) | 14 (-1 work) | 81% / 96% / 99% |
| Great helm | 30 | 1 hour and 30 minutes (5400 s) | 13 | 81% / 96% / 99% |
| Ironwood staff | 30 | 45 minutes (2700 s) | 12 (+3 work) | 69% / 90% / 99% |
| Scale mail | 30 | 2 hours (7200 s) | 14 | 75% / 93% / 99% |
| Tower shield | 30 | 2 hours (7200 s) | 14 | 75% / 93% / 99% |
| Composite bow | 40 | 1 hour and 30 minutes (5400 s) | 15 (-1 work) | 75% / 93% / 99% |
| Lute | 40 | 2 hours (7200 s) | 14 (-1 work) | 81% / 96% / 99% |
| Heavy crossbow | 60 | 2 hours (7200 s) | 16 (-1 work) | 69% / 90% / 99% |
Stock is counted in pieces of the base material (an ingot is 500 g of steel). Another material takes as many pieces of its own: a mithril ingot is lighter, and so is the blade made of it. The difficulty adds the base material’s work where it has one; another material adds its own instead (see the table of work above). A batch’s stock is what the most it can make weighs, for a maker untrained in the skill; a smaller batch takes less, and one piece always covers at least one. The last column is the chance the work comes out at all (for a batch, all of it), with an average stat.
See also: Crafting, Forging at the anvil, and Ammunition.
Making jewellery
Jewelcraft makes rings and amulets anywhere, with no tools, using Dexterity. Open Jewelcraft… and choose one. The lists work as at the anvil: first the stock, then a gem if the piece takes one.
You need:
-
Skill: Jewelcraft. Gnomes start with it, a craftsperson may take the Gemcutter trade, and a commoner may have it as their trade (others: Which skills you start with). Old Tregear in Gimmwīc teaches it for 1500 gold.
-
Stock: ingots, blocks, or lumps of the piece’s material, and a cut gem for a setting.
-
Tools: none, but a knife for a bone amulet.
-
Place: anywhere.
-
Rings are each of their own metal: an iron ring takes iron, a gold ring gold. A ring is light, but it still takes a whole ingot. You may set a cut gem in it as you make it, or choose None and set one later with Set.
-
Amulets: a jade amulet takes a block of jade, an amber amulet a lump of amber (its cord costs nothing). A gold amulet takes a gold ingot and a cut gem for its setting, which it cannot do without: without a cut gem it is greyed out “no gem to hand”. The gem names it: “a gold and sapphire amulet”.
-
A bone amulet is carved by hand, so it is Woodcraft’s, with a knife in your pack. It takes a shard of bone, horn, ivory, or dragonbone; its cord costs nothing.
Rings and amulets are never Fine or better: they come out plain, however well you do. A failure gives back half the stock (at least one piece) and keeps the gem. In Gimmwīc, once the crystal guardian stands bound there, Jewelcraft’s checks get +2 (not a bone amulet’s: that is Woodcraft).
The Jewelcraft recipes
The skill each is listed from, how long it takes, and how hard it is:
| Recipe | Listed from | Time | Difficulty | Made at Jewelcraft 50 / 100 / 200 |
|---|---|---|---|---|
| Iron ring | 0 | 1 hour (3600 s) | 11 (-1 work) | 93% / 99% / 99% |
| Amber amulet | 10 | 1 hour (3600 s) | 12 (+1 work) | 81% / 96% / 99% |
| Jade amulet | 10 | 1 hour (3600 s) | 12 (+2 work) | 75% / 93% / 99% |
| Gold ring | 20 | 1 hour (3600 s) | 13 (-2 work) | 90% / 99% / 99% |
| Silver ring | 20 | 1 hour (3600 s) | 13 (-1 work) | 85% / 98% / 99% |
| Gold amulet | 30 | 1 hour and 30 minutes (5400 s) | 14 (-2 work) | 85% / 98% / 99% |
Stock is counted in pieces of the base material (an ingot is 500 g of steel). Another material takes as many pieces of its own: a mithril ingot is lighter, and so is the blade made of it. The difficulty adds the base material’s work where it has one; another material adds its own instead (see the table of work above). A batch’s stock is what the most it can make weighs, for a maker untrained in the skill; a smaller batch takes less, and one piece always covers at least one. The last column is the chance the work comes out at all (for a batch, all of it), with an average stat.
See also: Crafting, Gem cutting, and Enchanting.
Salvage
Salvage is in everyone’s abilities menu, after the skills’ own uses. Choose something you carry. It takes ten minutes. If something comes into view, you stop, the item is untouched, and the time is lost.
You need: nothing. Anyone can salvage, trained or not, anywhere, with no tools.
When the time is up, you make one check for each material in the item that a craft works, using that material’s skill. A ruby-tipped hardwood quarterstaff takes two checks: Woodcraft for the hardwood and Jewelcraft for the ruby. You make each check even if you are not trained in the skill. Your stat’s modifier is then all you add.
- Made: the material comes back as pieces, half its weight, and at least one piece. A gem comes back whole, keeping its size and cut.
- Failed: the material is lost. A gem only loses a step: its cut drops one (down to crude), and if it cannot, its size drops one (down to tiny). A natural 2 shatters it. So does a failed check on a tiny gem with no cut left to lose.
The item itself is gone either way, with any improvements from a forge. From a stack, only one is taken apart. Materials that no craft works, like a cloth wrapping, give nothing.
Its magic can be caught. Before the material checks, a magic or rare item makes one more check for each of its affixes, on Willpower and Enchanting. Each one made leaves a magic crystal of the affix’s colour. A deep rare item may also leave a rare material. This works on an unidentified item too, but the messages do not name its affixes. Magic crystals has the numbers.
You cannot salvage:
- something you wear or wield (take it off first),
- something protected: a quest’s item, a unique item, or an item of Proof,
- goods you have not paid for in a shop,
- a weapon of spirit,
- coins (they are never melted down),
- something with nothing a craft works, like a scroll or food.
Each skill you rolled earns a training mark if you are trained in it, whatever came of the check. So does Enchanting, if any affix was checked.
The hardwood quarterstaff with its ruby gives 5 hardwood billets when the Woodcraft check is made, and the ruby when the Jewelcraft check is made.
| Modifier | Work -3 | Work +0 | Work +2 | Work +4 | Work +6 | Work +8 |
|---|---|---|---|---|---|---|
| +0 | 81% | 62% | 46% | 31% | 19% | 10% |
| +4 | 96% | 85% | 75% | 62% | 46% | 31% |
| +8 | 99% | 98% | 93% | 85% | 75% | 62% |
| +12 | 99% | 99% | 99% | 98% | 93% | 85% |
| +16 | 99% | 99% | 99% | 99% | 99% | 98% |
Salvaging takes 600 seconds (10 minutes). Each material’s check is 2d12 plus the modifier of the stat its skill works with, what talents add to checks of that stat, and what that one skill gives to its craft, against 12 plus the material’s work. A natural 2 always fails, a natural 24 always succeeds. A material salvaged gives back 50% of its weight as stock, at least one piece.
See also: Crafting, Enchanting, and Forging at the anvil.
Brewing potions
If you are trained in Alchemy, you can brew potions from herbs. Open Alchemy… in the abilities menu and choose a potion. You need no station and no tools, and the flask is free: an alchemist always has bottles. You can brew anywhere.
You need:
- Skill: Alchemy. Witches start with it, a craftsperson may take the Brewster trade, and a commoner may have it as their trade (others: Which skills you start with). No one teaches it.
- Stock: herbs, and for some brews an essence or a flask.
- Place: anywhere, with no tools.
The battle flasks (fire, frost, thunder, smoke, pitch fire, the blasting flask) and three potions (frost, earthing, sea legs) also take an essence. Elementals leave their element’s essence when they die, and other fire creatures sometimes leave an essence of fire (What creatures leave). The flask of fire also takes a flask of oil, and pitch fire a flask of tar. You buy those; they are never brewed. A flask counts only once you know what it is: an unknown potion is no use to a recipe, even if it is in fact oil.
How a brew goes
There is nothing to choose. What the brew takes comes from your pack, and you are asked to confirm: “Brew a potion of healing? It uses 2 sprigs of moonwort, and takes about 20 minutes.”
A brew takes 20 minutes. Anything that would stop a rest stops it; then nothing is spent but the time.
When the time is up you make one check: 2d12, plus your Intelligence modifier, what Alchemy gives (+8 at 100, +12 at 200), and your talents for Intelligence checks, against the recipe’s difficulty.
- Made: you have the potion, and you know it for what it is, even if you had never seen one before: you know your own work. Potions have no grades: a brew either works or it does not.
- Failed: everything the brew took is spent and the brew goes murky. You are left with a murky draught.
- A natural 2 always fails, and worse: you are left with a brewer’s blunder, a gamble to drink.
- A natural 24 always brews the potion.
Every finished brew may earn Alchemy a training mark, whatever came of it.
The recipes
You know a recipe by your Alchemy, never by learning it: each is listed from a skill value, and greyed out “beyond your skill” below it. A recipe you lack something for is greyed out “not enough” of what is short.
The last three columns are the chance that a brew makes the potion, for someone of average Intelligence with no talents (a dash: not yet listed at that value).
Some potions are never brewed. The elixirs, the gamble draughts (the draught of chance and troll’s blood), holy water, and the deeper potions (restoration, quickness, and the like) come only from loot and shops. Oil and tar are bought, never brewed.
See also: Herbs, Potions, and Crafting.
Herbs
Herbs are the plants of brewing: glowcap, moonwort, comfrey, and six more. You get them in two
ways: you gather them from the glowing fungus in the dungeons, or a
forage in the wild turns one up now and then if you know
Herbalism. Each herb is a material (", 20 g),
stacks, and sells to an alchemist (see Shops). If you know
Alchemy, you can brew potions from them.
Gathering
The glowing fungus (a green " that sheds its own light) grows in the caves of the dungeons and
in some places made by hand. Stand beside it, open the abilities menu (a), and choose
Gather under Here. With fungus on one side of you, you
gather from it at once; with fungus on several sides, you are asked which way.
Only those trained in Herbalism can gather. Without it, Gather shows greyed out beside the fungus, and you are told “You do not know what to do with these: gathering herbs takes the Herbalism skill.” Trying takes no time. The more Herbalism you have, the more you find:
A gather takes 5 minutes. You find 1d2 herbs, plus one for every 50 of Herbalism.
Gathering is like resting: if something comes into view, or something hits you, you stop, find nothing, and the time is gone. A gather that runs its time gives you the herbs at once: “You gather 2 sprigs of moonwort and a glowcap.”
The fungus never runs out. Gather again at once, as often as you like: time is the only cost. Each gather that runs its time trains Herbalism.
What you find
Which herb each find is depends on how deep the fungus grows: the deeper, the rarer the herbs. The shares below are for each herb found, at four depths (a dungeon’s floor number; a place made by hand counts as its own depth). A dash means the herb never grows that high up. The last column says where a forage may find it with Herbalism; glowcap and mandrake grow only in the dark.
See also: Brewing potions, Potions, and What skills give.
Gem cutting
A loose gem can be cut to a finer cut, which makes it worth more. Cutting is Cut, a recipe of Jewelcraft. You need to be trained in Jewelcraft: open Jewelcraft… in the abilities menu, choose Cut, then the gem. You need no tools and can cut anywhere. It takes half an hour. If something comes into view, you stop, the gem is untouched, and the time is lost.
You need:
- Skill: Jewelcraft. Gnomes start with it, a craftsperson may take the Gemcutter trade, and a commoner may have it as their trade (others: Which skills you start with). Old Tregear in Gimmwīc teaches it for 1500 gold.
- Stock: a loose gem you carry.
- Place: anywhere, with no tools.
What can be cut
- Any uncut gem, whatever its size.
- A gem already cut, to cut it again (a re-cut), unless it is tiny (“There is nothing left to cut.”) or already flawless (“It could not be finer.”).
One gem of a stack is cut; the rest stay as they were.
How well it comes out
When the time is up you make one check: 2d12, plus your Dexterity modifier, the craft points Jewelcraft gives (+8 at 100, +12 at 200), and your talents for Dexterity checks. The difficulty is 12 plus the gem’s work: a ruby is harder to cut than a smokestone. In Gimmwīc, once the crystal guardian stands bound there, you get +2 more. How far you beat it (the margin) sets the cut:
| Margin | With Master’s hand | Cut | On an uncut gem | On a cut gem |
|---|---|---|---|---|
| below 0 | below 0 | — | stays uncut, one size smaller | keeps its cut, one size smaller |
| 0 to 4 | 0 to 0 | Crude | one size smaller | the better cut, one size smaller |
| 5 to 9 | 1 to 5 | Fair | size kept | the better cut, one size smaller |
| 10 to 14 | 6 to 10 | Fine | size kept | the better cut, one size smaller |
| 15 to 19 | 11 to 15 | Exquisite | size kept | the better cut, one size smaller |
| 20 or more | 16 or more | Flawless | size kept | the better cut, one size smaller |
A natural 2 shatters the gem, whatever the margin. A natural 24 cuts it at least fair. Cutting takes 30 minutes against a difficulty of 12 plus the gem’s work.
A large uncut ruby (worth 1125 gold) at each outcome:
| Outcome | Becomes | Worth |
|---|---|---|
| Shattered | nothing | 0 |
| Failed | a medium uncut ruby | 300 |
| Crude | a medium crude ruby | 720 |
| Fair | a large fair ruby | 4500 |
| Fine | a large fine ruby | 7200 |
| Exquisite | a large exquisite ruby | 11250 |
| Flawless | a large flawless ruby | 18000 |
Re-cut at best, a large crude ruby (2700 gold) becomes a medium flawless ruby (4800 gold).
| Gem | Bonus | Who | Shattered | Failed | Crude | Fair | Fine | Exquisite | Flawless | With Master’s hand (Crude / Fair / Fine / Exquisite / Flawless) |
|---|---|---|---|---|---|---|---|---|---|---|
| Ruby (+4) | +4 | an apprentice | 1% | 38% | 37% | 21% | 4% | 0% | 0% | 7.6% / 34.7% / 17.4% / 2.1% / 0% |
| Ruby (+4) | +8 | Jewelcraft 100 | 1% | 14% | 31% | 35% | 17% | 2% | 0% | 4.9% / 34.7% / 31.2% / 13.9% / 0.69% |
| Ruby (+4) | +12 | Jewelcraft 200 | 1% | 1% | 17% | 35% | 31% | 14% | 1% | 2.1% / 20.8% / 36.8% / 27.8% / 10.4% |
| Ruby (+4) | +16 | a master with a steady hand | 1% | 0% | 3% | 21% | 37% | 28% | 10% | 0% / 6.2% / 24.3% / 37.5% / 31.2% |
| Smokestone (+0) | +16 | a master with a steady hand | 1% | 0% | 0% | 6% | 24% | 38% | 31% | 0% / 0% / 9.7% / 27.8% / 61.8% |
The “With Master’s hand” columns are a craftsperson’s from level 50: their cuts come 4 sooner (see Master’s hand).
The cut words are the gem’s own: uncut, crude, fair, fine, exquisite, and flawless. The game never tells you the margin, only what came of it: “You rough it out, and lose more than you meant to.” and then the gem as it is now, “It is now a medium crude ruby.”
Losing stone
Cutting takes stone. On an uncut gem, a failure (“The stone splits badly; what is left is smaller.”) or a crude cut leaves it one size smaller. A fair cut or better keeps its size. A tiny stone has no size to lose: a failure or a crude cut crumbles it, and nothing worth keeping is left.
A re-cut always costs a size, and it never makes the cut worse: if your check does no better than the cut the gem has, it keeps that cut. So a re-cut pays on a large crude stone, and seldom otherwise. Compare the worth in the table above.
A natural 2 shatters the gem, whatever its size.
Setting a gem
Set, the other gem recipe on Jewelcraft…, puts a cut gem into an item you already have: a sword’s pommel, a shield’s or bow’s inlay, a helmet’s studs, a ring’s or an amulet’s setting. You need Jewelcraft 10. Choose the item, then the gem; you are asked to confirm, with the item named as it will be: “Set a sapphire-pommelled hand axe?”
- The item must have a place for a gem with none in it yet (“It is set already.”). Something you wear or wield must come off first.
- Only a cut gem can be set, never an uncut one.
It takes 20 minutes, anywhere. If something comes into view, you stop, nothing is lost, and the time is gone. Then you make one check, as for cutting: 2d12, plus your Dexterity modifier, the craft points of Jewelcraft, your talents for Dexterity checks, and the crystal guardian’s +2 in Gimmwīc, against 12 plus the gem’s work.
- Made: the gem goes in with its size and cut, and the item is named by it (“It is now a ruby-pommelled long sword.”). A set gem adds its worth to the item and does nothing else.
- Failed: the item is untouched, and the gem chips: its cut drops one (down to crude), and if it cannot, its size drops one. A tiny crude gem has nothing left to lose and is gone.
- A natural 2 shatters the gem.
| Gem | Bonus | Who | Set | Chipped | Shattered |
|---|---|---|---|---|---|
| Ruby (+4) | +4 | an apprentice | 62% | 38% | 1% |
| Ruby (+4) | +8 | Jewelcraft 100 | 85% | 14% | 1% |
| Ruby (+4) | +12 | Jewelcraft 200 | 98% | 1% | 1% |
| Ruby (+4) | +16 | a master with a steady hand | 99% | 0% | 1% |
| Smokestone (+0) | +4 | an apprentice | 85% | 14% | 1% |
Setting takes 20 minutes against a difficulty of 12 plus the gem’s work, and is listed from Jewelcraft 10.
Weapons forged with a gem in their ornament need no Set: the smith sets it with the work, with no check, and it is never lost.
Training
Every cut or setting you finish may train Jewelcraft, whatever came of it.
See also: Gems, Making jewellery, and Crafting.
Enchanting
An enchanter binds magic into things. Trained in Enchanting, you have its recipes on the Enchanting… list in the abilities menu. You can work anywhere: no anvil, no tools, an hour’s quiet work with the thing in your lap. The magic comes from magic crystals, and the colour of a crystal decides what kind of magic it can give.
You need:
- Skill: Enchanting. A craftsperson may take the Spellwright trade; wizards, witches, and aristocrats may start with it (Which skills you start with). No one teaches it.
- Stock: magic crystals.
- Place: anywhere, with no tools.
Enchanting an item
- Kindle makes a plain item magic, with one affix (a prefix or a suffix). It takes one crystal.
- Quicken adds a suffix to a magic item with only a prefix, or a prefix to one with only a
suffix.
- Cost: one crystal.
- Needs: room for one more affix on the item (its capacity).
- On a rare item: it adds one more affix of either kind, if the item has room, and takes a heart-crystal too.
- Recast rolls a magic item’s affixes anew: as many as it had, of the same kinds (a prefix for its prefix, a suffix for its suffix), all of the crystal’s colour. It takes one crystal. It does not work on a rare item: unbind it, then imbue it. With a soul-fetter you keep one affix you choose, and only the rest are rolled.
- Imbue makes a plain item rare, with a name and three to six affixes, as many as a found rare item rolls but never more than the item’s capacity. It takes three crystals, and the order you choose them in matters: the first affix is of the first crystal’s colour, the second of the second’s, the third of the third’s, and any more of any of the three. The item must hold three affixes at least (“It would not hold so much.”).
- Ennoble makes a magic item rare: one affix more, of the crystal’s colour, and a name. It takes one crystal, and the item must hold three affixes at least and have room for one more.
- Unbind takes every affix off a magic or rare item. It is plain again, and you get nothing back. It takes no crystal.
Each recipe works one item you carry. You must take it off first if you wear or wield it, and you must know what its magic is (identify it first). A unique item or something a quest asks for cannot be enchanted. Arrows, bolts, and other ammunition are worked a whole stack at once, for the same crystals as one item. Imbue’s three crystals may all come from one stack.
| Recipe | Works on | Crystals | Time | Listed from | Difficulty | Made at Enchanting 20 / 60 / 110 |
|---|---|---|---|---|---|---|
| Kindle | a plain item: one affix | 1 | 1 hour | 0 | 11 | 69% / 81% / 90% |
| Unbind | a magic or rare item: every affix off | 0 | 30 minutes | 0 | 10 | 75% / 85% / 93% |
| Quicken | a magic item of one affix: the other kind; a rare, with a heart-crystal: one more | 1 | 1 hour | 10 | 13 | 54% / 69% / 81% |
| Recast | a magic item: its affixes rolled anew (one kept with a soul-fetter) | 1 | 1 hour | 20 | 12 | 62% / 75% / 85% |
| Imbue | a plain item of capacity 3+: rare, 3 to 6 affixes | 3 | 2 hours | 30 | 15 | 38% / 54% / 69% |
| Ennoble | a magic item of capacity 3+: rare, one affix more | 1 | 1 hour and 30 minutes | 40 | 14 | 46% / 62% / 75% |
| Enchanting | Reach (item level) | Craft bonus |
|---|---|---|
| 0 | 1 | +0 |
| 20 | 3 | +1 |
| 40 | 5 | +3 |
| 60 | 7 | +4 |
| 80 | 9 | +6 |
| 110 | 12 | +8 |
| 200 | 12 | +12 |
The check adds one to the difficulty for every 3 item levels of the roll.
Which magic a crystal gives
A crystal gives only magic of its colour’s families (the colours table lists them). A red crystal never gives mana, a blue one never gives life. If nothing of that colour can be added to the item (it already has every kind the colour gives, or the item cannot take them), the work is refused before it starts: “No more of that nature will take.”
Keeping magic out with seals
A seal keeps one family of magic out of the roll. After you choose the crystals, the work
asks for up to three seals: a list of the families your crystal’s colour gives, in words
(“fire”, “the critical”, “mana”). Choose one by its letter, or None (-) for no more seals.
The rest of the roll is drawn as before, only never from a sealed family. So a red crystal
sealed against fire and the critical can still give damage, strength, or life, but never fire
or the critical.
Each seal costs one more crystal of the same colour, taken from the crystals you chose (for Imbue, from the first of its three whose colour has that family), and makes the work longer. A seal holds for that one work only: it leaves nothing on the item. You cannot seal a family the crystal’s colour does not give (“The red crystal holds nothing of mana.”), the same family twice, or a family the item already has or could never take (“There is nothing to seal there.”).
- A seal costs one more crystal of the colour it seals and adds 30 minutes to the work. A roll takes at most 3 seals.
- A heart-crystal is what Quicken takes beside its crystal to add an affix to a rare item.
- A soul-fetter is what Recast takes to keep the affix you choose.
- Soulglass on a creature of level 15 or more: a 10% chance of a heart-crystal or a soul-fetter (even odds). A dragon always leaves a heart-crystal.
- Salvaging a rare item of item level 10 or more: a 3% chance of a heart-crystal or a soul-fetter (even odds).
The rare materials
Two rare materials go further than any crystal:
- A heart-crystal lets Quicken add an affix to a rare item, one at a time, as long as the item has room for it. Each Quicken on a rare item takes one heart-crystal beside its crystal.
- A soul-fetter lets Recast keep one affix exactly as it is. The work asks which affix to keep after the seals (only when you carry a soul-fetter); the other affixes are rolled anew.
Both are spent whether the work takes or not, as the crystals are. The list above says where they come from, and how often.
How strong the magic is
The affix is rolled as loot is, at an item level: the greater of the item’s own and your reach (a plain item’s, Kindle’s and Imbue’s, is your reach). Your reach grows with Enchanting, from item level 1 to 12 (the table above). So a beginner kindles weak magic, and a master rolls the strongest tiers. A deep find you quicken, recast, or ennoble keeps its own item level if it is higher than your reach. The item takes the roll’s item level.
The check
When the work is done you make one check: 2d12 plus your Willpower modifier plus Enchanting’s craft bonus, against the recipe’s difficulty plus one for every three item levels of the roll (Unbind: of the item’s own item level). A natural 2 always fails and a natural 24 always succeeds. If you are interrupted, you put down your work and nothing is spent.
- Made: the item is enchanted and you know its magic. “The long sword takes the red crystal’s glow. It is now a Sharp long sword.” An imbued or ennobled item wakes with its name: “The long sword drinks the three crystals and wakes as Grim Bite.”
- Failed: the crystals go dark and are spent, with any heart-crystal or soul-fetter. The item is as it was. A failed Unbind leaves the magic where it was.
- A natural 2: the crystals are spent and the item warps: it is damaged, as a failed temper damages it, and an item already damaged falls apart. An item of Proof is spared. Of a stack of arrows or bolts, only one warps; the rest are as they were.
Every finished work, made or not, can train Enchanting.
Example: kindling a long sword. A wizard with Willpower 14 and Enchanting 20 kindles a plain long sword with a red crystal.
- The roll’s item level: a plain sword has none of its own, so Kindle rolls at her reach at Enchanting 20: 3.
- The difficulty: Kindle’s 11, plus 3 ÷ 3 = 1: 12.
- What she adds: +2 for Willpower 14 (modifiers), +1 craft bonus from Enchanting 20: +3. The dice must reach 9: 80.6%.
- A natural 2 (1 roll in 144, 0.7%) warps the sword.
Quicken works on a magic sword, at the higher of its item level and her reach. A sword from a dungeon’s sixth floor, of item level 6, rolls at its own 6: Quicken’s 13 plus 2, difficulty 15, and the dice need 12, 61.8%.
See also: Magic crystals, Magic items, and Prefixes and suffixes.
Magic crystals
A magic crystal is magic caught in a stone. There are six colours, and each is a nature: red is the blood and the fire, blue the mind and the frost, and so on. An enchanter binds them into arms and armour. The colour decides what kinds of magic a crystal can give.
You get crystals by salvaging magic items, identified or not, and from the creatures you kill with Soulglass. No shop sells them and none lie on the floor. Anyone can consume one.
The colours
Each colour comes from the creatures whose nature it is, and gives magic of its families. A creature’s colour is the first row below with a tag it carries, so a goblin shaman (a goblin and a caster) is blue, not green. The creatures table gives every creature’s colour.
A kind of magic (an affix’s family) can belong to two colours. Life is red and white, never blue. Mana is blue, never red.
Catching crystals in salvage
When you salvage a magic or rare item, each of its affixes gets a check before the materials do. You make it even if you are not trained in Enchanting. A made check leaves one crystal of the affix’s colour: the first colour in the table whose families hold it. A failed one leaves nothing. Deeper magic (a higher tier) is harder to catch.
An unidentified item gives crystals the same way. The messages do not name its affixes (“You catch some of its magic in a red crystal.”), but the colours you get hint at what it was.
Soulglass
Soulglass is a ray of necromancy. The witch learns it at level 16, and anyone can learn it from its grimoire. A living creature it kills turns to glass: it leaves no corpse and none of the crafting stock its body would give, but crystals of its colour lie where it fell. What it carried falls as usual.
A stronger creature leaves more crystals, and a very strong one may leave a rare material too (how many and how often is under The numbers). A creature with no corpse (a spirit, a fire elemental), an animated thing, a summoned creature, a creature of no colour, and a keeper of Grundlēas die as they would from any other spell. The undead take no necrotic harm, so Soulglass does nothing to them.
Consuming a crystal
Crystals are in the Consume list (e, the same list as food and
potions), whether they are in your pack or on the floor where you stand. Choose
one: you crush it and drink what is in it. This takes a turn and needs no check, and you need not
be hungry. It gives:
- mana, the same for every colour, never past your maximum,
- several training marks in Willpower (how many is under The numbers),
- a step toward evil on your alignment. A crystal is what is left of a soul.
It is never refused, even when your mana is full. The rare materials are not crystals and cannot be consumed.
Rare materials
Two rare materials come with very powerful magic:
- the heart-crystal, which will add an affix to a rare item beyond its roll, and
- the soul-fetter, which will keep one affix while the rest are made again.
Salvaging a rare item of a high enough item level can leave one, and so can a powerful creature killed by Soulglass. A dragon always leaves a heart-crystal.
Morwenna, a deep gnome on the cutting floor of Gimmwīc, reads crystals and will tell you what each colour holds, if you stop to listen (see People).
The numbers
- Consuming a crystal takes a turn and gives 6 mana (never past your maximum), 12 Willpower training marks (an average score of 10 needs 120 for its next point), and a step of 20 toward evil, which shrinks the more evil you already are.
- Salvage checks each affix of a magic item, identified or not: 2d12 plus your Willpower modifier, what talents add to Willpower checks, and what Enchanting gives to its craft, against 12 plus one for every 3 tiers of the affix (a tier-12 affix is +4). A natural 2 always fails, a natural 24 always succeeds.
- Rare materials: salvaging a rare item of item level 10 or more has a 3% chance of leaving a heart-crystal or a soul-fetter (even odds).
- Soulglass leaves 1 crystal, 2 from level 10, 3 from level 20. A creature of level 15 or more has a 10% chance of leaving a heart-crystal or a soul-fetter as well (even odds); a dragon always leaves a heart-crystal.
See also: Enchanting, Salvage, and Magic items.
Mining
Dig through a wall in a dungeon, and you may break out ore, stone, or a gem. Only if you are trained in the Mining skill. Untrained, you cannot dig at all. Every dwarf and duergar knows Mining, and so do kobolds; anyone can learn it from Alberich in Fyrdelf, for gold.
Mining happens only in the dungeons: the generated floors under the hills, the endless stair, the Pits. A town’s walls, a hall’s, or a rock on the overworld give nothing. A wall an explosion breaks gives nothing either. You have to dig it yourself.
Does the wall hold anything?
When the wall crumbles, there is a chance it held something. Harder rock holds more often, but what it holds is harder to break out:
| Wall | Hardness | Holds something | Difficulty |
|---|---|---|---|
| Packed earth | 100 | 5% | 8 |
| Makeshift anvil | 300 | 5% | 8 |
| Stone wall | 600 | 20% | 12 |
| Wall of bones | 600 | 20% | 12 |
| Granite | 3000 | 40% | 14 |
If it did, you make a check: two twelve-sided dice, plus your Strength modifier, plus what Mining gives (+8 at 100, +12 at 200), against the difficulty. Snake eyes (a natural 2) always fails, two twelves always succeed. Fail, and you find nothing, and the game says nothing: you never knew it was there.
Succeed, and what you find lies on the rubble: “You break out a lump of iron ore.” Ore and stone come one lump at a time, one more for every 6 you beat the difficulty by, at most 3. A gem comes alone.
What comes out
What you find depends on how dangerous the floor is. The precious metals and gems are rare near the surface and grow common deeper down. Mithril and adamantium are found only very deep: from danger 60 and 80, deeper than any dungeon but the endless stair of Grundlēas goes.
Each find’s share of what you break out, where a dungeon’s rock holds every ore:
A gem comes out uncut, its kind by how rare it is, its size larger the deeper you are, as gems are found anywhere. Cut it yourself, or sell it as it is.
Veins
Now and then a dungeon floor has veins: a few wall cells of one ore, drawn in its colour against the grey stone. Look at one and the game names it: “a vein of copper ore”. A vein runs on into the rock behind the wall, so digging into it may bare more of it.
A vein always gives its ore. There is no chance that it holds nothing, and no draw of what it holds: dig through a cell of copper vein and you break out copper ore. You still make the check above, but it only sets how much: fail it and you get one lump, succeed and you get one more for every 6 you beat the difficulty by, at most 3. Only if you are trained in Mining: untrained, a vein crumbles to rubble like any wall.
Which ore a vein is of follows the same rules as everything else mined. It is one of the dungeon’s own ores (below), and the precious ones come deeper down: mithril and adamantium veins lie only as deep as the endless stair goes.
A dungeon floor has veins 20% of the time: 1 to 3 of them.
Each dungeon’s ores
Not every dungeon holds every metal. A fen holds only bog iron; the fey’s own country holds no iron at all. Where a dungeon names its ores, the others never come out there. Stone and gems come out everywhere.
| Dungeon | Danger | Ores |
|---|---|---|
| Brocenburg | 6 to 9 | iron, copper |
| Bānfeld | 6 to 9 | iron, copper, tin |
| Cealdhlāw | 1 to 6 | iron, copper, tin |
| Dēopgang | 14 to 24 | silver, gold |
| Fennmynster | 3 to 10 | iron |
| Fyrdelf | 5 to 16 | iron, copper, tin, zinc, silver |
| Grundlēas | 1 and rising, a floor at a time | every ore (iron, copper, tin, zinc, silver, gold, mithril, adamantium) |
| Hellegeat | 12 to 30 | iron, gold |
| Lytelscræf | 1 to 3 | iron, copper, tin |
| Meyn Bew | 22 to 25 | none |
| The Depths | 0 | every ore (iron, copper, tin, zinc, silver, gold, mithril, adamantium) |
| Wulfeshol | 6 to 9 | iron, copper |
| Wyrtholm | 6 to 9 | iron |
| Ælfhām | 4 to 6 | silver, gold |
| Ūtgang | 13 to 15 | copper, zinc, silver, gold |
From ore to ingot
A lump of ore is no use to a smith as it is. Smelt it at an anvil: Metalcraft’s Smelt recipe, for anyone trained in Metalcraft, turns one lump into one ingot of its metal in ten minutes. The harder metals are harder to smelt, and a failed smelt loses the lump. The ingot is ready for the forge (see Crafting).
See also: Digging and walls, Forging at the anvil, and Gems.
The Ascmearc
The Ascmearc, “the ash march”, is the world you play in. Every new run starts there. New run goes straight on to creating your character (see Your character), and the run begins at eight in the morning on Beorggeat, the pass in the mountain wall on the march’s western edge: “The pass opens on the Ascmearc. Far to the east, Fyrbeorg smokes.” Snow closes the pass behind you. There is no way back, and nothing to explore there.
It is an old, plain-spoken land of farmers and barrow-diggers. A market town lives off the pass, a cold barrow lies in the downs, a minster lies drowned in the fen, and a fire mountain smokes over it all. How travel, sight, locations, and local areas work on the overworld is explained on The overworld.
Getting about
The road runs six cells east from the pass to Cēaptūn, the market town. It is under two hours’ walk, and in sight from the pass by day. From the town, roads lead on:
- east over the barrow downs of Hlāwdūn to the ford over Blæcwæter and the land beyond;
- south over the bridge on Beorhtburna and along its bank;
- north to the edge of the holly wood.
The march is about 120 cells across, three to four days by road. Rivers can be crossed only at the bridge and the ford.
Cēaptūn
Cēaptūn is the first place to go. It is a walled market town, and safe. On its square stand two shops, a general store and a smithy, with private houses beside them; dogs and cats wander its lanes; the Mynster, the temple, where you may rest and Sister Hild cures and mends for gold; the Gæsthūs, the inn, where Godgifu has news of the march; and the Gildhalle of the Weyfarers’ Gilde, where Wat One-Eye gives out work, with its yard of training dummies across the lane (see Shops and People and talk).
You arrive on the square. The town has no stairs. As in any outdoor area,
walk off its edge to return to its cell on the overworld, or press < when no
enemy is about (Leaving an area).
Holtwīc
At the end of the north road, some three hours’ walk from the town on the edge of the holly wood, lies Holtwīc, a farming village. It has cottages round a green and a well, barley fields behind their hedges, and cottars who will pass the time of day. A dog and a cat live there, and three hens scratch about in a fenced pen; its gate opens like a door. It is safe, and has no shop.
The dogs and cats of both places and the village’s hens are hounds, cats, and chickens. They are wildlife: they mean you no harm, and no quest ever asks you to kill them.
Its wise-woman, Gammer Wynflæd, keeps a cottage apart under the first trees. She knows the village, the wood, and the fair folk, and will talk of them. A girl of the village, Ælfrun, has gone missing in the wood, and the wise-woman will ask you to bring her home: the first escort of the march. Like the town, Holtwīc has no stairs; walk off its edge to leave.
Līctūn
Four cells down the south road from the town is Līctūn, Cēaptūn’s churchyard, where your own dead are buried, and the crypts below it fill as they do. Its own page, Līctūn, tells it all.
Gimmwīc
Far below the south-west corner, at the bottom of Dēopgang, lies Gimmwīc, the town of the deep gnomes. They are small, grey, bald folk of the deep who love gemstones and making things more than anything else. They are friendly, and nothing comes there to fight you. You cannot play one yet.
Their talk turns to their work, and they speak the Cornish of the deep: “my ’ansum”, “dreckly” (some day), “proper job” (well done). To them you are an emmet, someone from up top.
- Headman Peran speaks for the town in its moot hall. He will talk of the town, the surface, and the deep. Factor Wulfrun’s letter for the deep gnomes goes to him (quests), and he sends an answer back.
- The Glimmering, the temple, is lit by crystals that never go dark. Its floor is a sanctuary: wounds heal faster there and nothing hostile steps in. Mother Senara cures and mends for gold.
- Kerensa’s Stones, a gem dealer, sells and buys gems, rings, and amulets. Kerensa also identifies what you carry.
- Jory’s Outfitters sells the makers’ stock (ingots, billets, herbs, and essences), tools, lanterns, food, and potions.
- The cutting floor has three anvils and workbenches, free to use. Old Tregear works there, and teaches Jewelcraft for gold.
- Ysella the Binder keeps to the garden at the town’s east edge, where she binds the deep’s crystal to the gnomes’ work. Her quest opens the way into Meyn Bew, a pocket of the plane of earth, and asks you to lure its crystal guardian home. Bound, it stands in Kerensa’s Stones for good, and every gem you cut or set in the town comes out a little better.
Its stairs up lead back to Dēopgang’s eleventh floor.
The dungeons
A little cave, Lytelscræf, opens two cells from the pass where you come in. It has three short floors of rats, bats, and kobolds, with a chest at the bottom: the easiest dungeon there is.
Three dungeons lie nearest the town, each deeper and more dangerous than the last (see Dungeons and danger):
- Cealdhlāw, the cold barrow in the downs, which you can see from the road;
- Fennmynster, the cellars of a minster drowned in the great fen;
- Fyrdelf, the fire diggings under the hills below the volcano.
The last two are hidden. Until a quest tells you where one lies, its cell is just the swamp or the hills it looks like (see Hidden locations). So are the four lairs of the criminals the Weyfarers’ Gilde wants dead: Wyrtholm in the fen, Wulfeshol in Deorcholt, Bānfeld on the downs, and Brocenburg in the holly wood. You are shown only one of them.
Under the volcano, Ūtgang, a way up from the bottom of Fyrdelf, is hidden too, and no one tells of it: you find its mouth by climbing out of it. Somewhere in the holly wood near Holtwīc, a fairy mound hides Ælfhām, the hall of the dark court of the fey.
In the south-west corner, at the foot of Grægweall, steps cut into the mountain lead down into Dēopgang, the deepest and most dangerous dungeon of the march. It is not hidden. At its bottom is Gimmwīc, the deep gnomes’ town.
The map below shows them all anyway. A few places lead “nowhere yet”: > there says so.
The places
The Ascmearc: the overworld, 120 by 60 cells.
| Place | Cell | Region | What it is | Leads to | Hidden |
|---|---|---|---|---|---|
| Beorggeat | (12, 28) | Grægweall | Mountain pass | — | — |
| Brocenburg | (66, 12) | Holegnwudu | Dungeon entrance | Brocenburg 1 | until a quest reveals it |
| Bānfeld | (42, 31) | Hlāwdūn | Barrow | Bānfeld 1 | until a quest reveals it |
| Cealdhlāw | (34, 25) | Hlāwdūn | Barrow | Cealdhlāw 1 | — |
| Cēaptūn | (18, 28) | Cēapdenu | Town | Cēaptūn | — |
| Dēopgang | (18, 57) | Lindwudu | Dungeon entrance | Dēopgang 1 | — |
| Fennmynster | (70, 48) | Micelfenn | Dungeon entrance | Fennmynster 1 | until a quest reveals it |
| Fyrbeorg | (100, 15) | Rēcbeorgas | Volcano | — | — |
| Fyrdelf | (97, 21) | Ascdūn | Mine | Fyrdelf 1 | until a quest reveals it |
| Grundlēas | (52, 52) | Burnadenu | Dungeon entrance | Grundlēas 1 | — |
| Holtwīc | (18, 17) | Holegnwudu | Town | Holtwīc | — |
| Lytelscræf | (14, 27) | Cēapdenu | Cave mouth | Lytelscræf 1 | — |
| Līctūn | (19, 32) | Cēapdenu | Graveyard | Līctūn | — |
| Wulfeshol | (18, 49) | Deorcholt | Cave mouth | Wulfeshol 1 | until a quest reveals it |
| Wyrtholm | (88, 46) | Micelfenn | Cave mouth | Wyrtholm 1 | until a quest reveals it |
| Ælfhām | (25, 13) | Holegnwudu | Barrow | Ælfhām 1 | until a quest reveals it |
| Ūtgang | (103, 17) | Ascdūn | Cave mouth | Ūtgang 1 | until you climb out of it |
The names
Every name in the Ascmearc is a plain description of the place, put into Old English, so the name tells you what you will find: a fen minster stands in the fen. The people have names of the same kind. Creatures keep their plain English names.
| Name | Old English | Meaning | What it is |
|---|---|---|---|
| the Ascmearc | asce “ash, cinders” + mearc “march, borderland” | the ash march | the land |
| Beorggeat | beorg “mountain” + geat “gate, gap” | the mountain gate | the pass where you come in |
| Grægweall | grǣg “grey” + weall “wall” | the grey wall | the western range |
| Cēaptūn | cēap “trade, market” + tūn “enclosure, town” | the market town | the town |
| Cēapdenu | cēap + denu “valley” | the market vale | the town’s country |
| Hlāwdūn | hlāw “burial mound” + dūn “hill, down” | the barrow downs | the hills east of the town |
| Lytelscræf | lȳtel “little” + scræf “cave, hollow” | the little cave | the starter dungeon, by the pass |
| Cealdhlāw | ceald “cold” + hlāw | the cold barrow | the first dungeon |
| Holegnwudu | holegn “holly” + wudu “wood” | the holly wood | the northern forest |
| Dēopholt | dēop “deep” + holt “wood, thicket” | the deep holt | its heart |
| Lindwudu | lind “lime tree” + wudu | the lime wood | the south-western forest |
| Deorcholt | deorc “dark” + holt | the dark holt | its heart |
| Beorhtburna | beorht “bright” + burna “stream” | the bright stream | the western river |
| Burnadenu | burna + denu | the stream vale | its valley and the river road |
| Blæcwæter | blæc “black” + wæter “water” | the black water | the big river, grey with ash |
| Micelfenn | micel “great” + fenn “fen, marsh” | the great fen | the marsh |
| Fennmynster | fenn + mynster “minster, abbey” | the fen minster | the second dungeon |
| Grundlēas | grundlēas “without ground” | the groundless | the dungeon without a bottom |
| Fennhām | fenn + hām “home, village” | the fen village | the marsh village |
| Ascdūn | asce + dūn | the ash downs | the hills under the volcano |
| Fyrdelf | fȳr “fire” + gedelf “digging, mine” | the fire diggings | the third dungeon |
| Fyrbeorg | fȳr + beorg | the fire mountain | the volcano |
| Ūtgang | ūtgang “going out, exit” | the way out | the way up from the drake’s deep |
| Holtwīc | holt “wood” + wīc “dwelling” | the dwelling at the wood | the village at the north road’s end |
| Līctūn | līc “body, corpse” + tūn “enclosure” | the corpse-yard | Cēaptūn’s churchyard |
| Ælfhām | ælf “elf” + hām “home” | the elves’ home | the fey hall under the mound |
| Dēopgang | dēop “deep” + gang “way, passage” | the deep way | the deep gnomes’ road down |
| Gimmwīc | gimm “gem” + wīc “dwelling” | the gem dwelling | the deep gnomes’ town |
| Wyrtholm | wyrt “herb, root” + holm “islet” | the herb islet | Mother Sallow’s lair |
| Wulfeshol | wulfes “wolf’s” + hol “hole, den” | the wolf’s hole | Black Wystan’s lair |
| Bānfeld | bān “bone” + feld “field” | the bone field | Brother Osrick’s lair |
| Brocenburg | brocen “broken” + burg “fort” | the broken fort | Sergeant Herrick’s lair |
| Rēcbeorgas | rēc “smoke, reek” + beorgas “mountains” | the smoking mountains | the volcano’s range |
| Fordwīc | ford + wīc “dwelling, trading place” | the ford village | the village at the ford |
| Ēastmearc | ēast + mearc | the east march | the eastern grassland |
| Grægsæ | grǣg + sǣ “sea” | the grey sea | the sea |
| the Mynster | mynster | the minster | Cēaptūn’s temple |
| the Gæsthūs | gæst “guest” + hūs “house” | the guest house | Cēaptūn’s inn |
| the Gildhalle | Middle English gild + halle | the guildhall | the guild’s hall in Cēaptūn |
| the Weyfarers’ Gilde | Middle English weyfarere “traveller” + gilde | the Wayfarers’ Guild | the adventurers’ guild |
| Leofric | lēof “dear” + rīc “ruler” | the reeve of Cēaptūn | |
| Hild | hild “battle” | the sister of the Mynster | |
| Wulfrun | wulf “wolf” + rūn “secret, counsel” | the mine-factor | |
| Godgifu | god + gifu “gift” | the innkeeper | |
| Wynflæd | wynn “joy” + flǣd “beauty” | the wise-woman of Holtwīc | |
| Ælfrun | ælf “elf” + rūn “secret, counsel” | the girl the fair folk took | |
| Dudda | an old short name, a commoner’s | the sexton of Līctūn |
The guild is younger than the town, so its names are Middle English, not Old. Its master, Wat One-Eye, is a commoner, called by a short name and a byname. The guild’s ranks (Tin to Gold) are plain English.
The game writes ǣ as æ and ȳ as y (Græg-, Fyr-), as its font draws them.
The language has moved on since the old places were named. People of the march’s own day go by the later forms of the old names. The outlaws go by the bynames the broadsheets give them, in the English of the day:
| Name | From | Register | Who |
|---|---|---|---|
| Mother Sallow, the Fennhām Poisoner | sallow, the willow of the fens | a commoner’s byname | a wanted poisoner |
| Black Wystan, the Gentleman of the Road | Wystan, from Wulfstān “wolf stone” | the later form; a Victorian byname | a wanted highwayman |
| Brother Osrick, the Resurrection Man | Osrick, from Ōsrīc “god ruler” | the later form; a Victorian byname | a wanted grave robber |
| Sergeant Herrick, the Deserter | Herrick, from Hererīc “army ruler” | the later form; a Victorian byname | a wanted deserter |
| footpad | foot + pad “road” | Victorian, as the commons say it | a robber on foot |
Regions
The status bar names the region you are in, on the overworld and in its local areas:
The Ascmearc: a cell is in the first region whose corners hold it.
| Region | From | To |
|---|---|---|
| Deorcholt | (10, 44) | (27, 55) |
| Dēopholt | (28, 6) | (60, 19) |
| Grægweall | (0, 0) | (9, 59) |
| Grægweall | (0, 0) | (29, 5) |
| Grægweall | (10, 25) | (13, 31) |
| Rēcbeorgas | (76, 0) | (119, 16) |
| Holegnwudu | (10, 0) | (75, 21) |
| Hlāwdūn | (20, 22) | (46, 32) |
| Cēapdenu | (10, 20) | (69, 39) |
| Ascdūn | (70, 17) | (108, 31) |
| Ēastmearc | (94, 17) | (119, 44) |
| Lindwudu | (10, 44) | (44, 59) |
| Burnadenu | (10, 40) | (64, 59) |
| Micelfenn | (65, 32) | (96, 59) |
| Grægsæ | (97, 45) | (119, 59) |
The map
The whole march as the game draws it, one character a cell. Where two things share a glyph, colour tells them apart: the red volcano among the mountains, the ford’s road colour among the swamp’s green.
The Ascmearc, 120 by 60 cells, north up, the hidden locations drawn:
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲..........................................................▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲
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▲▲▲▲▲▲▲▲▲▲♣♣♣♣♣♣♣♣·♣♣♣♣♣♣~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~≈≈≈≈≈≈≈≈~~≈≈≈≈≈≈≈≈≈≈♣♣♣♣♣♣.........~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲♣♣♣♣♣♣♣♣♠·♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣".............".......~~~~~~~~~~~~~~~~~~~~~~~~≈≈≈≈≈≈≈≈≈♣≈♣♣♣♣.♣♣......~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲♣♣♣♣♠♣♠♠♣···········································..."≈≈≈≈≈~~~~~~~~≈~~≈≈≈≈≈≈≈≈≈≈≈♣♣♣.♣♣......~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲♣♣♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♣♣♣♣♣♣♣..............................≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈~~≈≈≈≈≈≈≈≈≈≈≈♣≈≈♣....~~~~~~~~~~~~~~~~~~
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▲▲▲▲▲▲▲▲▲▲♣♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♣♣♣♣♣♣♣♣♣♣..................""".."."≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈~~≈≈≈≈∩≈≈≈≈≈≈≈≈≈♣..~~~~~~~~~~~~~~~~~~~
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▲▲▲▲▲▲▲▲▲▲♠♠♠♠♠♠♠♠∩♠♠♠♠♠♠♠♠♠♠♠♣♣♣♣♣♣♣♣♣."."""""""""""""""""""""""≈"≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈~~≈≈≈≈≈≈≈≈≈.....~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♣♣♣♣♣♣♣♣♣"""""""""""""""""""""""""""""""≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈~~≈≈≈≈≈≈..≈...~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲♠▲♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♠♣♣♣♣♣♣♣♣♣♣"""""""""""""""""""""""""""""""≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈~~≈≈≈≈......~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲♠♠♠♠♠♠♠♠♠♣♣♣♣♣♣♣♣♣♣♣""""""""""""""">""""""""""""""""≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲♠♠♠♠♠♠♠♠♣♣♣♣♣♣♣♣♣♣♣.""""""""""""""""""""""""""""""""≈≈≈≈≈.≈≈≈≈≈≈≈≈≈≈≈≈≈~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲♠♠♠♣♣♣♣♣♠♣♣♣♣♣♣♣♣♣♣.."""""""""""""""""""""""""""""""≈""""≈"≈...≈≈....≈...~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲♠♠♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣♣.""."""""""""""""""""""""""""""""""""""....≈≈........~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲♣♣♠♣♣♣♣♣♣♣♣♣♣♣.........."""""""""""""""""""""""""""""...................~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲>♣♣♣♣♣♣♣.♣.♣♣...........""""""""""."""""."""".""""""""..................~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲♣.♣♣....♣...♣.♣................."......"..."."..".......................~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲.♣♣..................................."................................~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Glyph | Terrain |
|---|---|
" | Grassland |
# | Town |
) | Mountain pass |
. | Plains |
= | Bridge |
> | Dungeon entrance, Mine |
^ | Hills |
~ | River, Deep water |
· | Road |
† | Graveyard |
∩ | Barrow, Cave mouth |
≈ | Ford, Swamp |
▲ | Mountain range, Volcano |
♠ | Dense forest |
♣ | Forest |
See also: The overworld, The dungeons one by one, and People and talk.
Līctūn
Four cells down the south road from Cēaptūn, beside the road, is Līctūn, the town’s churchyard. A drystone wall runs round it, with a gate on the road. Inside are rows of grave plots, a yew in each corner, and a little stone chapel in the middle. Nothing comes there to fight you.
The sexton, Old Dudda, walks his rounds of the yard. He will talk, grimly, but has nothing to sell and nothing to ask of you. Walk off the yard’s edge to leave.
Your dead
Every character who dies goes into the graveyard, a list kept beside your settings. Each of them gets a grave of their own in Līctūn, except those who were turned to stone: they stand as statues instead. Look at a grave to read it: “Here lies Brakka the dwarf warrior, killed by a kobold in Fyrdelf 3, The Ascmearc.”
The oldest death is buried first. The yard has forty plots, in four rows of ten, filled from the top row down and left to right. An empty plot is a kerb of stones round turned earth; a filled one has its stone.
Ten older stones stand by the chapel. They are the town’s own dead, and each has its own words: “Here lies Ælfric atte Welle, reeve of Cēaptūn, 1361–1419. He kept the peace and the tally both.”
The crypts
When all forty plots are filled, the flagstone at the end of the path behind the chapel opens into stairs down to the first crypt. Your dead go on being laid there in the same order, oldest first, in its niches and stone coffins, filled from the top row down and left to right. When every place in a crypt is filled, a stair opens in it down to the next. Each crypt is older and rougher than the one above it, and each has a grave or two of its own, with its own words.
| Crypt | What it is | Places |
|---|---|---|
| 1. Līctūn crypt 1 | family vaults off a nave | 26 |
| 2. Līctūn crypt 2 | a charnel walled with bones, and a hall of coffins | 30 |
| 3. Līctūn crypt 3 | the priests’ crypt, laid out as a cross | 30 |
| 4. Līctūn crypt 4 | the chapmen’s gild’s round vault | 26 |
| 5. Līctūn crypt 5 | the old sextons’ store and workroom | 26 |
| 6. Līctūn crypt 6 | a crypt the ground water flooded | 25 |
| 7. Līctūn crypt 7 | small rooms for the children of a hard winter | 24 |
| 8. Līctūn crypt 8 | a pillared hall whose roof fell in | 31 |
| 9. Līctūn crypt 9 | a pit dug in a year of plague | 26 |
| 10. Līctūn crypt 10 | the first monks’ cloister, cut in the rock round their saint’s shrine | 32 |
| 11. Līctūn crypt 11 | a hall on columns, built before the English came | 27 |
| 12. Līctūn crypt 12 | a house for the ashes of the people before the English, its walls full of little niches | 40 |
| 13. Līctūn crypt 13 | a temple dug in secret for a god whose name is lost | 28 |
| 14. Līctūn crypt 14 | a round chamber about a spring | 21 |
| 15. Līctūn crypt 15 | an earth-house: a long low passage dug in the clay | 32 |
| 16. Līctūn crypt 16 | the inside of a round barrow, coffins in a ring | 20 |
| 17. Līctūn crypt 17 | a long barrow of great stones, chambers off its passage | 36 |
| 18. Līctūn crypt 18 | a cave where the first people of the place laid their dead | 27 |
| 19. Līctūn crypt 19 | a cave with a river running through it | 24 |
| 20. Līctūn crypt 20 | the deepest: a great cavern, and a ring of stones in the dark | 24 |
Nothing lives in the crypts, and they are lit only by a few candles and torches, so bring a light. Some of the deeper ones stand in water or are half filled with fallen earth and rubble, which is slow to cross. The deepest are natural caves, one with a river running through it. Crypt 20 is the last: when it is full, nothing opens below it.
See also: The Ascmearc, Your characters and the graveyard, and Statues.
The overworld
The overworld is the map of the land at large. It is drawn at map scale: one cell is a journey, not a pace, and each step takes real time.
Travel
A step on the overworld takes as long as the terrain you step onto: minutes or
hours. Every other action takes its usual time, as anywhere else. Waiting
takes 6 seconds, and so does entering a location or a
local area with > (see Turns and movement).
Resting passes the hours quickly all the same (see
Resting). Mountains, volcanoes, and open water cannot be crossed. A river can only be
crossed by a bridge or at a ford.
| Terrain | Glyph | Travel per step | Blocks sight | Local area (>) |
|---|---|---|---|---|
| Plains | . | 45 minutes | no | yes |
| Grassland | " | 50 minutes | no | yes |
| Forest | ♣ | 1 hour and 30 minutes | no | yes |
| Dense forest | ♠ | 2 hours and 30 minutes | yes | yes |
| Hills | ^ | 2 hours | no | yes |
| Mountain range | ▲ | impassable | yes | no |
| Mountain pass | ) | 30 minutes | no | no |
| Volcano | ▲ | impassable | yes | no |
| Swamp | ≈ | 2 hours and 30 minutes | no | yes |
| River | ~ | impassable | no | no |
| Deep water | ~ | impassable | no | no |
| Road | · | 20 minutes | no | yes |
| Bridge | = | 20 minutes | no | no |
| Ford | ≈ | 30 minutes | no | no |
| Hall | ⌂ | 30 minutes | no | location: > enters it |
| Cave mouth | ∩ | 30 minutes | no | location: > enters it |
| Dungeon entrance | > | 30 minutes | no | location: > enters it |
| Town | # | 30 minutes | no | location: > enters it |
| Barrow | ∩ | 30 minutes | no | location: > enters it |
| Graveyard | † | 30 minutes | no | location: > enters it |
| Mine | > | 30 minutes | no | location: > enters it |
Roads and bridges are the fast way to travel; swamp and dense forest are the slow way. The survival skill makes every journey quicker, by up to a fifth. The status bar shows the name of the region you are in, here and in its local areas.
A long journey takes days, and you get hungry on the way, so take food (see Hunger). On the way you may meet someone: footpads, raiders, travellers, or animals. The longer you are out in the wild, the more you meet.
Sight by daylight and moonlight
Sight on the overworld is plain line of sight within a radius. The radius depends on the time of day, at night on the moon, and on the weather: rain shortens it, and clouds dim the moon. Light, your eyes’ threshold, and darkvision play no part. Mountain ranges and dense forest block sight; ordinary forest does not.
| When | Sight on the overworld |
|---|---|
| Day (06:30 to 17:30) | 9 cells |
| Twilight (half an hour either side of 06:00 and 18:00) | 5 cells |
| Night, no moonlight | 2 cells |
| Night, a half moon high in the sky | 3 cells |
| Night, a full moon high in the sky | 4 cells |
| Night, a full moon high in the sky, overcast | 3 cells |
| Night, a full moon high in the sky, in rain | 2 cells |
| Night, a full moon high in the sky, in heavy rain | 2 cells |
| Day, in rain | 7 cells |
| Day, in heavy rain | 5 cells |
At night moonlight (all moons together) adds a cell of sight for every 8% of full light it gives, but by moonlight you never see farther than 4 cells. Clouds dim the moon, and rain takes cells away at any hour (see the weather), but you always see at least 2. The farthest you can ever see is 40 cells.
At night the overworld is drawn in a faint cold light, so the cells in sight stand out from the dim remembered map, with the moonlight on top. See Sun, moon, and sky.
The Ascmearc
The overworld you play on is the Ascmearc’s, 120 by 60 cells. Its places, regions, names, and the whole map are on The Ascmearc.
Locations
Some cells are locations: ways into other levels, such as a hall, a cave, or a
dungeon. Walking onto one tells you where it leads, and > enters it. You arrive on
the stairs that lead back, and < there takes you out to the overworld at the
location. A town has no stairs. You arrive in it, and leave it as you leave a
local area (Leaving an area).
Hidden locations
Some locations are hidden. Until someone tells you where one is, its cell is in every way just
the land it looks like, a stretch of swamp or forest. Walking onto it is a journey through that
land, and > explores it like any other cell. Searching does not find
one.
Only a quest reveals a hidden location, or coming out of it from below. A few dungeons have a second way in, deep down. Climbing out through it marks its hidden mouth on your map as you step out onto it (“You mark … on your map.”).
A quest that reveals one has its giver mark the place on your map, either as the quest is given to you or as you hand it in (“… marks the old barrow on your map.”). From then on the overworld shows the way in at that cell, wherever you were when you heard of it, and it leads in like any other location. The quest log may say in words where the place lies. Hearing of it a second time changes nothing.
Rumoured ways
Some people tell you the way to a place when you ask them about it. Godgifu at the inn in Cēaptūn knows the way to the barrows, the marsh, the mines, the volcano, and the pass. You mark the way on your map at once, wherever you are, and it takes no time.
Every cell you would have seen walking that way from the town by day goes on your map as you would remember it. That is every cell within 9 cells of the way and in line of sight from it, so hills and mountains still hide what lies behind them. Asking again adds nothing. Each way is a line through its waypoints, starting at the town’s cell, (18, 28):
| Who | Topic | The way (waypoints) | Ends in |
|---|---|---|---|
| Godgifu | The barrows | (18, 28) → (34, 28) → (34, 26) | Hlāwdūn |
| Godgifu | The marsh | (18, 28) → (18, 41) → (20, 43) → (62, 43) → (66, 45) → (72, 45) | Micelfenn |
| Godgifu | The mines | (18, 28) → (94, 28) → (95, 23) | Ascdūn |
| Godgifu | The pass | (18, 28) → (12, 28) | Grægweall |
| Godgifu | The volcano | (18, 28) → (94, 28) → (104, 20) → (108, 17) → (109, 16) → (108, 15) | Rēcbeorgas |
| Pedlar | The ways | (34, 26) → (34, 28) → (87, 28) | Ascdūn |
A rumoured way shows only the land itself. A hidden location along it is a stretch of swamp or hills like any other, as if you had walked past it. Only a quest reveals one.
Local areas
On any other cell whose terrain has a local area (the “Local area” column above),
press > to explore that cell on foot. You enter an outdoor area of 80 by 40 cells, made for that
cell:
- It is made the first time you go there, and stays as you left it afterwards.
- What it looks like follows the terrain of the cell and its neighbours: meadows, woods with clearings, rocky hills with crags, marsh with pools and reeds. There are roads, riverbanks, or lake shores along the sides where the overworld has them, and now and then ponds, brooks, ruins, or deer. Woods blend towards the neighbouring cells, so areas side by side fit together.
- A wood may hide a boar, a deep wood a lynx, and the hills a badger. These wild beasts leave you be unless you fall on them, and they are the kinds a ranger may keep as a companion.
- You arrive on the side you walked onto the cell from (on the road if you came along one), or in a clearing in the middle if you did not walk there.
- Walk off any edge to return to the overworld cell. This takes 6 seconds, like taking stairs. See Leaving an area for the quicker way.
- Inside, a step is a pace again, not a journey: 6 seconds on open ground. By day the sun and sky light the area, under the same weather as the overworld. At night only the moon lights it. Under a bright moon and a clear sky you can dimly make out the open ground; otherwise it is dark, so bring your lantern.
Leaving an area
Every outdoor place you reach from the overworld is left the same way: a local area, and a town such as Cēaptūn, which has no stairs. Walk off any edge and you are back on its cell of the overworld, in 6 seconds, like taking stairs.
But not with an enemy at your heels. While any creature hostile to you is within 3 cells of you (a diagonal step counts as one cell; seen or not, awake or asleep), you are told “They are too close to slip away.” and no time passes. Fight, or get farther from them first.
There is a quicker way: press < anywhere in the area (except on stairs up,
which you take as usual). You leave at once, exactly as if you had walked off the edge, unless an
enemy is about. An enemy is about if there is:
- any creature hostile to you that you can see, however far away, or
- any hostile creature you cannot see within 10 cells of you, a diagonal step counting as one cell. That is a square 21 cells across with you in the middle. It counts awake or asleep, behind walls or not.
Creatures that are not hostile, such as townsfolk, merchants, and deer, never stop you. If an enemy is about, you are told “You cannot slip away with enemies about.” and no time passes. Walk off the edge instead, where none is within 3 cells of you.
Underground and on the overworld itself, < still needs stairs. An outdoor
place that no overworld cell leads into is left by its stairs.
See also: Encounters on the way, The Ascmearc, and Weather.
Encounters on the way
The overworld is not empty between the places on the map. As you travel you may meet someone on the way: a band of footpads on the road, goblin raiders in the hills, the dead of the barrows walking at night, a pedlar with his pack, villagers going to market, or a herd of deer. Who you may meet depends on where you are, the time of day, and what has happened in your story so far.
The chance of meeting someone
Every step onto an overworld cell with a local area may meet someone; towns, dungeon entrances, and water are safe. The chance is a rate per hour of travel, set by the land you step onto, times the hours the step takes. A longer step leaves you exposed for longer.
Roads are the safest ground, open land less safe, and woods, hills, deep forest, and marsh the least. In twilight the chance is half as much again, and at night double. Some places are busier than others: while a story keeps people on the move there, a region’s chance may rise (see The Ascmearc’s encounters). Travelling faster, with Survival and the talents that quicken your journeys, means fewer hours on the way and so fewer encounters.
| Landscape | An hour by day | In twilight | At night | A step by day | A day’s march (12 hours) | An hour of rest by day |
|---|---|---|---|---|---|---|
| Road | 1% | 1.5% | 2% | Road (20 min): 0.33% | 0.12 | 0.25% |
| Plains | 3% | 4.5% | 6% | Plains (45 min): 2.2% | 0.36 | 0.75% |
| Grassland | 3% | 4.5% | 6% | Grassland (50 min): 2.5% | 0.36 | 0.75% |
| Forest | 5% | 7.5% | 10% | Forest (90 min): 7.5% | 0.60 | 1.2% |
| Hills | 5% | 7.5% | 10% | Hills (120 min): 10% | 0.60 | 1.2% |
| Dense forest | 8% | 12% | 16% | Dense forest (150 min): 20% | 0.96 | 2% |
| Swamp | 8% | 12% | 16% | Swamp (150 min): 20% | 0.96 | 2% |
“A day’s march” is how many encounters twelve hours of daylight on that land bring on average. There is no limit to how many you meet; the chance is all there is.
Who sees whom
When you meet someone, two checks decide who noticed whom first. Each is 2d12 plus an edge, against the number it needs, as in hitting.
- Your lookout. Your edge is your Willpower modifier, plus what Spot and Survival give the lookout, plus Alert and the other talents below. You need the difficulty, plus their leader’s stalk (what its Stealth gives), plus the land’s cover, plus the rain, plus the dark at night or in twilight. The dark counts half as much if you have darkvision.
- Their lookout. Their edge is their leader’s Willpower modifier plus what its Spot gives. They need the difficulty, plus your stalk (Stealth), plus the cover, plus the rain, plus the dark unless the leader sees in the dark. A lit lantern at night or in twilight takes a good deal off what they need.
What comes of it:
| You saw them | They saw you | What happens |
|---|---|---|
| yes | no | You have the drop on them. “You spot a band of footpads on the road ahead. They have not seen you.” You may lie in wait, slip past, or stand and fight. |
| yes | yes | You meet. “You and a band of footpads see each other at the same moment.” You may give them the slip, or stand and fight. |
| no | yes | You are ambushed. “You are set upon by a band of footpads from the roadside!” There is no choice: the fight starts on their terms. |
| no | no | You pass each other by. Nothing happens, and you never know they were there. |
| Term | Number |
|---|---|
| Every check’s difficulty | 13 |
| Cover, added to both lookouts’ difficulty, by landscape | road +0, plains +0, grassland +1, forest +2, hills +2, dense forest +4, swamp +3 |
| The dark, against eyes without darkvision (yours halved with darkvision) | night +3, twilight +1 |
| Rain, against both | rain +1, heavy rain +2 |
| A lit light you carry at night or in twilight, off the party’s difficulty | −4 |
| Talents that add to your lookout | Alert (+2), Second sight (+2), Unblinking (+2) |
| Slipping away: its difficulty | 13 |
| Slipping away once they have seen you | +2 |
| Slipping away from a quick leader: per this much speed above normal | +1 per 100 |
| The detour slipping away takes, whatever comes of it | 50% of the step’s time |
| Lying in wait takes | 10 minutes |
| An hour of rest rolls | 25% of the landscape’s rate |
How often a check succeeds, by your edge and the number it needs:
| Your edge | needs 11 | needs 13 | needs 15 | needs 17 | needs 19 | needs 21 | needs 23 | needs 25 |
|---|---|---|---|---|---|---|---|---|
| −4 | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% | 0.69% | 0.69% |
| −2 | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% | 0.69% |
| +0 | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% |
| +2 | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% |
| +4 | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% |
| +6 | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% |
| +8 | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% |
| +10 | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% |
| +12 | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% |
| +14 | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% |
| +16 | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% |
| +18 | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% |
| +20 | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% |
What the skills give, by their value:
| Value | Spot: lookout | Stealth: stalk | Survival: lookout | Survival: slipping away |
|---|---|---|---|---|
| 1 | — | — | — | — |
| 10 | — | — | — | — |
| 25 | +2 | +2 | +1 | +2 |
| 50 | +4 | +4 | +2 | +4 |
| 75 | +6 | +6 | +3 | +6 |
| 100 | +8 | +8 | +4 | +8 |
| 125 | +9 | +9 | +4 | +9 |
| 150 | +10 | +10 | +5 | +10 |
| 200 | +12 | +12 | +6 | +12 |
| 300 | +12 | +12 | +6 | +12 |
Every lookout trains Spot and Survival. A party that misses you trains your Stealth.
Deciding what to do
When you meet someone, the game asks what you do, and you must answer. Until you choose, you can do nothing else, except pick what a new level brings or change your stance.
-
Lie in wait (when you have the drop). You take cover for ten minutes and let them walk into you. They come on unaware of you, like a creature you slipped past, and a step behind, so your first blows are sneak attacks.
-
Slip past (when you have the drop) or Give them the slip (when you met). This is a check of your Dexterity modifier plus what Survival gives slipping away, plus your stalk if they have not seen you, against the difficulty. It is harder when they have seen you, and when their leader is quicker than you. The detour takes half the step’s time again, whatever comes of it. Made, you are on your way (“You slip away unseen.”, “You lose them in the woods.”). Failed, they are onto you, and the fight starts close.
-
Talk your way past (when you met, if you are trained in Bluff). Only a few parties would rather hear a story than fight: the footpads on the road, in the woods, and in the vale, the duergar prospectors at Ascdūn, and the cultists on the fen road. The tables below mark them “talked past”.
Their leader rolls 2d12 plus its Willpower modifier. It must reach the difficulty a feint asks, plus your Presence modifier, plus what your talents add to Presence checks, plus what your Bluff adds to a feint. If it falls short, “You talk your way past.”: they let you go, and it took as long as a word with someone. Otherwise “They are not fooled.”, and the fight starts as if you had stood to fight. Every try trains Bluff.
-
Stand and fight. You go to meet them in the cell’s local area.
-
Hail them or Pass by (travellers who mean you no harm). If you hail them, you meet them in the local area, where you can talk to them as to anyone.
-
Hunt them or Let them be (animals). If you hunt, you find them in the local area. A deer is good food.
A party you got away from stays where you left it. Meet the same sort of party on that cell again and it is the same one, and you are told so: “You remember them: you got away from them here before.”
Where the fight happens
A fight, a hail, or a hunt opens the local area of the cell you stepped onto, on the side you came
from, as > would. How far in you stand depends on how the encounter went: the better it went for
you, the nearer you are to the edge you came from.
| How it came about | You stand (of the way from the edge to the middle) | The party | Who acts first |
|---|---|---|---|
| You lie in wait | 10% | 5 cells further in, walking toward you and past you, unaware of you | you, and they owe one action besides |
| You stand and fight, or hail or hunt them | 40% | 7 cells further in, spread across the way | whoever is quicker |
| You fail to slip away | 70% | 3 cells back toward the edge, between you and it | whoever is quicker |
| You are ambushed | 100% | around you, 2 cells off, the leader on the side of the edge | they do: one action before you, and you may be surprised |
Ambushed, you are caught unawares unless you keep your wits about you. To get away, leave the area as you would any other, which needs no enemy within three cells of you.
Camping and foraging
Resting on the overworld is not safe either. Each hour of rest has a quarter of the chance an hour’s travel on that land has. Asleep, you keep no watch but your ears. Your check is your Willpower modifier plus your hearing (Listen and Keen ears) plus Alert. It needs the difficulty plus their stalk plus the rain; neither cover nor the dark hides a sound.
Whoever comes always finds your camp. If you make the check, you wake in time to meet them (“You wake to the sound of a band of footpads close by your camp.”). If you fail, you wake with them upon you. Travellers and animals wake you too. Either way your rest stops.
Foraging in the wild has the land’s whole chance for the time it takes, and you keep a traveller’s lookout.
The Ascmearc’s encounters
Who you meet in the Ascmearc, table by table. Where several tables apply, their entries are drawn together by weight. A table “instead of” another leaves the other’s entries out while it applies. Where a row narrows its table (at night, once a place is known), you meet it only then.
- The roads are the safest ground, but footpads walk them at every level, with their bowmen at night. The pedlar knows the ways east to Cealdhlāw and the ford. He tells them, and they are marked on your map as rumoured ways are. Ask him for the news of the roads too, and for his one offer. Villagers of the vale greet you on their way to market.
- Hlāwdūn, the barrow downs: by day the vale’s raiders and the barrows’ spiders; at night and in twilight the barrows’ dead, and whatever walks out of Cealdhlāw.
- The deep woods and Ascdūn: once you know where Wulfeshol or Fyrdelf lies, what lives there comes out too.
- Micelfenn, the great fen: leeches and frogs, and the drowned at night. While Sister Hild’s errand to the fen minster is under way, the cult walks the fen, and you meet more there.
- While the Gilde wants Black Wystan, his archers watch the roads of the vale and the downs.
- A month into your stay, the orcs come down into Burnadenu.
- By day, on the roads, in the vale, on the downs, and in the woods, a bard who has reached the class’s last level may meet a strange spirit. Nobody else ever does (see Prestige classes).
| Table | Where and when | Rate | Who | Weight | How many | Kind |
|---|---|---|---|---|---|---|
| ascdun | Ascdūn; hills, grassland, plains | 100% | ||||
| a band of kobolds | 3 | 1d4+1 kobold, 1d2−1 kobold archer | hostile | |||
| goblin raiders | 2 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| duergar prospectors | 2 | 1d2 duergar miner | hostile, talked past | |||
| a hill troll (at night) | 1 | 1 hill troll | hostile | |||
| something from the delf (once Fyrdelf is known) | 2 | 1d2 drawn from the folk of Fyrdelf at danger 6 | hostile | |||
| deep_woods | Dēopholt, Deorcholt | 100% | ||||
| a lynx (in twilight) | 2 | 1 lynx | wildlife | |||
| orc runts | 3 | 1d4 orc runt, 1d2−1 orc warrior | hostile | |||
| a pack of wargs | 2 | 1d3 warg | hostile | |||
| a skeletal wolf pack (at night) | 2 | 1d3 skeletal wolf | hostile | |||
| something from Wulfeshol (once Wulfeshol is known) | 2 | 1d3 drawn from the folk of Wulfeshol at danger 5 | hostile | |||
| downs | Hlāwdūn; grassland, hills, plains, forest | 100% | ||||
| a band of kobolds | 3 | 1d4+1 kobold, 1d2−1 kobold archer | hostile | |||
| goblin raiders | 2 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| barrow spiders | 2 | 1d3 barrow spider | hostile | |||
| a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter) | 2 | 1 strange spirit | peaceful | |||
| downs_night | Hlāwdūn; grassland, hills, plains, forest; at night or in twilight; instead of downs | 100% | ||||
| a knot of skeletons | 4 | 1d3+1 skeleton, 1d2−1 skeleton archer | hostile | |||
| a barrow ghoul | 2 | 1 barrow ghoul | hostile | |||
| a barrow wight | 1 | 1 barrow wight | hostile | |||
| something from the barrow | 2 | 1d3 drawn from the folk of Cealdhlāw at danger 3 | hostile | |||
| fen | Micelfenn | 100% | ||||
| giant leeches | 3 | 1d3 giant leech | hostile | |||
| giant frogs | 3 | 1d2 giant frog | hostile | |||
| the drowned (at night) | 2 | 1d3 drowned | hostile | |||
| a bog body (at night or in twilight) | 2 | 1 bog body | hostile | |||
| a will-o’-wisp (at night) | 1 | 1 will-o’-wisp | hostile | |||
| fen_cult | Micelfenn; while The fen minster is under way | 150% | ||||
| cultists on the fen road | 4 | 1d3+1 cultist, 1d2−1 cult priest | hostile, talked past | |||
| orcs_come_down | Burnadenu; from day 30 of the run | 100% | ||||
| an orc raiding party (by day or in twilight) | 3 | 1d3 orc runt, 1d2 orc warrior | hostile | |||
| an orc raiding party (at night) | 3 | 1d3 orc runt, 1d2 orc warrior, 1 warg | hostile | |||
| roads | road | 100% | ||||
| a band of footpads (by day or in twilight) | 3 | 1d3+1 footpad | hostile, talked past | |||
| a band of footpads (at night) | 3 | 1d3+1 footpad, 1d2−1 footpad archer | hostile, talked past | |||
| goblin raiders | 2 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| a pedlar | 3 | 1 pedlar | peaceful | |||
| a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter) | 2 | 1 strange spirit | peaceful | |||
| villagers on the road (Cēapdenu, Burnadenu) | 2 | 1d3 villager | peaceful | |||
| a herd of deer | 2 | 1d4+1 deer | wildlife | |||
| vale | Cēapdenu, Burnadenu, Ēastmearc, Holegnwudu, Lindwudu, Rēcbeorgas, Grægsæ; plains, grassland, hills, swamp | 100% | ||||
| a herd of deer | 4 | 1d4+1 deer | wildlife | |||
| a badger (hills) | 2 | 1 badger | wildlife | |||
| a pack of giant rats | 3 | 2d3 giant rat | hostile | |||
| a band of kobolds | 3 | 1d4+1 kobold, 1d2−1 kobold archer | hostile | |||
| goblin raiders | 2 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| a lone footpad | 1 | 1 footpad | hostile, talked past | |||
| a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter) | 2 | 1 strange spirit | peaceful | |||
| wanted_wystan | Cēapdenu, Hlāwdūn; road; while Wanted is under way; while it names Black Wystan | 100% | ||||
| Wystan’s archers | 5 | 1d3 footpad archer, 1d2 footpad | hostile | |||
| woods | Holegnwudu, Lindwudu, Cēapdenu, Burnadenu, Ēastmearc, Grægsæ; forest, dense forest | 100% | ||||
| a herd of deer | 4 | 1d4+1 deer | wildlife | |||
| a wild boar (by day) | 2 | 1 boar | wildlife | |||
| goblin raiders | 3 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| barrow spiders | 2 | 1d3 barrow spider | hostile | |||
| a pair of wargs (at night or in twilight) | 2 | 1d2 warg | hostile | |||
| a band of footpads | 1 | 1d3+1 footpad | hostile, talked past | |||
| a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter) | 2 | 1 strange spirit | peaceful |
“Drawn from the folk” of a dungeon means whoever you would meet on its floors at that danger, strays included.
See also: Surprise and sneak attacks and Using your skills.
People and talk
Not everyone you meet wants to fight. Some creatures are people: they go about their business, talk when you talk to them, and now and then mutter to themselves. In Cēaptūn, the market town of the Ascmearc, you meet:
- the townsfolk, going about the square and the lanes on market day;
- Sister Hild, in the Mynster, the town’s temple. She cures and mends for gold (see “Services” below), and anyone may rest on the Mynster’s floor, which is a sanctuary;
- Godgifu, who keeps the Gæsthūs, the inn. She hears every rumour in the march, and the bread on her table is free to travellers. Ask her about a place (the barrows, the marsh, the mines, the volcano, the pass) and she tells you the way. You mark it on your map (“You mark the way on your map.”), as much of the country as you would have seen walking that way by day (see The overworld);
- Reeve Leofric, who keeps the town’s peace and its coin, at home south of the square;
- Factor Wulfrun, in her office. She bought and sold the ore of mines that have now gone quiet.
The people of the town are known by their names: Sister Hild says: "…". They belong to the
peaceful folk (see Creatures) and never fight, not even if you attack
them.
On the roads of the march you may meet people too. Villagers of the vale on their way to market have a word for the road. A pedlar with his pack tells you the news of the roads and the way east to Cealdhlāw and the ford, and marks it on your map as Godgifu does. He is one of the merchants (see Creatures), not of the peaceful folk.
Chatting
Press C next to someone to chat. If exactly one creature you can see stands next to you, you
talk to that one. Otherwise the message line asks
Talk in which direction? (Esc to cancel). You can only talk to someone you see. Chatting takes a
few words’ time: half a normal action, 3 seconds (see
Turns and movement).
- Most people answer with a one-liner on the message line:
The villager says: "Snow on Beorggeat already. Early, this year."Chat again and you get another. Each person goes through all of their lines, in an order of their own, before saying one again, and never says the same line twice in a row. - Some greet you the first time you talk to them, with a line they say only then.
- Some have more to say once you have done a quest that touches them: in Gimmwīc, Kerensa and Ysella talk of the crystal guardian once it is bound. These lines join the rest.
- Good folk turn cold to an Evil or Wicked character (see Alignment). They answer with a cold word instead of their greeting and their talk.
- Some have topics you can ask about. Chatting with them opens a small screen showing who you
are talking to, what they just said, and their topics, numbered. Press a topic’s number (or
move the
>marker with the arrows and pressEnter) to ask. Asking takes no time. The answer appears on the screen and on the message line.Esc(orC) leaves. - Creatures with nothing to say do not answer (“The giant rat doesn’t answer.”), and anyone hostile to you is in no mood to talk. Trying still takes the time of a chat.
| Who | Greets you | One-liners | Topics | Mutters |
|---|---|---|---|---|
partner_drow (a unique character) | no | 6 | — | — |
partner_dwarf (a unique character) | no | 6 | — | — |
partner_elf (a unique character) | no | 6 | — | — |
partner_goblin (a unique character) | no | 6 | — | — |
partner_halfling (a unique character) | no | 6 | — | — |
partner_lizardfolk (a unique character) | no | 6 | — | — |
partner (a unique character) | no | 6 | — | — |
patron_drow (a unique character) | no | 3 | — | — |
patron_dwarf (a unique character) | no | 3 | — | — |
patron_elf (a unique character) | no | 3 | — | — |
patron_goblin (a unique character) | no | 3 | — | — |
patron_halfling (a unique character) | no | 3 | — | — |
patron_lizardfolk (a unique character) | no | 3 | — | — |
patron (a unique character) | no | 3 | — | — |
road_folk (a unique character) | yes | 6 | — | mutters (2 % of its actions, when you are near) |
servant_drow (a unique character) | no | 8 | — | — |
servant_dwarf (a unique character) | no | 8 | — | — |
servant_elf (a unique character) | no | 8 | — | — |
servant_goblin (a unique character) | no | 8 | — | — |
servant_halfling (a unique character) | no | 8 | — | — |
servant_lizardfolk (a unique character) | no | 8 | — | — |
servant (a unique character) | no | 9 | — | — |
| Alberich | yes | 11 | Your gold, The ring, Mining | mutters (3 % of its actions, when you are near) |
| Ceolred | yes | 32 | — | mumbles (2 % of its actions, when you are near) |
| Cottar | yes | 8 | — | mutters (2 % of its actions, when you are near) |
| Crystal guardian | no | 3 | — | hums (3 % of its actions, when you are near) |
| Deep gnome | yes | 10 | — | mutters (2 % of its actions, when you are near) |
| Deep-gnome trader | yes | 5 | — | — |
| Eadric | yes | 6 | The forge, Smithing, The mines | grumbles (2 % of its actions, when you are near) |
| Factor Wulfrun | yes | 6 | The old diggings, Trade, Appraisals | mutters (2 % of its actions, when you are near) |
| Gammer Wynflæd | yes | 6 | Holtwīc, The holly wood, The fair folk | murmurs (2 % of its actions, when you are near) |
| Godgifu | yes | 6 | The barrows, The marsh, The mines, The volcano, The pass | hums (2 % of its actions, when you are near) |
| Headman Peran | yes | 6 | Gimmwīc, The folk up top, The deep | mutters (2 % of its actions, when you are near) |
| Kerensa | yes | 10 | Gems, Appraisals | mutters (2 % of its actions, when you are near) |
| Morwenna | yes | 13 | — | mutters (2 % of its actions, when you are near) |
| Mother Senara | yes | 5 | The Glimmering | prays (2 % of its actions, when you are near) |
| Old Dudda | yes | 9 | — | grumbles (2 % of its actions, when you are near) |
| Old Tregear | yes | 5 | Jewelcraft | mutters (3 % of its actions, when you are near) |
| Pedlar | yes | 8 | The ways, News of the roads | whistles (2 % of its actions, when you are near) |
| Reeve Leofric | yes | 5 | Cēaptūn, Cealdhlāw | — |
| Shopkeeper | yes | 6 | — | — |
| Sister Hild | yes | 7 | The Mynster, The mother house | prays (2 % of its actions, when you are near) |
| Strange spirit | yes | 3 | Life before death | — |
| Villager | yes | 9 | — | mutters (2 % of its actions, when you are near) |
| Wat One-Eye | yes | 5 | The Gilde, The board | — |
| Ysella the Binder | yes | 8 | Binding, Meyn Bew | hums (2 % of its actions, when you are near) |
| Ælfrun | no | 6 | — | whispers (2 % of its actions, when you are near) |
Some people have work for you. Their quests are topics too, listed first. See Quests.
The Strange Spirit
In the Ascmearc a strange spirit may be met by day on the roads, in the vales, on the downs, and in the woods (see Encounters). Only a bard who has reached level 30, the top of the class, and who has not yet been called into another, meets it.
It is peaceful: hail it and it stands where it is and waits. It speaks only to the good (Kind or better on the alignment scale) and looks through anyone else. Speak to it and it grants you the calling: you become a Hunter (see Prestige classes), and it fades.
It has one hit point and never fights back. Killed, it leaves no corpse and is worth no experience, and killing it is killing a peaceful good soul. The road may bring it again while the class is still open to you.
Morwenna
Morwenna reads magic crystals. She is a deep gnome who stands by a brazier on the cutting floor of Gimmwīc, near Old Tregear. She has no topics and sells nothing, but each time you chat she tells you something about the crystals: what kinds of magic each colour holds, what the rare materials do, and what consuming one does to you. Chat with her a few times to hear them all.
Services
A few people sell a service for gold: a cure, a mending, an
identification, or training in a skill. Services are listed on their screen after their topics, with the price:
A cure for what ails you (60 gold). Pick one as you would a topic. If there is something to do
and you carry the gold, you pay (the coins go into their purse) and they do it. It takes the time
of a chat.
A temple’s price is fixed, with no haggling. A healer’s or a sage’s price moves with your Presence and Negotiation, as a shop’s does: at most half off, and at least one gold. Any service you pay for trains Negotiation now and then.
- A cure ends every disease you have, even one that has not broken out yet (they can tell), and grave rot too. Damage a disease did to your stats stays. It mends a point a day as usual, or all at once with a mending.
- A mending gives back at once every point of stat damage and every point the undead drained (Drained stats). It is refused while a disease shows (“Be cured first.”), since the disease would only take them again.
- An identification (Factor Wulfrun in Cēaptūn) identifies, all at once, everything you carry that you do not know yet: the magic of every unidentified item, and the type of every scroll you have not identified. It costs 100 gold per unidentified stack. A stack of several like things counts once, however many are in it, so three unknown things cost 300 gold. The list shows the price per thing, and before you pay a dialog tells you the total. You pay for all or nothing: with too little gold for the whole lot, nothing is identified. Each thing’s true name is told as it is learned.
- Training teaches you a skill you do not have yet. You start it at a low value (5), as if you had just picked it up, and it grows by use like any other. It is offered only while you are untrained in that skill: once you have it, it is gone from the list. Alberich, deep in Fyrdelf, teaches Mining, which you need to dig at all. Eadric, the smith in Cēaptūn, teaches Metalcraft, which every smithing recipe needs. Old Tregear, in Gimmwīc, teaches Jewelcraft.
- With nothing to cure, mend, or identify, or a skill you already have, they tell you so, and you keep your gold. Without enough gold you are told “You cannot pay.” Neither takes any time.
- The Pious talent (Wayfarer) halves a temple’s price for a cure or a mending (rounded up), and its cures also mend a point of each damaged stat (see Talents). Nothing moves the price of an identification.
| Who | Service | What it does | Price |
|---|---|---|---|
| Alberich | Teach me to mine | trains you in Mining at 5, offered only while you are untrained in it | 500 gold |
| Eadric | Teach me to smith | trains you in Metalcraft at 5, offered only while you are untrained in it | 2000 gold |
| Factor Wulfrun | An appraisal of your goods | identifies everything carried that is not yet known: magic items and scroll types | 100 gold per unidentified stack |
| Kerensa | An appraisal of your goods | identifies everything carried that is not yet known: magic items and scroll types | 100 gold per unidentified stack |
| Mother Senara | A cure for what ails you | ends every disease, even one not yet broken out | 60 gold |
| Mother Senara | A mending of body | mends every point of stat damage (not while a disease shows) | 40 gold |
| Old Tregear | Teach me to cut stones | trains you in Jewelcraft at 5, offered only while you are untrained in it | 1500 gold |
| Sister Hild | A cure for what ails you | ends every disease, even one not yet broken out | 60 gold |
| Sister Hild | A mending of body | mends every point of stat damage (not while a disease shows) | 40 gold |
Alberich
On the fifth floor of Fyrdelf, the first of its deep caves, a dwarf keeps a little square chamber with a heap of gold dust in it. He is Alberich, and he is not quite right in the head: he counts his gold, talks to it, and watches your hands. He fights no one and never leaves his hoard. Ask him, and he teaches you Mining for 500 gold (a little less or more by your Presence and Negotiation, as a healer’s price is). Bring a pick-axe.
Eadric the smith
Eadric keeps the smithy on Cēaptūn’s market square (Shops), beside the smith’s fire and the anvil. Besides selling arms and armour, he teaches Metalcraft for 2000 gold, a little less or more by your Presence and Negotiation, and less again with the town’s goodwill. You start it at 5. Without it you cannot temper or forge anything at an anvil.
Ceolred, the smith’s apprentice
Ceolred is Eadric’s apprentice. He stands beside the smith’s fire in the smithy and sells nothing. Talk to him and he recites what his master has drilled into him about the materials: which are hard or soft, light or heavy, which hold an edge, which rust, which take a spell well or badly, and which are hard to work. He tells it in words, never numbers; the exact figures are in the tables on that page.
Old Tregear
Old Tregear works the cutting floor of Gimmwīc, the deep gnomes’ town. He teaches Jewelcraft for 1500 gold, a little less or more by your Presence and Negotiation. You start it at 5. Without it you cannot cut a gem.
Goodwill
A town remembers who helps it. Every quest you complete for one of a town’s people earns it goodwill, and its people’s services get cheaper: 5% off per quest in Cēaptūn. Its people are Sister Hild, Reeve Leofric, Factor Wulfrun, Godgifu, Wat One-Eye, and Eadric the smith, so the Weyfarers’ Gilde’s work counts too. A quest you do again counts again. Quests from elsewhere, such as Holtwīc’s, do not count. You are told when it rises: “Cēaptūn’s folk think the better of you.”
- The goodwill comes off last, after Pious and any haggling, and the price is rounded up. One quest takes Sister Hild’s 60-gold cure down to 57 gold.
- It stops at 100% off: after twenty quests the town’s services are free. They are listed
as
(free), you pay nothing, and a free service does not train Negotiation. - Only services get cheaper. Shop goods keep their prices.
| Town | Its people | Off per quest | Free after |
|---|---|---|---|
| Cēaptūn | Eadric, Factor Wulfrun, Godgifu, Reeve Leofric, Sister Hild, Wat One-Eye | 5% | 20 quests |
The pedlar’s offer
The pedlar met on the roads (Encounters) carries one thing worth more than pins and needles. He offers it for a fixed price: take it or leave it. Ask him about Your wares, listed after his topics with the price. A dialog shows the item, its affixes in words, and the price, with Buy it and Leave it. The item is already identified, since a pedlar knows what he sells.
- What it is: a rare item of any kind loot holds, but no ammunition. It has four affixes (half the time), five (35%), or six (15%), and is made at an item level of your level plus four, at least 4. Loot is rare one time in fifty, most often with three affixes, and at the depth’s level, so his is much better.
- One of three uniques: one offer in fifty (2%) is instead one of the three unique items only pedlars carry: the Brosinga Mene, the Eorcanstān, and Grendles Grāpe. Each is offered at most once a run. Once all three have been offered, his offers are rare finds again.
- The price is fixed and never haggled (Presence and Negotiation do not move it). It is the item’s value plus 15 gold per affix per item level (four affixes at item level 5: its value and 300 gold), or 1500 gold for a unique.
- Buying pays him, puts the item in your pack, and takes the time of a chat. It is a deal, so it trains Negotiation and Presence as trade does. Without enough gold the dialog only lets you leave it, and you are told “You cannot pay.” Leaving it costs nothing, and he keeps it for you: ask again while he is near.
- One offer per pedlar: once you have bought it he has nothing more (“That was the only one I ’ad”). The same pedlar met again on the road still has his. Another pedlar brings another offer, made when you first talk to him.
Muttering
Now and then, while they go about their business and you are within a few cells, people mutter to themselves. The townsfolk grumble about prices and the ash, Sister Hild prays, and Godgifu hums over her work.
You hear it like any other sound (see Hearing). If you see them, it comes with their
name (The villager mutters: "Ash in the well again."). If you do not, it is a voice from
somewhere (You hear a voice to the north: "…"), and if it was faint, you do not catch the words.
Muttering never wakes you from a rest.
Getting past
You never have to wait for someone to move out of your way. Walking into a creature that is not hostile to you swaps places with it: you step onto its cell, and it steps onto yours (“You swap places with the deer.”). That takes your step’s time, and it does not cost the creature its own turn.
It lands on your cell as any step lands. A trap you stood on goes off at it, and ice that held you may not hold something heavier. Afterwards it walks back to where it stood (waiting beside the spot while you are on it) and carries on with whatever it was doing.
A few will not make way. Then the move takes no time, and the message says why:
- Some never budge, and some keep their post: a shopkeeper keeps to the door of their shop (“Eadric doesn’t budge.”). A character trained in Escape artist can wriggle past most of these, but never a shop’s keeper.
- Someone who cannot move at all, under too heavy a load, does not budge either.
Wriggling past. If you are trained in Escape artist, someone who keeps their post or never budges does not stop you. The step becomes a check, with no action of its own. You roll your Dexterity modifier plus the skill’s bonus against 11 plus their Willpower modifier. The bonus is the same as for slipping bonds: +8 at 100, +12 at 200. If you make it, you swap places (“You wriggle past Eadric.”). If you fail, the step’s time is spent and you stay where you are. Each try may train the skill (half the time).
Wriggling does not help with a shop’s keeper, who never lets you by, with someone who cannot move at all, or while swimming.
If you cannot see what is in your way, you only learn that “Something is in the way.”, or that you swapped places with something.
Moving into a hostile creature attacks it instead; see Combat.
See also: Quests, The Ascmearc, and The Weyfarers’ Gilde.
Quests
Some of the people you meet have work for you. Quests are simple errands: kill something, bring something, go somewhere, or carry something to someone else. Do it, come back, and you are rewarded with gold, things, and experience.
Getting a quest
Chat with someone (C). A quest they have for you is a topic on the
dialogue screen, named after the quest and listed before their other topics.
Asking about it gives it to you. They say what they want, and the quest is yours at once, on
your quest log.
There is no accepting and no declining. A quest you do not want simply waits in the log and costs you nothing.
Some quests are offered only once you have done another one for the same person, and some only to someone of the right alignment. Good folk who greet an Evil or Wicked character coldly still offer them their quests. Helping someone is a little good.
Talking about quests takes no time.
Kinds of quests
- Kill: kill a number of creatures of one kind, or of any kind of one sort, sometimes in a particular place (“Kill 5 giant rats in Cealdhlāw.”). Only creatures you kill yourself count: with a weapon, a shot, a throw, or a wound you gave them that bleeds them to death. One killed by someone else, or by a trap, does not count. Kills you made before you were given the quest count too, so the person is pleased to hear the job is done already. This is not so for a drawn quest, where only the kills after it was given count.
- Named monsters: a quest to kill a unique creature, one with a name of its own, is done by its death, however and whenever it died. It may die by your hand, by a trap, by another creature, or before you were even given the quest. Nothing can leave such a quest impossible to finish.
- Bring: bring some things in your pack (“Bring the silver chalice to Sister Hild.”). They are taken from your pack when you hand the quest in. Anything you carry beyond what was asked stays yours.
- Reach: get to a place, such as a level of a dungeon (“Reach level 4 of Cealdhlāw.”). Having been there before counts.
- Deliver: the person gives you something as they give you the quest, to carry to someone else and hand in there. You need room for it in your pack. Without it in your pack you cannot hand it in, so if you drop it, pick it up again.
- Escort: bring someone home (“Bring Eadgyth safely to the Hamlet.”). See below.
- Lure: lead a creature that hunts you back to someone who can tame it (“Lure the crystal guardian from Meyn Bew 4 to Gimmwīc.”). See Lures.
Escorts
Find the one you are to bring home and chat with them. They fall in behind you as one of your allies, in the coward stance, and follow you from level to level.
They are no fighter. They strike only at an enemy right beside them, and they will not be set on anything, though they come to heel and hold when told. Give them a weapon or armour and they put it on at once, dropping what they held or wore there. What they cannot wear or wield, they refuse.
When they stand with you in the place they belong, the quest is done there and then. They say their thanks, and they stay. The one who sent you thanks and pays you if they are there; if not, the one you brought home pays.
If they die, whether they had joined you or not, the quest fails. The log says so, and it is never offered again.
Lures
A lure quest asks you to bring back a creature that will not come willingly: it comes only chasing you. The one in the march is Ysella the Binder’s, in Gimmwīc: the crystal guardian at the bottom of Meyn Bew.
- It waits in its place, awake, once the quest is given.
- It follows you up or down the stairs only when it is right beside you, and knows you are there, as you take them, as any hostile creature does. Leave it behind and it stays on that floor until you come back for it.
- It is slow, so you can stay ahead of it. Its fists and the shards it throws hit hard all the same.
- When it comes into Gimmwīc with you, and Ysella is there, she binds it. It is at peace for good, a slow circle of light turns about it, and it walks to Kerensa’s Stones, the gem dealer, and stands in the corner by her counter. The quest is done: 1200 gold, 4000 experience, and an uncut sapphire.
- While it stands bound in the town, every Cut and Set and every ring or amulet you make with Jewelcraft in Gimmwīc gets +2 to its check.
If you kill it before it is bound, nothing fails: a new one grows in its hollow, and it is there the next time you come down to that floor. Killed after it is bound, it is gone for good, and so is the +2; the quest stays done.
Sorts of creatures
Some kill quests ask for a whole sort of creature: “Kill 100 goblins: goblins, goblin archers, and goblin chiefs.” Any creature of a kind that is of that sort counts, wherever you kill it. Every level, every dungeon, and the overworld all add up, unless the quest names a place.
The quest says which kinds count. The table below lists every sort, by the tag the game’s data gives it, and the kinds of it.
- A kind may be of several sorts: a goblin archer is both a goblin and an archer.
- Some who run together are not of one sort. An ogre is no goblin, a warg no orc, and a basilisk no vermin.
- A creature’s sort goes with its kind, whoever it sides with: a kobold is always a kobold.
| Tag | Said | Creatures |
|---|---|---|
air | airs | air elemental, dust devil, elder air elemental, greater air elemental, invisible stalker, lesser air elemental, welkin wind |
animated | animateds | animated armour, animated bellows, animated blade, animated book, animated broom, animated bucket, animated candlestick, animated chair, animated coat stand, animated cooking pot, animated kettle, animated ladle, animated lantern, animated panoply, animated rug, animated stool, animated teapot, animated warming pan, clatter of cutlery |
archer | archers | Black Wystan, drow arbalester, drow crossbowman, duergar crossbowman, duergar slinger, footpad archer, goblin archer, hobgoblin archer, kobold archer, orc archer, orc bowman, skeleton archer, sprite |
beast | beasts | badger, bear, black hound, boar, cat, cave bat, cave lizard, chicken, deer, dire warg, great boar, hare, hound, large spider, lynx, panther, polecat, raven, toad, warg, wolf |
caster | casters | arcanaloth, archlich, ash wraith, barrow king, barrow wight, bheur hag, bog hag, cult priest, dark wizard, deathless king, demilich, drow archmage, drow high priestess, drow mage, drow matron, drow priestess, dryad, duergar mindbreaker, duergar priest, ghost lord, giant shaman, goblin wizard, green hag, hobgoblin warcaster, kobold shaman, lich, Līgetdrȳ the Storm-Wright, mummy king, mummy lord, mummy priest, necromancer, night hag, nymph, ogre mage, orc high shaman, orc shaman, pixie, rakshasa, troll shaman, will-o’-wisp, wormlord |
construct | constructs | animated armour, animated bellows, animated blade, animated book, animated broom, animated bucket, animated candlestick, animated chair, animated coat stand, animated cooking pot, animated kettle, animated ladle, animated lantern, animated panoply, animated rug, animated stool, animated teapot, animated warming pan, clatter of cutlery, mud golem |
cultist | cultists | cult chymist, cult priest, cultist, dark wizard, necromancer |
deep-gnome | deep gnomes | deep gnome, deep-gnome binder, deep-gnome headman, deep-gnome jeweller, deep-gnome priest, deep-gnome trader |
demon | demons | balgura, balor, chasme, dretch, glabrezu, hezrou, marilith, nalfeshnee, quasit, vrock |
devil | devils | barbed devil, bearded devil, bone devil, chain devil, erinyes, horned devil, ice devil, imp, lemure, pit fiend |
dragon | dragons | fire drake, gorgon, Hrīmwyrm the White, Nīðdraca the Hate-Wyrm |
drow | drow | drow arbalester, drow archmage, drow assassin, drow blademaster, drow captain, drow crossbowman, drow high priestess, drow mage, drow matron, drow priestess, drow stalker, drow warrior |
duergar | duergar | duergar crossbowman, duergar hulk, duergar king, duergar mindbreaker, duergar miner, duergar priest, duergar slinger, duergar smith, duergar spider rider, duergar thane, duergar veteran, duergar warrior |
earth | earths | crystal guardian, earth elemental, elder earth elemental, greater earth elemental, hoarstone, lesser earth elemental, stone mote |
elemental | elementals | air elemental, balefire, brimwolf, cinder elemental, crystal guardian, dust devil, earth elemental, elder air elemental, elder earth elemental, elder fire elemental, elder ice elemental, elder lightning elemental, elder water elemental, ember mote, fire elemental, frost mote, greater air elemental, greater earth elemental, greater fire elemental, greater ice elemental, greater lightning elemental, greater water elemental, hoarstone, ice elemental, invisible stalker, lesser air elemental, lesser earth elemental, lesser fire elemental, lesser ice elemental, lesser lightning elemental, lesser water elemental, lightning elemental, rimethurse, spark mote, stone mote, thunderhead, water elemental, water mote, welkin wind |
eyeless | eyelesss | black pudding, canoloth, grave worm, nightworm |
fey | fey | blink dog, boggle, darkling, dryad, korred, meenlock, nymph, pixie, quickling, redcap, satyr, sprite, yeth hound |
fiend | fiends | abyssal gate, arcanaloth, arch-gate, balgura, balor, barbed devil, bearded devil, black gate, bone devil, cambion, canoloth, chain devil, chasme, dire gate, dretch, erinyes, gate of gloom, glabrezu, hell hound, hellmouth, hezrou, horned devil, ice devil, imp, incubus, iron gate, lemure, lords’ gate, marilith, mezzoloth, nalfeshnee, night hag, nightmare, nycaloth, pit fiend, quasit, rakshasa, rift, succubus, ultroloth, vrock, warden of the gate |
fire | fires | balefire, cinder elemental, elder fire elemental, ember mote, fire elemental, greater fire elemental, lesser fire elemental |
fire-thing | fire things | burning skull, charred dead, cinder elemental, ember beetle, fire drake, fire salamander, fire troll, magma crawler |
gate | gates | abyssal gate, arch-gate, black gate, dire gate, gate of gloom, hellmouth, iron gate, lords’ gate, rift |
giant | giants | cloud giant, fire giant, frost giant, giant jarl, giant shaman, hill giant, ogre, ogre mage, ogre mauler, stone giant, storm giant, Stānēoten the Hurler |
goblin | goblins | goblin, goblin archer, goblin chief, goblin firebomber, goblin wizard, hobgoblin, hobgoblin archer, hobgoblin captain, hobgoblin legionnaire, hobgoblin sergeant, hobgoblin warcaster, hobgoblin warlord |
hag | hags | annis hag, bheur hag, bog hag, green hag, Grundwyrgen the Mere-Wife, night hag, sea hag |
hobgoblin | hobgoblins | hobgoblin, hobgoblin archer, hobgoblin captain, hobgoblin legionnaire, hobgoblin sergeant, hobgoblin warcaster, hobgoblin warlord |
ice | ices | elder ice elemental, frost mote, greater ice elemental, ice elemental, lesser ice elemental, rimethurse |
kobold | kobolds | kobold, kobold alchemist, kobold archer, kobold shaman |
lightning | lightnings | elder lightning elemental, greater lightning elemental, lesser lightning elemental, lightning elemental, spark mote, thunderhead |
marsh-thing | marsh things | bog hag, crocodile, fen ghoul, giant frog, giant leech, marsh troll, mud golem, will-o’-wisp |
mimic | mimics | mimicling |
ogre | ogres | ogre, ogre mage, ogre mauler |
orc | orcs | orc archer, orc berserker, orc bowman, orc high shaman, orc raider, orc runt, orc shaman, orc veteran, orc war chief, orc warlord, orc warrior |
outlaw | outlaws | Black Wystan, Brother Osrick, footpad, footpad archer, Mother Sallow, Sergeant Herrick |
priest | priests | drow high priestess, drow matron, drow priestess, duergar priest |
skeleton | skeletons | bone colossus, bone dragon, bone drake, bone wyvern, charnel titan, dread wyrm, duergar skeleton, lich-drake, skeletal rat, skeletal wolf, skeleton, skeleton archer, skeleton warrior |
spirit | spirits | ankou, banshee, corpse candle, deathshade, dread wraith, fetch, ghost, ghost dragon, ghost lord, gibbering shade, greater shadow, knocker, night mare, Nihtscinna the Hollow, poltergeist, shadow, sluagh, spectre, stone haunt, washer at the ford, white lady, wraith, wraith lord |
summoner | summoners | abyssal gate, arch-gate, black gate, dark wizard, dire gate, drow high priestess, drow matron, drow priestess, gate of gloom, Gnægan the Rat King, goblin wizard, hellmouth, iron gate, lords’ gate, necromancer, Nīðdraca the Hate-Wyrm, rift, warden of the gate, wormlord, Wēalāf the Unburied, Āttorcoppe the Spinner |
troll | trolls | elder troll, fire troll, forest troll, hill troll, ice troll, marsh troll, rotting troll, stone troll, troll, troll chieftain, troll shaman, two-headed troll |
undead | undead | ankou, archlich, ash wraith, banshee, barghest, barrow ghoul, barrow king, barrow wight, black shuck, bodach, bog body, bone colossus, bone dragon, bone drake, bone wyvern, burning skull, charnel heap, charnel titan, charred dead, church grim, corpse candle, crawling hand, death knight, deathless king, deathshade, demilich, draugr, draugr lord, dread lord, dread wraith, dread wyrm, drowned, drowned king, duergar skeleton, elder vampire, eldest vampire, fen ghoul, fetch, gallows dead, ghast, ghost, ghost dragon, ghost lord, ghoul king, ghoul lord, gibbering shade, grave hound, grave knight, greater shadow, hand of glory, headless knight, hound of the hunt, knocker, kobold zombie, lich, lich-drake, mummy, mummy king, mummy lord, mummy priest, night mare, nightganger, nightwing, nightworm, nosferatu, ogre zombie, pale drinker, poltergeist, revenant, rotting dragon, rotting drake, rotting troll, screaming skull, shadow, skeletal rat, skeletal wolf, skeleton, skeleton archer, skeleton warrior, sluagh, spectre, stone haunt, vampire, vampire lord, vampire spawn, washer at the ford, white lady, wight lord, wild huntsman, wormhost, wormlord, wraith, wraith lord, Wēalāf the Unburied, zombie |
vermin | vermin | barrow spider, giant centipede, giant rat, Gnægan the Rat King, grave worm, Āttorcoppe the Spinner |
water | waters | brimwolf, elder water elemental, greater water elemental, lesser water elemental, water elemental, water mote |
yugoloth | yugoloths | arcanaloth, canoloth, mezzoloth, nycaloth, ultroloth |
Cēaptūn’s adventurers’ guild gives a chain of drawn quests, and ranks for doing them: see The Weyfarers’ Gilde.
Drawn quests
Some quests do not say what they want until they are given. The person picks the target at random as they give the quest, from a pool the quest names, and tells you (“There’s a price on a goblin chief.”). Once drawn, the target stands until the quest is done. Asking again never draws anew.
The pool is one of:
- a creature of the kinds that live in some dungeons, never a named monster. Only the dungeons you can get into when you are given the quest count: a dungeon whose way in is still hidden from you is left out;
- a sort of creature from a list, one with a kind living in such a dungeon;
- a thing of one class, such as the scrolls you can find lying about;
- one of a few named choices the quest lists, each with its own words. Each choice may mark its own hidden place on your map, but only the one drawn is marked. A choice may be kept back for when none of the others may be drawn.
A Beast-friend (every druid is one) is never sent to kill animals, the creatures of the factions the talent calms: such a kind, a sort of creature with an animal among its kinds, and a choice asking for either are left out of the pool. Whether you are a Beast-friend counts as the quest is given, not after.
A kill quest drawn from a pool of creatures counts only the kills made after you were given it.
Some quests lead to a place nobody has found on their own. The person marks a hidden location on your map, and the quest log says where it lies.
When something you do moves a quest along, the message line says so: “Quest updated: 2 / 5 giant rats.” When it is done: “Quest updated: 5 / 5 giant rats. Return to Reeve Leofric.”
Handing in
Go back to whoever the quest is handed in to and ask about the quest again. That is the person who gave it, or for a delivery, the one you carry it to. Before it is done they remind you of what they asked. Once it is done, they take what they asked for, thank you, and pay: “Quest complete: Rats in the barrows.”, “Reeve Leofric gives you 25 gold coins.”, “You gain 30 experience.” What does not fit in your pack is put at your feet.
Some quests also teach you a skill. If you are not trained in it, you are now,
starting at 1d4. If you are, you get 100 training marks in it
instead, which is enough for a roll of its own at once. Sister Hild’s Grave goods teaches Heal this way. The Reward
column of the quest table names the skill.
A few quests can be done again once they are done.
The quest log
q opens the quest log: the quests you were given, then the ones you have done. Choose one
with the arrows to see:
- what it asks, in the giver’s name (“Reeve Leofric wants you to kill 5 giant rats in Cealdhlāw.”);
- how far you have got (“2 / 5 killed.”, “Return to Reeve Leofric.”);
- who gave it, in their words.
The log is page 7 of the info screens. 1 to 9, Tab, and
Shift+Tab switch between it and the character screen, the
inventory, the equipment, your skills, your
weapon skills, the Magic page, your
talents, and your story.
A quest stays in the log until you have done it. Quests cannot be given up, and there is no limit on how many you may be on at once. Opening the log takes no time.
Who gives quests
Three people in Cēaptūn have work for you. Each has a chain of quests, offered one after the other.
- Reeve Leofric sends you into Cealdhlāw, the barrow east of town. He sends a Beast-friend after the barrow’s skeletal rats instead of the living ones.
- Sister Hild at the Mynster wants back what the barrow and the drowned minster keep, and marks Fennmynster on your map.
- Factor Wulfrun marks the old mine, Fyrdelf, once you have been deep in the barrow and reached level 5. Ask her sooner and she tells you that you are not ready, and gives you nothing. Once the fire drake is dead she has a letter for the deep gnomes of Gimmwīc, at the bottom of Dēopgang. Headman Peran pays you with a cut stone and gives you his town’s answer to carry back up to her. You can go down to Gimmwīc without the letter: its way in is never hidden.
In Holtwīc, at the end of the north road, Gammer Wynflæd the wise-woman asks you to bring home a girl the fair folk took. She marks Ælfhām, their hall in the holly wood, on your map. The girl waits at its very bottom.
The table lists every quest in its chain’s order: what it asks, what it pays, what must be done first, the level you must have reached for it to be given, and the hidden place it shows you.
| Quest | Given by | Kind | Goal | Reward | Offered after | From level | Reveals | Repeatable |
|---|---|---|---|---|---|---|---|---|
| Grave goods | Sister Hild | bring | Bring a silver chalice to Sister Hild | 40 gold, 60 XP, Heal skill (1d4 untrained, 100 marks trained) | — | — | — | no |
| The fen minster | Sister Hild | reach | Reach Fennmynster 3 | 80 gold, 160 XP, 2 angelica roots | Grave goods | — | Fennmynster (when given) | no |
| What the water keeps | Sister Hild | bring | Bring a minster reliquary to Sister Hild | 250 gold, 450 XP | The fen minster | — | — | no |
| Rats in the barrows | Reeve Leofric | kill | Kill 5 giant rats. For one who may draw none of these (a Beast-friend, never sent after animals): 5 skeletal rats | 25 gold, 30 XP | — | — | — | no |
| The barrow’s heart | Reeve Leofric | reach | Reach Cealdhlāw 4 | 60 gold, 100 XP | Rats in the barrows | — | — | no |
| The wight of the barrow | Reeve Leofric | kill | Kill a barrow wight in Cealdhlāw | 150 gold, 250 XP, a chain mail shirt | The barrow’s heart | — | — | no |
| A bounty | Wat One-Eye | kill | Kill a creature of one type drawn at random from the populations of Cealdhlāw, Fennmynster, and Fyrdelf (of those open when it is given; no uniques, and no animals for a Beast-friend) | 40 gold, 60 XP | — | — | — | no |
| A score and five | Wat One-Eye | kill | Kill 25 creatures of one kind drawn at random from kobolds, goblins, undead, vermin, marsh things, duergar, and fire things (for a Beast-friend, none with an animal among them) | 250 gold, 500 XP, 2 potions of healing | A bounty | — | — | no |
| A scroll for the Gilde | Wat One-Eye | bring | Bring an item of one type of the Scrolls that loot can hold, drawn at random, to Wat One-Eye | 200 gold, 150 XP | A score and five | — | — | no |
| Wanted | Wat One-Eye | kill | Kill one of Mother Sallow, Black Wystan, Brother Osrick, and Sergeant Herrick, drawn at random | 500 gold, 800 XP | A scroll for the Gilde | — | — | no |
| Eleven floors down | Wat One-Eye | reach | Reach Grundlēas 11 | 600 gold, 900 XP | Wanted | — | — | no |
| The lost shaft | Factor Wulfrun | reach | Reach Fyrdelf 2 | 100 gold, 220 XP | The barrow’s heart | 5 | Fyrdelf (when given) | no |
| Fire in the deep | Factor Wulfrun | kill | Kill the fire drake in Fyrdelf | 500 gold, 900 XP | The lost shaft | — | — | no |
| A letter for the deep | Factor Wulfrun | deliver | Deliver a sealed letter to Headman Peran | 600 XP, a gem | Fire in the deep | — | — | no |
| The moot’s answer | Headman Peran | deliver | Deliver a sealed letter to Factor Wulfrun | 300 gold, 300 XP | A letter for the deep | — | — | no |
| Taken under the hill | Gammer Wynflæd | escort | Bring Ælfrun safely to Holtwīc | 60 gold, 200 XP, 2 potions of healing | — | — | Ælfhām (when given) | no |
| The crystal guardian | Ysella the Binder | lure | Lure the crystal guardian from Meyn Bew 4 to Gimmwīc | 1200 gold, 4000 XP, a gem | — | — | Meyn Bew (when given) | no |
See also: The Weyfarers’ Gilde, People and talk, and Experience and levelling up.
The Weyfarers’ Gilde
The Weyfarers’ Gilde is Cēaptūn’s adventurers’ guild. Its folk do the work the reeve cannot pay for and the sisters will not touch.
Its hall, the Gildhalle, is a small timber hall in the south-east corner of the town, beside Factor Wulfrun’s office. Its door is on the lane, with the bounty board nailed up beside it. Inside, Wat One-Eye, the guildmaster, hands out the work. He is an old delver who has stopped going down.
The yard
Across the lane from the hall’s door is the Gilde’s yard, a square of beaten earth with four training dummies: one at the west end of the top row, to shoot at down the yard, and three in the row below, to strike. Anyone may use them.
The chain
Wat gives one job at a time, as a quest. Chat with him (C) and
ask about it. Each job is offered once the one before it is done, and nothing else stands in the
way: not your level, not your alignment (the board does
not care whose hands are dirty), and not any other quest. What each job asks for is
drawn as Wat gives it, and stands until it is done. Kills count only
from the moment the job is given.
- A bounty: kill one creature of a kind drawn from those that live in Cealdhlāw, Fennmynster, and Fyrdelf, never a named monster. Only the dungeons you can get into when Wat gives it count, and a Beast-friend (a druid) is never given an animal (drawn quests). Pays 40 gold and 60 experience.
- A score and five: kill 25 creatures of one sort, drawn from kobolds, goblins, the undead, vermin, marsh things, duergar, and fire things, among those living in a dungeon you can get into; a Beast-friend never draws a sort with an animal among its kinds (the vermin). Any kind of the sort counts, anywhere, and the quest log lists the kinds. Pays 250 gold, two red potions, and 500 experience. A little good.
- A scroll for the Gilde: bring Wat a scroll of a kind drawn from those found as loot. It leaves your pack when you hand it in. One taken from a shop unpaid stays on that shop’s bill. Pays 200 gold and 150 experience.
- Wanted: kill one of four wanted criminals, drawn as Wat gives it. Each has gone to ground at the bottom of a lair four floors deep, a hidden place that Wat marks on your map as he gives the job. The other three lairs stay hidden for the rest of your life. The criminal is a named monster, so only their death counts, however it came and whoever dealt it. Pays 500 gold and 800 experience. Good.
- Eleven floors down: reach the eleventh floor of Grundlēas, the endless stair in the grass south of the Beorhtburna road. You must get past the tenth floor and whatever keeps it. Reaching it once is enough. Pays 600 gold and 900 experience. A little good.
More jobs are to come.
The wanted
The four are people of the town’s own day, known by what the broadsheets call them. Each lair is four floors deep, from danger 6 on its first floor to 9 on its last (see The lairs of the wanted). The criminal waits in a room of their own on the fourth floor, asleep until something wakes them. Each carries a unique item of their own (see Magic items) and drops it where they fall.
| Criminal | Crime | Lair | Where | Carries |
|---|---|---|---|---|
| Mother Sallow, the Fennhām Poisoner | sold poison to heirs; three dead at one wedding feast | Wyrtholm, the herb islet: caves under an islet | Micelfenn, east of the river | Widowmaker |
| Black Wystan, the Gentleman of the Road | highwayman of the Fennhām road; killed a carter for his boots | Wulfeshol, the wolf’s hole: caves | Deorcholt, in Lindwudu | High Toby |
| Brother Osrick, the Resurrection Man | robbed graves for the anatomists, then raised the dead | Bānfeld, the bone field: grave passages under a barrow field | Hlāwdūn, south of the road | the Unhalwed Bedes |
| Sergeant Herrick, the Deserter | killed his captain and ran; hires out to goblins | Brocenburg, the broken fort: cellars under the ruined tower | Holegnwudu, east of the deep wood | the Turncoat |
Their numbers are in Creatures.
| Quest | Can draw | Counts | Lives in |
|---|---|---|---|
| A bounty | Ash wraith | — | Fyrdelf |
| A bounty | Barghest | — | Fyrdelf |
| A bounty | Barrow ghoul | — | Cealdhlāw |
| A bounty | Barrow spider | — | Cealdhlāw |
| A bounty | Barrow wight | — | Cealdhlāw |
| A bounty | Basilisk | — | Fyrdelf |
| A bounty | Bog body | — | Fennmynster |
| A bounty | Boggle | — | Fennmynster |
| A bounty | Burning skull | — | Fyrdelf |
| A bounty | Cave bat | — | Cealdhlāw, Fyrdelf |
| A bounty | Cave beetle | — | Cealdhlāw |
| A bounty | Charred dead | — | Fyrdelf |
| A bounty | Cinder elemental | — | Fyrdelf |
| A bounty | Corpse candle | — | Fennmynster |
| A bounty | Crawling hand | — | Cealdhlāw |
| A bounty | Crocodile | — | Fennmynster |
| A bounty | Cult chymist | — | Fennmynster |
| A bounty | Cult priest | — | Fennmynster |
| A bounty | Cultist | — | Fennmynster |
| A bounty | Darkling | — | Fennmynster |
| A bounty | Draugr | — | Fyrdelf |
| A bounty | Dretch | — | Fyrdelf |
| A bounty | Drowned | — | Fennmynster |
| A bounty | Duergar crossbowman | — | Fyrdelf |
| A bounty | Duergar miner | — | Fyrdelf |
| A bounty | Duergar skeleton | — | Fyrdelf |
| A bounty | Duergar slinger | — | Fyrdelf |
| A bounty | Duergar smith | — | Fyrdelf |
| A bounty | Duergar veteran | — | Fyrdelf |
| A bounty | Duergar warrior | — | Fyrdelf |
| A bounty | Dust devil | — | Fyrdelf |
| A bounty | Earth elemental | — | Fyrdelf |
| A bounty | Ember beetle | — | Fyrdelf |
| A bounty | Ember mote | — | Fyrdelf |
| A bounty | Fen ghoul | — | Fennmynster |
| A bounty | Fire salamander | — | Fyrdelf |
| A bounty | Frost mote | — | Fennmynster |
| A bounty | Gallows dead | — | Fyrdelf |
| A bounty | Ghast | — | Fennmynster |
| A bounty | Ghost | — | Fennmynster |
| A bounty | Giant centipede | — | Cealdhlāw, Fyrdelf |
| A bounty | Giant frog | — | Fennmynster |
| A bounty | Giant leech | — | Fennmynster |
| A bounty | Giant rat | — | Cealdhlāw |
| A bounty | Goblin | — | Cealdhlāw |
| A bounty | Goblin archer | — | Cealdhlāw |
| A bounty | Goblin chief | — | Cealdhlāw |
| A bounty | Goblin firebomber | — | Cealdhlāw, Fyrdelf |
| A bounty | Goblin wizard | — | Fyrdelf |
| A bounty | Grave hound | — | Fyrdelf |
| A bounty | Grave worm | — | Cealdhlāw |
| A bounty | Hand of glory | — | Fyrdelf |
| A bounty | Hell hound | — | Fyrdelf |
| A bounty | Hill troll | — | Fyrdelf |
| A bounty | Hobgoblin | — | Fyrdelf |
| A bounty | Hobgoblin archer | — | Fyrdelf |
| A bounty | Hobgoblin legionnaire | — | Fyrdelf |
| A bounty | Hobgoblin sergeant | — | Fyrdelf |
| A bounty | Hobgoblin warcaster | — | Fyrdelf |
| A bounty | Imp | — | Fyrdelf |
| A bounty | Knocker | — | Fyrdelf |
| A bounty | Kobold | — | Cealdhlāw, Fyrdelf |
| A bounty | Kobold alchemist | — | Cealdhlāw, Fyrdelf |
| A bounty | Kobold archer | — | Cealdhlāw, Fyrdelf |
| A bounty | Kobold shaman | — | Cealdhlāw, Fyrdelf |
| A bounty | Kobold zombie | — | Cealdhlāw |
| A bounty | Lemure | — | Fyrdelf |
| A bounty | Lesser air elemental | — | Fyrdelf |
| A bounty | Lesser earth elemental | — | Fyrdelf |
| A bounty | Lesser fire elemental | — | Fyrdelf |
| A bounty | Lesser ice elemental | — | Fennmynster |
| A bounty | Lesser lightning elemental | — | Fyrdelf |
| A bounty | Lesser water elemental | — | Fennmynster |
| A bounty | Magma crawler | — | Fyrdelf |
| A bounty | Marsh troll | — | Fennmynster |
| A bounty | Meenlock | — | Fyrdelf |
| A bounty | Mud golem | — | Fennmynster |
| A bounty | Mummy | — | Fennmynster |
| A bounty | Ogre | — | Fyrdelf |
| A bounty | Ogre mauler | — | Fyrdelf |
| A bounty | Ogre zombie | — | Fyrdelf |
| A bounty | Orc archer | — | Cealdhlāw |
| A bounty | Orc berserker | — | Fyrdelf |
| A bounty | Orc bowman | — | Fyrdelf |
| A bounty | Orc raider | — | Fyrdelf |
| A bounty | Orc runt | — | Cealdhlāw |
| A bounty | Orc shaman | — | Fyrdelf |
| A bounty | Orc veteran | — | Fyrdelf |
| A bounty | Orc warrior | — | Cealdhlāw |
| A bounty | Pale drinker | — | Fennmynster |
| A bounty | Pixie | — | Fennmynster |
| A bounty | Poltergeist | — | Fennmynster |
| A bounty | Quasit | — | Fyrdelf |
| A bounty | Quickling | — | Fennmynster |
| A bounty | Rotting troll | — | Fyrdelf |
| A bounty | Satyr | — | Fennmynster |
| A bounty | Shadow | — | Fennmynster |
| A bounty | Skeletal rat | — | Cealdhlāw |
| A bounty | Skeletal wolf | — | Cealdhlāw |
| A bounty | Skeleton | — | Cealdhlāw |
| A bounty | Skeleton archer | — | Cealdhlāw |
| A bounty | Skeleton warrior | — | Cealdhlāw |
| A bounty | Spark mote | — | Fyrdelf |
| A bounty | Spectre | — | Fyrdelf |
| A bounty | Sprite | — | Fennmynster |
| A bounty | Stone haunt | — | Fennmynster |
| A bounty | Stone mote | — | Fyrdelf |
| A bounty | Troll | — | Fyrdelf |
| A bounty | Vampire spawn | — | Fyrdelf |
| A bounty | Warg | — | Cealdhlāw, Fyrdelf |
| A bounty | Water elemental | — | Fyrdelf |
| A bounty | Water mote | — | Fennmynster |
| A bounty | Will-o’-wisp | — | Fennmynster |
| A bounty | Wraith | — | Fennmynster |
| A bounty | Zombie | — | Cealdhlāw |
| A score and five | Duergar | duergar crossbowman, duergar hulk, duergar king, duergar mindbreaker, duergar miner, duergar priest, duergar slinger, duergar smith, duergar spider rider, duergar thane, duergar veteran, duergar warrior | Dēopgang, Fyrdelf, Ūtgang |
| A score and five | Fire things | burning skull, charred dead, cinder elemental, ember beetle, fire drake, fire salamander, fire troll, magma crawler | Fyrdelf, Ūtgang |
| A score and five | Goblins | goblin, goblin archer, goblin chief, goblin firebomber, goblin wizard, hobgoblin, hobgoblin archer, hobgoblin captain, hobgoblin legionnaire, hobgoblin sergeant, hobgoblin warcaster, hobgoblin warlord | Brocenburg, Cealdhlāw, Fyrdelf, Ūtgang, Wulfeshol |
| A score and five | Kobolds | kobold, kobold alchemist, kobold archer, kobold shaman | Cealdhlāw, Fyrdelf, Lytelscræf |
| A score and five | Marsh things | bog hag, crocodile, fen ghoul, giant frog, giant leech, marsh troll, mud golem, will-o’-wisp | Fennmynster, Wyrtholm |
| A score and five | Undead | ankou, archlich, ash wraith, banshee, barghest, barrow ghoul, barrow king, barrow wight, black shuck, bodach, bog body, bone colossus, bone dragon, bone drake, bone wyvern, burning skull, charnel heap, charnel titan, charred dead, church grim, corpse candle, crawling hand, death knight, deathless king, deathshade, demilich, draugr, draugr lord, dread lord, dread wraith, dread wyrm, drowned, drowned king, duergar skeleton, elder vampire, eldest vampire, fen ghoul, fetch, gallows dead, ghast, ghost, ghost dragon, ghost lord, ghoul king, ghoul lord, gibbering shade, grave hound, grave knight, greater shadow, hand of glory, headless knight, hound of the hunt, knocker, kobold zombie, lich, lich-drake, mummy, mummy king, mummy lord, mummy priest, night mare, nightganger, nightwing, nightworm, nosferatu, ogre zombie, pale drinker, poltergeist, revenant, rotting dragon, rotting drake, rotting troll, screaming skull, shadow, skeletal rat, skeletal wolf, skeleton, skeleton archer, skeleton warrior, sluagh, spectre, stone haunt, vampire, vampire lord, vampire spawn, washer at the ford, white lady, wight lord, wild huntsman, wormhost, wormlord, wraith, wraith lord, Wēalāf the Unburied, zombie | Bānfeld, Cealdhlāw, Dēopgang, Fennmynster, Fyrdelf, Ūtgang |
| A score and five | Vermin | barrow spider, giant centipede, giant rat, Gnægan the Rat King, grave worm, Āttorcoppe the Spinner | Bānfeld, Cealdhlāw, Fyrdelf, Grundlēas, Lytelscræf, Wulfeshol, Wyrtholm |
| A scroll for the Gilde | Blank scroll | — | — |
| A scroll for the Gilde | Scroll of acid arrow | — | — |
| A scroll for the Gilde | Scroll of acid splash | — | — |
| A scroll for the Gilde | Scroll of arcane bolt | — | — |
| A scroll for the Gilde | Scroll of balefire | — | — |
| A scroll for the Gilde | Scroll of barkskin | — | — |
| A scroll for the Gilde | Scroll of beguile | — | — |
| A scroll for the Gilde | Scroll of benison | — | — |
| A scroll for the Gilde | Scroll of bind | — | — |
| A scroll for the Gilde | Scroll of blessing | — | — |
| A scroll for the Gilde | Scroll of blight | — | — |
| A scroll for the Gilde | Scroll of blink | — | — |
| A scroll for the Gilde | Scroll of bramble | — | — |
| A scroll for the Gilde | Scroll of brand | — | — |
| A scroll for the Gilde | Scroll of burning hands | — | — |
| A scroll for the Gilde | Scroll of call lightning | — | — |
| A scroll for the Gilde | Scroll of call of the forest | — | — |
| A scroll for the Gilde | Scroll of call of the wild | — | — |
| A scroll for the Gilde | Scroll of call the elements | — | — |
| A scroll for the Gilde | Scroll of cause wounds | — | — |
| A scroll for the Gilde | Scroll of chain lightning | — | — |
| A scroll for the Gilde | Scroll of charnel burst | — | — |
| A scroll for the Gilde | Scroll of cloudburst | — | — |
| A scroll for the Gilde | Scroll of cure wounds | — | — |
| A scroll for the Gilde | Scroll of curse of sloth | — | — |
| A scroll for the Gilde | Scroll of evil eye | — | — |
| A scroll for the Gilde | Scroll of fear | — | — |
| A scroll for the Gilde | Scroll of fire cloak | — | — |
| A scroll for the Gilde | Scroll of fireball | — | — |
| A scroll for the Gilde | Scroll of flame | — | — |
| A scroll for the Gilde | Scroll of flare | — | — |
| A scroll for the Gilde | Scroll of flay | — | — |
| A scroll for the Gilde | Scroll of frost | — | — |
| A scroll for the Gilde | Scroll of fume | — | — |
| A scroll for the Gilde | Scroll of gale | — | — |
| A scroll for the Gilde | Scroll of glamour | — | — |
| A scroll for the Gilde | Scroll of grave breath | — | — |
| A scroll for the Gilde | Scroll of grave feast | — | — |
| A scroll for the Gilde | Scroll of grave spear | — | — |
| A scroll for the Gilde | Scroll of haste | — | — |
| A scroll for the Gilde | Scroll of hex of weakness | — | — |
| A scroll for the Gilde | Scroll of identify | — | — |
| A scroll for the Gilde | Scroll of leech | — | — |
| A scroll for the Gilde | Scroll of light | — | — |
| A scroll for the Gilde | Scroll of lightning | — | — |
| A scroll for the Gilde | Scroll of magic missile | — | — |
| A scroll for the Gilde | Scroll of mend | — | — |
| A scroll for the Gilde | Scroll of mesmerise | — | — |
| A scroll for the Gilde | Scroll of mirk | — | — |
| A scroll for the Gilde | Scroll of nightsight | — | — |
| A scroll for the Gilde | Scroll of pitch fire | — | — |
| A scroll for the Gilde | Scroll of ray of frost | — | — |
| A scroll for the Gilde | Scroll of rebuke | — | — |
| A scroll for the Gilde | Scroll of reek | — | — |
| A scroll for the Gilde | Scroll of remove disease | — | — |
| A scroll for the Gilde | Scroll of renewal | — | — |
| A scroll for the Gilde | Scroll of restoration | — | — |
| A scroll for the Gilde | Scroll of rime | — | — |
| A scroll for the Gilde | Scroll of rouse the dead | — | — |
| A scroll for the Gilde | Scroll of scorching ray | — | — |
| A scroll for the Gilde | Scroll of see invisible | — | — |
| A scroll for the Gilde | Scroll of sense the quick | — | — |
| A scroll for the Gilde | Scroll of shatter | — | — |
| A scroll for the Gilde | Scroll of silence | — | — |
| A scroll for the Gilde | Scroll of sleep | — | — |
| A scroll for the Gilde | Scroll of slick | — | — |
| A scroll for the Gilde | Scroll of slumber | — | — |
| A scroll for the Gilde | Scroll of soulglass | — | — |
| A scroll for the Gilde | Scroll of spark | — | — |
| A scroll for the Gilde | Scroll of sunfire | — | — |
| A scroll for the Gilde | Scroll of thunderclap | — | — |
| A scroll for the Gilde | Scroll of unbinding | — | — |
| A scroll for the Gilde | Scroll of water walking | — | — |
| A scroll for the Gilde | Scroll of web | — | — |
| Wanted | Black Wystan | — | Wulfeshol |
| Wanted | Brother Osrick | — | Bānfeld |
| Wanted | Mother Sallow | — | Wyrtholm |
| Wanted | Sergeant Herrick | — | Brocenburg |
Ranks
Being given the first job makes you a member: a Tin of the Gilde. After that:
- finishing a score and five makes you a Pewter;
- bringing down your wanted criminal makes you an Iron;
- standing on the eleventh floor of Grundlēas makes you a Steel.
Wat names you each time (“Wat One-Eye names you a Pewter of the Weyfarers’ Gilde.”), and the character screen (Your character) shows the rank in the colour of its metal.
A rank is only a title: the town calls you by it, and nothing else changes. There are seven ranks, each named after a metal dearer than the last. The later ones wait for jobs still to come.
| Guild | Rank | Named by | Metal’s value (% of steel) | Reached by |
|---|---|---|---|---|
| Weyfarers’ Gilde | Tin | tin | 40 | being given “A bounty” |
| Weyfarers’ Gilde | Pewter | pewter | 50 | “A score and five” done |
| Weyfarers’ Gilde | Iron | iron | 60 | “Wanted” done |
| Weyfarers’ Gilde | Steel | steel | 100 | “Eleven floors down” done |
| Weyfarers’ Gilde | Duralumin | duralumin | 1000 | not yet (later quests) |
| Weyfarers’ Gilde | Electrum | electrum | 1200 | not yet (later quests) |
| Weyfarers’ Gilde | Gold | gold | 2000 | not yet (later quests) |
See also: Quests, Weapon skills, and The Ascmearc.
Dungeons and danger
A dungeon is a stack of floors. Each floor is made the first time you set foot on it, then kept as you left it. This page explains who lives on a floor and how many; the dungeons with rules of their own, from the endless Grundlēas to the lairs of the wanted, are on The dungeons one by one.
Every place has a danger level, a number the game never shows you. On a dungeon floor it is the dungeon’s base danger plus a step for every floor down. A hand-made place has one of its own. The overworld and the land you explore from it have none. Only the Pits grow more dangerous as you do.
Who lives there, and how many
Each dungeon names the creatures that live in it. A creature’s level is its danger. On a floor of danger 6, the creatures you meet are mostly of level 5 and 6, some a little weaker, a few weaker still, and now and then one from deeper down. Each time a creature is chosen, every kind that lives there gets a weight by how far its level is below the floor’s danger, and the choice goes by weight. Kinds of the same weight are equally likely:
| Its level | Weight |
|---|---|
| above the danger | 0 |
| the danger | 4 |
| 1 below | 4 |
| 2 below | 2 |
| 3 below | 2 |
| 4 to 8 below | 1 |
| 9 or more below | 0 |
Some kinds are rarer than others. The more dangerous and rewarding a kind is (casters, chieftains, the strongest of a place), the rarer. A kind’s weight above is multiplied by its rarity’s share, so a rare kind at the floor’s danger is chosen a quarter as often as a common one of the same level. Creatures placed by hand (people, shopkeepers, a place’s own guardians) are never chosen this way.
| Rarity | Weight | Drawn among |
|---|---|---|
| Common | 100% | barbed devil, barrow spider, bearded devil, bog body, boggle, cave bat, cave beetle, charred dead, crawling hand, cultist, drow crossbowman, drow warrior, drowned, duergar miner, duergar skeleton, ember beetle, fen ghoul, footpad, forest troll, frost giant, giant centipede, giant frog, giant leech, giant rat, goblin, grave hound, grave worm, hill giant, hill troll, hobgoblin, hobgoblin legionnaire, kobold, kobold zombie, lemure, lesser air elemental, lesser earth elemental, lesser fire elemental, lesser ice elemental, lesser lightning elemental, lesser water elemental, mezzoloth, orc raider, orc runt, orc warrior, satyr, skeletal rat, skeletal wolf, skeleton, skeleton warrior, sprite, stone giant, zombie |
| Uncommon | 50% | air elemental, animated armour, animated blade, animated book, animated candlestick, animated cooking pot, animated lantern, animated teapot, balgura, barghest, barrow ghoul, black shuck, bone colossus, bone devil, bone drake, bone wyvern, burning skull, canoloth, charnel heap, chasme, church grim, clatter of cutlery, cloud giant, corpse candle, crocodile, cult chymist, darkling, dire warg, draugr, dretch, drow arbalester, drow blademaster, drow stalker, duergar crossbowman, duergar hulk, duergar slinger, duergar spider rider, duergar veteran, duergar warrior, dust devil, earth elemental, ember mote, erinyes, fire elemental, fire giant, fire salamander, fire troll, footpad archer, frost mote, gallows dead, ghast, ghost, ghoul lord, goblin archer, grave knight, headless knight, hell hound, hezrou, hobgoblin archer, hobgoblin sergeant, horned devil, hound of the hunt, ice elemental, ice troll, imp, invisible stalker, knocker, kobold alchemist, kobold archer, lightning elemental, magma crawler, marsh troll, meenlock, mud golem, mummy, nightmare, nycaloth, ogre, ogre mauler, ogre zombie, orc archer, orc berserker, orc bowman, orc veteran, poltergeist, quickling, redcap, revenant, rotting drake, rotting troll, rust monster, screaming skull, skeleton archer, sluagh, spark mote, stone haunt, stone mote, stone troll, troll, two-headed troll, vrock, warg, water elemental, water mote, wormhost |
| Rare | 25% | animated rug, annis hag, arcanaloth, ash wraith, banshee, barrow king, bheur hag, black pudding, bodach, bone dragon, cambion, chain devil, cockatrice, dark wizard, death knight, draugr lord, dread wraith, drow archmage, drow assassin, drow captain, drow mage, drow priestess, drowned king, duergar mindbreaker, duergar priest, duergar smith, duergar thane, fetch, ghost lord, ghoul king, giant shaman, gibbering shade, glabrezu, goblin chief, goblin firebomber, greater air elemental, greater earth elemental, greater fire elemental, greater ice elemental, greater lightning elemental, greater shadow, greater water elemental, green hag, hand of glory, hobgoblin captain, hobgoblin warcaster, hydra, incubus, lich, marilith, mummy lord, mummy priest, nalfeshnee, necromancer, night hag, night mare, nightganger, nightwing, nosferatu, ogre mage, orc high shaman, orc war chief, pale drinker, quasit, rotting dragon, sea hag, shadow, spectre, storm giant, succubus, troll chieftain, troll shaman, vampire, vampire lord, vampire spawn, washer at the ford, white lady, wight lord, wild huntsman, wormlord, wraith, wraith lord, yeth hound |
| Very rare | 10% | ankou, archlich, balefire, balor, barrow wight, basilisk, bog hag, brimwolf, charnel titan, cinder elemental, cult priest, deathless king, deathshade, dread lord, dread wyrm, drow high priestess, duergar king, elder air elemental, elder earth elemental, elder fire elemental, elder ice elemental, elder lightning elemental, elder troll, elder vampire, elder water elemental, eldest vampire, ghost dragon, giant jarl, goblin wizard, gorgon, hoarstone, hobgoblin warlord, ice devil, kobold shaman, lich-drake, mummy king, nightworm, orc shaman, orc warlord, pit fiend, pixie, rakshasa, rimethurse, thunderhead, ultroloth, welkin wind, will-o’-wisp |
A dungeon is for fighting. Kinds that are not hostile to you, the deer, bats, beetles, and other wild animals that leave you be, are chosen far less often when a floor is filled or a creature comes later: their weight is multiplied once more, by the share below, unless the table of dungeons says otherwise (the fey of Ælfhām are its folk and keep theirs). The draws they lose go to the hostile kinds, so a floor holds as many creatures as before. A teeming den of wild beasts is still full of them, and on the land you explore from the overworld the wild animals are as common as ever.
| Kind | Weight | Among the dungeons’ own folk |
|---|---|---|
| hostile to you | 100% | the rest |
| not hostile to you | 10% | boggle, cave bat, cave beetle, darkling, pixie, satyr, sprite |
Strays
A dungeon holds mostly its own folk, but now and then something wanders in from elsewhere. One draw in twenty, unless a place says otherwise, is a stray. It is chosen the same way, but from the generic list:
- every kind of the land that is hostile to you, whether any dungeon is its home or not;
- every kind that lives in some dungeon of the land.
A creature marked “once a run” is never on the generic list, and neither are people, shopkeepers, or the guardians placed by hand. Animated objects come only where a place’s folk include them. A stray may also be one of the place’s own kinds. Some places, the outlaws’ four lairs, take their strays only from the kinds that live in the land’s dungeons (the “Strays” column of the table below). Together with the deeper draws below, this means anything the land knows can come to any floor, however rarely. A kind no dungeon is home to is met only as a stray.
Out of depth
Another draw in twenty, again unless a place says otherwise, is made out of depth: as if the floor were one danger deeper. Then one draw in twenty of those goes one deeper still, and so on, with no limit. So a careless step on a quiet floor can still meet something it should not, very rarely something far worse, and at astronomical odds even the deadliest creature of all.
If nothing that lives in the place is strong enough to be chosen that deep (every kind more than 8 below it), the deeper creature comes from the generic list instead. If nothing anywhere is, the draw is made at the floor’s own danger. Whether a draw is a stray and whether it is out of depth are each decided by their own chance. As a share of all draws:
| A draw | Chance |
|---|---|
| a stray, from the generic list | 5% |
| dread, among the dread kinds alone | 1 in 100 (1%) |
| out of depth, all told | 5% |
| 1 deeper than the danger | 4.8% |
| 2 deeper than the danger | 0.24% |
| 3 deeper than the danger | 0.012% |
| 4 deeper than the danger | 0.00059% |
| 5 or more deeper, with no limit | under 0.0001% |
Dread
Some kinds are dread: the monsters to fear. Each has something of its own that a plain fight does not prepare you for: the basilisk, the shadows, the vampires, the banshee, the nymph. The creature tables mark them “dread”.
Before anything else, one draw in a hundred, unless a place says otherwise, is a dread draw. It is made among the dread kinds alone, the place’s own and the strays alike, each weighted by its level and its rarity as above. A common dread kind therefore comes far more often than a very rare one. Every other draw is made among the kinds that are not dread. If a dread draw finds no dread kind strong enough to be chosen there, it is made the ordinary way instead.
There is no limit. A floor of forty creatures has about one chance in three of holding a dread creature, before counting those that come later. Creatures placed by hand, a vault’s own folk, and the first kind a teeming den is drawn around are never dread draws.
The deeper and more dangerous a place, the more often a draw is dread. In Grundlēas, past the floor where the draws stop rising, the dread keep coming more often floor by floor:
| Place | Floors | A draw is dread |
|---|---|---|
| Ælfhām | 1 to 3 | 1 in 100 (1%) |
| Bānfeld | 1 to 4 | 1 in 100 (1%) |
| Brocenburg | 1 to 4 | 1 in 100 (1%) |
| Cealdhlāw | 1 to 6 | 1 in 100 (1%) |
| Dēopgang | 1 to 8 | 1 in 50 (2%) |
| Dēopgang | 9 to 11 | 1 in 40 (2.5%) |
| Fennmynster | 1 to 5 | 1 in 100 (1%) |
| Fennmynster | 6 to 7 | 1 in 75 (1.3%) |
| Fennmynster | 8 | 1 in 50 (2%) |
| Fyrdelf | 1 to 4 | 1 in 100 (1%) |
| Fyrdelf | 5 to 8 | 1 in 75 (1.3%) |
| Fyrdelf | 9 to 10 | 1 in 60 (1.7%) |
| Fyrdelf | 11 | 1 in 50 (2%) |
| Fyrdelf | 12 | 1 in 40 (2.5%) |
| Grundlēas | 1 to 29 | 1 in 100 (1%) |
| Grundlēas | 30 to 49 | 1 in 80 (1.2%) |
| Grundlēas | 50 to 69 | 1 in 60 (1.7%) |
| Grundlēas | 70 | 1 in 40 (2.5%) |
| Grundlēas | 75 | 1 in 30 (3.3%) |
| Grundlēas | 80 | 1 in 20 (5%) |
| Grundlēas | 85 | 1 in 15 (6.7%) |
| Grundlēas | 90 | 1 in 10 (10%) |
| Grundlēas | 95 | 1 in 8 (12.5%) |
| Grundlēas | 100 on | 1 in 5 (20%) |
| Hellegeat | 1 to 5 | 1 in 100 (1%) |
| Lytelscræf | 1 to 3 | 1 in 100 (1%) |
| Meyn Bew | 1 to 4 | 1 in 100 (1%) |
| Ūtgang | 1 to 3 | 1 in 50 (2%) |
| Wulfeshol | 1 to 4 | 1 in 100 (1%) |
| Wyrtholm | 1 to 4 | 1 in 100 (1%) |
A creature marked “once a run” comes at most once in your life, however many floors it could come to.
A floor starts full
A dungeon floor with a danger is full when you first come down to it. Its population is the number in the tables below; by default it is 35 creatures for every 1000 cells you could walk on, at least 25 and at most 80. They are chosen as above and spread over its plain floor. None is placed within 8 steps of a staircase, in a shop, in a sanctuary, or in a teeming den. Most walk a short beat, back and forth; where there is no room for one, they wait where they stand. They come armed as their kind is (see the creatures’ gear), on top of the few the floor’s own rooms and vaults hold. A creature marked “once a run” that you have met already is not among them.
Some vaults hold a crowd of their own, on top of the population. It is chosen as above when the floor is made (a guard post keeps two of the floor’s creatures beside its guard), so who is inside differs from one visit to the next. A hand-made place with a danger starts as it was made; only the arrivals below fill it up. A teeming den holds its sleepers on top of the population, and they count toward it below.
They keep coming
While you are on a floor with a danger, the creatures that live there keep coming. Every so often, two minutes of game time unless a place says otherwise, one may come, with a 60 percent chance, as long as the floor holds fewer creatures hostile to you than its population. A vault’s own crowd is not counted, so leaving a vault shut does not stop the arrivals.
A newcomer appears somewhere you cannot see, never within 8 steps of you. It never appears on stairs, in a doorway, on a shop floor, or in a sanctuary. A cleared floor fills up again while you stay, and a long rest below lets it refill. A floor you are not on is frozen: nothing comes while you are away, and the clock starts again when you come back.
The Delver tree’s Quiet delver talent puts off each next arrival twice as long.
The dungeons
Lytelscræf, the little cave, is the easiest place to start. Its mouth opens in the foot of the western wall two cells from Beorggeat, where you come into the Ascmearc, and you see it from your first step. It has three short floors of cave at danger 1, 2, and 3, thinly peopled by the weakest things in the land and nothing else: giant rats, cave bats, cave beetles, grave worms, and kobolds. No stray from elsewhere comes in, and none from deeper down. Its traps are a few pits and arrows. It has no shop and no special rooms.
On its third floor there is always the kobolds’ cache: two kobolds keeping a chest that is neither locked nor trapped, filled as any chest of that floor would be. On the first floor the cave smells of wet stone and rats.
Cealdhlāw, the cold barrow, is the first of the Ascmearc’s deeper dungeons. Its way in is on the downs of Hlāwdūn, east of Cēaptūn. Its first two floors are the barrow’s passages and chambers; the four below are the hollows of the hill, wide caves. It is cold (8 °C). Its traps are arrows, spears, pits, and alarms.
Its dead walk: crawling hands and the bones of rats and wolves, skeletons (some with bows, some armed and shielded warriors), zombies (kobolds among them), ghouls, and the barrow wight. Among them live goblins, kobolds, and vermin, and in the hollows an orc war band with its wargs.
On its second floor there is always the barrow chamber. A skeleton paces a burial hall before a locked bronze door. Behind it, the silver chalice Sister Hild wants back lies on a plinth. The skeleton carries the bronze key. On the first floor you feel cold air breathing up from the mound.
| Place | Floors | Danger | Lives there | Strays | Population | Coming back |
|---|---|---|---|---|---|---|
| Ælfhām | 3 | 4, +1 a floor down | sprite (2), pixie (4), quickling (6), boggle (7), darkling (9), redcap (12) | none | 15 per 1000 walkable cells, 8 to 16 | every 2m of game time, 60% each time, up to its population; 0% strays; 5% of draws deeper, each further step 5%; kinds not hostile to you at 100% of their weight |
| Bānfeld | 4 | 6, +1 a floor down | grave worm (1), barrow spider (2), skeleton (3), zombie (3), barrow ghoul (4), drowned (5), ghost (8) | only kinds that live in its dungeons | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
| Brocenburg | 4 | 6, +1 a floor down | cave bat (1), goblin (2), goblin archer (3), goblin chief (5), footpad (6), footpad archer (7), ogre (12) | only kinds that live in its dungeons | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
| Cealdhlāw | 6 | 1, +1 a floor down | cave bat (1), crawling hand (1), giant rat (1), grave worm (1), skeletal rat (1), barrow spider (2), cave beetle (2), clatter of cutlery (2), goblin (2), kobold (2), kobold zombie (2), giant centipede (3), goblin archer (3), kobold alchemist (3), kobold archer (3), orc runt (3), skeleton (3), zombie (3), animated candlestick (4), animated teapot (4), barrow ghoul (4), kobold shaman (4), skeleton archer (4), animated blade (5 to 20), goblin chief (5), orc warrior (5), skeletal wolf (5), animated cooking pot (6), barrow wight (6), goblin firebomber (6), orc archer (6), skeleton warrior (7), warg (7) | any hostile kind of the land | 30 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
| Dēopgang | 11 | 14, +1 a floor down | rust monster (12), duergar smith (13), earth elemental (13), knocker (13), troll (13), drow warrior (14), water elemental (14), duergar crossbowman (15), duergar skeleton (15), ogre mauler (15), basilisk (16), drow crossbowman (16), meenlock (16), duergar veteran (17), rotting troll (17), black pudding (18), ogre mage (18), drow stalker (19), duergar priest (19), fetch (19), revenant (19), troll shaman (21), drow mage (22), duergar hulk (22), grave knight (22), invisible stalker (22), drow priestess (24), greater earth elemental (24), stone giant (24), wight lord (24), duergar spider rider (25), stone troll (27) | any hostile kind of the land | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
| The Depths | 8 | 0 | only the patrols the generator places | — | — | nothing comes |
| Fennmynster | 8 | 3, +1 a floor down | corpse candle (2), sprite (2), animated book (3), stone haunt (3), animated candlestick (4), giant frog (4), giant leech (4), pixie (4), water mote (4), drowned (5), frost mote (5), animated lantern (6), crocodile (6), cultist (6), poltergeist (6), quickling (6), animated rug (7), boggle (7), ghast (7), lesser water elemental (7), pale drinker (7), will-o’-wisp (7), cult chymist (8), ghost (8), mud golem (8), shadow (8), bog body (9), cult priest (9), darkling (9), marsh troll (9), mummy (10), satyr (10), bog hag (11, once a run), fen ghoul (11), lesser ice elemental (11), wraith (11) | any hostile kind of the land | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
| Fyrdelf | 12 | 5, +1 a floor down | cave bat (1), stone mote (1), ember mote (2), kobold (2), dust devil (3), giant centipede (3), kobold alchemist (3), kobold archer (3), kobold shaman (4), animated blade (5 to 20), lemure (5), goblin firebomber (6), lesser earth elemental (6), warg (7), dretch (8), duergar slinger (8), ember beetle (8), goblin wizard (8), spark mote (8), duergar miner (9), hobgoblin (9), imp (9), lesser fire elemental (9), ogre zombie (9), orc raider (9), grave hound (10), hobgoblin archer (10), lesser air elemental (10), orc shaman (10), duergar warrior (11), animated armour (12 to 35), burning skull (12), draugr (12), fire salamander (12), hobgoblin legionnaire (12), ogre (12), orc berserker (12), quasit (12), barghest (13), duergar smith (13), earth elemental (13), hell hound (13), knocker (13), troll (13), charred dead (14), hobgoblin warcaster (14), magma crawler (14), spectre (14), water elemental (14), ash wraith (15), duergar crossbowman (15), duergar skeleton (15), hill troll (15), lesser lightning elemental (15), ogre mauler (15), orc veteran (15), basilisk (16), hand of glory (16), hobgoblin sergeant (16), meenlock (16), vampire spawn (16), cinder elemental (17), duergar veteran (17), gallows dead (17), orc bowman (17), rotting troll (17) | any hostile kind of the land | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
| Grundlēas | no end | 1, +1 a floor down | giant rat (1) | any hostile kind of the land | 30 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; 100% strays; 5% of draws deeper, each further step 5%; kinds not hostile to you at 10% of their weight |
| Hellegeat | 5 | 12, +4 a floor down, +50% of each of your levels past 10, at most 30 | lemure (5), dretch (8), imp (9), quasit (12), hell hound (13), bearded devil (20), nightmare (21), mezzoloth (22), balgura (24), barbed devil (26), incubus (27), succubus (27), chasme (28), canoloth (29), hezrou (30), bone devil (32), night hag (33), vrock (34), nycaloth (36), erinyes (38) | none | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; 0% strays; 10% of draws deeper, each further step 5%; kinds not hostile to you at 10% of their weight |
| Lytelscræf | 3 | 1, +1 a floor down | cave bat (1), giant rat (1), grave worm (1), cave beetle (2), kobold (2) | none | 15 per 1000 walkable cells, 8 to 16 | every 2m of game time, 60% each time, up to its population; 0% strays; 0% of draws deeper, each further step 5%; kinds not hostile to you at 10% of their weight |
| Meyn Bew | 4 | 22, +1 a floor down | earth elemental (13), basilisk (16), greater earth elemental (24), stone giant (24), stone troll (27) | none | 25 per 1000 walkable cells, 10 to 30 | every 2m of game time, 60% each time, up to its population; 0% strays; 0% of draws deeper, each further step 5%; kinds not hostile to you at 10% of their weight |
| Ūtgang | 3 | 13, +1 a floor down | animated blade (5 to 20), lemure (5), lesser earth elemental (6), dretch (8), duergar slinger (8), ember beetle (8), goblin wizard (8), duergar miner (9), imp (9), lesser fire elemental (9), ogre zombie (9), grave hound (10), lesser air elemental (10), duergar warrior (11), animated armour (12 to 35), burning skull (12), draugr (12), fire salamander (12), hobgoblin legionnaire (12), ogre (12), orc berserker (12), quasit (12), barghest (13), duergar smith (13), earth elemental (13), hell hound (13), knocker (13), troll (13), charred dead (14), hobgoblin warcaster (14), magma crawler (14), spectre (14), water elemental (14), ash wraith (15), duergar crossbowman (15), duergar skeleton (15), hill troll (15), lesser lightning elemental (15), ogre mauler (15), orc veteran (15), basilisk (16), hand of glory (16), hobgoblin sergeant (16), meenlock (16), vampire spawn (16), cinder elemental (17), duergar veteran (17), gallows dead (17), orc bowman (17), rotting troll (17) | any hostile kind of the land | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
| Wulfeshol | 4 | 6, +1 a floor down | cave bat (1), barrow spider (2), giant centipede (3), goblin archer (3), footpad (6), footpad archer (7) | only kinds that live in its dungeons | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
| Wyrtholm | 4 | 6, +1 a floor down | giant centipede (3), giant frog (4), giant leech (4), crocodile (6), footpad (6), will-o’-wisp (7), mud golem (8), marsh troll (9) | only kinds that live in its dungeons | 35 per 1000 walkable cells, 25 to 80 | every 2m of game time, 60% each time, up to its population; the usual strays and deeper draws |
Floor by floor
| Floor | Generator | Size | Danger | Drawn, by weight |
|---|---|---|---|---|
| Ælfhām 1 | caves | 70×30 | 4 | sprite 200, pixie 40 |
| Ælfhām 2 | caves | 70×30 | 5 | sprite 200, pixie 40 |
| Ælfhām 3 | caves | 70×30 | 6 | quickling 200, sprite 100, pixie 20 |
| Bānfeld 1 | rooms | 80×21 | 6 | drowned 400, skeleton 200, zombie 200, barrow ghoul 100, barrow spider 100, grave worm 100 |
| Bānfeld 2 | rooms | 80×21 | 7 | drowned 200, barrow ghoul 100, barrow spider 100, grave worm 100, skeleton 100, zombie 100 |
| Bānfeld 3 | rooms | 80×21 | 8 | drowned 200, ghost 200, barrow spider 100, grave worm 100, skeleton 100, zombie 100, barrow ghoul 50 |
| Bānfeld 4 | rooms | 80×21 | 9 | ghost 200, barrow spider 100, drowned 100, grave worm 100, skeleton 100, zombie 100, barrow ghoul 50 |
| Brocenburg 1 | rooms | 80×21 | 6 | footpad 400, cave bat 100, goblin 100, goblin archer 100, goblin chief 100 |
| Brocenburg 2 | rooms | 80×21 | 7 | footpad 400, footpad archer 200, cave bat 100, goblin 100, goblin archer 50, goblin chief 50 |
| Brocenburg 3 | rooms | 80×21 | 8 | footpad 200, footpad archer 200, cave bat 100, goblin 100, goblin archer 50, goblin chief 50 |
| Brocenburg 4 | rooms | 80×21 | 9 | footpad 200, cave bat 100, footpad archer 100, goblin 100, goblin archer 50, goblin chief 25 |
| Cealdhlāw 1 | rooms | 80×21 | 1 | cave bat 400, crawling hand 400, giant rat 400, grave worm 400, skeletal rat 400 |
| Cealdhlāw 2 | rooms | 80×21 | 2 | barrow spider 400, cave bat 400, cave beetle 400, crawling hand 400, giant rat 400, goblin 400, grave worm 400, kobold 400, kobold zombie 400, skeletal rat 400, clatter of cutlery 200 |
| Cealdhlāw 3 | caves | 100×40 | 3 | barrow spider 400, cave beetle 400, giant centipede 400, goblin 400, kobold 400, kobold zombie 400, orc runt 400, skeleton 400, zombie 400, cave bat 200, clatter of cutlery 200, crawling hand 200, giant rat 200, goblin archer 200, grave worm 200, kobold alchemist 200, kobold archer 200, skeletal rat 200 |
| Cealdhlāw 4 | caves | 100×40 | 4 | giant centipede 400, orc runt 400, skeleton 400, zombie 400, animated candlestick 200, animated teapot 200, barrow ghoul 200, barrow spider 200, cave bat 200, cave beetle 200, crawling hand 200, giant rat 200, goblin 200, goblin archer 200, grave worm 200, kobold 200, kobold alchemist 200, kobold archer 200, kobold zombie 200, skeletal rat 200, skeleton archer 200, clatter of cutlery 100, kobold shaman 40 |
| Cealdhlāw 5 | caves | 100×40 | 5 | orc warrior 400, skeletal wolf 400, animated blade 200, animated candlestick 200, animated teapot 200, barrow ghoul 200, barrow spider 200, cave beetle 200, giant centipede 200, goblin 200, kobold 200, kobold zombie 200, orc runt 200, skeleton 200, skeleton archer 200, zombie 200, cave bat 100, clatter of cutlery 100, crawling hand 100, giant rat 100, goblin archer 100, goblin chief 100, grave worm 100, kobold alchemist 100, kobold archer 100, skeletal rat 100, kobold shaman 40 |
| Cealdhlāw 6 | caves | 100×40 | 6 | orc warrior 400, skeletal wolf 400, animated blade 200, animated cooking pot 200, giant centipede 200, orc archer 200, orc runt 200, skeleton 200, zombie 200, animated candlestick 100, animated teapot 100, barrow ghoul 100, barrow spider 100, cave bat 100, cave beetle 100, crawling hand 100, giant rat 100, goblin 100, goblin archer 100, goblin chief 100, goblin firebomber 100, grave worm 100, kobold 100, kobold alchemist 100, kobold archer 100, kobold zombie 100, skeletal rat 100, skeleton archer 100, clatter of cutlery 50, barrow wight 40, kobold shaman 20 |
| Dēopgang 1 | rooms | 80×21 | 14 | drow warrior 400, earth elemental 200, knocker 200, troll 200, water elemental 200, duergar smith 100, rust monster 100 |
| Dēopgang 2 | rooms | 80×21 | 15 | drow warrior 400, duergar skeleton 400, duergar crossbowman 200, ogre mauler 200, water elemental 200, earth elemental 100, knocker 100, rust monster 100, troll 100, duergar smith 50 |
| Dēopgang 3 | rooms | 80×21 | 16 | drow crossbowman 400, duergar skeleton 400, drow warrior 200, duergar crossbowman 200, meenlock 200, ogre mauler 200, earth elemental 100, knocker 100, troll 100, water elemental 100, duergar smith 50, rust monster 50, basilisk 40 |
| Dēopgang 4 | rooms | 80×21 | 17 | drow crossbowman 400, drow warrior 200, duergar skeleton 200, duergar veteran 200, meenlock 200, rotting troll 200, duergar crossbowman 100, ogre mauler 100, water elemental 100, earth elemental 50, knocker 50, rust monster 50, troll 50, basilisk 40, duergar smith 25 |
| Dēopgang 5 | caves | 120×60 | 18 | drow crossbowman 200, duergar skeleton 200, duergar veteran 200, rotting troll 200, black pudding 100, drow warrior 100, duergar crossbowman 100, meenlock 100, ogre mage 100, ogre mauler 100, earth elemental 50, knocker 50, rust monster 50, troll 50, water elemental 50, duergar smith 25, basilisk 20 |
| Dēopgang 6 | caves | 120×60 | 19 | drow crossbowman 200, drow stalker 200, revenant 200, black pudding 100, drow warrior 100, duergar priest 100, duergar skeleton 100, duergar veteran 100, fetch 100, meenlock 100, ogre mage 100, rotting troll 100, duergar crossbowman 50, earth elemental 50, knocker 50, ogre mauler 50, rust monster 50, troll 50, water elemental 50, duergar smith 25, basilisk 20 |
| Dēopgang 7 | caves | 120×60 | 20 | drow stalker 200, revenant 200, drow crossbowman 100, drow warrior 100, duergar priest 100, duergar skeleton 100, duergar veteran 100, fetch 100, rotting troll 100, black pudding 50, duergar crossbowman 50, earth elemental 50, knocker 50, meenlock 50, ogre mage 50, ogre mauler 50, rust monster 50, troll 50, water elemental 50, duergar smith 25, basilisk 10 |
| Dēopgang 8 | caves | 120×60 | 21 | drow crossbowman 100, drow stalker 100, drow warrior 100, duergar skeleton 100, revenant 100, troll shaman 100, black pudding 50, duergar crossbowman 50, duergar priest 50, duergar veteran 50, earth elemental 50, fetch 50, knocker 50, meenlock 50, ogre mage 50, ogre mauler 50, rotting troll 50, troll 50, water elemental 50, duergar smith 25, basilisk 10 |
| Dēopgang 9 | caves | 120×60 | 22 | duergar hulk 200, grave knight 200, invisible stalker 200, drow crossbowman 100, drow mage 100, drow stalker 100, drow warrior 100, duergar skeleton 100, revenant 100, troll shaman 100, duergar crossbowman 50, duergar priest 50, duergar veteran 50, fetch 50, meenlock 50, ogre mauler 50, rotting troll 50, water elemental 50, black pudding 25, ogre mage 25, basilisk 10 |
| Dēopgang 10 | caves | 120×60 | 23 | duergar hulk 200, grave knight 200, invisible stalker 200, drow crossbowman 100, drow mage 100, duergar skeleton 100, drow stalker 50, duergar crossbowman 50, duergar veteran 50, meenlock 50, ogre mauler 50, revenant 50, rotting troll 50, troll shaman 50, black pudding 25, duergar priest 25, fetch 25, ogre mage 25, basilisk 10 |
| Dēopgang 11 | caves | 120×60 | 24 | stone giant 400, drow crossbowman 100, drow priestess 100, duergar hulk 100, grave knight 100, greater earth elemental 100, invisible stalker 100, wight lord 100, drow mage 50, drow stalker 50, duergar veteran 50, meenlock 50, revenant 50, rotting troll 50, troll shaman 50, black pudding 25, duergar priest 25, fetch 25, ogre mage 25, basilisk 10 |
| Fennmynster 1 | rooms | 80×21 | 3 | sprite 400, animated book 200, corpse candle 200, stone haunt 200 |
| Fennmynster 2 | rooms | 80×21 | 4 | giant frog 400, giant leech 400, animated book 200, animated candlestick 200, sprite 200, stone haunt 200, water mote 200, corpse candle 100, pixie 40 |
| Fennmynster 3 | rooms | 80×21 | 5 | drowned 400, giant frog 400, giant leech 400, animated candlestick 200, frost mote 200, sprite 200, water mote 200, animated book 100, corpse candle 100, stone haunt 100, pixie 40 |
| Fennmynster 4 | rooms | 80×21 | 6 | cultist 400, drowned 400, animated lantern 200, crocodile 200, frost mote 200, giant frog 200, giant leech 200, poltergeist 200, quickling 200, animated book 100, animated candlestick 100, sprite 100, stone haunt 100, water mote 100, corpse candle 50, pixie 20 |
| Fennmynster 5 | rooms | 80×21 | 7 | boggle 400, cultist 400, lesser water elemental 400, animated lantern 200, crocodile 200, drowned 200, ghast 200, giant frog 200, giant leech 200, poltergeist 200, quickling 200, animated candlestick 100, animated rug 100, frost mote 100, pale drinker 100, sprite 100, water mote 100, animated book 50, corpse candle 50, stone haunt 50, will-o’-wisp 40, pixie 20 |
| Fennmynster 6 | rooms | 80×21 | 8 | boggle 400, lesser water elemental 400, cult chymist 200, cultist 200, drowned 200, ghast 200, ghost 200, mud golem 200, animated lantern 100, animated rug 100, crocodile 100, frost mote 100, giant frog 100, giant leech 100, pale drinker 100, poltergeist 100, quickling 100, shadow 100, sprite 100, animated book 50, animated candlestick 50, corpse candle 50, stone haunt 50, water mote 50, will-o’-wisp 40, pixie 10 |
| Fennmynster 7 | rooms | 80×21 | 9 | bog body 400, boggle 200, cult chymist 200, cultist 200, darkling 200, ghost 200, lesser water elemental 200, marsh troll 200, mud golem 200, animated lantern 100, crocodile 100, drowned 100, ghast 100, giant frog 100, giant leech 100, poltergeist 100, quickling 100, shadow 100, sprite 100, animated book 50, animated candlestick 50, animated rug 50, corpse candle 50, frost mote 50, pale drinker 50, stone haunt 50, water mote 50, cult priest 40, will-o’-wisp 20, pixie 10 |
| Fennmynster 8 | rooms | 80×21 | 10 | bog body 400, satyr 400, boggle 200, darkling 200, lesser water elemental 200, marsh troll 200, mummy 200, cult chymist 100, cultist 100, drowned 100, ghast 100, ghost 100, giant frog 100, giant leech 100, mud golem 100, sprite 100, animated book 50, animated candlestick 50, animated lantern 50, animated rug 50, corpse candle 50, crocodile 50, frost mote 50, pale drinker 50, poltergeist 50, quickling 50, shadow 50, stone haunt 50, water mote 50, cult priest 40, will-o’-wisp 20, pixie 10 |
| Fyrdelf 1 | rooms | 80×21 | 5 | lemure 400, animated blade 200, giant centipede 200, kobold 200, cave bat 100, dust devil 100, ember mote 100, kobold alchemist 100, kobold archer 100, stone mote 50, kobold shaman 40 |
| Fyrdelf 2 | rooms | 80×21 | 6 | lemure 400, lesser earth elemental 400, animated blade 200, giant centipede 200, cave bat 100, dust devil 100, goblin firebomber 100, kobold 100, kobold alchemist 100, kobold archer 100, ember mote 50, stone mote 50, kobold shaman 20 |
| Fyrdelf 3 | rooms | 80×21 | 7 | lesser earth elemental 400, animated blade 200, lemure 200, warg 200, cave bat 100, giant centipede 100, goblin firebomber 100, kobold 100, dust devil 50, ember mote 50, kobold alchemist 50, kobold archer 50, stone mote 50, kobold shaman 20 |
| Fyrdelf 4 | rooms | 80×21 | 8 | ember beetle 400, animated blade 200, dretch 200, duergar slinger 200, lemure 200, lesser earth elemental 200, spark mote 200, warg 200, cave bat 100, giant centipede 100, kobold 100, dust devil 50, ember mote 50, goblin firebomber 50, kobold alchemist 50, kobold archer 50, stone mote 50, goblin wizard 40, kobold shaman 10 |
| Fyrdelf 5 | caves | 120×60 | 9 | duergar miner 400, ember beetle 400, hobgoblin 400, lesser fire elemental 400, orc raider 400, animated blade 200, dretch 200, duergar slinger 200, imp 200, lesser earth elemental 200, ogre zombie 200, spark mote 200, cave bat 100, giant centipede 100, kobold 100, lemure 100, warg 100, dust devil 50, ember mote 50, goblin firebomber 50, kobold alchemist 50, kobold archer 50, stone mote 50, goblin wizard 40, kobold shaman 10 |
| Fyrdelf 6 | caves | 120×60 | 10 | duergar miner 400, grave hound 400, hobgoblin 400, lesser air elemental 400, lesser fire elemental 400, orc raider 400, animated blade 200, ember beetle 200, hobgoblin archer 200, imp 200, ogre zombie 200, dretch 100, duergar slinger 100, giant centipede 100, kobold 100, lemure 100, lesser earth elemental 100, spark mote 100, warg 100, dust devil 50, ember mote 50, kobold alchemist 50, kobold archer 50, orc shaman 40, goblin firebomber 25, goblin wizard 20, kobold shaman 10 |
| Fyrdelf 7 | caves | 120×60 | 11 | grave hound 400, lesser air elemental 400, animated blade 200, duergar miner 200, duergar warrior 200, ember beetle 200, hobgoblin 200, hobgoblin archer 200, lesser fire elemental 200, orc raider 200, dretch 100, duergar slinger 100, giant centipede 100, imp 100, lemure 100, lesser earth elemental 100, ogre zombie 100, spark mote 100, dust devil 50, kobold alchemist 50, kobold archer 50, warg 50, orc shaman 40, goblin firebomber 25, goblin wizard 20, kobold shaman 10 |
| Fyrdelf 8 | caves | 120×60 | 12 | hobgoblin legionnaire 400, animated armour 200, animated blade 200, burning skull 200, draugr 200, duergar miner 200, duergar warrior 200, fire salamander 200, grave hound 200, hobgoblin 200, lesser air elemental 200, lesser fire elemental 200, ogre 200, orc berserker 200, orc raider 200, ember beetle 100, hobgoblin archer 100, imp 100, lemure 100, lesser earth elemental 100, ogre zombie 100, quasit 100, dretch 50, duergar slinger 50, spark mote 50, warg 50, goblin firebomber 25, orc shaman 20, goblin wizard 10, kobold shaman 10 |
| Fyrdelf 9 | caves | 120×60 | 13 | hobgoblin legionnaire 400, animated armour 200, animated blade 200, barghest 200, burning skull 200, draugr 200, earth elemental 200, fire salamander 200, grave hound 200, hell hound 200, knocker 200, lesser air elemental 200, ogre 200, orc berserker 200, troll 200, duergar miner 100, duergar smith 100, duergar warrior 100, ember beetle 100, hobgoblin 100, hobgoblin archer 100, lemure 100, lesser earth elemental 100, lesser fire elemental 100, orc raider 100, quasit 100, dretch 50, duergar slinger 50, imp 50, ogre zombie 50, spark mote 50, warg 50, goblin firebomber 25, orc shaman 20, goblin wizard 10 |
| Fyrdelf 10 | caves | 120×60 | 14 | charred dead 400, animated armour 200, animated blade 200, barghest 200, earth elemental 200, hell hound 200, hobgoblin legionnaire 200, knocker 200, magma crawler 200, troll 200, water elemental 200, burning skull 100, draugr 100, duergar miner 100, duergar smith 100, duergar warrior 100, ember beetle 100, fire salamander 100, grave hound 100, hobgoblin 100, hobgoblin warcaster 100, lesser air elemental 100, lesser earth elemental 100, lesser fire elemental 100, ogre 100, orc berserker 100, orc raider 100, spectre 100, dretch 50, duergar slinger 50, hobgoblin archer 50, imp 50, ogre zombie 50, quasit 50, spark mote 50, warg 50, goblin firebomber 25, goblin wizard 10, orc shaman 10 |
| Fyrdelf 11 | caves | 120×60 | 15 | charred dead 400, duergar skeleton 400, hill troll 400, lesser lightning elemental 400, animated armour 200, animated blade 200, duergar crossbowman 200, hobgoblin legionnaire 200, magma crawler 200, ogre mauler 200, orc veteran 200, water elemental 200, ash wraith 100, barghest 100, burning skull 100, draugr 100, duergar miner 100, earth elemental 100, ember beetle 100, fire salamander 100, grave hound 100, hell hound 100, hobgoblin 100, hobgoblin warcaster 100, knocker 100, lesser air elemental 100, lesser fire elemental 100, ogre 100, orc berserker 100, orc raider 100, spectre 100, troll 100, dretch 50, duergar slinger 50, duergar smith 50, duergar warrior 50, hobgoblin archer 50, imp 50, ogre zombie 50, quasit 50, spark mote 50, warg 50, goblin wizard 10, orc shaman 10 |
| Fyrdelf 12 | caves | 120×60 | 16 | duergar skeleton 400, hill troll 400, lesser lightning elemental 400, animated armour 200, animated blade 200, charred dead 200, duergar crossbowman 200, hobgoblin sergeant 200, meenlock 200, ogre mauler 200, orc veteran 200, ash wraith 100, barghest 100, duergar miner 100, earth elemental 100, ember beetle 100, grave hound 100, hand of glory 100, hell hound 100, hobgoblin 100, hobgoblin legionnaire 100, knocker 100, lesser air elemental 100, lesser fire elemental 100, magma crawler 100, orc raider 100, troll 100, vampire spawn 100, water elemental 100, burning skull 50, draugr 50, dretch 50, duergar slinger 50, duergar smith 50, duergar warrior 50, fire salamander 50, hobgoblin archer 50, hobgoblin warcaster 50, imp 50, ogre 50, ogre zombie 50, orc berserker 50, spark mote 50, spectre 50, basilisk 40, quasit 25, goblin wizard 10, orc shaman 10 |
| Hellegeat 1 | caves | 80×40 | 12 (at level 1) | imp 100, lemure 100, quasit 100, dretch 50 |
| Hellegeat 2 | caves | 80×40 | 16 (at level 1) | hell hound 100, dretch 50, imp 50, quasit 25 |
| Hellegeat 3 | caves | 80×40 | 20 (at level 1) | bearded devil 400, hell hound 50, quasit 25 |
| Hellegeat 4 | caves | 80×40 | 24 (at level 1) | balgura 200, mezzoloth 200, bearded devil 100, nightmare 100 |
| Hellegeat 5 | caves | 80×40 | 28 (at level 1) | barbed devil 200, chasme 200, bearded devil 100, incubus 100, mezzoloth 100, succubus 100, balgura 50, nightmare 50 |
| Lytelscræf 1 | caves | 60×30 | 1 | cave bat 400, giant rat 400, grave worm 400 |
| Lytelscræf 2 | caves | 60×30 | 2 | cave bat 400, cave beetle 400, giant rat 400, grave worm 400, kobold 400 |
| Lytelscræf 3 | caves | 60×30 | 3 | cave beetle 400, kobold 400, cave bat 200, giant rat 200, grave worm 200 |
| Meyn Bew 1 | rooms | 80×21 | 22 | basilisk 10 |
| Meyn Bew 2 | rooms | 80×21 | 23 | basilisk 10 |
| Meyn Bew 3 | rooms | 80×21 | 24 | stone giant 400, greater earth elemental 100, basilisk 10 |
| Meyn Bew 4 | rooms | 80×21 | 25 | stone giant 400, greater earth elemental 100 |
| Ūtgang 1 | rooms | 80×21 | 13 | hobgoblin legionnaire 400, animated armour 200, animated blade 200, barghest 200, burning skull 200, draugr 200, earth elemental 200, fire salamander 200, grave hound 200, hell hound 200, knocker 200, lesser air elemental 200, ogre 200, orc berserker 200, troll 200, duergar miner 100, duergar smith 100, duergar warrior 100, ember beetle 100, lemure 100, lesser earth elemental 100, lesser fire elemental 100, quasit 100, dretch 50, duergar slinger 50, imp 50, ogre zombie 50, goblin wizard 10 |
| Ūtgang 2 | rooms | 80×21 | 14 | charred dead 400, animated armour 200, animated blade 200, barghest 200, earth elemental 200, hell hound 200, hobgoblin legionnaire 200, knocker 200, magma crawler 200, troll 200, water elemental 200, burning skull 100, draugr 100, duergar miner 100, duergar smith 100, duergar warrior 100, ember beetle 100, fire salamander 100, grave hound 100, hobgoblin warcaster 100, lesser air elemental 100, lesser earth elemental 100, lesser fire elemental 100, ogre 100, orc berserker 100, spectre 100, dretch 50, duergar slinger 50, imp 50, ogre zombie 50, quasit 50, goblin wizard 10 |
| Ūtgang 3 | rooms | 80×21 | 15 | charred dead 400, duergar skeleton 400, hill troll 400, lesser lightning elemental 400, animated armour 200, animated blade 200, duergar crossbowman 200, hobgoblin legionnaire 200, magma crawler 200, ogre mauler 200, orc veteran 200, water elemental 200, ash wraith 100, barghest 100, burning skull 100, draugr 100, duergar miner 100, earth elemental 100, ember beetle 100, fire salamander 100, grave hound 100, hell hound 100, hobgoblin warcaster 100, knocker 100, lesser air elemental 100, lesser fire elemental 100, ogre 100, orc berserker 100, spectre 100, troll 100, dretch 50, duergar slinger 50, duergar smith 50, duergar warrior 50, imp 50, ogre zombie 50, quasit 50, goblin wizard 10 |
| Wulfeshol 1 | caves | 100×40 | 6 | footpad 400, giant centipede 200, barrow spider 100, cave bat 100, goblin archer 100 |
| Wulfeshol 2 | caves | 100×40 | 7 | footpad 400, footpad archer 200, barrow spider 100, cave bat 100, giant centipede 100, goblin archer 50 |
| Wulfeshol 3 | caves | 100×40 | 8 | footpad 200, footpad archer 200, barrow spider 100, cave bat 100, giant centipede 100, goblin archer 50 |
| Wulfeshol 4 | caves | 100×40 | 9 | footpad 200, barrow spider 100, cave bat 100, footpad archer 100, giant centipede 100, goblin archer 50 |
| Wyrtholm 1 | caves | 100×40 | 6 | footpad 400, crocodile 200, giant centipede 200, giant frog 200, giant leech 200 |
| Wyrtholm 2 | caves | 100×40 | 7 | footpad 400, crocodile 200, giant frog 200, giant leech 200, giant centipede 100, will-o’-wisp 40 |
| Wyrtholm 3 | caves | 100×40 | 8 | footpad 200, mud golem 200, crocodile 100, giant centipede 100, giant frog 100, giant leech 100, will-o’-wisp 40 |
| Wyrtholm 4 | caves | 100×40 | 9 | footpad 200, marsh troll 200, mud golem 200, crocodile 100, giant centipede 100, giant frog 100, giant leech 100, will-o’-wisp 20 |
See also: The dungeons one by one, Teeming dens, and Quests.
The dungeons one by one
Most dungeons follow the rules on Dungeons and danger. The ones here have something of their own: Grundlēas never ends, Fennmynster and Fyrdelf hide their ways in until a quest names them, Ūtgang is found only from below, Ælfhām lies in the fey’s own country, Dēopgang ends in a town, Meyn Bew opens only for a quest, and the four lairs each hold a criminal the Gilde wants dead. Hellegeat, the fiends’ own dungeon that a miscast tears open, has a page of its own: Hellegeat, the Pits.
Grundlēas
Grundlēas, the groundless, has no last floor, and it forgets. Anyone may walk there and go down. Every staircase, up or down, leads to a floor that has never been there before. Whatever you left on the floor behind you is gone for good: every creature, pile, and chest, and your memory of it too. Going down and straight back up brings you to a different floor, standing on a staircase down. Twenty floors down is twenty new floors back up. Up from the first floor you come out on the overworld.
| Place | Rooms | Rooms’ size | Caves | Caves’ size | Draws stop rising below |
|---|---|---|---|---|---|
| Grundlēas | 85 % | 80×21 | 15 % | 100×40 | floor 70 |
Each floor’s danger is its depth. Nothing lives here of its own: every draw is a stray, so anything that may stray in the Ascmearc comes at its danger. No creature stands higher than the top of that roster, so from the floor in the table on, the draws stay as they are while the floors go on. Items stop improving where the item level ends. The locks and the hidden things get harder with every floor down, without end.
Its traps are arrows, spears, pits, and alarms. It is cold (6 °C), and it has no shops.
A floor pays experience for arriving only if it is deeper than any you have reached here.
Your allies come with you as anywhere else. Those too far away stay behind, and that is the last of them. Your companion or familiar is never left behind, wherever it stands. A named creature on a floor you leave has not met its end, and may turn up again.
The keepers of the layers
Every tenth floor of Grundlēas is kept by a named creature of its own, in its lair. That floor has only one stair down, in the lair, and it opens only when the keeper dies, at your hand or any other. The stairs up are where they always are, so you may always leave.
If you leave with the keeper alive, the next floor of that depth holds it and its lair again, as often as you come. It never follows you up or down the stairs. Once it is dead it never comes back, and that depth’s floors are ordinary from then on. A tenth floor deeper than the last keeper is ordinary too.
Every keeper leaves a corpse that never rots. Eating it changes your body for good: its own gift, gifts drawn at random, and a hard pull toward evil (see Profane gifts).
| Place | Floor | Keeper | Level | Lair |
|---|---|---|---|---|
| Grundlēas | 10 | Gnægan the Rat King | 11 | Gnægan’s midden |
| Grundlēas | 20 | Āttorcoppe the Spinner | 21 | The web-hall |
| Grundlēas | 30 | Hrīmwyrm the White | 31 | The wyrm’s bed |
| Grundlēas | 40 | Wēalāf the Unburied | 41 | The unburied hall |
| Grundlēas | 50 | Grundwyrgen the Mere-Wife | 51 | The black mere |
| Grundlēas | 60 | Līgetdrȳ the Storm-Wright | 61 | The hall of standing stones |
| Grundlēas | 70 | Stānēoten the Hurler | 71 | The giant’s gallery |
| Grundlēas | 80 | Nihtscinna the Hollow | 81 | The hollow warren |
| Grundlēas | 90 | Wælcyrge the Chooser | 91 | The field of the slain |
| Grundlēas | 100 | Nīðdraca the Hate-Wyrm | 100 | The burning hoard |
Fennmynster
Fennmynster, the fen minster, is what is left of a minster that sank into the marsh of Micelfenn: eight floors of its cellars and crypts, at 6 °C. No road leads there, and its way in cannot be found by looking. Sister Hild marks it on your map as you take up her quest The fen minster, the one after she has her chalice back.
The fen seeps into its rooms. One room in four is out of the ordinary (most floors have one or two): flooded ankle-deep, slow and loud to wade, hushed, or shadowed. Its traps are pits, frost, alarms, and teleports. The monks hid their stores well: more of its doors are secret than in the other dungeons. No one trades down there; Fennmynster has no shops.
Who lives there:
- The marsh’s beasts: leeches, frogs, crocodiles, wisps, mud golems, and trolls, with the lesser water elementals the rain and the fen water make.
- The minster’s dead: the drowned, the peat-dark bog bodies, and ghasts and fen ghouls, whose claws hold fast. Pale drinkers and mummies keep its crypts.
- Restless spirits that pass through its walls: corpse candles, poltergeists, ghosts, the shadows that drink your strength, and the wraiths that drink your life. Stone haunts drift through the minster’s walls.
- The cult that came to the ruin: cultists and their priests. Somewhere in the dark is the bog hag, whom you meet once in your life.
- Fey of the damp haunt the cellars: pixies, sprites, boggles, quicklings, satyrs, and darklings.
- The cold water stirs with water and frost motes and lesser ice elementals.
At the very bottom lies the sunken crypt: a nave of shallow water between the monks’ tombs, where two of the drowned still stand guard. At its far end a dry dais holds an altar with the minster reliquary on it, which Sister Hild’s last quest asks for. The crypt is on the eighth floor and nowhere else.
Fyrdelf
Fyrdelf, the fire delving, is the duergar’s mine under the hills of Ascdūn, below the volcano. No road leads there, and its way in cannot be found by looking. Factor Wulfrun marks it on your map as you take up her quest The lost shaft. She offers it once you have been four floors down into Cealdhlāw for the reeve, and gives it to you only once you have reached level 5.
Its first four floors are the galleries: rooms and passages at 10 °C. The eight below are the deep workings: wide caves that grow hotter toward the volcano’s heart, 16 °C, then 20 °C, and 24 °C at the bottom. Its traps are arrows, spears, fireballs, lightning, and alarms. Few of its doors are hidden, and its locks are the hardest to pick of the three dungeons.
Who lives there:
- The duergar dig here: miners, warriors, and smiths.
- Creatures of fire and rock: ember beetles, salamanders, magma crawlers, lesser fire elementals, cinder elementals, earth elementals that move through the rock, ash wraiths, and basilisks.
- Down from the hills above: ogres, trolls, and hill trolls.
- The dead the delf’s fires left: ogre zombies and grave hounds, burning skulls, the charred dead, duergar skeletons still in their helms, rotting trolls, and the spirits of the miners that pass through the rock, knockers and spectres.
- The deep workings’ dead are many: draugr, barghests, hands of glory, vampire spawn, and the gallows dead. Hell hounds, fiends at home in the fires, run the deep workings too.
- The upper galleries belong mostly to kobolds, centipedes, and bats.
- Hobgoblin war bands come down to raid the duergar: soldiers, archers, legionnaires with spear and shield, warcasters, and sergeants.
- Orc war bands raid the mine too: raiders, shamans, berserkers, veterans, bowmen, and their wargs, with goblin wizards who call up more of their kin. Their captains and war chiefs, like the duergar’s priests, live deeper than the delf goes.
- Motes and elementals: the motes of stone, fire, and air drift through the upper galleries; spark motes, lesser earth, air, and lightning elementals, and water elementals through the workings.
- Others: the demons’ fires draw up lemures and imps, and meenlocks lurk in the dark.
Every gallery floor holds a foreman’s cabin: a timber-floored lodging where a duergar miner keeps watch. Behind a plank wall it keeps a spare pick-axe, his lamp, and a brass key to the delf’s locked rooms. Duergar traders keep general stores in the galleries, where a room is fit for one (about one gallery floor in four).
On the eleventh floor, in a small chamber off a cave passage, stands a hunter’s statue: a worn statue of a hooded figure on a raised floor between two torches, and nothing else. Coming beside it reads its plinth: “Letters are cut deep into the plinth, in the old tongue: LĪF ÆR DĒAÞE. Below, in a later hand: ‘Life before death. So the hunters swore, to the one who waited for them on the road; and the road gave them each a blade.’”
At the very bottom lies the drake’s hoard: a hall ringed with lava where the fire drake sleeps on its gold, with a rare treasure and a magic one. The drake lives nowhere else. Near the hoard, a second stair climbs from the drake’s floor into Ūtgang, the way out.
Ūtgang
Ūtgang, the way out, is the duergar’s old air-shaft workings: three floors of hewn rooms and passages, with no caves, cut from the drake’s deep up through the volcano’s flank. Its bottom floor’s stairs down lead to the bottom of Fyrdelf, beside the drake’s hoard. Its top floor’s stairs up lead out onto the overworld.
That way in is hidden, and no quest tells of it. You find it by climbing out, and from then on it is on your map: a quick way back down to the drake. Its floors are as dangerous as the deep workings just above Fyrdelf’s bottom (see the tables on Dungeons and danger). They are warmer the deeper they go, 14 °C, then 18 °C, and 22 °C at the bottom, with Fyrdelf’s traps and locks, the deep workings’ folk, and no shops.
Dēopgang
Dēopgang, the deep way, goes down from the foot of Grægweall in the south-west corner. It is the deepest danger of the march, 14 on its first floor to 24 on its eleventh. Floors 1 to 4 are the deep gnomes’ old cut galleries, where deep-gnome traders sometimes keep a general store; floors 5 to 11 are the wild deep, wide caves. Duergar, drow, trolls, elementals of stone and water, and the dead of old cave-ins live there. Secret doors and chests are commoner than elsewhere, and its rock gives only silver and gold for ore, so a miner finds gems more often. The eleventh floor’s stairs down lead to Gimmwīc, the deep gnomes’ town.
Meyn Bew
Meyn Bew, “the living stones” in the deep gnomes’ tongue, is a pocket of the elemental plane of earth under Gimmwīc. Its way in is a ring of crystal light in the rock of the town’s garden, beside Ysella the Binder. It is not there at all until she gives you her quest: then she sings it open, and it stays open. Its first floor’s stairs up lead back out through it.
Inside are four floors of rooms and passages at 12 °C, cut by no one. A faint violet light glows from the crystal in the rock everywhere, and a room of each of the first three floors is grown over with glowing crystal. Its danger runs from 22 on the first floor to 25 on the fourth, and only the earth’s own live there: earth elementals and greater earth elementals, basilisks, stone giants, and stone trolls. It has traps (pits, lightning, and frost), no shops, and no ore.
At the bottom, the fourth floor holds the crystal hollow, where the crystal guardian waits for you to lure it home.
Ælfhām
Ælfhām, the elves’ home, is the hall of the Unseelie court, the dark one of the fey courts. It lies behind a fairy mound in the holly wood near Holtwīc. Its way in is hidden: the mound looks like any other stretch of the wood.
Behind it is not the inside of a hill but the fey’s own country: three floors of twisting caves at 4 °C, with no sun or moon. A dim violet light comes from nowhere, and everywhere is just bright enough to see by, dimly.
Its danger runs from 4 to 6, and only fey live there: sprites and pixies, quicklings on the last floor, and boggles, darklings, and redcaps out of depth. No stray finds the way in, but now and then a fey of the bright court wanders the halls; it leaves you alone and fights its hosts. Ælfhām is thinly peopled. Its traps are pits and alarms, and it has no shops and no special rooms.
On its third floor there is always the moss bower: a ring of glowing fungus with a bed of moss in its middle, kept by a quickling and a boggle of the dark court. On the first floor, somewhere far off, pipes are playing.
The lairs of the wanted
Four more dungeons are the lairs of the criminals the Weyfarers’ Gilde wants dead. Each is four floors deep, of danger 6 on the first floor and 9 on the fourth. Each is hidden until Wat One-Eye names its criminal and marks it on your map; the other three stay hidden for the rest of your life. No one trades in any of them. At the bottom of each, and nowhere else, the criminal waits in a room of their own:
- Wyrtholm, the herb islet, is the caves under an islet out in Micelfenn (9 °C). Mother Sallow brews there among the fen’s leeches, frogs, crocodiles, wisps, mud golems, and marsh trolls, with footpads in her pay. Its traps are pits and alarms. Her still-room at the bottom holds her pots, her jars of potions, and angelica root.
- Wulfeshol, the wolf’s hole, is a cave under Deorcholt. Black Wystan‘s footpads and their archers keep watch there, with goblin bowmen he hires, and bats, centipedes, and barrow spiders in the dark. Its traps are pits, arrows, and alarms. At the bottom is the robbers’ hoard: the coin of the Fennhām road with a rare thing among it, two footpads at the door, and him.
- Bānfeld, the bone field, is the grave passages under a barrow field on Hlāwdūn (8 °C). Brother Osrick keeps the dead he raised there: skeletons, zombies, ghouls, the drowned, ghosts, and the worms and spiders that feed where the dead are. One room in four is shadowed or hushed. Its traps are arrows, spears, pits, and alarms, and rusty keys open its locked rooms. At the bottom is the unhallowed chapel: bones heaped along the walls, two zombies in the aisle, and Osrick at an altar he defiled.
- Brocenburg, the broken fort, is the cellars under the ruined tower in Holegnwudu. Sergeant Herrick sells his axe to the goblins there. With him are goblins with their archers and chiefs, footpads who ran with him, bats in the broken roof, and now and then an ogre he hired, far stronger than the floor. Its traps are arrows, spears, and alarms, and iron keys open its locked rooms. At the bottom is the captain’s hall: the old table broken up, the captain he killed under a cairn in the corner, and Herrick in the captain’s place, with two goblins at the door.
See also: Dungeons and danger, Hellegeat, and Quests.
Hellegeat, the Pits
Hellegeat, the hell-gate, is not a place on any map. It is the fiends’ own dungeon, and no stair, road, or quest leads there. A Pit opens only when a miscast tears the floor open, and every such opening is a Pit of its own. Pits can open in any world you play.
How a Pit opens
Four of the worst miscast results split the floor beside the caster. Stairs go down into the Pit, and a gate stands at their head, letting fiends through. A creature that miscasts can open one too.
A Pit opens anywhere but on the overworld and on a Pit’s own floor: in a town, in a dungeon, even on a floor of Grundlēas. Where it cannot open, the gate comes alone. There is no limit to how many Pits a run can have.
The stairs stay where they opened. Climb out of the Pit’s first floor and you come back up those stairs, however you reached that floor. A Pit opened on a floor that forgets, such as Grundlēas’s, is forgotten with that floor. Go down into it and the floor above is forgotten, stairs and all: climbing out brings you to a new floor, with no way back into that Pit.
A Pit has five floors of hot, red-lit caves (45 °C). Its traps are fireballs and pits. Two floors in five hold chests, one or two each. It has no shops and no special rooms.
Who lives there
Fiends, and only fiends: from lemures and dretches up to vrocks, nycaloths, and the erinyes. Demons and devils hate each other, so they fight on these floors as readily as they fight you (see Factions). Nothing strays into a Pit, and nothing that lives there strays out.
A Pit grows with you. Its first floor is danger 12, and each floor down adds 4. On top of that comes half of every level you have past 10, at most 30 more. The danger is read when a floor is made, at your level then.
The warden
The fifth floor is the last. It leads nowhere deeper. Its hall belongs to the warden of the gate, a level-50 fiend with claws and a barbed whip that can hold you. Every two minutes it tears open a new gate, a rift or a hellmouth, two at most at once, and what comes through fights for it. The Pit’s other fiends leave it alone. A gate a miscast opens is different: the fiends it lets through attack the warden too. The hall has lava in its corners, four locked chests, and a hoard of finds.
Every Pit has its own warden. Killing one seals that Pit, and only that Pit. Make the fifth floor again after that and the hall is still there, with a new hoard, but no warden.
A sealed Pit’s stairs close behind you. The next time you arrive anywhere outside every Pit, its mouth crumbles to rubble, and that Pit is gone for good. You are never shut inside: the stairs close only once you are out.
Floors that forget
A Pit’s floors forget, as Grundlēas’s do. Leave a floor and everything on it is gone, your memory of it too. Climb back up and the floor above is made again: the same caves, but its dead are back and its loot is new. A floor pays experience for arriving only the first time you reach that depth of that Pit.
Your allies come with you as anywhere else. Those too far away stay behind, and that is the last of them. Your companion or familiar is never left behind.
See also: Miscasts, Dungeons and danger, and The dungeons one by one.
Special rooms
Now and then a room of the dungeon is not like the others. A special room changes the rules while you are inside it: the light, the noise you make, how fast you heal, who dares to follow you in, or the floor under your feet.
This page lists every kind. Some have pages of their own: Teeming dens, full of sleeping creatures; Altars, forges, and springs, the rooms that hold something to use; and Cursed, haunted, and hallowed rooms, where the dead rise or are kept out.
Finding one
The first time you step into a special room, a message tells you what it is:
The light seems to drain away here.
From then on you know the room. Look mode names it on any of its floor you see or remember (“A stone floor in an echoing hall.”, “You remember a stone floor here, in a sanctuary.”). Before you have been inside, it is just a room, though you may notice something odd about it from the doorway: an unnatural darkness, a faint warm glow, water on the floor. Some rooms give themselves away from outside: the first time you see any part of one, a line hints at what lies there.
Special rooms are not terribly common, but not rare either. About three levels of a generated dungeon in five have one, and a level never has more than one, though some dungeons allow more. In the rooms-and-corridors levels it is a whole room, walls and doors included, but never the room you arrive in. In the caverns it is a patch of the cave, well away from where you arrive. Cēaptūn’s Mynster is a sanctuary.
By dungeon
Each dungeon may have odds of its own, and some of its levels other odds again. A dungeon may be full of flooded rooms, or never have a shop.
- “A room is special” is the chance for each room (each of eight tries in a cavern), until the level has as many as “At most a level”.
- The kind of room is then drawn. The rooms a dungeon favours keep their fixed share of the draws, and a room it bans never comes. Every other room comes by its weight in the table of rooms below, so a dungeon gets every kind of room it does not ban.
- “A shop” is the chance that a rooms-and-corridors level has one, if one of its rooms suits (see Shops).
| Levels | A room is special | At most a level | Special rooms | A shop | Shops | Kept by |
|---|---|---|---|---|---|---|
| Brocenburg 1–4 | 12% | 1 | Any, by weight | never | — | — |
| Bānfeld 1–4 | 25% | 2 | Shadowed room 35%; Hushed chamber 35%; the rest any, by weight | never | — | — |
| Cealdhlāw 1–6 | 12% | 1 | Any, by weight | 70% | general store, weaponsmith, armourer, provisioner, alchemist, fletcher | Shopkeeper |
| Dēopgang 1–11 | 12% | 1 | Any, by weight | 50% | general store | Deep-gnome trader |
| Fennmynster 1–8 | 25% | 2 | Shadowed room 15%; Hushed chamber 15%; Flooded room 35%; Cursed room 15%; the rest any, by weight; never sweltering chamber, forge | never | — | — |
| Fyrdelf 1–12 | 12% | 1 | Armoury 20%; the rest any, by weight | 100% | general store | Duergar trader |
| Grundlēas 1 | 12% | 1 | Any, by weight | never | — | — |
| Hellegeat 1–5 | never | — | — | never | — | — |
| Lytelscræf 1–3 | never | — | — | never | — | — |
| Meyn Bew 1–4 | never | — | — | never | — | — |
| The Depths 1–8 | 12% | 1 | Any, by weight | 70% | general store, weaponsmith, armourer, provisioner, alchemist, fletcher | Shopkeeper |
| Wulfeshol 1–4 | 12% | 1 | Any, by weight | never | — | — |
| Wyrtholm 1–4 | 12% | 1 | Any, by weight | never | — | — |
| Ælfhām 1–3 | never | — | — | never | — | — |
| Ūtgang 1–3 | 12% | 1 | Any, by weight | never | — | — |
Whole levels
Very rarely, a room’s effect does not stay in a room. When a level draws a room that can spread, there is a small chance (its “Whole level” chance below) that the effect covers the whole level instead, and the room itself is plain. You are told each time you arrive on such a level, and the effect holds everywhere on it. Where a room’s effect and a whole level’s meet, both apply: a shadowed room on a gloomy level is darker still. Two rooms can do this: the draining room and the cursed room.
The rooms
“Weight” is how often a room is drawn against the others. “Share” is the part of all draws it gets where a dungeon favours or bans nothing. “Only” says where it can come at all.
| Room | The first time you enter | Inside | Weight | Share | Whole level | Only |
|---|---|---|---|---|---|---|
| Shadowed room | “The light seems to drain away here.” | All light is drained to 30% of what it would be. | 10 | 6.8% | never | — |
| Echoing hall | “Your footsteps echo loudly.” | Every noise made in it is twice as loud, and so carries farther. | 8 | 5.4% | never | — |
| Hushed chamber | “A deep hush fills this room.” | Every noise made in it is two fifths as loud. | 8 | 5.4% | never | — |
| Sanctuary | “You feel at peace here.” | A faint warm glow lights it. Wounds heal three times as fast. Mana comes back three times as fast. Creatures hostile to you do not step in. | 6 | 4.1% | never | — |
| Flooded room | “The floor here is flooded.” | Its floor is shallow water. | 8 | 5.4% | never | — |
| Black chamber | “The dark here swallows your light.” | No light at all is kept in it, carried light too. | 5 | 3.4% | never | — |
| Draining room | “You feel your power seeping out of you.” Over a whole level: “Something here drinks at your power.” | A faint glow lights it. Everyone inside with mana, creatures too, is Ebbing: 1 mana drained every 20 s, none coming back; it eases 30 s after leaving. Consecrate lifts it for good. | 6 | 4.1% | 5% | — |
| Teeming den | “You hear slow breathing all around you.” From outside: “A warm, rank smell drifts out of the dark ahead.” | Full of sleeping creatures and their hoard (see Teeming dens). | 8 | 5.4% | never | On a level with a danger, in a room of 16 floor cells or more |
| Sweltering chamber | “A wave of heat meets you.” | A faint warm glow lights it. It is 25 °C warmer than the level around it, and nothing else. | 5 | 3.4% | never | — |
| Frigid hall | “Your breath mists in the bitter cold.” | A faint glow lights it. It is 25 °C colder than the level around it, and nothing else. | 5 | 3.4% | never | — |
| Silent vault | “Your footsteps make no sound at all.” | Every noise made in it is a hundredth as loud. Everyone inside, creatures too, is Silenced: unable to cast spells, read, sing, or throw their voice; it eases 10 s after leaving. | 5 | 3.4% | never | — |
| Heavy hall | “Your pack drags at you, as if the stones pulled it down.” | Everyone’s carrying limit is half what it is outside, so a load weighs on one twice as much. | 4 | 2.7% | never | — |
| Hall of mirrors | “Your reflection stares back at you from every side.” | Everyone inside you see is shown with 2 reflections of them on free floor of the room, moving every turn and looking just like them. A blow or a step into one meets only glass and takes a blow’s time; a missile aimed at one flies on through it. A creature outside shooting or throwing at you inside aims at you or one of your reflections, each alike; creatures inside are not fooled. | 3 | 2.0% | never | In a room of 80 floor cells or fewer |
| Unstable room | “The floor shimmers under your feet.” | Every step inside, yours or a creature’s, has a 10% chance to move the stepper to a free spot elsewhere on the level, as a teleport trap does. | 4 | 2.7% | never | In a room of 60 floor cells or fewer |
| Beast den | “Heavy shapes breathe in the dark around you.” From outside: “You smell musk and old blood.” | Full of sleeping creatures and their hoard (see Teeming dens). | 5 | 3.4% | never | On a level with a danger, in a dungeon whose own creatures include wildlife or vermin or marsh things, in a room of 16 floor cells or more |
| Tempting hoard | “Treasure lies here, unguarded.” From outside: “Something glitters ahead.” | 3 items lie on its floor, 3 item levels above the level’s. The first stack you lift inside seals it: every door of it shuts (unless something is in the doorway) and locks with a lock of the level’s depth that only a skeleton key opens, and 2 to 4 creatures hostile to you of the level’s danger + 1 come on its edge, out of your sight where they can (Old hand: the second stack). It seals once. | 5 | 3.4% | never | On a level with a danger |
| Collapsed floor | “The floor creaks under your weight.” From outside: “The floor ahead is cracked and sagging.” | Its middle is cracked floor; the floor beside its walls and doors is sound, so there is always a way round. Every step of yours onto its cracked floor has a 15% chance (30% while you are Burdened or worse) to give way: you fall to the level below, landing somewhere open on it (never behind a locked door, never in a shop), take 2d6 damage (it can kill you), and are Staggered. Creatures never fall (Old delver: you never do). | 3 | 2.0% | never | With a level below |
| Cursed room | “The air is cold and the dead are near.” From outside: “A cold draught smells of the grave.” Over a whole level: “The dead do not rest on this level.” | A creature that dies in it (not one of the undead) rises from its corpse 2 minutes later as one of them, unless the corpse is gone by then (see Cursed rooms). Consecrate lifts it for good. | 6 | 4.1% | 5% | On a level with a danger |
| Altar room | “An old altar stands here, its god long forgotten.” From outside: “A faint glow rises from an altar ahead.” | A forgotten altar stands in it: pray beside it (see Forgotten altars). | 8 | 5.4% | never | In a room of 9 floor cells or more |
| Forge | “A cold forge, and an anvil waiting.” From outside: “You smell old soot and cold iron.” | An anvil stands in it: work metal arms or armour beside it (see Forges). | 3 | 2.0% | never | In a room of 9 floor cells or more |
| Spring | “Clear water wells up in an old stone basin.” | A spring stands in it: drink beside it (see Healing springs). | 4 | 2.7% | never | In a room of 9 floor cells or more |
| Armoury | “Racks of old arms line the walls. Not everything here is hanging up.” | Full of sleeping creatures and their hoard (see Teeming dens). Weapon racks stand along its walls, one per 8 floor cells (1 to 6). | 4 | 2.7% | never | On a level with a danger, where one of its own creatures can be met at the level’s danger, in a room of 16 floor cells or more |
| Workshop | “Benches line the walls, littered with tools and pots. Something shifts on one of them.” | Full of sleeping creatures and their hoard (see Teeming dens). Workbenches stand along its walls, one per 10 floor cells (1 to 4). | 4 | 2.7% | never | On a level with a danger, where one of its own creatures can be met at the level’s danger, in a room of 16 floor cells or more |
| Shrine | Of its side: “You feel welcome here.” Of the other: “Something here wants you gone.” Neutral: “An old shrine. It ignores you.” | A shrine stone stands in it. It is good or evil, one to one, and only its stone’s light tells which (gold good, red evil). Everyone inside, creatures too, is treated by their own side: one of its side heals twice as fast; one of the other side is Unwelcome: wounds heal at 50% of the pace, -1 to hit; it eases 30 s after leaving; a neutral one, nothing. | 4 | 2.7% | never | In a room of 9 floor cells or more |
| Haunted room | “It is very quiet here. Too quiet to sleep.” From outside: “You hear a whisper, and then nothing.” | While you rest inside, each time the clock passes a full hour one of the undead of the level’s danger comes inside (as the dead rise in a cursed room: of that level, else the nearest), out of your sight where it can, and comes for you. It never comes while you do anything else (see Haunted rooms). Consecrate lifts it for good. | 5 | 3.4% | never | On a level with a danger |
| Scriptorium | “Shelves of rotting scrolls line the walls.” From outside: “You smell dust and old vellum.” | Shelves stand in it. 2 to 4 scrolls lie on its floor, found at the level’s item level. While you are inside, Decipher script’s training marks come twice as often (at most every time). | 5 | 3.4% | never | In a room of 9 floor cells or more |
| Treasure room | “Gold glints in the dust. No one has been here in a long time.” | Every door of it is a secret door, found by searching; in a cave it is a box in the rock with one secret door. It is never counted among the level’s own secret doors. 1d2 chests of the level’s item level, 1d4+1 heaps of 3d6 × 2 gold coins, and 1d3 loose gems lie inside. Nothing guards it and nothing seals. On every arrival on its level until you have been inside: “Something tells you there is wealth hidden on this level.”. | 4 | 2.7% | never | In a room of 9 floor cells or more |
| Greater treasure room | “The air is stale and heavy with the smell of old gold.” | It has no door and no corridor: a box walled up in the rock, on any level. One of its walls (beside a passage you can reach) is guaranteed to open it; searching beside it (as for a secret door, at the same difficulty) finds that “the wall here sounds hollow”. Dig through it or blast it open (a stone wall, hardness 600). Nothing that the level needs is ever inside, no trap is hidden in it, and nothing wanders in. 2d2 chests of the level’s item level, 2d4+2 heaps of 4d6 × 5 gold coins, and 2d3 loose gems lie inside. Nothing guards it and nothing seals. On every arrival on its level until you have been inside: “Something tells you a fortune lies walled up on this level.”. | 2 | 1.4% | never | In a room of 9 floor cells or more |
-
Shadowed room. Magical darkness. Every light that reaches into the room keeps only part of its strength there: your lantern, wall torches, fires, and the sun or moon through an opening alike. With normal eyes you see little inside unless a light is close. Creatures there are hidden just as you are, and they see you no better. Darkvision works as anywhere else.
-
Echoing hall. Everything you do in it is loud: your footsteps, opening a door, fighting. Louder sounds carry farther, so creatures much farther away hear you (see Hearing). The same goes for creatures making noise in it.
-
Hushed chamber. The opposite: noise made inside barely carries. A good place to sneak through, or to fight without drawing a crowd.
-
Sanctuary. A place of peace with a faint warm glow, enough to see by. You heal much faster while you stand in it (see Hit points and death). Creatures hostile to you will not step in; they stay outside, waiting. They can still strike at you across the threshold if you stand in the doorway, and shoot at you from outside. Creatures that are not hostile to you come and go as they please.
-
Flooded room. Ankle-deep water over the floor. Wading through it is slower than walking, and every step splashes loudly (see Terrain).
-
Black chamber. A dark that swallows every light, your lantern included: nothing inside is lit at all. Only darkvision sees in it, so creatures inside are hidden from normal eyes, and you from theirs.
-
Draining room. Something in it drinks at magic. Everyone inside who has mana, you and creatures alike, is Ebbing (see Status effects) for as long as they stay and half a minute after they leave. Ebbing drains a point of mana every 20 seconds, and none comes back meanwhile, so a fight between casters in a draining room soon becomes a brawl. It glows a faint cold violet. One floor in twenty that draws a draining room is drained throughout instead.
-
Sweltering chamber. Hot air: 25 °C warmer than the level around it, with a faint red glow. The heat does nothing to you, but ice melts in it (see Temperature and ice). The pause menu tells the heat as you step in.
-
Frigid hall. Bitter cold: 25 °C colder than the level around it, with a faint blue glow. Its water freezes even on a mild level, so a pool in it is usually solid ice. The cold does nothing to you.
-
Silent vault. A dead silence. Every noise made inside is a hundredth as loud, so a fight there is barely heard even next door (see Hearing). Everyone inside, you and creatures alike, is Silenced (see Status effects) for as long as they stay and ten seconds after they leave. No spell can be cast, no scroll read, and no voice thrown. A wizard and a kobold shaman fight with sticks in it; a thief walks through unheard.
-
Heavy hall. The stones pull at whatever you carry. Inside, your carrying limit is half what it is anywhere else, so a load that was light makes you burdened, and armour that only burdened you strains you (see Burden). Creatures carry less inside too. If what you carry would overload you inside, you cannot go in (“You carry too much to go in there.”). If you overload yourself inside by picking something up, you can still step back out.
-
Teeming den. A room full of sleeping creatures and the things they have gathered. You may smell it before you see it, and you hear it when you step in. See Teeming dens.
-
Hall of mirrors. Glass on every side. Everyone in it, you too, is shown with two reflections that look exactly like them, standing elsewhere in the room and shifting every turn. Nothing on the screen tells a reflection from the real thing; look mode only knows your own (“Your reflection”). Swing at or walk into a reflection and your blow meets only glass, which costs you the blow’s time. An arrow or a thrown dagger aimed at one flies on through it. An archer outside the hall shooting at you while you are inside aims at you or at one of your reflections, each as likely. Creatures inside the hall know it and are never fooled. Spells that fly to the first creature in their way pass the reflections by. Only rooms of 80 floor cells or fewer can be one.
-
Unstable room. A small room, 60 floor cells at most, whose floor shimmers. Every step you take inside has a one in ten chance to fling you somewhere else on the level, as a teleport trap does (“You are wrenched elsewhere.”). Creatures stepping in are flung just the same, so fleeing through one is a gamble, and so is chasing someone into it.
-
Collapsed floor. A room whose floor is cracked and sagging (shown as
:, “cracked floor”), found only on a level with another below it. Only the middle of the room is cracked. The floor next to its walls and doors is always sound, so you can always walk round the cracks from one door to another.Every step you take onto the cracked stone has a 15 % chance to give way, 30 % while you are burdened or worse (“The floor gives way beneath you!”). You fall to the level below and land somewhere open on it, never behind a locked door or in a shop. You take 2d6 damage, which can kill you, and are Staggered. It is a quick way down, if you can take the bruises. Creatures never fall through.
-
Treasure room. Wealth nobody has touched in a long time. Inside lie one or two chests of the level’s depth (see Chests), two to five heaps of gold coins (three six-sided dice times two coins: 6 to 36 coins a heap), and one to three loose gems.
Every door of it is a secret door, so you must search the walls to find the way in, or dig in. In a cavern it is a box cut into the rock with one hidden door. Nothing guards it and nothing seals it: its only dangers are its chests’ traps and the time it takes to find. Each time you arrive on its level until you have been inside, something tells you there is wealth hidden on this level.
-
Greater treasure room. A fortune walled up in the rock. Inside lie two to four chests of the level’s depth, four to ten heaps of gold coins (four six-sided dice times five coins: 20 to 120 coins a heap), and two to six loose gems.
It has no door and no corridor at all: nothing leads there, and the only way in is through a wall. One of its walls, beside a passage you can reach, is always thin. Search beside it (as for a secret door, at the same difficulty) and the wall here sounds hollow. Look at it and it is a hollow stone wall. Dig through it with a pick-axe, or blast it open (a scroll of fireball does it). Any other wall of it can be dug too, if you guess well. Without a digging tool or a blast you cannot get in, so come back with one.
Nothing the level needs is ever inside, no trap is hidden in it, and no creature wanders in. Each time you arrive on its level until you have been inside, something tells you a fortune lies walled up on this level.
-
Tempting hoard. Only on a level with a danger. Three items lie on its floor, better than the level’s own (three item levels above it), and no one guards them.
The moment you pick anything up inside, the room seals. Every door of it slams shut and locks (“The doors slam shut!”); a door with something in the doorway stays open. Two to four creatures hostile to you, a step more dangerous than the level’s own, appear at the room’s edges, where you cannot see them if there is such a place. The locks are of the level’s depth, and no key but a skeleton key fits. Pick them, kick the doors in, or fight. A cave chamber has no doors, so there only the guardians come. A room seals once.
-
Cursed room. The dead do not rest in it: see Cursed rooms below. Only on a level with a danger. One floor in twenty that draws a cursed room is cursed throughout instead.
-
Haunted room. A fine camp spot that is not. Rest in it and the dead come, once every hour (see Haunted rooms below). Only on a level with a danger.
-
Altar room. An old altar stands in the middle of the room, its god long forgotten, and a faint glow rises from it; you notice it from the doorway. Stand beside it and you may pray (see Forgotten altars). Only rooms of 9 floor cells or more can be one.
-
Forge. A cold forge with an old anvil in the middle of the room; you smell soot and cold iron from the doorway. Stand beside the anvil and you may temper metal arms or armour you carry (see Forges). Only rooms of 9 floor cells or more can be one.
-
Shrine. A squat stone shrine stands in the middle of the room. Like a forgotten altar it has a hidden side, but only good or evil, either as likely, and its stone’s light tells which: gold for good, red for evil. It cares only whether you are on its side (see Alignment).
- Of its side, you heal twice as fast inside (“You feel welcome here.”).
- Of the other side, you are Unwelcome (see Status effects) for as long as you stay and half a minute after you leave. Wounds heal at half the pace and your blows go a little astray (“Something here wants you gone.”).
- A neutral character is ignored (“An old shrine. It ignores you.”).
Creatures are treated the same way by their own side, so a good shrine is a poor place for an orc to fight you. There is nothing to pray to. Only rooms of 9 floor cells or more can be one.
-
Scriptorium. Shelves of rotting scrolls stand in the middle of the room (shown as
≡), and you may smell the dust and old vellum before you see it. Two to four scrolls lie on its floor, unread, of the kinds the level would give anyway. Inside, the chance of a training mark in Decipher script is doubled: making out a scroll or reading a grimoire through earns two marks here instead of one, and reading a scroll earns one every time instead of half the time. Only rooms of 9 floor cells or more can be one.
The Old delver talent (Delver; Willpower 11 or Dexterity 12) makes you at home in strange rooms. A collapsed floor never gives way under you, the Ebbing of a draining room never takes you, and nothing you kill ever rises in a cursed room. With Old hand after it (level 10), a room that quickens healing or mana quickens it half again more for you: a sanctuary’s three times as fast becomes four times. You can also lift one thing from a tempting hoard before it seals; the second seals it.
Only what happens inside counts. A sound made in an echoing hall is loud wherever it is heard, while one made outside and heard inside is not changed. Light outside a shadowed room is as bright as ever, even right at its door.
See also: Dungeons and danger and The dungeons one by one.
Teeming dens
A teeming den is a special room full of sleeping creatures lying among their hoard. Creep past and they sleep on. Wake one and the whole den may be up.
A den comes only on a level with a danger (see Dungeons and danger), in a room of 16 floor cells or more. Its sleepers are the level’s own kind of creatures. Each is drawn just as the level’s other creatures are: by the level’s danger and how rare each kind is, with now and then a weaker stray or one from deeper down. They are always hostile to you and never unique. Sometimes the whole den is of one kind (a warren, such as a nest of rats) or of one faction (a tribe, such as a goblin camp). Their hoard is a few items a little better than the level’s own.
A beast den holds only animals and fen things. Its sleepers are drawn the same way, but only among the wildlife, the vermin, and the marsh things, whether they are hostile to you or not. A dungeon with none of these among its creatures never has one. Its hoard is no treasure, only what the beasts dragged in: piles of bones and fresh corpses of the level’s creatures. These are good to eat when you first come to the level, and rot from then on.
| Den | Sleepers | Of | Wakes at | Cry | Hoard | Warren | Tribe |
|---|---|---|---|---|---|---|---|
| Armoury | one per 6 floor cells, 2 to 8 | its own: animated armour, animated blade, animated panoply; drawn 4 dangers deeper than the level | 200% of the hearing threshold | 40 | one item per 4 sleepers (at least 1), item level +1 | 20% | 0% |
| Beast den | one per 4 floor cells, 4 to 16 | wildlife, vermin, marsh things, hostile or not | 200% of the hearing threshold | 60 | per 4 sleepers (at least 1), a pile of bones and a fresh corpse of a creature of the branch | 10% | 20% |
| Teeming den | one per 4 floor cells, 4 to 16 | any type hostile to you | 200% of the hearing threshold | 60 | one item per 4 sleepers (at least 1), item level +1 | 10% | 20% |
| Workshop | one per 5 floor cells, 3 to 10 | its own: animated bellows, animated broom, animated bucket, animated chair, animated coat stand, animated cooking pot, animated kettle, animated ladle, animated stool, animated warming pan | 200% of the hearing threshold | 30 | one item per 4 sleepers (at least 1), item level +0 | 20% | 0% |
“Wakes at” is how loud a noise must be where a sleeper lies, in percent of the loudness it can just hear (see Hearing). Sleepers hear a whisper but wake only to twice that. They never wake by themselves, however long you wait or rest nearby. They wake when:
- a noise is loud enough where they lie: your footsteps, a door, a fight, a kick, digging;
- something hurts them: a blow, a missile, a spell, even poison;
- a neighbour wakes. Every sleeper that wakes cries out at once (“Cry” is its loudness). The cry may wake those near it, and their cries the next, until the whole den is up.
Light does not wake them, so carrying your lantern in is safe. Your plain footsteps (60) wake a kobold, which hears 15 and so wakes at 30, up to three cells away. With some Stealth you can walk right past.
A sleeper has seen no one, so sneak attacks land on it every time. But every blow is noise, and a kill is a fight its neighbours may hear. A sleeper you see shows as “asleep” in look mode, and you are told when one wakes.
Sleepers count among the level’s creatures. While the den is full, fewer newcomers find their way to the level. Killing a sleeper is like killing any other foe.
Homes of animated things
Two dens have creatures of their own, whatever the dungeon:
- An armoury sleeps animated blades, hollow
armour, and panoplies among weapon racks (
‡) along its walls. They are drawn as if the level were four dangers deeper. - A workshop sleeps the things of a house’s work among
workbenches (
π): bellows, brooms, buckets, chairs, coat stands, cooking pots, kettles, ladles, stools, and warming pans.
You can see over racks and benches but not walk through them. They never stand beside a door or block the way across the room. Each room comes only where its creatures can be met at the level’s danger: an armoury from danger 1, a workshop no deeper than danger 16. Animated things never stray, so outside the dungeons that keep them these rooms are where you find them (see Animated objects).
See also: Surprise and sneak attacks and Hearing.
Altars, forges, and springs
Three kinds of special room hold something you can use. A forgotten altar answers prayers, for good or ill. A forge’s anvil lets you temper metal arms and armour. A healing spring can be drunk from as often as you like. Each is used by walking into it, or from the Here group of the abilities menu while you stand beside it.
Forgotten altars
An altar room holds a forgotten altar: worn stone, its carvings rubbed smooth, its god’s name long lost. Yet something there still listens. It is not a temple, and not a god you serve. There is nothing to sacrifice and no one to convert to. It is a gamble.
To pray, walk into the altar and say yes when asked, or stand beside it and choose Pray from the abilities menu. It is listed under Here only while you stand next to an altar. A prayer takes a minute. Anything that would stop a rest, such as a creature coming into view, a blow, or a noise, breaks it. A broken prayer gives nothing, and the minute is still gone.
At the end of a prayer one outcome is drawn. Most prayers do little: a few coins, a little healing, a pang of hunger, a brief hex, a wandering creature, or nothing at all but a line of flavour. A few do more, for good or ill. Now and then the altar bursts apart in fire and leaves rubble. The blast hurts everyone near it, you included, and it can kill.
Every altar has a hidden side: good, neutral, or evil. The game never says which, but its glow does: gold, grey, or red. The side tilts the odds against your own alignment. At an altar of your own side the boons come more often; at one of the other side, the banes. A neutral altar, or a neutral you, leans neither way. Praying also moves your alignment a little: toward good at a good altar, and further toward evil at an evil one. The Pious talent (Wayfarer) doubles the lean of an altar of your side and takes away an opposed one’s.
After each completed prayer there is an even chance the altar is spent. Its glow gutters and dies, it stands cold and dark, and nothing answers there again. So an altar usually gives one or two prayers. Then seek out the next one: about one generated floor in twenty has one.
| Lean | Boon / nothing / bane | Nothing | Minor | Moderate | Great | The altar explodes | Prayers an altar takes | An altar explodes |
|---|---|---|---|---|---|---|---|---|
| None (a neutral altar, or a neutral you) | 35 / 30 / 35 | 30% | 43.8% | 22.1% | 4.2% | 1.8% | 1.97 | 3.4% |
| Agreement (good at good, evil at evil) | 50 / 30 / 20 | 30% | 44.5% | 21.3% | 4.2% | 1% | 1.98 | 2% |
| Opposition (good at evil, evil at good) | 20 / 30 / 50 | 30% | 43% | 22.8% | 4.2% | 2.5% | 1.95 | 4.9% |
| Agreement, Pious | 65 / 30 / 5 | 30% | 45.2% | 20.6% | 4.2% | 0.25% | 2.00 | 0.5% |
A prayer takes 60 seconds. After a completed prayer the altar is spent with 50% chance, whatever the prayer gave, unless it exploded. The lean moves 15 points between boon and bane. An altar’s side is drawn one good to two neutral to one evil, and its glow shows it: good gold, neutral grey, evil red. Praying moves your alignment by 5 at a good altar and -10 at an evil one.
Rarely, an altar marks you for good. The great boons:
- raise a stat for good;
- give a whole level at once;
- grant a talent for life (never one of your level’s picks);
- leave a relic or an elixir (see Potions) at the altar’s foot.
The great banes:
- lower a stat for good;
- take a level away. You keep what you chose at that level, but gaining it again gives no new choices;
- mark you with a flaw for life;
- call a horde around the altar.
Talents an altar gave you are marked “altar” on the Talents page. No prayer grants a wish.
The outcomes, by kind and tier (“Of its kind” is its share of its kind’s draws):
| Kind | Tier | Outcome | Weight | Of its kind | What it does | Message |
|---|---|---|---|---|---|---|
| Boon | minor | Coins | 10 | 10% | At the altar’s foot: 2d10 copper coins (75%) or 1d6 gold coins (25%) | “Coins lie at the foot of the altar.” |
| Boon | minor | Glimpse | 6 | 6% | One unidentified item carried identified | “Something you carry becomes clear to you.” (when it finds nothing to do: “You feel you understand a little.”) |
| Boon | minor | Sated | 8 | 8% | 1 hunger state better (never past Satiated) | “You feel fed.” |
| Boon | minor | Soothed | 13 | 13% | 2d6 hit points back; bleeding cured | “A little warmth runs through you.” |
| Boon | minor | Trickle | 9 | 9% | 2d4 mana back | “Your mind stirs.” |
| Boon | minor | Trinket | 7 | 7% | An item of loot at the floor’s item level at the altar’s foot | “Something lies at the foot of the altar.” |
| Boon | minor | Uplifted | 7 | 7% | Inspired (1 degree, easing a degree every 300 s) | “Your heart lifts.” |
| Boon | minor | Wary | 5 | 5% | Every trap within 10 cells known | “You sense where the floor lies.” |
| Boon | moderate | Blessed | 5 | 5% | Blessed (3 degrees, easing a degree every 600 s) | “You feel watched over.” |
| Boon | moderate | Cleansed | 4 | 4% | Every disease (and status) cured by prayer cured | “A sickness leaves you.” (when it finds nothing to do: “You feel clean.”) |
| Boon | moderate | Favour | 2 | 2% | 20% of the experience to your next level | “You feel wiser.” |
| Boon | moderate | Mended | 6 | 6% | All hit points back; bleeding and poisoned cured | “Warmth runs through you, and your wounds close.” |
| Boon | moderate | Offering | 3 | 3% | An item of loot at the floor’s item level + 3 at the altar’s foot | “Something lies at the foot of the altar that was not there before.” |
| Boon | moderate | Replenished | 5 | 5% | All mana back | “Your mind feels clear and full.” |
| Boon | moderate | Restored | 4 | 4% | All stat damage mended, and drained points restored | “You feel whole again.” |
| Boon | great | Chosen | 1 | 1% | A talent you may take and do not hold, drawn, given free and kept for life (never one of your picks) | “You have been chosen.” (when it finds nothing to do: “Something looks you over, and finds nothing more to give.”) |
| Boon | great | Elixir | 1 | 1% | At the altar’s foot: an elixir of might (16%) or an elixir of grace (16%) or an elixir of vigour (16%) or an elixir of wit (16%) or an elixir of will (16%) or an elixir of presence (16%) | “A flask stands at the foot of the altar.” |
| Boon | great | Exalted | 1 | 1% | Experience to the next level’s threshold: a whole level | “Power floods into you.” (when it finds nothing to do: “Power washes over you, and finds nowhere left to go.”) |
| Boon | great | Gift | 2 | 2% | +1d3 to a random stat’s score and potential, for good | “You feel changed.” |
| Boon | great | Relic | 1 | 1% | An item of loot at the floor’s item level + 10, rare (the top rarity its base allows) at the altar’s foot | “Something gleams at the foot of the altar.” |
| Nothing | minor | Breath | 10 | 10% | nothing | “A cold breath brushes your neck, and is gone.” |
| Nothing | minor | Dust | 15 | 15% | nothing | “Dust sifts down from the ceiling.” |
| Nothing | minor | Echo | 15 | 15% | nothing | “Your words echo, and fade.” |
| Nothing | minor | Flicker | 15 | 15% | nothing | “The altar’s glow flickers, then steadies.” |
| Nothing | minor | Omen | 20 | 20% | nothing | “The smoke of your breath bends toward the stairs.” or “For a moment you smell rain.” or “Somewhere far below, a bell rings once.” or “The carvings seem to shift under your eyes, and are still.” |
| Nothing | minor | Silence | 25 | 25% | nothing | “Silence answers you.” |
| Bane | minor | Drawn | 4 | 4% | +1 hostile creature(s) of the floor’s danger, awake, at the room’s edge, out of view if it can be (none on a level without a danger) | “You hear something stir.” |
| Bane | minor | Hungry | 8 | 8% | 1 hunger state worse (never into Starving) | “Your stomach growls.” |
| Bane | minor | Ill wished | 6 | 6% | Hexed (1 degree, easing a degree every 60 s) | “You feel a stranger’s ill will.” |
| Bane | minor | Lightened | 7 | 7% | 33% of every stack of coins carried lost | “Your purse feels lighter.” |
| Bane | minor | Muddled | 4 | 4% | One identified magic item carried unidentified again | “Something you carry seems strange to you.” (when it finds nothing to do: “You feel a moment’s confusion.”) |
| Bane | minor | Sapped | 7 | 7% | 2d4 mana lost (never below 0) | “Your mind dims a little.” |
| Bane | minor | Scorched | 11 | 11% | 2d6 fire damage, never the last hit point (resistance counts) | “The altar’s glow flares and burns you.” |
| Bane | minor | Sluggish | 8 | 8% | Sluggish (1 degree, easing a degree every 60 s) | “You feel sluggish.” |
| Bane | minor | Snuffed | 5 | 5% | Your lantern goes out | “A cold wind blows past you.” |
| Bane | moderate | Answered | 4 | 4% | +1 hostile creature(s) of the floor’s danger + 4, awake, beside the altar (none on a level without a danger) | “Something answers your prayer.” |
| Bane | moderate | Burst | 5 | 5% | A fireball of radius 2 on the altar (3d6 fire, half at the edge) hurting everyone in it, you too, which can kill; the altar becomes rubble | “The altar bursts apart in fire!” |
| Bane | moderate | Displaced | 5 | 5% | Moved to a random free spot of the level | “The world lurches around you.” |
| Bane | moderate | Hexed | 4 | 4% | Hexed (3 degrees, easing a degree every 60 s) | “You feel watched with malice.” |
| Bane | moderate | Sickened | 5 | 5% | A random disease, the deadly ones too | “A chill settles in your bones.” |
| Bane | moderate | Smitten | 3 | 3% | 4d10 electricity damage from above, which can kill (resistance counts) | “The altar answers with fire from above!” |
| Bane | moderate | Tithe | 3 | 3% | The most valuable stack carried (worn and wielded too) gone | “Something precious is gone.” (when it finds nothing to do: “A hand seems to pass over your pack, and find nothing.”) |
| Bane | moderate | Withered | 5 | 5% | 1d3 stat damage to a random stat | “Something is taken from you.” |
| Bane | great | Damned | 2 | 2% | 2d4 hostile creature(s) of the floor’s danger + 3, awake, beside the altar (none on a level without a danger) | “The dark fills with answering voices.” |
| Bane | great | Forsaken | 2 | 2% | A flaw talent of the birth signs you lack, drawn, kept for life | “You have been marked.” (when it finds nothing to do: “Something marks you, and finds the mark already made.”) |
| Bane | great | Unmade | 1 | 1% | One experience level lost: experience to the threshold of the level below, its hit points and mana taken back (never the last hit point); its choices, once made, are kept, and the level gained again gives none | “Your past slips away from you.” (when it finds nothing to do: “Something gropes at your past, and finds none.”) |
| Bane | great | Wrath | 1 | 1% | −1d3 to a random stat’s potential and score, for good, never below 3 | “You feel lessened, forever.” (when it finds nothing to do: “Something reaches for you, and finds too little to take.”) |
Forges
A forge is a cold smithy: soot on the walls and an anvil, its hammer chained beside it. One more anvil stands in Cēaptūn, in Eadric’s Smithy beside the smith’s fire. It is free to use; it is not the shop’s service.
Tempering needs Metalcraft. If you are not trained, walking into the anvil only tells you so. If you are, walking into the anvil opens your Metalcraft… list of recipes; so does its row in the abilities menu. Choose Temper (a recipe; away from an anvil it is greyed out “no anvil beside you”). Then pick something of metal you carry: a weapon, a missile weapon, armour, or a shield whose main part is metal, as its description says. Leather, wood, and bone will not do, and neither will ammunition, rings, or amulets.
An attempt is ten minutes of work. Anything that would stop a rest stops it. The item is then untouched and the attempt does not count, but the time is gone. The more Metalcraft you have, the better it goes. Every finished attempt may train Metalcraft and Strength, whatever came of it.
What an attempt does depends on the item:
| The item | Made | Failed |
|---|---|---|
| Not damaged | It takes one improvement | It is damaged: all its improvements are gone |
| Damaged | The damage is gone: a plain item again | It is destroyed, even from your hand, with its affixes and however rare it is |
| Three improvements | It can be made no finer, and the anvil will not take it |
Every attempt is harder than the last, for the item’s whole life, whether it was made or failed, and repairs count too. An item worked long enough will only ever break. Nothing tells you how many attempts it has had.
| Modifier | Attempt 1 | Attempt 2 | Attempt 3 | Attempt 4 | Attempt 5 | Attempt 6 |
|---|---|---|---|---|---|---|
| +0 | 54% | 38% | 25% | 15% | 7% | 2% |
| +4 | 81% | 69% | 54% | 38% | 25% | 15% |
| +8 | 96% | 90% | 81% | 69% | 54% | 38% |
| +12 | 99% | 99% | 96% | 90% | 81% | 69% |
An attempt takes 600 seconds (10 minutes). Its check is 2d12 plus your Strength modifier, what Metalcraft gives, and what talents add to Strength checks, against 13 plus 2 for every attempt ever made on the item. A natural 2 always fails, a natural 24 always succeeds.
An improvement goes to one of the item’s numbers, drawn evenly at random, and the same one may come twice. The item’s name says how far it has come, whatever you know of its magic:
| Improvements | Called | Worth |
|---|---|---|
| 1 | Fine | ×2 |
| 2 | Marvellous | ×3 |
| 3 | Masterwork | ×5 |
| none | Damaged | ×½, rounded up |
| Betters | Which items | Each time |
|---|---|---|
| Damage dice | Anything with an attack | 2 more sides on its dice (1d8 becomes 1d10, 2d6 becomes 2d8) |
| To hit | Anything with an attack | +1 |
| Damage | Anything with an attack | +1 |
| Defence | Armour, shields, and parrying weapons | +1, of the kind it gives |
| Protection | Anything that gives Protection | +1 |
A damaged item is a point worse than a plain one until it is mended. It loses a point of Protection if it gives some, else of Defence, else of damage. So stopping while you are ahead is a real choice. Acid, rust, and heat damage an item the same way (it is then called corroded, rusted, or scorched instead of damaged), and the anvil mends it all the same. Damaged again by anything, it is destroyed. No material withstands a failed attempt, except adamantium, which nothing damages: a failed attempt on it only fails to improve it.
The anvil neither adds nor takes affixes; they stay through improvement, damage, and repair. Whatever survives is identified. A worked item is like no other and never stacks; from a stack, one is worked at a time. The anvil never wears out.
The makeshift anvil
A craftsperson of level 32 can build an anvil anywhere with Field forge. Choose it in the abilities menu and pick a cell beside you. You need one ingot of any metal. The cell must be open floor with nothing on it: no one standing there, nothing lying there, no trap you know of, and no door, chest, stairs, grave, water, ice, glowing fungus, or shop floor. It cannot be done on the overworld map.
The work takes 1 hour. If something interrupts you, nothing is built and you keep the ingot. When the hour is up the ingot is used and the cell becomes a makeshift anvil. There is no roll: it always works.
A makeshift anvil is an anvil in every way. You can temper at it, and forge, smelt, and make every recipe that needs an anvil. Walking into it opens your Metalcraft recipes, just as the real anvil does. It stays where you built it for good. It blocks the way like a wall; a pick-axe clears it back to floor, and mining finds nothing in it.
Healing springs
A spring room holds a healing spring: clear water welling up in an old stone basin. To drink, walk into it and say yes when asked, or stand beside it and choose Drink from the abilities menu (listed under Here only while you stand next to a spring).
A drink takes ten seconds. Anything that would stop a rest breaks it off, and a broken drink gives nothing. Most drinks are good, and some taste only of stone. Now and then the water is foul and gives you marsh ague. A prayer (a temple’s cure) or a remedy cures it. A spring never runs dry: drink as often as you like, and take the risk each time.
| Kind | Tier | Outcome | Per drink | What it does | Message |
|---|---|---|---|---|---|
| Boon | minor | Refreshed | 55% | 2d8 hit points back | “The water is cold and good.” |
| Boon | moderate | Clear headed | 5% | Half the maximum of mana back | “Your head clears.” |
| Nothing | minor | Stone | 25% | nothing | “It tastes of stone.” |
| Bane | moderate | Fouled | 15% | Marsh ague caught | “The water tastes foul.” |
A drink takes 10 seconds. A spring never runs dry: drink as often as you like.
See also: Special rooms, Prayer, and Forging at the anvil.
Cursed, haunted, and hallowed rooms
Three kinds of ground deal with the dead. In a cursed room the dead rise again as undead. In a haunted room the undead come for you while you rest. Hallowed ground, which a priest makes, keeps hostile creatures off it. How rooms are found and drawn is on Special rooms.
Cursed rooms
A creature that dies in a cursed room, or anywhere on a cursed level, whoever killed it, rises from its corpse two minutes later as one of the undead (“The giant rat’s corpse rises as a skeleton!”). If you see it die, you see its corpse twitch. A rising you do not see you may hear, as a groan. The undead never rise again, and creatures that leave no corpse never rise at all.
What it rises as is drawn at its death, each kind as likely, among the undead of the dead creature’s own level. When there are none of that level, it is drawn from the nearest level that has some, the lower one on a tie. A risen creature carries nothing (what the dead carried still lies there), and is worth its own experience when you kill it.
| The dead’s level | Rise as (each alike) |
|---|---|
| 1 | crawling hand, skeletal rat |
| 2 | corpse candle, kobold zombie |
| 3 | skeleton, stone haunt, zombie |
| 4 | barrow ghoul, skeleton archer |
| 5 | drowned, skeletal wolf |
| 6 | poltergeist |
| 7 | ghast, pale drinker, skeleton warrior |
| 8 | ghost, shadow |
| 9 | bog body, ogre zombie |
| 10 | grave hound, mummy |
| 11 | fen ghoul, wraith |
| 12 | burning skull, draugr |
| 13 | barghest, knocker |
| 14 | charred dead, spectre |
| 15 | ash wraith, duergar skeleton |
| 16 | hand of glory, vampire spawn |
| 17 | gallows dead, rotting troll |
| 18 | bone wyvern, gibbering shade |
| 19 | fetch, revenant |
| 20 | mummy priest |
| 21 | bodach |
| 22 | charnel heap, grave knight |
| 23 | banshee |
| 24 | wight lord |
| 25 | vampire |
| 26 | wormhost |
| 27 | bone drake |
| 28 | dread wraith |
| 29 | headless knight |
| 30 | lich, rotting drake |
| 31 | greater shadow |
| 32 | ghoul lord |
| 33 | black shuck |
| 34 | draugr lord |
| 35 | nosferatu |
| 36 | mummy lord |
| 37 | screaming skull |
| 38 | church grim |
| 39 | white lady |
| 40 | bone colossus |
| 41 | wraith lord |
| 42 | barrow king |
| 43 | sluagh |
| 44 | ghoul king |
| 45 | death knight, vampire lord |
| 46 | nightganger |
| 47 | wormlord |
| 48 | washer at the ford |
| 49 | night mare |
| 50 | bone dragon |
| 51 | drowned king |
| 52 | rotting dragon |
| 53 | ghost lord |
| 54 | archlich |
| 55 | hound of the hunt |
| 56 | mummy king |
| 57 | wild huntsman |
| 58 | elder vampire |
| 59 | dread lord |
| 60 | deathshade |
| 61 | nightwing |
| 62 | dread wyrm |
| 63 | nightworm |
| 64 | lich-drake |
| 65 | ankou |
| 66 | deathless king |
| 67 | charnel titan |
| 68 | ghost dragon |
| 69 | eldest vampire |
The corpse is what rises, so take it, eat it, or destroy it within the two minutes and nothing rises. A corpse carried out of the room and dropped elsewhere is not cursed again. A level you leave stays as it was until you come back, and whatever was due to rise meanwhile rises as you return.
Consecrate. A priest (from level 9) or paladin (from level 12) of Neutral or better can lift the curse. Standing inside a cursed, a draining, or a haunted room, they spend 15 mana and pray for a minute (from the abilities menu). Anything that would stop a rest stops the prayer, and then the mana and the time are lost.
If nothing disturbs the prayer, the room becomes a plain room for good. The dead no longer rise there, mana no longer drains, and nothing comes while you rest. On a level that a curse or a drain covers whole, it lifts the whole level’s instead. It is a good deed (see Alignment). Anywhere else it is refused (“There is nothing here to consecrate.”), costing nothing.
Haunted rooms
Whispers are all you notice from outside (“You hear a whisper, and then nothing.”), and inside it is too quiet (“It is very quiet here. Too quiet to sleep.”). Nothing happens while you walk, fight, or search in it.
But rest in it, and each time the clock strikes a full hour while you rest (1:00, 2:00, and so on, however long or short each of your rests is), one of the undead comes into the room. It is drawn as a cursed room’s dead rise: among the undead of the level’s danger, or of the nearest level that has some, each kind as likely. It appears where you cannot see it if the room has such a place, else anywhere free in the room, and it comes straight for you. Your rest stops as soon as it comes into view, as it would for anyone. It carries nothing and is worth its own experience.
Rest outside the room, even just beside its door, and nothing comes. Consecrate (above) lifts the haunting for good.
Hallowed ground
Hallowed ground is not a room but a place a priest makes. Sanctuary, the priest’s ability at level 50, is a minute’s kneeling for 30 mana. Anything that would stop a rest stops it, and then nothing is hallowed and the mana is spent. When it is done, every cell within 2 of where you knelt (a 5 by 5 square) is hallowed ground for an hour.
- Creatures hostile to you do not step onto it, as with a sanctuary. One already standing on it when it was laid may move about on it and leave, but not come back.
- Nothing new comes to the level there.
- Arrows and spells still cross it.
- Whoever stands on it heals and gets mana back three times as fast. In a sanctuary room the faster of the two counts; they do not add up.
Strike from it, with a blow, a shot, a throw, or a spell that hits someone, and the peace is broken: the ground is ordinary again. The same happens when a dark prayer’s twist reaches a creature. Being struck while on it breaks nothing.
Look at a cell of it and it reads “on hallowed ground”. A priest answered by the dark powers (see Prayer) lays “dreaded ground” instead, which works the same. It gives no light. It cannot be laid on the overworld, in water, in a shop, or on ground already hallowed; trying spends no time or mana.
See also: Special rooms, Altars and forges, and The dead and spirits.
Terrain
Every cell of the map has a terrain. It decides whether you can walk there, how long a step takes, how loud your steps are, whether it blocks sight and sound, and how tall it stands for shadows. The overworld has its own terrain, described on its page.
Doors
A closed door (+) blocks movement, sight, and
light, and muffles sound: you hear only what happens close
behind it. To open it, walk into it (which takes as long as opening it, 6 seconds) or press o and
a direction. An open door (') lets you, your light, and sound through. Press c and a direction
to close it again. You cannot close a door while something stands or lies in the doorway.
Opening and closing doors makes noise (see Hearing). Some creatures open doors too,
but none closes them (see Creatures). Some doors are
locked. Every closed door can be kicked in with k,
leaving a broken door (,) that stays open for good. See Doors.
The game remembers a door as you last saw it. One you saw open stays drawn open until you see it closed.
Stairs
Stairs (> down, < up) join levels. Step onto them, then press > or < to use them. Using
stairs is a normal action (6 seconds). Dungeon levels are made on your first visit,
and each level you visit is kept as you left it. When you return, it is exactly as it was.
Stairs are no free escape. A hostile creature right beside you that knows you are there comes along. It arrives beside you and goes on hunting you, with the wounds and status effects it had. It pays for the climb as you do, so at the same pace you get to act first. It does not come if it is:
- asleep, held, webbed, pinned, stunned, surprised, or frightened;
- slipped past or otherwise unaware of you;
- a mimic, a creature that lurks and has not been hurt, one rooted to its place, a shopkeeper, or someone you can talk to by name;
- out of room. Only the cells right beside where you arrive will do, your allies take theirs first, and it never stands in a sanctuary. If no cell is left, it stays where it was.
Only stairs between levels do this. Nothing follows you out to the overworld, or when the floor gives way under you. A creature that followed you counts for a kill quest as if it died where it came from.
Walls
Walls block movement, sight, light, and sound. Most can be dug through, slowly, with a pick-axe, and a big explosion blows the softer ones apart. A broken wall becomes rubble. The edge of a level never breaks. See Digging and walls.
A worn statue stands in the way as a wall does, but you can see past it. Step up beside one and you are told what it is, and what is cut into it, if anything. Some carry words in the old tongue worth reading; one deep in Fyrdelf keeps an oath (see Prestige classes).
Water
Still water (ponds and pools) and running water (streams) can both be waded, but slowly. A step into either takes twice as long as a step on dry ground, and splashes loudly. Running water flows in a direction you can see in the ripples, and foams where it meets a bank or rock. The current does not push you. Water glints with nearby light. Swim spares some of the extra time of wading, here and in a marsh; Water walking spares all of it while it lasts.
Shallow water, ankle-deep over a stone floor, covers the floor of a flooded room (see Special rooms). It is paler than a pool. Wading through it is slower than walking but quicker than wading a pool, and it splashes just as loudly.
Deep water
Deep water is too deep to wade. Only someone trained in Swim may go in, and never while Strained or worse. “You cannot swim.” and “You would sink.” take no time. The game always asks before you step in from anything else, and no setting turns the question off. Staying back takes no time. Water you did not know was there (in the dark) stops you at its edge and tells you so, also taking no time, so that the next step can ask.
Going in takes twice a plain step’s time, is as loud as any water, and needs no check. It puts out your ready lantern, and no light can be lit while you swim. Spells’ light and everything else goes on.
Every step that starts in the water is a check, the step out onto the shore included. You roll 2d12 plus your Toughness modifier, your talents’ Toughness checks, and Swim’s points (the skills table’s Swim check), against 11, plus 2 for each level of burden above Unburdened.
- Made, you take the step. Its time gets wading’s discounts (Swim and the Swimmer, Strong swimmer, and Undertow talents).
- Failed, you spend the turn treading water and do not move. The cold takes 1 hit point, resisted as any cold, but never your last: nobody drowns.
With a Toughness modifier of +0 and no Swim points, the check succeeds 69 % of the time unburdened and 54 % Burdened; with +4, 90 % and 81 %. Waiting needs no check.
In the water you cannot drop or pick up anything (“It would sink.”), rest, search, or dig. All of that is refused and takes no time. You can still fight, shoot, cast, read, and wait, and you lose nothing you carry. Your burden is all that matters.
No creature goes in. They walk around it, wait on the shore nearest you, shoot and cast from there, and strike you if you swim beside them. Your allies wait ashore too, and none will swap places with you into the water. Deep water never freezes.
Deep water is rarer than pools of shallow water. About one cave floor in six has a pool with a deep middle (its shore stays shallow), and the middle of a lake beside a wilderness area is deep. Ponds, rivers, and brooks can always be waded, and no hand-made level, vault, or special room has deep water.
Ice
Below freezing, water grows ice: thin ice, ice, and thick ice, by how thick it is. You walk on it like dry ground, a little more carefully, but it holds only so much weight. Thin ice gives way under a person, and ice may under a heavy pack. Falling through hurts a little, and climbing back out takes a few turns. See Temperature and ice.
Plants and rock outdoors
Trees, pines, dead trees, boulders, crags (rock outcrops), and standing stones block your way, and all but dead trees block sight too. You can push through bushes, but slowly. Reeds, marsh, and rubble slow you a little. Their heights set how long their shadows are.
Anything you can neither walk on nor see through blocks sound: walls, solid rock, and the trees, boulders, crags, and stones above. Sound has to go around them. A closed door is the exception: it only muffles sound.
Some ground makes your steps louder: water, bushes, reeds, marsh, rubble, rocky ground, dry or tall grass, and creaking boards. Some softens them: grass, flowers, the forest floor, dirt roads, and dusty floors. See Hearing.
All terrain
Step times below are at a normal pace, which is yours: a normal step takes 6 seconds (see Turns and movement). “Walk on it” is yes for terrain you can enter, and for a closed door, which you open by walking into it. “Footsteps” is how loud a step onto it is: quiet, normal, loud, or very loud.
| Terrain | Glyph | Walk on it | Blocks sight | Step takes | Footsteps | Height (cells) | Notes |
|---|---|---|---|---|---|---|---|
| Solid rock | (blank) | no | yes | - | - | 1 | |
| Stone floor | . | yes | no | 6 seconds | normal, 100% | 0 | |
| Stone wall | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Wall of bones | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Packed earth | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Granite | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Closed door | + | yes | yes | 6 seconds (opens it) | - | 1 | door: walking into it opens it; kicked in, it breaks into a broken door (sturdiness 30); muffles sound by 30 |
| Open door | ' | yes | no | 6 seconds | normal, 100% | 0 | door: can be closed |
| Broken door | , | yes | no | 6 seconds | normal, 100% | 0 | |
| Staircase down | > | yes | no | 6 seconds | normal, 100% | 0 | stairs down |
| Staircase up | < | yes | no | 6 seconds | normal, 100% | 0 | stairs up |
| Still water | ~ | yes | no | 12 seconds | very loud, 200% | 0 | freezes below 0 °C |
| Running water | ~ | yes | no | 12 seconds | very loud, 200% | 0 | freezes below -6 °C |
| Shallow water | ~ | yes | no | 9 seconds | very loud, 200% | 0 | freezes below 0 °C |
| Altar | _ | yes | no | 6 seconds | normal, 100% | 0 | gives light |
| Forgotten altar | _ | no | no | - | - | 0 | gives light |
| Spent altar | _ | no | no | - | - | 0 | |
| Anvil | π | no | no | - | - | 0 | |
| Makeshift anvil | π | no | no | - | - | 0 | can be dug through or blasted open |
| Spring | { | no | no | - | - | 0 | |
| Weapon rack | ‡ | no | no | - | - | 0 | |
| Workbench | π | no | no | - | - | 0 | |
| Shrine stone | ∩ | no | no | - | - | 0 | |
| Shelves | ≡ | no | no | - | - | 0 | |
| Bed | = | no | no | - | - | 0 | |
| Table | Π | no | no | - | - | 0 | |
| Stool | ╥ | no | no | - | - | 0 | |
| Fence | # | no | no | - | - | 0 | |
| Drystone wall | # | no | no | - | - | 0 | |
| Closed gate | + | yes | no | 6 seconds (opens it) | - | 0 | door: walking into it opens it; kicked in, it breaks into a broken door (sturdiness 20) |
| Open gate | ' | yes | no | 6 seconds | normal, 100% | 0 | door: can be closed |
| Worn statue | Ω | no | no | - | - | 0 | |
| Statue | Ω | no | no | - | - | 0 | can be dug through or blasted open |
| Gravestone | ∩ | no | no | - | - | 0 | |
| Empty grave plot | ▭ | no | no | - | - | 0 | |
| Empty niche | ▯ | no | yes | - | - | 1 | |
| Sealed niche | ▮ | no | yes | - | - | 1 | |
| Open sarcophagus | □ | no | no | - | - | 0 | |
| Sarcophagus | ■ | no | no | - | - | 0 | |
| Chest | ⊟ | no | no | - | - | 0 | |
| Open chest | ⊔ | yes | no | 6 seconds | normal, 100% | 0 | |
| Smashed chest | ⊠ | yes | no | 6 seconds | normal, 100% | 0 | |
| Wall torch | ¡ | no | no | - | - | 0 | gives light |
| Candlestick | ı | no | no | - | - | 0 | gives light |
| Brazier | Ω | no | no | - | - | 0 | gives light |
| Light crystal | ♦ | no | no | - | - | 0 | |
| Crystal portal | > | yes | no | 6 seconds | normal, 100% | 0 | stairs down; gives light |
| Glowing fungus | " | yes | no | 6 seconds | normal, 100% | 0 | gives light; things grow on it (Bramble) |
| Faint rune | ᛟ | yes | no | 6 seconds | normal, 100% | 0 | gives light |
| Lava | ≈ | no | no | - | - | 0 | gives light |
| Fountain | { | no | no | - | - | 0 | |
| Dusty floor | . | yes | no | 6 seconds | quiet, 70% | 0 | |
| Old web | " | yes | no | 6 seconds | quiet, 80% | 0 | |
| Acid-pitted floor | . | yes | no | 6 seconds | normal, 100% | 0 | |
| Cracked floor | : | yes | no | 6 seconds | loud, 110% | 0 | |
| Grass | . | yes | no | 6 seconds | quiet, 70% | 0 | things grow on it (Bramble) |
| Wildflowers | * | yes | no | 6 seconds | quiet, 70% | 0 | things grow on it (Bramble) |
| Flagstone path | . | yes | no | 6 seconds | normal, 100% | 0 | |
| Tree | ♣ | no | yes | - | - | 2 | |
| Standing stone | ● | no | yes | - | - | 3 | |
| Gazebo floor | . | yes | no | 6 seconds | loud, 120% | 2 | roofed: no sun or sky light |
| Wooden post | ○ | no | yes | - | - | 2 | roofed: no sun or sky light |
| Forest floor | . | yes | no | 6 seconds | quiet, 80% | 0 | things grow on it (Bramble) |
| Rocky ground | . | yes | no | 6 seconds | loud, 110% | 0 | |
| Marsh | " | yes | no | 9 seconds | loud, 150% | 0 | things grow on it (Bramble) |
| Dry grass | . | yes | no | 6 seconds | loud, 120% | 0 | things grow on it (Bramble) |
| Tall grass | " | yes | no | 6 seconds | loud, 110% | 0 | things grow on it (Bramble) |
| Buttercups | * | yes | no | 6 seconds | quiet, 70% | 0 | things grow on it (Bramble) |
| Bluebells | * | yes | no | 6 seconds | quiet, 70% | 0 | things grow on it (Bramble) |
| Bush | ♧ | yes | no | 12 seconds | loud, 150% | 1 | things grow on it (Bramble) |
| Pine | ♠ | no | yes | - | - | 3 | |
| Dead tree | ψ | no | no | - | - | 2 | |
| Boulder | ● | no | yes | - | - | 1 | |
| Rock outcrop | ▲ | no | yes | - | - | 2 | |
| Reeds | ¦ | yes | no | 9 seconds | loud, 130% | 1 | things grow on it (Bramble) |
| Dirt road | . | yes | no | 6 seconds | quiet, 90% | 0 | |
| Rubble | , | yes | no | 9 seconds | loud, 150% | 0 | |
| Deep water | ~ | no | no | 12 seconds | very loud, 200% | 0 | only a swimmer goes in, after being asked; no creature does |
| Thin ice | ⁄ | yes | no | 7.2 seconds | normal, 100% | 0 | ice on water: holds by its thickness |
| Ice | · | yes | no | 7.2 seconds | normal, 100% | 0 | ice on water: holds by its thickness |
| Thick ice | · | yes | no | 7.2 seconds | normal, 100% | 0 | ice on water: holds by its thickness |
| Plank floor | . | yes | no | 6 seconds | loud, 120% | 2 | roofed: no sun or sky light |
| Timber wall | # | no | yes | - | - | 2 | roofed: no sun or sky light |
| Vein of iron ore | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Vein of copper ore | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Vein of tin ore | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Vein of zinc ore | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Vein of silver ore | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Vein of gold ore | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Vein of mithril ore | # | no | yes | - | - | 1 | can be dug through or blasted open |
| Vein of adamantium ore | # | no | yes | - | - | 1 | can be dug through or blasted open |
See also: Digging and walls, Temperature and ice, and Sight and memory.
Digging and walls
Walls are not forever. With a pick-axe and a lot of patience you can dig through stone, and a big enough explosion blows walls apart. A wall that gives way becomes rubble: open ground you can walk on, a little slowly, and see across.
Digging
- Learn to mine. Only someone trained in the Mining skill can dig. Every dwarf, duergar, and kobold knows it, and some craftspeople and commoners do. Anyone else can learn it from Alberich in Fyrdelf, for gold.
- Get a digging tool. A pick-axe or a mattock goes in the Tool slot of your
equipment: press
i, thenm(Tool), then the tool’s letter. Ælfric’s General Store in Cēaptūn sells a pick-axe. - Dig. Press
u(use a tool), then a direction: “Dig in which direction?”. You start digging into the wall next to you (“You dig into the stone wall.”). - Keep at it. Digging goes on by itself, turn after turn, as resting does, until the wall gives way: “After 6 minutes, the stone wall crumbles.”
Each turn of digging is a normal action, 6 seconds at a normal pace, and it takes many turns. The harder the wall, the longer it takes. A better tool and more Strength get you through faster. A heavy load slows digging, as it slows everything you do (Burden). The Tunneler talent does half again as much work a turn (see Talents). Magic that digs faster, on a pick-axe, gloves, or body armour, adds its percent of work a turn on top (see Magic items). So does the Mining skill: 25 % more at 100, 40 % more at 200. Every wall you dig through trains it. Trained in Mining, a wall you dig through in a dungeon may give you ore, stone, or a gem (see Mining).
A pick-axe can itself be magic. Magic ones turn up rarely in the loot of the deeper places (from item level 3) and in shops. Its description gives its digging power: “Digs at 10”. A mattock digs at 15. The pick-axes you start with, find lying in a level, or take from a dwarf are plain.
Digging times at average Strength (10) and a normal pace:
| Wall | Glyph | Hardness | With a pick-axe | With a mattock | A fireball breaks it | Becomes |
|---|---|---|---|---|---|---|
| Stone wall | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Wall of bones | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Packed earth | # | 100 | 1 minute | 42 seconds | yes | rubble |
| Granite | # | 3000 | 30 minutes | 20 minutes | no | rubble |
| Makeshift anvil | π | 300 | 3 minutes | 2 minutes | yes | stone floor |
| Statue | Ω | 1500 | 15 minutes | 10 minutes | no | rubble |
| Vein of iron ore | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Vein of copper ore | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Vein of tin ore | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Vein of zinc ore | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Vein of silver ore | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Vein of gold ore | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Vein of mithril ore | # | 600 | 6 minutes | 4 minutes | yes | rubble |
| Vein of adamantium ore | # | 600 | 6 minutes | 4 minutes | yes | rubble |
And with a pick-axe at other Strength scores:
| Strength | Stone wall | Wall of bones | Packed earth | Granite | Makeshift anvil | Statue | Vein of iron ore | Vein of copper ore | Vein of tin ore | Vein of zinc ore | Vein of silver ore | Vein of gold ore | Vein of mithril ore | Vein of adamantium ore |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 | 9 minutes 18 seconds | 9 minutes 18 seconds | 1 minute 36 seconds | 46 minutes | 4 minutes 42 seconds | 23 minutes | 9 minutes 18 seconds | 9 minutes 18 seconds | 9 minutes 18 seconds | 9 minutes 18 seconds | 9 minutes 18 seconds | 9 minutes 18 seconds | 9 minutes 18 seconds | 9 minutes 18 seconds |
| 6 | 7 minutes 30 seconds | 7 minutes 30 seconds | 1 minute 18 seconds | 38 minutes | 3 minutes 48 seconds | 19 minutes | 7 minutes 30 seconds | 7 minutes 30 seconds | 7 minutes 30 seconds | 7 minutes 30 seconds | 7 minutes 30 seconds | 7 minutes 30 seconds | 7 minutes 30 seconds | 7 minutes 30 seconds |
| 10 | 6 minutes | 6 minutes | 1 minute | 30 minutes | 3 minutes | 15 minutes | 6 minutes | 6 minutes | 6 minutes | 6 minutes | 6 minutes | 6 minutes | 6 minutes | 6 minutes |
| 14 | 5 minutes | 5 minutes | 54 seconds | 25 minutes | 2 minutes 30 seconds | 13 minutes | 5 minutes | 5 minutes | 5 minutes | 5 minutes | 5 minutes | 5 minutes | 5 minutes | 5 minutes |
| 18 | 4 minutes 18 seconds | 4 minutes 18 seconds | 48 seconds | 22 minutes | 2 minutes 12 seconds | 11 minutes | 4 minutes 18 seconds | 4 minutes 18 seconds | 4 minutes 18 seconds | 4 minutes 18 seconds | 4 minutes 18 seconds | 4 minutes 18 seconds | 4 minutes 18 seconds | 4 minutes 18 seconds |
| 25 | 3 minutes 30 seconds | 3 minutes 30 seconds | 36 seconds | 17 minutes | 1 minute 48 seconds | 8 minutes 36 seconds | 3 minutes 30 seconds | 3 minutes 30 seconds | 3 minutes 30 seconds | 3 minutes 30 seconds | 3 minutes 30 seconds | 3 minutes 30 seconds | 3 minutes 30 seconds | 3 minutes 30 seconds |
With a pick-axe, at a normal pace.
Without a tool ready, u tells you so: “You have no digging tool ready.” Untrained in Mining, it
says “You do not know how to mine: that takes the Mining skill.” Pointing it at open ground says
“There is nothing to dig there.”
Stopping and going on
Digging stops early, as resting does, when a hostile creature comes within 5 steps in view (“A kobold comes into view; you stop digging after 3 minutes.”) or something worth a message happens, such as a sound you hear, an attack on you, or the rain starting.
What you dug stays dug. The wall keeps the work you put into it, and the next u toward it
goes on from there (“You go on digging at the stone wall.”). Look mode
calls a wall you have started on “partly dug”. A dig also stops after a day of work, if it ever
runs that long.
Noise
Digging is loud. Iron on stone carries a long way (see Hearing). Creatures nearby hear it and some come to look, and when it is out of sight you hear it as “digging”. Only you dig; creatures do not.
What breaks and what does not
- Packed earth gives way quickly, stone walls take a while, and granite takes longest. The table above gives each one’s time.
- Doors, trees, crystals, torches, and the like never break: “You cannot dig through the closed door.”
- The edge of a level never breaks, whatever it is made of. Every level is closed in by walls you cannot dig out of.
- Solid rock deep in the ground shows as a stone wall once you dig next to it, so a tunnel you dig is walled like any corridor.
Only walls break. You cannot dig down or up, and you cannot dig on the overworld.
Explosions
A fireball trap’s explosion (see Traps) breaks, at once, every wall in its blast that is softer than the explosion is strong: “The walls collapse!” The table above says which walls a fireball breaks. It reaches only the walls it can touch, the cells in line of sight of its centre and within its reach, so a blast never carries on through a wall it breaks. Nothing is left to chance. Granite and the edge of the level hold.
After a wall falls
The wall becomes rubble, and the rest follows at once. Light from beyond the gap spills through, you see into what was behind it, and you remember it as you remember everything you have seen (Sight and memory). Dust rises where it fell.
Where to dig
Fyrdelf, the fire diggings under the hills of Ascdūn (The Ascmearc), is a mine and the place to try digging. Its foreman’s cabin keeps a spare pick-axe behind a plank wall.
See also: Terrain, Mining, and Searching.
Doors
A closed door (+) blocks your way, your sight, and
light, and muffles sound. To open it, walk into it or press
o and a direction. To close an open door ('), press c and a direction. See
Terrain for how doors block and are remembered.
Locked doors
Some doors are locked. A locked door looks exactly like any other closed door, and you only find out when you try to open it:
The door is locked.
Trying takes no time. To get through, you need its key, a thief’s touch (picking the lock), or a strong leg (kicking it in).
Keys
Keys are tools (() you carry. Each key is made for one kind of lock.
A skeleton key opens every lock. Some locks have no key of their own: only a skeleton key opens
them.
When you open a locked door (o, or walking into it) while you carry a key that fits, you unlock
it and open it in one go:
You unlock the door with your iron key and open it.
That takes as long as unlocking and opening together: 12 seconds at a normal pace (see Turns and movement). You keep the key, and the door stays unlocked, so after you close it, it opens like any door. If you carry both the key made for a lock and a skeleton key, you use the one made for it.
| Key | Glyph | Opens |
|---|---|---|
| Brass key | ( | locks named guard_post |
| Bronze key | ( | locks named barrow_chamber |
| Copper key | ( | locks named treasury |
| Iron key | ( | locks named pantry |
| Lead key | ( | locks named barrow_seal |
| Rusty key | ( | locks named depths |
| Skeleton key | ( | every lock |
Picking locks
If you are trained in the Open lock skill
(thieves are), the abilities menu (a) has
Pick lock. Choose it, then a direction, and you try the lock of the closed door there without a
key.
- A try is a check: two twelve-sided dice, plus your Dexterity modifier, plus what Open lock gives (+8 at 100, see Skills), against the lock’s difficulty. The modifier is half of what your Dexterity is over 10, rounded down: 14 gives +2, 18 gives +4, 8 gives −1. Two ones always fail and two twelves always work.
- Locks are of difficulty 14 unless the place says otherwise; a vault’s or a level’s lock may be harder or easier. In a generated dungeon, each level down makes a lock one harder: 15 on the second level, 21 on the eighth.
- A try takes 12 seconds at a normal pace, whatever comes of it.
If it fails,
You fail to pick the lock.and the door stays locked. You may try again as often as you like. Only time is lost, and nothing about the lock changes. - When it works, the lock is gone and you open the door at once, as a key would:
You pick the lock and open the door.That takes another 6 seconds, as opening a door does. The door stays unlocked. - A trapped door sets its trap off at you as you open it, picked or not (see Traps). A failed try sets nothing off.
- Every try may earn Open lock a
training mark. Trying a door that is not locked, or anything else,
takes no time:
That door is not locked.,There is no lock there.Without the skill:You do not know how to pick locks.
How often a try works, by the lock’s difficulty and what you add (your Dexterity modifier plus Open lock’s bonus):
| Lock | Difficulty | +0 | +2 | +4 | +6 | +8 | +10 | +12 |
|---|---|---|---|---|---|---|---|---|
| A lock of the usual difficulty | 14 | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% | 99.3% |
| Usual, on Brocenburg 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on Brocenburg 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Brocenburg 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on Bānfeld 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on Bānfeld 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Bānfeld 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on Cealdhlāw 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on Cealdhlāw 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Cealdhlāw 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on Cealdhlāw 5 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on Cealdhlāw 6 | 19 | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% |
| Usual, on Dēopgang 2 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Dēopgang 3 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on Dēopgang 4 | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% |
| Usual, on Dēopgang 5 | 22 | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% |
| Usual, on Dēopgang 6 | 24 | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% |
| Usual, on Dēopgang 7 | 26 | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% |
| Usual, on Dēopgang 8 | 28 | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% |
| Usual, on Dēopgang 9 | 30 | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% |
| Usual, on Dēopgang 10 | 32 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% |
| Usual, on Dēopgang 11 | 34 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% |
| Usual, on Fennmynster 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on Fennmynster 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Fennmynster 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on Fennmynster 5 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on Fennmynster 6 | 19 | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% |
| Usual, on Fennmynster 7 | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% |
| Usual, on Fennmynster 8 | 21 | 6.9% | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% |
| Usual, on Fyrdelf 2 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Fyrdelf 3 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on Fyrdelf 4 | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% |
| Usual, on Fyrdelf 5 | 22 | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% |
| Usual, on Fyrdelf 6 | 24 | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% |
| Usual, on Fyrdelf 7 | 26 | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% | 45.8% |
| Usual, on Fyrdelf 8 | 28 | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% | 31.2% |
| Usual, on Fyrdelf 9 | 30 | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% | 19.4% |
| Usual, on Fyrdelf 10 | 32 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% | 10.4% |
| Usual, on Fyrdelf 11 | 34 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 4.2% |
| Usual, on Fyrdelf 12 | 36 | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% | 0.69% |
| Usual, on The Depths 2 | 15 | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% | 99.3% |
| Usual, on The Depths 3 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on The Depths 4 | 17 | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% | 95.8% |
| Usual, on The Depths 5 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
| Usual, on The Depths 6 | 19 | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% | 89.6% |
| Usual, on The Depths 7 | 20 | 10.4% | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% |
| Usual, on The Depths 8 | 21 | 6.9% | 14.6% | 25% | 38.2% | 54.2% | 68.8% | 80.6% |
| Usual, on Ūtgang 2 | 16 | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% | 97.9% |
| Usual, on Ūtgang 3 | 18 | 19.4% | 31.2% | 45.8% | 61.8% | 75% | 85.4% | 93.1% |
A force spell’s blast breaks every shut door it reaches, locked or trapped, however sturdy (see spell types).
Kicking a door open
Press k and a direction to kick. A kick takes a normal action (6 seconds).
-
A closed door, locked or not, may break. The chance is your Strength against the door’s sturdiness. Against a sturdiness of 30, Strength 9 breaks it three kicks in ten, Strength 15 one in two, and Strength 30 every time. Your Athletics skill adds to your Strength for this (see Skills), and kicking doors trains it. The Lockbreaker talent adds 6 (see Talents), and magic boots that kick harder add their number (see Magic items), for doors and chests alike. Kicking a door takes its 6 seconds whatever your stance.
A door that holds says
WHAMM!. One that breaks saysThe door crashes open!and stays a broken door (,, splinters in the doorway) for good. You can walk and see through it, and it can never be closed or locked again. -
Every kick at a door is loud. It bangs on the door itself, so it is heard on both sides, and creatures that hear it come to look (see Hearing).
-
A creature you kick takes an unarmed blow, whatever you wield (“You kick the giant rat.”). Your bare foot hits like a fist, with your Strength (see Combat), and uses and trains your Unarmed skill (see Weapon skills). Kicking a creature that is not hostile attacks it all the same. Like every attack, a kick takes longer in a cowardly stance and less time with magic that quickens your attacks.
-
A statue of something turned to stone can be kicked too, but it is far sturdier than a door (the table’s last row). Most kicks only thud against the stone, though each trains you as a door’s does, Strength with it. Broken, it falls to rubble and leaves what it held.
-
Anything else takes no time. Where you could walk, an open or broken door included, it says
You kick at empty space.Kicking a wall would only hurt your foot.
| Door or fixture | Sturdiness | Strength 3 | Strength 6 | Strength 9 | Strength 10 | Strength 12 | Strength 15 | Strength 18 | Strength 20 |
|---|---|---|---|---|---|---|---|---|---|
| Closed door | 30 | 10% | 20% | 30% | 33% | 40% | 50% | 60% | 66% |
| Closed gate | 20 | 15% | 30% | 45% | 50% | 60% | 75% | 90% | 100% |
| Statue | 200 | 1% | 3% | 4% | 5% | 6% | 7% | 9% | 10% |
These chances follow your Strength score itself, which never shows as a bonus anywhere in the game (see Stats).
Chests are kicked open the same way, and their locks are picked and opened as a door’s (see Chests).
Wedging a door
Anyone trained in Woodcraft can wedge a closed door shut, which is handy for a rest or a retreat. Choose Wedge a door in the abilities menu and a direction. It takes a turn (a normal action), and the door stays wedged until it is opened or broken.
- A creature that opens doors cannot open a wedged one. It kicks it instead, one kick a turn. Its chance to break the door is its Strength against the door’s sturdiness plus the wedge’s points, as when you kick a locked door in. Woodcraft makes the wedge hold better: +8 at Woodcraft 100, +12 at 200, nothing at 0. Your own kicks are rolled against the same.
- You open it as usual:
You pull the wedge free and open the door.The wedge is not an item. - A wedge that is refused takes no time and says why: you lack Woodcraft, there is no closed door that way, or the door is already wedged.
- Every wedge earns Woodcraft a training mark.
Secret doors
Some doors are secret. They look like the wall around them, and are that wall to you, until you find them by searching or in passing (see Searching). A secret door is never locked. Once found, it is a closed door like any other, and you remember it.
Trapped doors
Some doors are trapped. Opening or kicking one sets off the trap on it; walking through the open doorway does not. See Traps.
Creatures and doors
Some creatures open closed doors: kobolds do, rats do not. A locked door stops them unless they carry a key that fits it; then they unlock it as they open it, as you do. A kobold guard carrying the key to the room it guards will walk right through. No creature picks locks, and none kicks a door unless it is wedged (see Wedging a door).
Where you find them
- In a generated dungeon, a few rooms with a single door are locked. The level’s rusty key always lies somewhere you can reach without opening a locked door, and you never need a key to find the stairs.
- A guard post in a dungeon, with its guard and company, keeps its store room locked. The kobold on guard carries the brass key, and a skeleton key lies in the store room.
See also: Chests, Traps, and Searching.
Chests
A chest stands on its own spot on the floor, as a door stands in a doorway. Shut (⊟), it is
in your way. Open (⊔) or smashed (⊠), you can step onto it, and what it held lies there.
Chests are never picked up and carried.
What a chest is called
Every chest has a level: the level of the place it stands in (the
dungeon floor’s depth). Its level gives its name, its colour, and how sturdy it is.
Look at one (l) to see what it is: a coffer on the first floors, a
hutch or a banded chest deeper, a strongbox deeper still. The old names are for old
things:
| Chest | What you see |
|---|---|
| coffer | A small wooden box with an iron hasp. |
| chest | A sturdy wooden chest bound with iron straps. |
| hutch | A locking chest of dark carved wood, the kind the old halls kept their linen and their silver in. |
| banded chest | A heavy chest banded with black iron, its lid studded with nails. |
| strongbox | A squat box of riveted iron plate, made to keep a lord’s coin from thieves. |
| kist | A kist: a great northern chest of oak, its corners shod in iron. |
| ark | An ark: a great chest of oak and iron, of the kind the old churches kept their treasures in. |
| forcer | A forcer: a strongbox of iron plates, locked thrice. |
| silvered ark | A great chest plated in tarnished silver, its lid worked with knotted beasts. |
| gilded ark | A great chest sheathed in gold leaf over iron, fit for a king’s ransom. |
You never see what a shut chest holds, or whether it is locked or trapped, until you try it (or search it).
Where chests are found
About one dungeon floor in five has a chest standing out in the open, in the middle of a room or a cavern. A chest is never in a doorway or a corridor, by the stairs, in a shop, or in a vault. Each dungeon says how often:
| Place | Floors with chests | Chests on such a floor |
|---|---|---|
| Ælfhām | 20% | 1 |
| Bānfeld | 20% | 1 |
| Brocenburg | 20% | 1 |
| Cealdhlāw | 20% | 1 |
| Dēopgang | 40% | 1 to 2 |
| The Depths | 20% | 1 |
| Fennmynster | 20% | 1 |
| Fyrdelf | 20% | 1 |
| Grundlēas | 20% | 1 |
| Hellegeat | 40% | 1 to 2 |
| Lytelscræf | 20% | 1 |
| Meyn Bew | 20% | 1 |
| Ūtgang | 20% | 1 |
| Wulfeshol | 20% | 1 |
| Wyrtholm | 20% | 1 |
A treasure room holds one or two more, behind its secret doors. A greater treasure room, walled up with no way in but through a wall, holds two to four. A few of the dungeons’ own halls and hoards keep chests of their own besides, locked or trapped as their owners left them. Those are of the level of the floor they stand on too, and are never mimics.
A chest found on a floor is of that floor’s level. Many come locked, more often the deeper you go. Some are trapped with one of the traps that dungeon hides on its floors; a dungeon without traps has no trapped chests. A few are no chest at all but a mimic, which is never locked or trapped:
| Levels | Chest | Locked | Trapped | A mimic |
|---|---|---|---|---|
| 1–2 | coffer | 60% | 25% | 5% |
| 3–4 | chest | 65% | 30% | 6% |
| 5–7 | hutch | 70% | 35% | 7% |
| 8–10 | banded chest | 75% | 40% | 8% |
| 11–14 | strongbox | 80% | 45% | 9% |
| 15–19 | kist | 85% | 50% | 10% |
| 20–25 | ark | 90% | 55% | 11% |
| 26–32 | forcer | 95% | 60% | 12% |
| 33–39 | silvered ark | 100% | 65% | 13% |
| 40 and up | gilded ark | 100% | 70% | 15% |
What a chest holds
A chest holds a few things rolled by dice, a purse of gold coins, and now and then loose gems. Its items are found as loot is anywhere, so some may turn out to be gems. They are of the floor’s level, or a few levels above it for the greater chests, and a share of them is sure to be magic or rare. Talents that make your finds richer (Treasure hunter, Hoard sense) count for what is in a chest too.
| Chest | Items | Item level | Magic / rare | Gold | Gems | On average |
|---|---|---|---|---|---|---|
| coffer | 1d3 | the floor’s | 3% / 0% | 2d6 | 1d4-3 | 2.0 items, 7.0 gold, 0.25 gems |
| chest | 1d3+1 | the floor’s | 4% / 0% | 2d6 × 2 | 1d4-2 | 3.0 items, 14.0 gold, 0.75 gems |
| hutch | 2d3 | the floor’s + 1 | 5% / 1% | 3d6 × 2 | 1d3-1 | 4.0 items, 21.0 gold, 1.00 gems |
| banded chest | 2d3+1 | the floor’s + 1 | 6% / 1% | 3d6 × 3 | 1d2 | 5.0 items, 31.5 gold, 1.50 gems |
| strongbox | 2d4 | the floor’s + 2 | 8% / 1% | 4d6 × 4 | 1d2 | 5.0 items, 56.0 gold, 1.50 gems |
| kist | 3d4 | the floor’s + 2 | 9% / 1% | 4d6 × 6 | 1d3 | 7.5 items, 84.0 gold, 2.00 gems |
| ark | 3d4+1 | the floor’s + 3 | 10% / 2% | 5d6 × 8 | 1d3+1 | 8.5 items, 140.0 gold, 3.00 gems |
| forcer | 3d4+2 | the floor’s + 3 | 11% / 2% | 6d6 × 10 | 1d3+1 | 9.5 items, 210.0 gold, 3.00 gems |
| silvered ark | 4d4+1 | the floor’s + 4 | 13% / 3% | 6d6 × 15 | 2d3 | 11.0 items, 315.0 gold, 4.00 gems |
| gilded ark | 4d4+2 | the floor’s + 5 | 15% / 4% | 8d6 × 20 | 2d3+1 | 12.0 items, 560.0 gold, 5.00 gems |
A coffer holds about a floor’s worth of loot and a handful of coins. A banded chest holds two floors’ worth, a quarter of it magic. The coins and gems are what make kicking a chest worth it: a boot spares them, a fireball does not (below).
Opening a chest
Walk into a shut chest, or press o and its direction, to lift the lid:
You open the coffer.
Inside you find a dagger and 12 gold coins.
That takes 6 seconds at a normal pace. Whatever it held now lies in the open chest as a
pile. Pick it up as any other: step in and press g.
Nothing in it is identified for you. An open chest stays open.
Locked chests
Many chests are locked:
The coffer is locked.
Trying takes no time. Only a skeleton key opens a chest’s lock, unless the place gave that chest a lock of its own; then its own key opens it too. Unlocking and opening take 12 seconds together:
You unlock the coffer with your skeleton key and open it.
Without a key:
- Pick lock works on a chest’s lock exactly as on a door’s
(see Doors):
You pick the lock and open the coffer. - Knock is the wizard’s word of unbinding,
from level 4, for 5 mana and the time of a spell (see Classes).
Choose it in the abilities menu (
a) and a direction, and the lock there, of a chest or a door, springs open:The lock springs open with a click.Nothing opens by itself; open it afterwards as an unlocked one. Where nothing locked stands, Knock is refused and costs nothing:There is no lock there to spring. - Kick it open (below).
Kicking a chest open
Press k and a chest’s direction to kick it, as you kick a door: 6 seconds,
and just as loud. Your chance to break it is your
Strength against its sturdiness. Your
Athletics skill and the Lockbreaker
talent add to your Strength for this, as for a door. A chest that holds says
You kick the coffer. It holds., and nothing else happens, so kick as often as you like.
A chest that breaks is smashed: The coffer bursts apart! Its lock is gone, and each
stack inside has an even chance to break, one after another. The rest lies in
the splinters. Coins and loose gems never break under a boot. The
Lockbreaker talent (Strength 12) halves the chance.
The coffer bursts apart!
The potion of healing and the scroll of fireball are destroyed.
Inside you find a dagger and 12 gold coins.
| Levels | Chest | Sturdiness | Strength 6 | Strength 10 | Strength 14 | Strength 18 | Strength 24 | Strength 30 | Hardness |
|---|---|---|---|---|---|---|---|---|---|
| 1–2 | coffer | 20 | 30% | 50% | 70% | 90% | 100% | 100% | 200 |
| 3–4 | chest | 25 | 24% | 40% | 56% | 72% | 96% | 100% | 300 |
| 5–7 | hutch | 30 | 20% | 33% | 46% | 60% | 80% | 100% | 400 |
| 8–10 | banded chest | 35 | 17% | 28% | 40% | 51% | 68% | 85% | 600 |
| 11–14 | strongbox | 40 | 15% | 25% | 35% | 45% | 60% | 75% | 900 |
| 15–19 | kist | 45 | 13% | 22% | 31% | 40% | 53% | 66% | 1200 |
| 20–25 | ark | 50 | 12% | 20% | 28% | 36% | 48% | 60% | 1600 |
| 26–32 | forcer | 55 | 10% | 18% | 25% | 32% | 43% | 54% | 2000 |
| 33–39 | silvered ark | 60 | 10% | 16% | 23% | 30% | 40% | 50% | 2500 |
| 40 and up | gilded ark | 70 | 8% | 14% | 20% | 25% | 34% | 42% | 3000 |
Blasts
A blast, such as a fireball trap’s or a
scroll of fireball’s, blows apart a shut chest it reaches if
it is stronger than the chest’s hardness (the last column above): The coffer is blown apart!
Each stack inside breaks with the same even chance, and nothing is spared,
the coins and the gems included. A fireball’s blast (1000) blows apart anything up to a
strongbox; the great chests outlast it.
| How it opens | Each stack inside breaks | Spared |
|---|---|---|
| Opened (a key, Pick lock, Knock then open, or unlocked) | never | everything |
| Kicked open | 50% | coins and loose gems |
| Kicked open, with Lockbreaker | 25% | coins and loose gems |
| Blown apart by a blast | 50% | nothing |
You cannot dig into a chest.
Trapped chests
Some chests are trapped, with the same traps that doors have: an arrow, spears, a fireball, frost, lightning, an alarm bell, or a teleport, but never a pit. The trap is hidden, and goes off at you:
- when you open the chest, with a key, without one, or after picking its lock. Knock only springs the lock; the trap waits for the lid;
- when your kick breaks it open, as the kick lands. A kick that holds sets nothing off;
- when you fail badly to disarm it.
The trap comes out of the chest at whoever is beside it. An arrow shoots out of the box itself, spears strike at you, lightning runs from the chest through you, and a fireball or frost bursts around the chest. Walking past never sets it off.
A fireball or frost trap goes off inside the
box and blows the chest apart, however it was set off: The coffer is blown apart! Each
stack inside breaks with an even chance, and nothing is spared, coins and
gems included, as in a blast. The other traps leave the chest as they found it: open if
you opened it, smashed if you kicked it.
You open the coffer.
A fireball explodes!
The fireball burns you.
The coffer is blown apart!
The 12 gold coins are destroyed.
Inside you find a dagger.
A chest blown apart by a blast from somewhere else (a scroll of fireball, another trap) sets off its own trap at no one: the trap is simply gone with the lid.
Searching, helped by your Detect traps
skill, finds a chest’s trap like any hidden trap
(You notice that the coffer is trapped: an arrow trap.). Once you know it,
look mode says so: “A coffer, trapped: an arrow trap.” The chest keeps its
own look on the map. A known trap on a chest can be disarmed like any other (see
Traps), and the chest is then an ordinary shut chest.
Trap sense halves a chest trap’s blow, as any trap’s.
The Chest-wise talent
With the Chest-wise talent (Intelligence
11 or Detect traps 15), you can tell at a glance whether a shut
chest you see is locked. Look mode calls it “a locked coffer” or “an
unlocked coffer”. A trapped chest gives itself away as soon as you see it, with no search and no
chance of missing it: You notice that the coffer is trapped: a fireball trap.
See also: Doors, Traps, and Mimics.
Traps
Some floors are trapped, and some doors. A trap starts out hidden: it looks like the floor around it, or the door it is on, and nothing tells you it is there until it goes off. Whoever steps onto a trap sets it off, you and the creatures alike. A door’s trap goes off when someone opens or kicks the door (see Trapped doors).
Finding traps
You learn where a trap is in one of three ways:
- you find it by searching or in passing, which your Detect traps skill helps (see Searching and Skills);
- you set it off;
- you see a creature set it off. Creatures know no more about traps than you do, so they walk onto them. A trap that goes off where you cannot see it stays hidden. You may still hear it, or see the blast of a fireball where you can see part of it.
From then on the trap is known. It shows as ^ in its own colour, over anything lying on it,
and you remember it like the terrain, even out of sight. Look mode names
it: “A fireball trap, on stone floor.”, or “A kobold (hostile, unhurt), on a pit on stone floor.”
Some places show you their traps from the start.
Stepping onto a trap you know of asks first, in a small window: Really step onto the fireball trap? Choose Step onto it (y) to step on, or Stay back (n or Esc, chosen at first)
to stay where you are. Holding a movement key stops you short of the trap instead of asking.
Stepping past a known trap
When you step onto a known trap on purpose, you have a good chance to avoid it. You step lightly over the pit, or deftly past the pressure plate before the arrow flies (“You deftly avoid the arrow trap.”, “You step lightly over the pit.”). The trap stays where it is, still armed, and the step takes its usual time. If you fail, it goes off as usual.
The chance depends on your dodge. That is your Dexterity modifier as your armour and burden leave it (heavy armour and a heavy load cap it, as in combat), plus every Dodge bonus you have: from the Tumble skill, talents, magic, your stance, and your state. The chance is 55% at a dodge of 0. Each point above that adds 10% and each point below takes 10% away. It is never less than 15% and never more than 90%, so it is always a gamble.
| Dodge | Chance to avoid | For example |
|---|---|---|
| −4 or less | 15% | Dexterity 3 or less |
| −3 | 25% | Dexterity 4 or 5 |
| −2 | 35% | Dexterity 6 or 7 |
| −1 | 45% | Dexterity 8 or 9 |
| +0 | 55% | Dexterity 10 or 11 |
| +1 | 65% | Dexterity 12 or 13; Dexterity 10 with Tumble 20 |
| +2 | 75% | Dexterity 14 or 15; Dexterity 10 with Tumble 40 |
| +3 | 85% | Dexterity 16 or 17; Dexterity 10 with Tumble 60 |
| +4 or more | 90% | Dexterity 18 or more; Dexterity 10 with Tumble 80 |
Only a trap you know of gives this chance; you do not know to step lightly round one you have not found. Neither does a step you did not choose, such as being turned back at a shop’s door, and creatures never try. Avoiding a trap counts as dodging for training Tumble and Dexterity. A door’s trap is not stepped on: it goes off when the door opens (see Trapped doors).
The Light step talent’s chance comes on top. If you fail to avoid a trap, it may still save you, and it works on hidden traps too (see Talents).
What traps do
| Trap | What it does | Damage | Goes off | Sound |
|---|---|---|---|---|
Arrow trap ^ | An arrow shoots out of a hidden slit in the nearest wall at whoever steps on it: an attack against their Defence; it lands where it falls | 1d2 piercing | every time | Bowstring, quiet (40) |
Spear trap ^ | Spears spring from the floor: an attack against the Defence of whoever steps on it | 1d2 piercing | every time | Silent |
Fireball trap ^ | A blast 2 cells around it (walls stop it): everyone in it takes the damage, half at the edge; no roll to hit; it melts the ice it reaches, and whoever stands on it falls in | 1d4 fire | once | Explosion, very loud (150) |
Frost trap ^ | A blast 2 cells around it (walls stop it): everyone in it takes the damage, half at the edge; no roll to hit; it freezes the water it reaches into ice 10 cm thick | 1d3 cold | once | Silent |
Lightning trap ^ | A bolt from it along a line until a wall, up to 12 cells: everyone on it takes the damage; no roll to hit | 1d4 electricity | twice | Thunder, loud (120) |
Pit ^ | Whoever steps on it falls in and loses their next action climbing out | 1d2 bludgeoning | every time | Silent |
Alarm trap ^ | Only its noise: creatures that hear it come to look | — | every time | Bell, deafening (300) |
Teleport trap ^ | Whoever steps on it is moved to a free place on the level | — | every time | Silent |
Tripwire ^ | An arrow shoots out of a hidden slit in the nearest wall at whoever steps on it: an attack against their Defence; it lands where it falls | 1d6 piercing | as rigged | Bowstring, quiet (40) |
Stake trap ^ | Stakes spring from the floor: an attack against the Defence of whoever steps on it | 1d6 piercing | as rigged | Silent |
Pitfall ^ | Whoever steps on it falls in and loses their next action climbing out | 1d6 bludgeoning | as rigged | Silent |
Damage by danger
The damage above is a trap’s in the shallowest places. Deeper down traps hit harder. What a trap does depends on the danger level of the place it lies in, rising in steps, the same for a trap on the floor, a door, or a chest. A place with no danger at all counts as 0. At danger 0 to 2 no trap kills a new character at full hit points in one go, even with a critical hit. The column is the danger the step starts at.
| Trap | 0–2 | 3–5 | 6–9 | 10–14 | 15–21 | 22–29 | 30+ |
|---|---|---|---|---|---|---|---|
| Arrow trap | 1d2 piercing | 1d4 piercing | 1d6 piercing | 2d4 piercing | 2d6 piercing | 3d6 piercing | 4d6 piercing |
| Fireball trap | 1d4 fire | 2d4 fire | 2d6 fire | 3d6 fire | 4d6 fire | 6d6 fire | 8d6 fire |
| Frost trap | 1d3 cold | 1d6 cold | 2d4 cold | 2d6 cold | 3d6 cold | 4d6 cold | 6d6 cold |
| Lightning trap | 1d4 electricity | 2d4 electricity | 3d6 electricity | 4d6 electricity | 5d6 electricity | 7d6 electricity | 9d6 electricity |
| Pit | 1d2 bludgeoning | 1d4 bludgeoning | 1d6 bludgeoning | 2d4 bludgeoning | 2d6 bludgeoning | 3d6 bludgeoning | 4d6 bludgeoning |
| Pitfall | 1d6 bludgeoning | 1d6 bludgeoning | 1d6 bludgeoning | 1d6 bludgeoning | 1d6 bludgeoning | 1d6 bludgeoning | 1d6 bludgeoning |
| Spear trap | 1d2 piercing | 1d5 piercing | 1d8 piercing | 2d6 piercing | 2d8 piercing | 3d8 piercing | 4d8 piercing |
| Stake trap | 1d6 piercing | 1d6 piercing | 1d6 piercing | 1d6 piercing | 1d6 piercing | 1d6 piercing | 1d6 piercing |
| Tripwire | 1d6 piercing | 1d6 piercing | 1d6 piercing | 1d6 piercing | 1d6 piercing | 1d6 piercing | 1d6 piercing |
- Attacks. An arrow or spears attack like a weapon, rolled against the Defence of whoever stepped on the trap (see Combat). They can miss (“You dodge the arrow.”, “The spear glances off your armour.”), hit, or hit hard. An arrow flies like a shot (see Ranged combat): it attacks whoever stands in its way, and lands where it falls, ready to be picked up.
- Blasts. A fireball burns everyone around the trap. A
lightning bolt strikes everyone along its line. Both hit you too
if you are there, with no roll to hit. Walls stop both.
The lightning runs one way: along the longest clear line from the trap, unless the place says
otherwise.
- A fireball blows apart the softer walls it reaches (see Digging and walls). It melts the ice it reaches, and whoever stands on that ice falls in.
- A frost trap bites everyone around it with cold. It freezes the water it reaches at once, into ice that holds a laden person (see Temperature and ice).
- A pit hurts you in the fall, and you lose your next action climbing out. Trained in Escape artist, the climb takes half that from 50 and nothing from 100. Each climb trains Escape artist, and half the time Athletics too, though Athletics does not shorten it.
- An alarm rings a bell that every creature within earshot hears. Those who have enemies come to look (see Hearing).
- A teleport trap moves you to another free place on the same level, perhaps somewhere you have never seen (“You are wrenched elsewhere.”).
- Charges. Some traps go off only once or twice. Then they are spent and gone.
- The same spells come on scrolls. A scroll of fireball, lightning, or frost casts what the trap does, where you aim it.
The Trap sense talent halves the damage a trap does to you, rounded down, at least 1 (see Talents). Magic that wards off traps takes its percent off as well (see Magic items), on a creature too. Together they never take more than 75% off: a trap always hurts.
A trap’s blow wounds like any other. A big one spills blood and can leave you bleeding. Traps can kill you as well as creatures. A creature killed by a trap drops what it carried, as from any death. But a trap’s kill earns you no experience and counts for no quest, even if you lured the creature there. A trap you rigged yourself is the exception. If a trap kills you, the death screen names it (“Killed by a fireball trap”). Someone who makes way for you onto a trap you stood on sets it off too.
No trap lies on water that can freeze, and a teleport never sets you down on ice.
Disarming traps
If you are trained in Disable device (thieves
are), you can try to take apart a trap you know of, on the floor or on a door. Stand next to it and
choose Disarm a trap in the abilities menu (a),
then the direction. A trap you have not found cannot be disarmed. Trying where none is known only
says “You know of no trap there.”, whether one is hidden there or not, and takes no time.
A try is a check: two twelve-sided dice, plus your Dexterity modifier, plus what your Disable device gives (+8 at 100, +12 at 200; see Skills). It is rolled against the trap’s difficulty, the same number that finding it takes. Deeper in a dungeon, both are harder.
- Reach it and the trap is gone for good (“You disarm the arrow trap.”).
- Fall short and it stays (“You fail to disarm the arrow trap.”).
- Fall short by 5 or more and it goes off at you (“You set off the arrow trap!”), as if you had set it off where you stand. The arrow shoots at you from its slit, the spears strike at you, the fireball bursts around the trap, the lightning runs from it through you, you tumble into the pit and lose your next action climbing back out, the alarm rings, or you are wrenched elsewhere. A trap with charges spends one.
A natural 2 always fails and a natural 24 always succeeds.
Every try takes 12 seconds at a normal pace, whatever comes of it, and may train Disable device. You can try as often as you like. Nothing remembers a failed try; time, and the risk, are the only price. Disarming earns no experience.
| Trap | Difficulty | Dexterity 10 | Dexterity 14 | Dexterity 14, Disable device 100 |
|---|---|---|---|---|
| Alarm trap | 12 | 61.8% disarmed, 14.6% set off | 75% disarmed, 6.9% set off | 99.3% disarmed, 0% set off |
| Arrow trap | 14 | 45.8% disarmed, 25% set off | 61.8% disarmed, 14.6% set off | 97.9% disarmed, 0% set off |
| Fireball trap | 17 | 25% disarmed, 45.8% set off | 38.2% disarmed, 31.2% set off | 89.6% disarmed, 0.69% set off |
| Frost trap | 17 | 25% disarmed, 45.8% set off | 38.2% disarmed, 31.2% set off | 89.6% disarmed, 0.69% set off |
| Lightning trap | 17 | 25% disarmed, 45.8% set off | 38.2% disarmed, 31.2% set off | 89.6% disarmed, 0.69% set off |
| Pit | 13 | 54.2% disarmed, 19.4% set off | 68.8% disarmed, 10.4% set off | 99.3% disarmed, 0% set off |
| Pitfall | 15 | 38.2% disarmed, 31.2% set off | 54.2% disarmed, 19.4% set off | 95.8% disarmed, 0% set off |
| Spear trap | 15 | 38.2% disarmed, 31.2% set off | 54.2% disarmed, 19.4% set off | 95.8% disarmed, 0% set off |
| Stake trap | 15 | 38.2% disarmed, 31.2% set off | 54.2% disarmed, 19.4% set off | 95.8% disarmed, 0% set off |
| Teleport trap | 18 | 19.4% disarmed, 54.2% set off | 31.2% disarmed, 38.2% set off | 85.4% disarmed, 2.1% set off |
| Tripwire | 15 | 38.2% disarmed, 31.2% set off | 54.2% disarmed, 19.4% set off | 95.8% disarmed, 0% set off |
Rigging traps
A craftsperson of level 25 can rig traps of their own, with Trapwright. Choose it in the abilities menu, pick a trap from the list, then the way: the trap goes on the cell beside you in that direction. The list greys out a trap you lack something for, and says what.
| Rig | Trap | Takes | Time | Goes off | Damage | Needs |
|---|---|---|---|---|---|---|
| Tripwire | Tripwire | Up to 3 arrows | 5 minutes | once for each arrow | 1d6 piercing | a wall within 2 cells of the cell, in a straight line |
| Stakes | Stake trap | A wood billet and a knife | 10 minutes | twice | 1d6 piercing | — |
| Pitfall | Pitfall | A digging tool ready | 20 minutes | 3 times | 1d6 bludgeoning | — |
The check: 2d12 + your Dexterity modifier + the crafting bonus of Woodcraft + your talents’ Dexterity checks, against 10. A natural 2 always fails, and springs the trap on you; a natural 24 always succeeds.
- Where. On a level, never the overworld. The cell must be open floor with nobody on it, and no trap, chest, door, stairs, shop floor, water, or ice. A tripwire also needs a wall near, for its arrow to shoot from.
- The work takes the time above. A creature coming into view, or anything that interrupts you, stops it; then nothing is rigged and nothing used up, but the time is gone. If a hidden trap was there all along, you find it instead.
- The check comes at the end. Woodcraft helps, but you rig without it too. Made, the trap is in place, and the arrows or the billet are used up (a digging tool and a knife are kept). Failed, nothing is rigged and you keep what you had. On the worst roll the trap goes off at you as you set it, and stays with a charge less.
- Your own trap is known to you: stepping onto it asks first, and you may step past it. Creatures know nothing of it, and neither do your allies: keep your hound away from it. You can disarm it like any other.
- Its kills are yours. A creature your trap kills earns you its experience and counts for your quests, as if your own arrow had killed it. Its damage never grows with danger.
Trapped doors
A trap may lie on a door instead of the floor. It belongs to the door: walking through the doorway never sets it off, and stepping into it never asks.
It goes off when someone opens the door, you or a creature that opens doors. That means o,
walking into it, unlocking it with a key, or picking its lock.
It also goes off at every kick at the door, whether the door breaks or
holds. It strikes whoever opened or kicked it, from the door. An arrow
shoots at them from the wall beside the door, a blade strikes at them, lightning runs from the door
through them. A fireball bursts out on both sides of the door, even while
it is still shut. Pits are never on doors.
The trap stays with the door. Shut the door again and the trap is set again, ready for the next one
who opens it, unless it has run out of charges. A door you kick in takes its trap with it.
Searching finds a door’s trap like any hidden trap (“You notice that the
door is trapped: an arrow trap.”). Once you know it, it shows as ^ in place of the door. A
secret door is never trapped. A door’s trap can be disarmed like any other
(see Disarming traps).
Trapped chests
A shut chest may be trapped too, with any trap a door may have (never a pit). No traps are made only for chests. The trap goes off when you open the chest, kick it open, or fail badly to disarm it. A fireball or frost trap goes off inside the box and blows the chest apart, taking much of what it held with it. See Chests.
Where traps are
- Generated dungeons hide a few traps on every level. They are never on or next to the stairs, and never where a creature walks its rounds. Some rooms hide their own: an offering before an altar may not be unguarded.
- Cēaptūn and the overworld have no traps.
See also: Searching, Doors, and Chests.
Searching
A secret door looks like the wall around it, and a hidden trap looks like the floor it lies on (see Traps). Until you find one, it is wall or floor to you. You cannot see through a secret door or walk through it, and neither can the creatures. You find hidden things by searching, or in passing if you are the kind who notices such things. Both work the same way for every hidden thing.
The thin wall of a greater treasure room is hidden the same way, and is as hard to find as a secret door. Once found, the wall here sounds hollow. It stays a stone wall until you dig or blast through it.
How to search
sor numpad5waits a turn (6 seconds) and searches the cells around you. Waiting and searching are the same thing: every turn you wait, you search. Resting does not search.Alt+s(orAltwith numpad5;Optionon a Mac) searches for a while: turn after turn, up to 10 turns, and it stops at once when you find something. Like a rest, it also stops when a hostile creature comes close in view or something happens worth a message.
Each turn of searching gives every hidden thing on the eight cells around you a fresh chance to be found. The chance depends on how hard the thing is to find, your Intelligence, and your Search skill (see Skills). For a hidden trap, whether on a floor, a door, or a chest, your Detect traps skill counts instead of Search. A master searcher also searches one cell farther out, as far as they can see.
A search that finds nothing tells you nothing. There may be nothing there, or you may have missed it. Every turn is a new try, and you may search as often as you like. It only costs time.
Noticing in passing
Some characters notice hidden things without looking for them. After every turn you take, whatever you did, each hidden thing on the eight cells around you has a chance to catch your eye. The chance is smaller than a search’s. It depends on your Willpower and your Spot skill, or your Detect traps skill for a hidden trap. Who notices things in passing:
- Elves and drow: everything.
- Dwarves and duergar: what is hidden in stone, such as a secret door in a stone wall or a trap in a stone floor. That is most of a dungeon, but not a door in a timber wall or a trap in the grass.
- Kobolds: hidden traps, anywhere, but never a secret door.
- Anyone trained in Spot: everything but traps. Some races and classes train it (below).
- Anyone trained in Detect traps: hidden traps. Thieves and kobolds start trained in it.
- Everyone else notices nothing in passing, but can always search.
| Race | Notices in passing | Finds hidden things |
|---|---|---|
| Drow | Everything | — |
| Duergar | What is hidden in stone | — |
| Dwarf | What is hidden in stone | — |
| Elf | Everything | more easily (+2) |
| Gnome | Only if their class trains Spot or Detect traps | — |
| Goblin | Only if their class trains Spot or Detect traps | — |
| Half-elf | Everything but traps (trained in Spot) | — |
| Half-orc | Only if their class trains Spot or Detect traps | — |
| Halfling | Only if their class trains Spot or Detect traps | — |
| Human | Only if their class trains Spot or Detect traps | — |
| Kobold | Hidden traps | more easily (+2) |
| Lizardfolk | Only if their class trains Spot or Detect traps | — |
| Ratfolk | Only if their class trains Spot or Detect traps | — |
Classes trained in Spot, who notice everything but traps in passing: Ranger, Thief.
Classes trained in Detect traps, who notice hidden traps in passing: Thief.
Noticing something stops a rest, as any message does.
What you find
- A secret door becomes the closed door it is: “You find a secret door!” From then on it is a door like any other.
- A hidden trap becomes known: “You notice a tripwire: an alarm trap.” It shows as
^in its own color from then on, and stepping onto it asks first (see Traps).
Either way you remember it at once, even in the dark.
How hard things are to find
Each hidden thing has its own difficulty. The table gives the chances for an average, untrained character with Intelligence and Willpower 10. It shows one turn of searching, ten turns (one search for a while), and one turn of noticing in passing. Better scores, a trained skill, and an elf’s eye all do better. For example, such a character finds a secret door of difficulty 14 on about 46% of their turns of searching, so ten turns all but always find it.
| Hidden thing | What gives it away | A turn of searching | Ten turns | A turn in passing |
|---|---|---|---|---|
| Secret door | A seam in the wall | 45.8% | over 99% | 19.4% |
| Alarm trap | A tripwire | 61.8% | over 99% | 31.2% |
| Arrow trap | A pressure plate | 45.8% | over 99% | 19.4% |
| Fireball trap | Faint scorch marks | 25% | 94% | 6.9% |
| Frost trap | A rime of frost | 25% | 94% | 6.9% |
| Lightning trap | A blackened line on the floor | 25% | 94% | 6.9% |
| Pit | A thin crust over a hole | 54.2% | over 99% | 25% |
| Pitfall | A thin crust over a hole | 38.2% | 99% | 14.6% |
| Spear trap | A pressure plate | 38.2% | 99% | 14.6% |
| Stake trap | Sharpened stakes | 38.2% | 99% | 14.6% |
| Teleport trap | Faint runes | 19.4% | 88% | 4.2% |
| Tripwire | A tripwire | 38.2% | 99% | 14.6% |
Deeper in a dungeon, everything hidden is harder to find. Generated dungeons hide a door or two on each level of rooms. They only hide doors you can do without: you can always reach the stairs and the keys without finding any. Behind a secret door there may be a room nobody has entered in a long time.
| Level | Secret doors per level | A secret door: a turn of searching | Ten turns | A turn in passing |
|---|---|---|---|---|
| Brocenburg 1 | 0 to 1 | 45.8% | over 99% | 19.4% |
| Brocenburg 2 | 0 to 1 | 38.2% | 99% | 14.6% |
| Brocenburg 3 | 0 to 1 | 31.2% | 98% | 10.4% |
| Brocenburg 4 | 0 to 1 | 25% | 94% | 6.9% |
| Bānfeld 1 | 1 to 2 | 45.8% | over 99% | 19.4% |
| Bānfeld 2 | 1 to 2 | 38.2% | 99% | 14.6% |
| Bānfeld 3 | 1 to 2 | 31.2% | 98% | 10.4% |
| Bānfeld 4 | 1 to 2 | 25% | 94% | 6.9% |
| Cealdhlāw 1 | 1 to 2 | 45.8% | over 99% | 19.4% |
| Cealdhlāw 2 | 1 to 2 | 38.2% | 99% | 14.6% |
| Cealdhlāw 3 | none (caves have no doors) | 31.2% | 98% | 10.4% |
| Cealdhlāw 4 | none (caves have no doors) | 25% | 94% | 6.9% |
| Cealdhlāw 5 | none (caves have no doors) | 19.4% | 88% | 4.2% |
| Cealdhlāw 6 | none (caves have no doors) | 14.6% | 79% | 2.1% |
| Dēopgang 1 | 1 to 3 | 45.8% | over 99% | 19.4% |
| Dēopgang 2 | 1 to 3 | 31.2% | 98% | 10.4% |
| Dēopgang 3 | 1 to 3 | 19.4% | 88% | 4.2% |
| Dēopgang 4 | 1 to 3 | 10.4% | 67% | 0.69% |
| Dēopgang 5 | none (caves have no doors) | 4.2% | 35% | 0.69% |
| Dēopgang 6 | none (caves have no doors) | 0.69% | 7% | 0.69% |
| Dēopgang 7 | none (caves have no doors) | 0.69% | 7% | 0.69% |
| Dēopgang 8 | none (caves have no doors) | 0.69% | 7% | 0.69% |
| Dēopgang 9 | none (caves have no doors) | 0.69% | 7% | 0.69% |
| Dēopgang 10 | none (caves have no doors) | 0.69% | 7% | 0.69% |
| Dēopgang 11 | none (caves have no doors) | 0.69% | 7% | 0.69% |
| Fennmynster 1 | 1 to 3 | 45.8% | over 99% | 19.4% |
| Fennmynster 2 | 1 to 3 | 38.2% | 99% | 14.6% |
| Fennmynster 3 | 1 to 3 | 31.2% | 98% | 10.4% |
| Fennmynster 4 | 1 to 3 | 25% | 94% | 6.9% |
| Fennmynster 5 | 1 to 3 | 19.4% | 88% | 4.2% |
| Fennmynster 6 | 1 to 3 | 14.6% | 79% | 2.1% |
| Fennmynster 7 | 1 to 3 | 10.4% | 67% | 0.69% |
| Fennmynster 8 | 1 to 3 | 6.9% | 51% | 0.69% |
| Fyrdelf 1 | 0 to 2 | 45.8% | over 99% | 19.4% |
| Fyrdelf 2 | 0 to 2 | 38.2% | 99% | 14.6% |
| Fyrdelf 3 | 0 to 2 | 31.2% | 98% | 10.4% |
| Fyrdelf 4 | 0 to 2 | 25% | 94% | 6.9% |
| Fyrdelf 5 | none (caves have no doors) | 19.4% | 88% | 4.2% |
| Fyrdelf 6 | none (caves have no doors) | 14.6% | 79% | 2.1% |
| Fyrdelf 7 | none (caves have no doors) | 10.4% | 67% | 0.69% |
| Fyrdelf 8 | none (caves have no doors) | 6.9% | 51% | 0.69% |
| Fyrdelf 9 | none (caves have no doors) | 4.2% | 35% | 0.69% |
| Fyrdelf 10 | none (caves have no doors) | 2.1% | 19% | 0.69% |
| Fyrdelf 11 | none (caves have no doors) | 0.69% | 7% | 0.69% |
| Fyrdelf 12 | none (caves have no doors) | 0.69% | 7% | 0.69% |
| Grundlēas 1 | 1 to 2 | 45.8% | over 99% | 19.4% |
| The Depths 1 | 1 to 2 | 45.8% | over 99% | 19.4% |
| The Depths 2 | 1 to 2 | 38.2% | 99% | 14.6% |
| The Depths 3 | none (caves have no doors) | 31.2% | 98% | 10.4% |
| The Depths 4 | none (caves have no doors) | 25% | 94% | 6.9% |
| The Depths 5 | none (caves have no doors) | 19.4% | 88% | 4.2% |
| The Depths 6 | 1 to 2 | 14.6% | 79% | 2.1% |
| The Depths 7 | 1 to 2 | 10.4% | 67% | 0.69% |
| The Depths 8 | 1 to 2 | 6.9% | 51% | 0.69% |
| Wulfeshol 1 | none (caves have no doors) | 45.8% | over 99% | 19.4% |
| Wulfeshol 2 | none (caves have no doors) | 38.2% | 99% | 14.6% |
| Wulfeshol 3 | none (caves have no doors) | 31.2% | 98% | 10.4% |
| Wulfeshol 4 | none (caves have no doors) | 25% | 94% | 6.9% |
| Wyrtholm 1 | none (caves have no doors) | 45.8% | over 99% | 19.4% |
| Wyrtholm 2 | none (caves have no doors) | 38.2% | 99% | 14.6% |
| Wyrtholm 3 | none (caves have no doors) | 31.2% | 98% | 10.4% |
| Wyrtholm 4 | none (caves have no doors) | 25% | 94% | 6.9% |
| Ūtgang 1 | 0 to 2 | 45.8% | over 99% | 19.4% |
| Ūtgang 2 | 0 to 2 | 38.2% | 99% | 14.6% |
| Ūtgang 3 | 0 to 2 | 31.2% | 98% | 10.4% |
See also: Traps, Skills, and Chests.
Creatures
Creatures are the other glyphs that move about the world. Each belongs to a faction, keeps to a routine, and notices what it sees and hears. Some of them fight, to the death (see Combat).
More about creatures:
- How creatures behave: their routines, how they hunt, and their pace.
- How creatures fight: their attacks, hides and bodies, and the incorporeal and elemental kinds.
- Creatures in numbers: their stats, hit points, attacks, speed, and senses, which the game never shows.
- Creatures’ gear: the arms and armour they carry, and their condition.
- Greater and lesser creatures: why two of a kind are not the same fight.
- What creatures leave: the hides, bones, flint, and essences their bodies leave when they die.
Factions
Every creature belongs to a faction, and so do you. Two factions are either hostile to each other or neutral, both ways round. A faction is neutral to itself.
Every monster is your enemy, but monsters do not fight each other. A kobold and a giant rat on the same floor leave each other alone, and so do an orc band and the dead. There are two exceptions: the fey courts are at war, and so are the demons and the devils. Wildlife leaves everyone alone, and everyone leaves it alone.
Miscasts and necromancy bring three factions of their own that break these rules. The berserk (the dead that rise beyond control, and a summoning turned on its caster) attack everyone, each other too, and leave only the gates alone. The loosed, the fiends a miscast’s gate lets through, attack everyone but each other and the gates. The gates themselves are at peace with every monster and an enemy to you and your side alone.
| Faction | Hostile to | Animals | Attacked by you, joins |
|---|---|---|---|
| You | vermin, warren rats, kobolds, goblins, orcs, undead, marsh things, cultists, outlaws, hags, duergar, drow, giants, trolls, fire things, demons, animated things, elementals, Unseelie court, wrathful fey, fiends, devils, yugoloths, the gates, keepers of the layers, outraged shopkeepers | no | - |
| Vermin | you | yes | - |
| Warren rats | you, kobolds | yes | - |
| Kobolds | you, warren rats | no | - |
| Goblins | you | no | - |
| Orcs | you | no | - |
| Undead | you | no | - |
| Marsh things | you | no | - |
| Cultists | you | no | - |
| Outlaws | you | no | - |
| Hags | you | no | - |
| Duergar | you | no | - |
| Drow | you | no | - |
| Giants | you | no | - |
| Trolls | you | no | - |
| Fire things | you | no | - |
| Demons | you, devils | no | - |
| Animated things | you | no | - |
| Elementals | you | no | - |
| Seelie court | Unseelie court | no | Wrathful fey |
| Unseelie court | you, Seelie court, wrathful fey | no | - |
| Wrathful fey | you, Unseelie court | no | - |
| Fiends | you | no | - |
| Devils | you, demons | no | - |
| Yugoloths | you | no | - |
| The gates | you | no | - |
| The loosed | everyone but its own and the gates | no | - |
| Keepers of the layers | you | no | - |
| Peaceful folk | nobody | no | - |
| Spirits | nobody | no | - |
| Wildlife | nobody | yes | - |
| Merchants | nobody | no | - |
| Outraged shopkeepers | you | no | - |
| The berserk | everyone, its own too, but the gates | no | - |
Animals. The factions marked as animals above leave a character with the Beast-friend talent alone, and that character leaves them alone too. This lasts until the character attacks one. From then on, creatures of that type (all giant rats, say) treat them as their faction normally would. A fiend in a beast’s shape, such as the hell hound or the nightmare, is not an animal, and Beast-friend does not calm it.
The fey courts. Each fey creature (sprites, pixies, redcaps, dryads, and the rest) belongs to one of two courts. The court is picked at random when the creature comes into the world, and it never changes.
- The Seelie court leaves you alone.
- The Unseelie court hunts you.
The two courts fight each other on sight, and both leave every other faction alone. Some kinds lean one way: nearly every redcap is Unseelie, and nearly every dryad is Seelie. The odds for each kind are in the “Faction” column of the table at the bottom of this page.
If you attack a Seelie fey, it turns on you for good. It becomes one of the wrathful fey: hostile to you, and still at war with the Unseelie.
To tell how a creature stands toward you, look at it (look mode). A hostile one is marked, as in “A giant rat (hostile, unhurt), on stone floor.” A fey shows its court the same way: an Unseelie one is marked hostile, a Seelie one neutral.
The creatures
Each creature’s look, its faction, how it stands toward you, and how it fights are in the first table below; what it carries is after it. The creatures’ numbers are on Creatures in numbers.
The dead still to come. Some of the dead below live in no dungeon yet. They wait in places deeper than any found so far:
- grave knights and headless knights in their armour, bodachs, banshees, wight lords, dread wraiths, and vampires that drink your life, the charnel heaps and wormhosts, the bones of drakes and drakes that rose with their flesh still on, and the lich, a sorcerer who would not die.
- Deeper still, the lords of their kinds: ghoul lords, draugr lords, and mummy lords, the plague-bearing nosferatu, greater shadows and white ladies, the black dogs of the churchyards and the shore lanes (black shucks and church grims), screaming skulls, and the bone colossus, a charnel house of bones stood up on its own.
- Deepest of all, the kings of the dead: barrow kings, ghoul kings, vampire lords, death knights and nightgangers, wormlords, the drowned king, the bone and rotting dragons, the archlich, and the hounds of the Wild Hunt.
- At the very bottom, the last of the dead: the mummy king and the wild huntsman of the old tales, elder and eldest vampires, the dread lord of the death knights, the deathshade (Old English dēaþscūa), the ankou of Breton tales, the ghost of a dragon, the nightwing and the nightworm, the dread wyrm, the lich-drake, the charnel titan, the deathless king, and last the demilich, of which a world holds no more than one.
The touch and bite of these last ones take two points of a stat for good unless the check holds. The eldest vampire and the demilich take three. A temple’s mending gives the points back.
The outlaws of the Ascmearc are people (@) hostile to you alone. No faction fights them, so
they hide among whatever lives in the old places where they have gone to ground.
Footpads carry short swords, and
footpad archers short bows.
Above them are four wanted criminals. Each is one of a kind and met at most once:
- Mother Sallow, the Fennhām Poisoner: quick and quiet, and poison cannot touch her. She carries the stiletto Widowmaker.
- Black Wystan, the Gentleman of the Road: an archer with the long bow High Toby, forty arrows, and a short sword.
- Brother Osrick, the Resurrection Man: he fights with a mace, sees in the dark through the Unhalwed Bedes, and shrugs off half of any cold or poison.
- Sergeant Herrick, the Deserter: he carries a great axe (a magic one half the time) and wears the Turncoat, the mail that keeps fear from him.
Each always carries their own unique item and drops it where they die. Named monsters go by their names in what the game tells you, with no “the” (“Black Wystan shoots you.”). Each waits at the bottom of a lair of their own, where the Weyfarers’ Gilde sends you (see The wanted). The footpads run with them there.
Demons come up from below. The lesser ones (u) run from the
dretch to the chasme, the greater
ones (U) from the hezrou to the balor.
None of them leaves a body behind. Poison does nothing to them,
and fire does them less harm than it should (the balor none at
all). So far only the dretch and the
quasit are met in the delf; the rest wait in deeper
places.
The Ascmearc has creatures of its own:
What they carry
Whether a creature opens doors and carries a light, its chance to drop a magic or rare item where it dies, besides what it carried (see Magic items), the colour of crystal its nature is, and the gear it may have. A dropped item’s item level is the creature’s level, or the floor’s if that is higher.
| Creature | Doors and light | Drops magic | Crystal | Gear |
|---|---|---|---|---|
| Abyssal gate | - | - | black | - |
| Air elemental | - | - | blue | - |
| Animated armour | opens doors | - | white | - |
| Animated bellows | - | - | white | - |
| Animated blade | - | - | white | - |
| Animated book | - | - | white | - |
| Animated broom | - | - | white | - |
| Animated bucket | - | - | white | - |
| Animated candlestick | - | - | white | - |
| Animated chair | - | - | white | - |
| Animated coat stand | - | - | white | - |
| Animated cooking pot | - | - | white | - |
| Animated kettle | - | - | white | - |
| Animated ladle | - | - | white | - |
| Animated lantern | carries a light | - | white | - |
| Animated panoply | opens doors | - | white | - |
| Animated rug | - | - | white | - |
| Animated stool | - | - | white | - |
| Animated teapot | - | - | white | - |
| Animated warming pan | - | - | white | - |
| Ankou | - | - | black | - |
| Annis hag | opens doors | 10% | black | - |
| Arcanaloth | opens doors | 15% | black | - |
| Arch-gate | - | - | black | - |
| Archlich | opens doors | 100% | black | - |
| Ash wraith | opens doors | 10% | black | - |
| Badger | - | - | red | - |
| Balefire | carries a light | 5% | blue | - |
| Balgura | - | - | black | - |
| Balor | opens doors, carries a light | 100% | black | a great sword 100% (magic 19%) |
| Banshee | - | - | black | - |
| Barbed devil | opens doors | - | black | - |
| Barghest | - | - | black | - |
| Barrow ghoul | opens doors | - | black | - |
| Barrow king | opens doors | 20% | black | a long sword 90% (magic 15%) |
| Barrow spider | - | - | green | - |
| Basilisk | - | - | - | - |
| Bear | - | - | red | - |
| Bearded devil | opens doors | - | black | a glaive 60% (magic 3%) |
| Bheur hag | opens doors | 19% | black | - |
| Black gate | - | - | black | - |
| Black hound | - | - | red | - |
| Black pudding | - | - | green | - |
| Black shuck | - | - | black | - |
| Blink dog | - | - | gold | - |
| Boar | - | - | red | - |
| Bodach | opens doors | - | black | - |
| Bog body | - | - | black | - |
| Boggle | opens doors | - | gold | - |
| Bone colossus | - | - | black | - |
| Bone devil | opens doors | - | black | - |
| Bone dragon | - | - | black | - |
| Bone drake | - | - | black | - |
| Bone wyvern | - | - | black | - |
| Brimwolf | - | 5% | blue | - |
| Burning skull | carries a light | - | black | - |
| Cambion | opens doors | 8% | black | a long sword or a great sword 80% (magic 5%); a chain mail shirt 50% (magic 5%) |
| Canoloth | - | - | black | - |
| Cat | - | - | red | - |
| Cave bat | - | - | red | - |
| Cave beetle | - | - | - | - |
| Cave lizard | - | - | red | - |
| Chain devil | opens doors | - | black | - |
| Charnel heap | - | - | black | - |
| Charnel titan | - | - | black | - |
| Charred dead | - | - | black | - |
| Chasme | - | - | black | - |
| Chicken | - | - | red | - |
| Church grim | - | - | black | - |
| Cinder elemental | carries a light | - | blue | - |
| Clatter of cutlery | - | - | white | - |
| Cloud giant | opens doors | 6% | red | - |
| Cockatrice | - | - | - | - |
| Corpse candle | carries a light | - | black | - |
| Crawling hand | - | - | black | - |
| Crocodile | - | - | green | - |
| Cult chymist | opens doors | 8% | black | a dagger 90% (racial weapon); a stinking flask or 2 stinking flasks 60% |
| Dark wizard | opens doors | 15% | black | a quarterstaff 90% (racial weapon); a wool cloak or a travelling cloak 70% (magic 8%); a gold and ruby amulet or a jade amulet 60% (magic 10%); 30 copper coins or 60 copper coins 50% |
| Darkling | opens doors | - | gold | - |
| Death knight | opens doors | 20% | black | a great sword 95% (magic 13%); a suit of plate armour 95% |
| Deathless king | opens doors | 100% | black | a long sword or an iron helm 100% (magic 100%) |
| Deathshade | - | - | black | - |
| Deer | - | - | red | - |
| Demilich | - | 100% | black | - |
| Dire gate | - | - | black | - |
| Dire warg | - | - | red | - |
| Draugr | opens doors | - | black | a great axe 50% |
| Draugr lord | opens doors | - | black | a great axe 90% (magic 6%) |
| Dread lord | opens doors | - | black | a great sword 95% (magic 19%); a suit of plate armour 95% (magic 13%) |
| Dread wraith | - | - | black | - |
| Dread wyrm | - | - | black | - |
| Dretch | opens doors | - | black | - |
| Drow arbalester | opens doors | 8% | blue | a chain mail shirt 60% (magic 4%); a wool cloak 60%; a pair of leather boots 50% |
| Drow archmage | opens doors | 19% | blue | a wool cloak 90% (magic 13%); a gold and ruby amulet 70% (magic 15%); a silver ring 40% (magic 15%); 8 gold coins 80% |
| Drow assassin | opens doors | 10% | blue | a studded leather jerkin 70% (magic 6%); a wool cloak 80% (magic 6%); a pair of leather boots 50% (magic 3%); 100 copper coins or 4 gold coins 60% |
| Drow blademaster | opens doors | 8% | blue | a chain mail shirt 70% (magic 5%); a wool cloak 50%; a pair of leather boots 50% |
| Drow captain | opens doors | 15% | blue | a chain mail shirt 90% (magic 10%); a wool cloak 70% (magic 6%); a pair of leather boots 60% (magic 4%); 200 copper coins or 6 gold coins 80% |
| Drow crossbowman | opens doors | 3% | blue | a studded leather jerkin 70% (magic 1%); a wool cloak 60%; a pair of leather boots 40% |
| Drow high priestess | opens doors | 19% | blue | a chain mail shirt 90% (magic 13%); a gold and ruby amulet 80% (magic 15%); 10 gold coins 80% |
| Drow mage | opens doors | 10% | blue | a wool cloak 80% (magic 5%); a jade amulet 50% (magic 10%); 80 copper coins or 2 gold coins 60% |
| Drow matron | opens doors | 100% | blue | a chain mail shirt 100% (magic 19%); a gold and ruby amulet 100% (magic 19%); a gold ring 60% (magic 19%); 20 gold coins 100% |
| Drow priestess | opens doors | 10% | blue | a chain mail shirt 70% (magic 4%); a gold and ruby amulet 60% (magic 8%); 100 copper coins or 3 gold coins 60% |
| Drow stalker | opens doors | 5% | blue | a leather jerkin 70% (magic 3%); a wool cloak 80% (magic 3%); 30 copper coins or 50 copper coins 60% |
| Drow warrior | opens doors | 3% | blue | a studded leather jerkin 70% (magic 1%); a wool cloak 50%; 20 copper coins or 30 copper coins 50% |
| Drowned | - | - | black | - |
| Drowned king | opens doors | - | black | - |
| Dryad | opens doors | 6% | blue | - |
| Duergar crossbowman | opens doors | 6% | white | a crossbow 90% (racial weapon); 12 crossbow bolts or 20 crossbow bolts 95%; a hand axe 60%; a studded leather jerkin 60% (magic 1%) |
| Duergar hulk | opens doors | 5% | white | a maul 90% (racial weapon) |
| Duergar king | opens doors | 100% | white | a war hammer 90% (racial weapon); a suit of plate armour 90% (magic 13%); a great helm 80% (magic 8%); a large shield 70% (magic 8%); 15 gold coins or 30 gold coins 100% |
| Duergar mindbreaker | opens doors | 15% | blue | a gold and ruby amulet 60% (magic 8%) |
| Duergar miner | opens doors | 5% | white | a pick-axe 90%; a hand axe 50% (racial weapon); a leather cap 40% |
| Duergar priest | opens doors | 13% | blue | a mace 90% (racial weapon); a chain mail shirt 70% (magic 3%); a jade amulet 50% (magic 5%); 20 copper coins or 2 gold coins 40% |
| Duergar skeleton | - | - | black | a war hammer 80%; an iron helm 60% |
| Duergar slinger | opens doors | 4% | white | a sling 90% (racial weapon); 12 sling stones or 20 sling stones 95%; a hand axe 50%; a leather cap 40% |
| Duergar smith | opens doors | 19% | white | a war hammer 95% (racial weapon) (magic 4%); a chain mail shirt 80% |
| Duergar spider rider | opens doors | 8% | white | a studded leather jerkin 60% (magic 3%) |
| Duergar thane | opens doors | 19% | white | a great axe 90% (racial weapon); a suit of banded mail 85% (magic 8%); a great helm 70% (magic 5%); 5 gold coins or 12 gold coins 80% |
| Duergar veteran | opens doors | 9% | white | a battle axe 90% (racial weapon); a suit of scale mail 80% (magic 3%); an iron helm 70% (magic 1%); a small shield 60% |
| Duergar warrior | opens doors | 8% | white | a hand axe 90% (racial weapon); a small shield 70%; a chain mail shirt 60% (magic 1%) |
| Dust devil | - | - | blue | - |
| Earth elemental | - | - | blue | - |
| Elder air elemental | - | 3% | blue | - |
| Elder earth elemental | - | 3% | blue | - |
| Elder fire elemental | carries a light | 3% | blue | - |
| Elder ice elemental | - | 3% | blue | - |
| Elder lightning elemental | carries a light | 3% | blue | - |
| Elder troll | - | 13% | red | - |
| Elder vampire | opens doors | 100% | black | - |
| Elder water elemental | - | 3% | blue | - |
| Eldest vampire | opens doors | 100% | black | - |
| Ember beetle | - | - | red | - |
| Ember mote | carries a light | - | blue | - |
| Erinyes | opens doors | 6% | black | a long sword 90% (magic 6%); a chain mail shirt 60% (magic 4%) |
| Fen ghoul | opens doors | - | black | - |
| Fetch | - | - | black | - |
| Fire elemental | carries a light | - | blue | - |
| Fire giant | opens doors | 5% | red | - |
| Fire salamander | carries a light | - | red | - |
| Fire troll | carries a light | - | red | - |
| Forest troll | opens doors | - | red | a spear 50% |
| Frost giant | opens doors | 5% | red | - |
| Frost mote | - | - | blue | - |
| Gallows dead | opens doors | - | black | - |
| Gate of gloom | - | - | black | - |
| Ghast | opens doors | - | black | - |
| Ghost | - | - | black | - |
| Ghost dragon | - | - | black | - |
| Ghost lord | - | - | black | - |
| Ghoul king | opens doors | - | black | - |
| Ghoul lord | opens doors | - | black | - |
| Giant centipede | - | - | green | - |
| Giant frog | - | - | green | - |
| Giant jarl | opens doors | 15% | red | 20 gold coins or 50 gold coins 80% |
| Giant leech | - | - | green | - |
| Giant rat | - | - | green | - |
| Giant shaman | opens doors | 13% | blue | a bone amulet 60% (magic 8%) |
| Gibbering shade | - | - | black | - |
| Glabrezu | opens doors | 13% | black | - |
| Goblin | opens doors | 5% | green | a club 90% (racial weapon); a leather cap 30% |
| Goblin archer | opens doors | 6% | green | a short bow 90% (racial weapon); 12 arrows or 20 arrows 95%; a club 50% |
| Goblin chief | opens doors | 13% | green | a club 90% (racial weapon); a short sword 40%; a leather jerkin 70%; 10 copper coins or 25 copper coins 80% |
| Goblin firebomber | opens doors | 8% | green | a club 90% (racial weapon); a flask of fire or 2 flasks of fire 60% |
| Goblin wizard | opens doors | 10% | blue | a quarterstaff 90% (racial weapon); a bone amulet 60% (magic 5%); 10 copper coins or 20 copper coins 40% |
| Gorgon | - | - | red | - |
| Grave hound | - | - | black | - |
| Grave knight | opens doors | - | black | a long sword 90% (magic 6%); a small shield 70%; a chain mail shirt or a suit of plate armour 90% |
| Grave worm | - | - | green | - |
| Great boar | - | - | red | - |
| Greater air elemental | - | 1% | blue | - |
| Greater earth elemental | - | 1% | blue | - |
| Greater fire elemental | carries a light | 1% | blue | - |
| Greater ice elemental | - | 1% | blue | - |
| Greater lightning elemental | carries a light | 1% | blue | - |
| Greater shadow | - | - | black | - |
| Greater water elemental | - | 1% | blue | - |
| Green hag | opens doors | 13% | black | - |
| Hand of glory | carries a light | - | black | - |
| Hare | - | - | red | - |
| Headless knight | opens doors | - | black | a long sword or a glaive 90% (magic 8%) |
| Hell hound | - | - | black | - |
| Hellmouth | - | - | black | - |
| Hezrou | opens doors | - | black | - |
| Hill giant | opens doors | 4% | red | - |
| Hill troll | - | - | red | a maul 50% |
| Hoarstone | - | 5% | blue | - |
| Hobgoblin | opens doors | 5% | red | a long sword 90% (racial weapon); a small shield 50%; a studded leather jerkin or a chain mail shirt 70%; an iron helm 40% |
| Hobgoblin archer | opens doors | 6% | red | a long war bow 90% (racial weapon); 15 arrows or 25 arrows 95%; a short sword 60%; a studded leather jerkin 60%; a leather cap 40% |
| Hobgoblin captain | opens doors | 15% | red | a long sword 90% (racial weapon); a small shield or a large shield 85%; a suit of scale mail or a suit of banded mail 90% (magic 4%); an iron helm or a great helm 80%; 3 gold coins or 6 gold coins 60% |
| Hobgoblin legionnaire | opens doors | 6% | red | a spear 90% (racial weapon); a large shield 70%; a chain mail shirt or a suit of scale mail 80%; an iron helm 60% |
| Hobgoblin sergeant | opens doors | 9% | red | a long sword 90% (racial weapon); a small shield 80%; a chain mail shirt or a suit of scale mail 85% (magic 1%); an iron helm 70%; 15 copper coins or 30 copper coins 60% |
| Hobgoblin warcaster | opens doors | 13% | blue | a quarterstaff 90% (racial weapon); a bone amulet 60% (magic 5%); a studded leather jerkin 50%; 10 copper coins or 20 copper coins 40% |
| Hobgoblin warlord | opens doors | 20% | red | a great sword 90% (racial weapon); a suit of banded mail or a suit of plate armour 95% (magic 8%); a great helm 85%; a pair of gauntlets 50%; 8 gold coins or 15 gold coins 80% |
| Horned devil | opens doors | - | black | - |
| Hound | - | - | red | - |
| Hound of the hunt | - | - | black | - |
| Hydra | - | - | - | - |
| Hydra head | - | - | - | - |
| Ice devil | opens doors | - | black | - |
| Ice elemental | - | - | blue | - |
| Ice troll | - | - | red | - |
| Imp | opens doors | - | black | - |
| Incubus | opens doors | - | black | - |
| Invisible stalker | opens doors | - | blue | - |
| Iron gate | - | - | black | - |
| Knocker | - | - | black | - |
| Kobold | opens doors, carries a light | 6% | green | a spear 90% (racial weapon); a leather cap 25%; a padded coat or a leather jerkin 15% (magic 1%); 4 copper coins or 9 copper coins 30% |
| Kobold alchemist | opens doors | 8% | green | a spear 90% (racial weapon); a flask of oil or 2 flasks of oil 70% |
| Kobold archer | opens doors | 8% | green | a short bow 90% (racial weapon); 12 arrows or 20 arrows 95%; a leather cap 20% (magic 1%) |
| Kobold shaman | opens doors | 13% | blue | a bone amulet 60% (magic 4%); 5 copper coins or 12 copper coins 30% |
| Kobold zombie | - | - | black | - |
| Korred | opens doors | - | gold | - |
| Large spider | - | - | red | - |
| Lemure | - | - | black | - |
| Lesser air elemental | - | - | blue | - |
| Lesser earth elemental | - | - | blue | - |
| Lesser fire elemental | carries a light | - | blue | - |
| Lesser ice elemental | - | - | blue | - |
| Lesser lightning elemental | carries a light | - | blue | - |
| Lesser water elemental | - | - | blue | - |
| Lich | opens doors | 19% | black | - |
| Lich-drake | - | 100% | black | - |
| Lightning elemental | carries a light | - | blue | - |
| Lords’ gate | - | - | black | - |
| Lynx | - | - | red | - |
| Magma crawler | carries a light | - | red | - |
| Marilith | opens doors | 19% | black | - |
| Marsh troll | opens doors | 8% | red | - |
| Meenlock | - | - | gold | - |
| Mezzoloth | opens doors | - | black | a trident 80% (magic 1%) |
| Mimicling | - | - | - | - |
| Mud golem | - | - | white | - |
| Mummy | - | - | black | - |
| Mummy king | opens doors | 100% | black | - |
| Mummy lord | opens doors | 19% | black | - |
| Mummy priest | opens doors | 13% | black | - |
| Nalfeshnee | opens doors | 19% | black | - |
| Necromancer | opens doors | 13% | black | a dagger 90% (racial weapon) (magic 6%); a wool cloak 50%; a bone amulet 60% (magic 8%) |
| Night hag | opens doors | 13% | black | - |
| Night mare | - | - | black | - |
| Nightganger | - | - | black | - |
| Nightmare | carries a light | - | black | - |
| Nightwing | - | - | black | - |
| Nightworm | - | - | black | - |
| Nosferatu | opens doors | - | black | - |
| Nycaloth | opens doors | - | black | a great axe 100% (magic 4%) |
| Nymph | opens doors | 8% | blue | - |
| Ogre | opens doors | 6% | red | a maul 80% (racial weapon) |
| Ogre mage | opens doors | 13% | blue | a bone amulet 50% (magic 5%); 3 gold coins or 8 gold coins 40% |
| Ogre mauler | opens doors | 6% | red | a maul 90% (racial weapon); 10 copper coins or 25 copper coins 40% |
| Ogre zombie | - | - | black | - |
| Orc archer | opens doors | 5% | red | a short bow 90% (racial weapon); 12 arrows or 20 arrows 95%; a scimitar 50% |
| Orc berserker | opens doors | 6% | red | a great axe 90% (racial weapon) |
| Orc bowman | opens doors | 8% | red | a composite bow 90% (racial weapon); 20 arrows or 30 arrows 95%; a studded leather jerkin 60%; a scimitar 60% |
| Orc high shaman | opens doors | 15% | blue | a quarterstaff 90% (racial weapon); a bone amulet 80% (magic 8%); 20 copper coins or 2 gold coins 60% |
| Orc raider | opens doors | 6% | red | a battle axe 90% (racial weapon); a studded leather jerkin 40%; a leather cap 50% |
| Orc runt | opens doors | 3% | red | a dagger 90% (racial weapon); a leather cap 20% |
| Orc shaman | opens doors | 13% | blue | a quarterstaff 90% (racial weapon); a bone amulet 60% (magic 4%); 10 copper coins or 20 copper coins 40% |
| Orc veteran | opens doors | 8% | red | a scimitar 90% (racial weapon); a suit of scale mail 60% (magic 1%); an iron helm 50%; a small shield 60% |
| Orc war chief | opens doors | 13% | red | a scimitar 90% (racial weapon); a chain mail shirt 80% (magic 3%); an iron helm 70% (magic 1%); a small shield 50%; 30 copper coins or 3 gold coins 80% |
| Orc warlord | opens doors | 19% | red | a battle axe 90% (racial weapon); a suit of banded mail 80% (magic 5%); a great helm 60% (magic 4%); a large shield 60% (magic 3%); 5 gold coins or 12 gold coins 80% |
| Orc warrior | opens doors | 5% | red | a scimitar 90% (racial weapon); a leather jerkin 50%; a leather cap 40%; a small shield 25% |
| Pale drinker | - | - | black | - |
| Panther | - | - | red | - |
| Pit fiend | opens doors | 13% | black | - |
| Pixie | - | 4% | blue | - |
| Polecat | - | - | red | - |
| Poltergeist | - | - | black | - |
| Quasit | opens doors | - | black | - |
| Quickling | - | - | gold | - |
| Rakshasa | opens doors | 15% | black | - |
| Raven | - | - | red | - |
| Redcap | opens doors | - | gold | a pair of iron-shod boots 90% |
| Revenant | opens doors | - | black | a long sword 50% |
| Rift | - | - | black | - |
| Rimethurse | - | 5% | blue | - |
| Rotting dragon | - | - | black | - |
| Rotting drake | - | - | black | - |
| Rotting troll | - | - | black | - |
| Rust monster | - | - | - | - |
| Satyr | opens doors | - | gold | a lute or a long-stemmed pipe 25% |
| Screaming skull | - | - | black | - |
| Sea hag | opens doors | 10% | black | - |
| Shadow | - | - | black | - |
| Shopkeeper | opens doors | - | - | - |
| Skeletal rat | - | - | black | - |
| Skeletal wolf | - | - | black | - |
| Skeleton | - | - | black | a short sword or a spear 30% |
| Skeleton archer | - | - | black | a short bow 90% (racial weapon); 12 arrows or 20 arrows 95% |
| Skeleton warrior | - | - | black | a long sword or a spear 80%; a small shield 50%; a chain mail shirt 30% |
| Sluagh | - | - | black | - |
| Spark mote | - | - | blue | - |
| Spectre | - | - | black | - |
| Sprite | - | - | green | a short bow 90% (racial weapon); 8 arrows or 15 arrows 95% |
| Stone giant | opens doors | 4% | red | - |
| Stone haunt | - | - | black | - |
| Stone mote | - | - | blue | - |
| Stone troll | - | - | red | - |
| Storm giant | opens doors | 8% | red | - |
| Succubus | opens doors | - | black | - |
| Thunderhead | carries a light | 5% | blue | - |
| Toad | - | - | red | - |
| Troll | - | 5% | red | - |
| Troll chieftain | opens doors | 19% | red | a great axe 80% (magic 10%); a suit of scale mail 60% (magic 6%); an iron helm 60% |
| Troll shaman | opens doors | 13% | blue | an ironwood staff 50% |
| Two-headed troll | - | - | red | - |
| Ultroloth | opens doors | 18% | black | - |
| Vampire | opens doors | 13% | black | - |
| Vampire lord | opens doors | 19% | black | - |
| Vampire spawn | opens doors | - | black | - |
| Vrock | opens doors | - | black | - |
| Warden of the gate | opens doors | 100% | black | - |
| Warg | - | - | red | - |
| Washer at the ford | - | - | black | - |
| Water elemental | - | - | blue | - |
| Water mote | - | - | blue | - |
| Welkin wind | - | 5% | blue | - |
| White lady | - | - | black | - |
| Wight lord | opens doors | 15% | black | a long sword 80% (magic 10%) |
| Wild huntsman | opens doors | - | black | a spear or a glaive 90% (magic 13%) |
| Will-o’-wisp | carries a light | - | blue | - |
| Wolf | - | - | red | - |
| Wormhost | - | - | black | - |
| Wormlord | opens doors | - | black | - |
| Wraith | - | - | black | - |
| Wraith lord | - | - | black | - |
| Yeth hound | - | - | gold | - |
| Zombie | - | - | black | - |
The Ascmearc:
| Creature | Doors and light | Drops magic | Crystal | Gear |
|---|---|---|---|---|
| Barrow wight | opens doors | 10% | black | a long sword 60% (magic 6%) |
| Black Wystan | opens doors | 13% | red | High Toby (a Fine amethyst-inlaid long war bow (rare)) 100%; 40 arrows 100%; a short sword 100%; a leather jerkin 100% |
| Bog hag | opens doors | 19% | black | a quarterstaff 80% (magic 13%) |
| Brother Osrick | opens doors | 13% | red | a mace 100%; The Unhalwed Bedes (a bone and smokestone amulet (rare)) 100% |
| Business partner | - | - | - | - |
| Chambermaid | - | - | - | - |
| Cottar | - | - | - | - |
| Crystal guardian | - | 100% | blue | - |
| Cult priest | opens doors | 13% | black | a dagger 90% (racial weapon) (magic 5%); a scroll of light or a scroll of identify or a scroll of frost or a scroll of fireball or a scroll of lightning or a scroll of cause wounds or a scroll of hex of weakness 40% |
| Cultist | opens doors | 6% | black | a dagger 90% (racial weapon); a scroll of light or a scroll of identify or a scroll of frost or a scroll of fireball 15% |
| Deep gnome | - | - | - | - |
| Deep-gnome binder | - | - | - | - |
| Deep-gnome headman | - | - | - | - |
| Deep-gnome jeweller | - | - | - | - |
| Deep-gnome priest | - | - | - | - |
| Deep-gnome trader | opens doors | - | - | - |
| Duergar trader | opens doors | - | - | - |
| Dwarven miser | - | - | - | - |
| Fire drake | carries a light | 100% | red | - |
| Footpad | opens doors | 6% | red | a short sword 90% (racial weapon); a leather jerkin 75% |
| Footpad archer | opens doors | 6% | red | a short bow 90% (racial weapon); 15 arrows or 25 arrows 95%; a dagger 50%; a leather jerkin 50% |
| Gnægan the Rat King | - | 100% | green | - |
| Grundwyrgen the Mere-Wife | opens doors | 100% | black | - |
| Guildmaster | - | - | - | - |
| Hrīmwyrm the White | - | 100% | red | - |
| Innkeeper | - | - | - | - |
| Līgetdrȳ the Storm-Wright | opens doors | 100% | blue | - |
| Mine factor | - | - | - | - |
| Mother Sallow | opens doors | 13% | red | Widowmaker (a Marvellous stiletto (rare)) 100% |
| Nihtscinna the Hollow | - | 100% | black | - |
| Nīðdraca the Hate-Wyrm | - | 100% | red | - |
| Patron | - | - | - | - |
| Pedlar | opens doors | - | - | a quarterstaff 90%; a travelling cloak or a wool cloak 75%; a wax candle or a coil of rope or a long-stemmed pipe or a ladle or a kettle 70%; a loaf of bread or a strip of dried meat or a handful of hazelnuts or a turnip or an apple 60%; a potion of healing or a scroll of light or a potion of antidote 30% |
| Reeve | - | - | - | - |
| Sergeant Herrick | opens doors | 13% | red | a great axe 100% (magic 13%); The Turncoat (a Masterwork suit of banded mail (rare)) 100% |
| Servant | - | - | - | - |
| Sexton | - | - | - | - |
| Sister | - | - | - | - |
| Squire | - | - | - | - |
| Strange spirit | - | - | - | - |
| Stānēoten the Hurler | opens doors | 100% | red | - |
| Training dummy | - | - | - | - |
| Villager | - | - | - | - |
| Wise-woman | - | - | - | - |
| Wælcyrge the Chooser | opens doors | 100% | - | - |
| Wēalāf the Unburied | opens doors | 100% | black | - |
| Āttorcoppe the Spinner | - | 100% | green | - |
See also: How creatures behave, How creatures fight, and Creature powers.
How creatures behave
What they do
When nothing is about, a creature follows its routine. It either walks a fixed patrol route in a loop, one step at a time, or stays where it is.
When a creature sees something hostile to it (you, or a creature of a hostile faction), it goes for the nearest one:
- Creatures that fight up close come at it by the shortest way they can find, and attack once they stand next to it.
- Creatures that shoot or cast spells need to be close enough, with a clear line: nothing solid and nobody in between. If they have one, they attack from where they are. If not, they move to the nearest place that gives them one. An archer spends one arrow a shot. With no arrows left, or no bow, it comes to fight up close (Ranged combat).
- Dragons breathe their element over a long cone whenever their breath is ready and you stand within reach with a clear line. Between breaths they come at you with claws and bite (see Breath).
- A few creatures lurk: the meenlock and the barrow spider. A lurker that sees its target does not come at it. It waits where it stands, well aware of the target, and attacks once the target comes beside it. If it can shoot or cast, it does so from where it stands. Once it is hurt, it hunts like any other creature. The table in Creatures in numbers says which creatures lurk.
- A rooted creature never leaves the cell it stands on. It strikes whatever comes beside it, unless it has nothing to strike with, and shoots, casts, or calls others from where it is. Nothing moves it: it never makes way for you, no blow or spell drives it back, no teleport takes it, and it never follows you on the stairs.
- When it loses sight of its target, it goes to where it last saw it. If someone it cannot see stands on that spot, it goes next to it instead. If it finds no one there, or cannot get there, it gives up.
- When it hears something it cannot see, it goes to have a look, as long as it has enemies at all. Wildlife does not bother. See Hearing.
- With nothing left to chase, it walks back to where it left its routine and carries on.
- If it is beside you when you take the stairs, it comes along.
Creatures always behave the same way in the same situation. There is no chance in it, except whether you slip past one in the dark.
They see by the same rules you do (see Sight and memory). Each has its own eyes and sees by the same light, clouds included. A creature without darkvision does not see you standing in the dark, and lighting your lantern gets you noticed.
Some creatures open closed doors in their way. That takes them a turn and makes noise. The others cannot get past a closed door. A locked door stops even the door-openers, unless they carry its key (see Doors).
Other creatures get in the way. A creature walks a little way round someone blocking it, or waits behind them.
Pace and levels
- Creatures move at their own pace. Some are quicker than you and may act more than once while you take one turn. Some are slower and now and then let one of your turns pass without acting. A creature of your own pace acts once for each normal action of yours. The game never tells you a creature’s pace. You learn it by watching it move, or from its speed in Creatures in numbers.
- Their actions cost time like yours. A step through water takes a creature twice as long as a step on open ground, and some creatures’ attacks cost more or less than a normal action.
- How often a creature acts follows game time, not your turns. While you wade through water or rest, creatures act for as long as that took you.
- Creatures act only on the level you are on. On other levels they stand still until you come back, then carry on where they left off. They do not catch up on the time you were away.
- You see a creature only while you see its cell, so creatures in the dark are hidden unless they carry a light. You never remember where one was.
- Creatures make noise as they walk, so you may hear one you cannot see. Bats fly silently. Creatures hear your steps, doors, and attacks too.
- Some creatures carry objects and wear or wield some of them. A kobold may carry a spear, a kobold archer a bow and arrows. You see what a creature wears and wields (look mode tells you), but never what else it carries. It fights with its gear (Equipment) and drops all of it when it dies.
See also: How creatures fight, Sight and memory, and Surprise and sneak attacks.
How creatures fight
This page covers how creatures attack and what you are told about it, who fights whom, and how much of a blow each kind of body shrugs off. It ends with two odd kinds: the incorporeal, who pass through walls, and the elementals. The exact numbers for every creature are on Creatures in numbers, and their special powers on Creature powers.
Attacks
Creatures’ blows and shots follow the rules of Combat, the same as yours. They hit or miss, hurt, and kill: “The kobold hits you.”, “The giant rat bites the kobold hard!”, “You block the kobold’s spear with your shield.”, “The kobold archer shoots the giant rat.”, “The giant rat dies.” Casters cast real spells (see Spells): “The kobold shaman casts spark at you!”, “The spark shocks you.”
You are told only of attacks you perceive: those where you see the attacker or the target, or where you are the target. An end you cannot see is “something”: “Something hits you.”, “The kobold archer misses something.” Attacks are noisy, so you may also hear fighting, a bowstring, or chanting out of sight.
When you see both ends of an attack, you also see it happen. A creature fighting up close (you too) lunges at its target, an arrow flies from the archer to its target, and a spell lands with a faint violet sparkle. This needs the matching settings on.
Wounds and death
A creature that dies is gone, and what it carried lies where it fell. Creatures do not flee or fight differently when they are hurt, but look mode shows how hurt they look and whether they bleed.
Big hits and criticals make creatures bleed, just as they make you bleed. A badly wounded creature may bleed to death after the fight. Some attacks carry more: a barrow spider’s bite may poison whatever it bites (see Status effects), and once in a long while a giant rat’s gives it filth fever (see Diseases).
Bumping into creatures
Moving into a hostile creature attacks it, which takes a turn (“You hit the giant rat.”, or “You miss something.” if you cannot see it).
Moving into any other creature swaps places with it, for your step’s time (“You swap places with the deer.”). Afterwards it walks back to where it stood and carries on. A few will not make way (“The sentry doesn’t budge.”), which takes no time; see People and talk.
Who fights
The people of Cēaptūn are peaceful folk by nature and talk to you (see People and talk): the townsfolk, Sister Hild, Godgifu, the reeve, and the mine-factor. The town is safe. The fighting happens in the dungeons (see Dungeons and danger).
A creature that is hostile by nature may still be placed among the peaceful folk by the place it lives in. Then it walks its rounds and never attacks you.
Shopkeepers are merchants. They trade with everyone and fight no one, until you rob or attack one. Then it joins the outraged shopkeepers and comes after you (see Shops).
Creatures of factions at war fight each other on sight, wherever they meet. A demon and a devil fight to the death, and both turn on you when they see you. Light your lantern near them and their archers will find you.
Trolls
Trolls are a tribe of their own (the trolls faction), from about level 13 to 42:
- the troll and the hill troll of Fyrdelf;
- further on, the forest, ice, stone, two-headed, and fire trolls, the troll shaman, the troll chieftain, and the elder troll.
Every creature’s hit points come back at a pace set by its Toughness. A troll’s Toughness is the greatest of anything its size, so its wounds close while you watch. Hit it hard and keep hitting.
Fire hurts every troll more than steel does: half again as much, or a quarter more for the stone troll. The exception is the fire troll, which shrugs fire off and hates the cold instead.
The marsh troll of the fen is a marsh thing, and the rotting troll is undead, but a quest to kill trolls counts them too.
Hides and bodies
What a creature is made of decides how much of each blow it shrugs off. This is its Protection, and the older and stronger the kind, the more it has.
- Soft bodies (skin, fur, feathers, dead flesh) give little until they grow huge.
- Bony bodies (bones, scales, chitin, shell) turn blades.
- Hard-skinned bodies (stone, ice, iron-hard skin) turn most blows.
- Spirits, flame, wind, and water have nothing to cut through, and so no Protection at all.
A blow that does nothing “glances off” the hide.
People who fight in armour have no hide of their own: kobolds, goblins, orcs, the drow, the duergar, and outlaws. What they wear is their Protection.
Hard bodies are what armour-piercing is for: the war hammer, the stiletto, crossbow bolts, and criticals. A critical’s damage is multiplied first and the Protection taken off only once. The Armour-breaker talent’s criticals drive through 2 more.
Protection by body and level, rounded down (each kind’s own is in Creatures in numbers):
| Body | Protection at level L | L 10 | L 20 | L 30 | L 40 | L 50 | L 60 | L 70 |
|---|---|---|---|---|---|---|---|---|
| None (spirits, flame, wind, water) | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Hide (skin, fur, feathers, dead flesh, wrappings) | (L − 10) ÷ 8 | 0 | 1 | 2 | 3 | 5 | 6 | 7 |
| Bony (bones, scales, chitin, shell, plates) | L ÷ 6 | 1 | 3 | 5 | 6 | 8 | 10 | 11 |
| Armoured (stone, ice, iron-hard skin, slag, cinders) | L ÷ 4 + 1 | 3 | 6 | 8 | 11 | 13 | 16 | 18 |
The exceptions:
- the cave beetle’s and the ember beetle’s shells: 3;
- the stone troll’s stony hide: 5;
- the mud golem: 5 (a blow sinks into it);
- the balor and the pit fiend: 10, held to the bony line;
- the hags who cast: half a hide’s;
- every living troll: a hide of at least 2.
The animated objects have their own table.
Incorporeal creatures
Some creatures have no body to stop them. These incorporeal creatures drift through walls, solid rock, trees, and closed doors, and may stop inside the stone. A door stays shut behind them. They are:
- among the restless dead, the ghosts, shadows, poltergeists, corpse candles, and wraiths of Fennmynster, and the knockers and spectres of Fyrdelf;
- far deeper, banshees, dread wraiths, greater shadows, white ladies, wraith lords, the sluagh, washers at the ford, night mares, and ghost lords;
- the earth elementals, whose element is the stone.
They cannot leave the level through the stone, and lava stops them as it stops anyone. Nothing of them presses down, so they set off no traps and never break ice.
One inside a wall is still there to fight. You see it when you see that piece of wall: when it is lit, or close enough for darkvision. If you cannot see it there, the wall is only a wall.
- Move into the wall where you see it, and you strike at it.
- It strikes out of the wall at whoever stands beside it.
- An arrow that hits it is lost in the stone. One that misses falls before the wall.
The stone shelters it, though. Inside a wall it is harder to hit: it uses its Wall Defence, in the Defence table on Creatures in numbers. Some misses just strike stone (“Your sword strikes stone where the stone haunt hides in the wall.”). When one dies inside a wall, what it carried falls out onto the nearest floor.
Elementals
Elementals are fire, earth, air, water, ice, and lightning given a shape and a will. Each
element comes in sizes and ages: the mote (small, e), then the lesser and the plain
elemental, then the greater and the elder (E). The eldest of each has an old name: the
balefire, the hoarstone,
the welkin wind, the
brimwolf, the rimethurse,
and the thunderhead.
All elementals are hostile to you and leave everyone else alone. Poison cannot hurt them. Nothing is left of one when it is destroyed, though the oldest now and then leave something they had caught up.
- Fire burns what it touches and lights its way. Fire cannot hurt it, and cold hurts it more.
- Earth is slow, heavy, and hard to cut or pierce. Electricity cannot hurt it. Its blows may stagger you, and the eldest also grips and holds. From the earth elemental up, it moves through stone as an incorporeal creature does, though the stone shelters it less.
- Air is very fast and hard to hit. Arrows blow aside from it, and its blows may stagger you.
- Water walks on the land. Fire and arrows do it less harm, electricity more. Its blows may leave you sluggish, and the greater ones may hold you.
- Ice is slow. Its cold blows may leave you sluggish. Cold cannot hurt it, and fire hurts it more.
- Lightning is fast and lit blue. Electricity cannot hurt it, and its shocks may stagger you.
The exact numbers are on Creatures in numbers.
See also: Creature powers, Creature tricks, and Held.
Creature powers
Besides their blows (on Creatures in numbers), many creatures have a power of their own. They throw boulders, summon help, stare you into stone, split in two, breathe fire, or burst. Each section explains one power and gives a table of the creatures that have it, with its exact numbers. Thieves, blinkers, the unseen, casters, and auras are on Creature tricks.
Throws
Giants hurl boulders. A throw flies like any missile, along its line as far as its range, and strikes the first one in its way (see Ranged combat).
A creature that throws does so whenever you are in range with nobody between you, until it is next to you. Then it fights up close. Its throws never run out, but each takes it the time below, and what it throws breaks where it lands.
A throw adds the thrower’s Dexterity modifier to hit and its Strength modifier to the damage, as yours do. A boulder that does two kinds of damage does whichever hurts its target more.
Bombers throw flasks instead: a kobold alchemist its flasks of oil, a goblin firebomber flasks of fire, a cult chymist stinking flasks. A bomber’s flask has no roll to hit: it breaks where a flask you throw would, on the first one in its way, and its spell’s splash is the attack (the table names the spell). Whoever else stands in the splash catches it too, the bomber’s own kind and the bomber itself. If you see where it breaks, you learn what the flask was, as when you throw one. Its flasks never run out either, but it carries one or two, which fall where it dies.
| Creature | Throws | Damage | To hit | Critical | Range | A throw takes | On a hit |
|---|---|---|---|---|---|---|---|
| Cloud giant | boulder | 4d8+11 bludgeoning | +5 | 22–24 ×2 | 9 cells | 12 seconds | - |
| Crystal guardian | crystal shard | 3d8+8 piercing | +2 | 22–24 ×2 | 7 cells | 10.6 seconds | 15% staggered (1 degree) |
| Cult chymist | stinking flask | its splash: Reek (rung 0) | - | - | 6 cells | 6 seconds | - |
| Drow arbalester | poisoned bolt | 3d10+9 piercing | +13 | 22–24 ×2 | 10 cells | 5.7 seconds | 25% drowsy (2 degrees), 20% poisoned (3 degrees) |
| Drow crossbowman | poisoned bolt | 3d6+4 piercing | +6 | 22–24 ×2 | 8 cells | 6 seconds | 20% drowsy (1 degree), 15% poisoned (2 degrees) |
| Earth elemental | stone | 3d4+5 bludgeoning | +0 | 22–24 ×2 | 6 cells | 11.3 seconds | 15% staggered (1 degree) |
| Elder earth elemental | stone | 3d10+11 bludgeoning | +4 | 22–24 ×2 | 9 cells | 11.3 seconds | 15% staggered (1 degree) |
| Fire giant | burning boulder | 3d10+9 bludgeoning or fire | +4 | 22–24 ×2 | 8 cells | 12 seconds | - |
| Frost giant | block of ice | 4d6+8 bludgeoning or cold | +3 | 22–24 ×2 | 7 cells | 12 seconds | - |
| Giant jarl | boulder | 3d12+14 bludgeoning | +6 | 22–24 ×2 | 10 cells | 11.4 seconds | - |
| Goblin firebomber | flask of fire | its splash: Fireball (rung 0) | - | - | 6 cells | 5.7 seconds | - |
| Greater earth elemental | stone | 3d8+8 bludgeoning | +2 | 22–24 ×2 | 7 cells | 11.3 seconds | 15% staggered (1 degree) |
| Hill giant | boulder | 3d8+7 bludgeoning | +2 | 22–24 ×2 | 7 cells | 12.6 seconds | - |
| Hoarstone | stone | 4d10+15 bludgeoning | +6 | 22–24 ×2 | 11 cells | 10 seconds | 15% staggered (1 degree) |
| Kobold alchemist | flask of oil | its splash: Slick (rung 0) | - | - | 6 cells | 6.7 seconds | - |
| Lesser earth elemental | stone | 2d4+4 bludgeoning | +0 | 22–24 ×2 | 5 cells | 11.3 seconds | 15% staggered (1 degree) |
| Stone giant | boulder | 4d6+9 bludgeoning | +5 | 22–24 ×2 | 9 cells | 9.5 seconds | - |
| Storm giant | boulder | 3d12+12 bludgeoning or electricity | +5 | 22–24 ×2 | 9 cells | 11.4 seconds | - |
| Stānēoten the Hurler | boulder | 7d10+17 bludgeoning | +16 | 22–24 ×2 | 16 cells | 5.7 seconds | 35% staggered (1 degree) |
Summoning
Summoners call up creatures of their own side. A goblin wizard calls its kin and their wargs, a necromancer the lesser dead, and a dark wizard devils.
A summoner that sees a foe within its reach (you, or anyone its side fights) summons before it does anything else. The creatures appear on free cells around it that it can see, nearest first. How many come is rolled each time. They are real creatures of the summoner’s side: they fight, carry gear, drop it where they die, and give their full experience when you kill them. Killing the summoner does not send them away.
Each summoning costs the summoner mana, and then it must wait a while before it can summon again. A few summoners, the breeders, pay no mana. A summoner never has more of its summoned alive at once than the last column says. Its mana comes back as anyone’s does (see Mana), so one that has spent itself summons again only much later. A summoner that cannot cast (silenced) cannot summon.
A breeder calls up its own brood while it fights, as the wormlord calls its grave worms. Kill it first, or the fight gets worse the longer it lasts.
You cannot summon this way.
| Creature | Calls forth | At once | Every | Mana | Within | Appear within | At most |
|---|---|---|---|---|---|---|---|
| Abyssal gate | balgura, chasme, hezrou, vrock | +1 | 90 s | 0 | 8 cells | 2 cells | 4 |
| Arch-gate | arcanaloth, horned devil, ice devil, nalfeshnee, rakshasa, ultroloth | +1 | 180 s | 0 | 8 cells | 2 cells | 3 |
| Black gate | canoloth, incubus, night hag, nycaloth, succubus | +1 | 90 s | 0 | 8 cells | 2 cells | 4 |
| Dark wizard | bearded devil, imp, lemure | 1d3 | 30 s | 12 | 8 cells | 2 cells | 5 |
| Dire gate | cambion, chain devil, erinyes, glabrezu, marilith, nycaloth | +1 | 120 s | 0 | 8 cells | 2 cells | 3 |
| Drow high priestess | balgura, chasme, glabrezu, hezrou, marilith, vrock | 1d2 | 30 s | 16 | 8 cells | 2 cells | 4 |
| Drow matron | glabrezu, hezrou, marilith, nalfeshnee, vrock | 1d3 | 30 s | 20 | 8 cells | 2 cells | 5 |
| Drow priestess | balgura, dretch, quasit | 1d2 | 45 s | 10 | 8 cells | 2 cells | 4 |
| Gate of gloom | hell hound, mezzoloth, nightmare | +1 | 60 s | 0 | 8 cells | 2 cells | 4 |
| Gnægan the Rat King | giant rat | 2d3 | 18 s | 5 | 8 cells | 2 cells | 12 |
| Goblin wizard | goblin (40%), goblin archer (20%), hobgoblin (20%), warg (20%) | 1d3 | 30 s | 8 | 8 cells | 2 cells | 6 |
| Hellmouth | imp, lemure | 1d2 | 60 s | 0 | 8 cells | 2 cells | 4 |
| Iron gate | barbed devil, bearded devil, bone devil, erinyes | +1 | 90 s | 0 | 8 cells | 2 cells | 4 |
| Lords’ gate | balor, pit fiend | +1 | 300 s | 0 | 8 cells | 2 cells | 2 |
| Necromancer | barrow ghoul, bog body, burning skull, draugr, drowned, fen ghoul, ghast, ghost, grave hound, mummy, ogre zombie, pale drinker, poltergeist, shadow, skeletal wolf, skeleton, skeleton archer, skeleton warrior, stone haunt, wraith, zombie | 1d4 | 30 s | 10 | 8 cells | 2 cells | 8 |
| Nīðdraca the Hate-Wyrm | balor, glabrezu, marilith, nalfeshnee | 1d2 | 60 s | 50 | 8 cells | 2 cells | 4 |
| Rift | dretch, quasit | 1d2 | 60 s | 0 | 8 cells | 2 cells | 4 |
| Warden of the gate | hellmouth, rift | +1 | 120 s | 10 | 8 cells | 2 cells | 2 |
| Wormlord | grave worm | 1d2 | 30 s | 0 | 8 cells | 1 cells | 6 |
| Wēalāf the Unburied | banshee, black shuck, bodach, bone drake, charnel heap, draugr lord, dread wraith, ghoul lord, grave knight, greater shadow, headless knight, lich, mummy priest, nosferatu, rotting drake, vampire, wight lord, wormhost | 1d3 | 30 s | 30 | 8 cells | 2 cells | 6 |
| Āttorcoppe the Spinner | barrow spider | 1d4 | 24 s | 8 | 8 cells | 2 cells | 8 |
Gazes
Some creatures harm with a look. A vampire’s stare holds you transfixed. A sea hag’s leaves you frightened and drains your Toughness. A spectre’s drains your will.
A gazer that sees you within its reach looks you in the eye before anything else except summoning. A gaze takes as long as a spell.
The eyes must meet both ways. The gazer needs a line of sight to you, and you must see it. If it stands in a cell too dark for your eyes, or behind a wall or a closed door, it cannot catch your eye. You only feel its cold stare, and its look is wasted.
When the eyes meet, the gaze catches your eye at the chance in the table. It then does what its row says, each effect by its own chance. A drain is still resisted by its check. Hit or miss, the gazer must wait before it looks again.
A creature with no vitals has no eyes to meet and is never gazed at. Gazers look at your allies as they look at you.
Forced gazes
A gaze marked forced in the table makes you avert your eyes by reflex while you see its gazer. You have no choice in it and nothing to switch. With your eyes averted you fight half-blind: −4 to hit, your Dodge halved, and no free blows. The gaze still finds a glance you cannot help, at the chance in that column. Darkness, a wall, or a door between you ends the averting, as it ends the gaze.
The basilisk’s is the one forced gaze, and the deadliest. A glance it catches gives you a degree of Stiffening unless you make a Toughness check against 15. Each degree is told (your limbs stiffen, your skin greys, you can barely move), and the fourth turns you to stone, which is death.
A degree eases in two minutes. A basilisk is slow, so one glimpsed and walked away from is only a fright. The scroll of restoration, a temple’s cure, or Still mind’s Stillness ends the Stiffening, and the Heal skill eases it by a degree each try.
The cockatrice’s peck gives the same Stiffening by touch: one peck in four, against a Toughness check of 13. The gorgon’s breath gives it to everyone it harms (see Breath).
A creature that is stoned leaves no corpse. It leaves a statue holding what it carried (see Doors for kicking one apart, Digging for digging through it).
| Creature | Reach | Catches the eye | Averted eyes | Then | Again after |
|---|---|---|---|---|---|
| Basilisk | 6 cells | 100% | forced; 25% | 100% stiffening (1 degree, unless a Toughness check against 15) | 12 s |
| Duergar mindbreaker | 4 cells | 30% | — | 100% frightened (1 degree), 100% transfixed (1 degree) | 12 s |
| Elder vampire | 6 cells | 45% | — | 100% transfixed (3 degrees) | 12 s |
| Eldest vampire | 6 cells | 50% | — | 100% transfixed (3 degrees) | 12 s |
| Ghost lord | 5 cells | 35% | — | 100% transfixed (2 degrees) | 12 s |
| Hand of glory | 3 cells | 30% | — | 100% transfixed (1 degree) | 12 s |
| Incubus | 4 cells | 30% | — | 100% transfixed (1 degree) | 12 s |
| Night mare | 5 cells | 35% | — | 100% transfixed (2 degrees) | 12 s |
| Nosferatu | 5 cells | 35% | — | 100% transfixed (1 degree) | 12 s |
| Rakshasa | 5 cells | 35% | — | 100% transfixed (2 degrees), 100% frightened (1 degree) | 12 s |
| Sea hag | 4 cells | 35% | — | 100% frightened (2 degrees), 100% drains Toughness for good (unless resisted) | 12 s |
| Spectre | 4 cells | 40% | — | 100% drains Willpower for good (unless resisted) | 12 s |
| Succubus | 4 cells | 30% | — | 100% transfixed (1 degree) | 12 s |
| Ultroloth | 5 cells | 40% | — | 100% transfixed (2 degrees), 100% frightened (1 degree) | 12 s |
| Vampire | 5 cells | 30% | — | 100% transfixed (1 degree) | 12 s |
| Vampire lord | 5 cells | 40% | — | 100% transfixed (2 degrees) | 12 s |
| Vampire spawn | 4 cells | 25% | — | 100% transfixed (1 degree) | 12 s |
| White lady | 5 cells | 35% | — | 100% transfixed (2 degrees) | 12 s |
Splitting and dying into
Splitting. The charnel heap and the black pudding split under a blade’s slashing and piercing. Such a blow cuts the creature in two if it leaves it alive with at least twice the hit points in the third column. The creature keeps the greater half of what it has left. A second one, with the other half and nothing it carried, stands on the nearest free cell beside it. The new one is of its side and hunts what it hunted. With no free cell beside it, the creature does not split.
Blunt blows, fire, acid, and every other kind of damage leave it whole. Below twice that floor of hit points, it dies like anything else.
A half you kill gives a quarter of the creature’s experience (an ally’s kill a quarter of the ally’s share), and no quest counts it.
Dying into. A creature that dies into something lets it out of its corpse as it dies. As many come as the table says, each drawn at random, on free cells it could see within that many cells. They are of the dead one’s side. Each gives a tenth of its experience when killed, and no quest counts them either. Look mode shows such a creature as writhing. A hydra’s heads crawl out of it this way and go on biting.
| Creature | Splits under | A half keeps at least | Dies into | How many | Within |
|---|---|---|---|---|---|
| Black pudding | slashing, piercing | 8 hit points | — | — | — |
| Charnel heap | slashing, piercing | 8 hit points | — | — | — |
| Hydra | — | — | hydra heads | 1d4 | 1 cell |
| Wormhost | — | — | grave worms | 2d4 | 1 cell |
| Wormlord | — | — | grave worms | 3d6 | 2 cells |
Breath
Dragons breathe their element. The fire drake, for one, breathes a long fan of fire.
A dragon that sees you within its cone’s length, with nothing solid and nobody between you, breathes whenever its breath is ready, before anything else. The cone fans out a quarter turn wide from the dragon toward you, like Burning hands but far longer.
Everyone in the cone is struck by one roll of its damage, with no roll to hit. Evasion halves it, and resistance takes its share. The dragon’s own kind is immune to its element and takes nothing.
The element does to those it harms what any spell of it does: fire sets one in four burning. A breath may carry more, as a blow’s added effects do. The gorgon’s grey vapour leaves those it harms stiffening unless they make the Toughness check (the Then column).
After breathing, the dragon cannot breathe again for the time below. Meanwhile it fights up close with its claws and bite. Each is struck in turn and rolled on its own, one row each in the attacks table. Unseen, a dragon’s breath is heard as a roar.
| Creature | Breathes | Damage | Cone | Then | Again after |
|---|---|---|---|---|---|
| Fire drake | fire | 10d8 fire | 9 cells | — | 36 s |
| Gorgon | vapour | 4d6 poison | 5 cells | 100% stiffening (1 degree, unless a Toughness check against 17) | 60 s |
| Hrīmwyrm the White | frost | 14d8 cold | 10 cells | — | 36 s |
| Nīðdraca the Hate-Wyrm | fire | 22d8 fire | 12 cells | — | 30 s |
Bursts
Some creatures go off in a burst of their element.
Vortices. The motes are vortices. A vortex has no blow at all. Once it is beside its target it bursts instead, and is gone. Killed before it gets there, it goes out quietly. So shoot or throw at one as it comes, or close a door on it (a mote opens none).
Death throes. Some creatures burst where they die, however they die:
- every elemental except the earth line;
- the burning skull;
- the magma crawler;
- the animated lantern (its oil);
- the balor.
So an elemental is best killed from a cell or more away. The earth elementals do not burst. Instead they hurl stones at what is not beside them, as the giants do (see Throws), and pound what is.
How a burst strikes. A burst is centred on the creature’s own cell. It reaches everyone within its radius and in its line, except creatures of its own kind. One roll of its damage strikes each of them in full, with no roll to hit and no halving at the edge. Evasion halves it, and resistance takes its share. It strikes your allies and other creatures as readily as you.
A burst does to the floor what an area spell of its element does, so the scrolls under a dying fire elemental may burn. Its element does to the cells what such a spell’s burst does: fire is left burning, water frozen. The spell types’ added effects do not come with it, but the creature’s own do, by the chance below, on those it harmed. A water elemental’s wave puts out the burning of everyone it reaches and the fires there. An air elemental’s gust blows what lies loose on its cells a cell farther out.
The dice of a death throe are half of what a damage spell of the creature’s level rolls: (2 + level ÷ 8)d6, rounded down. Unseen, a burst is heard as an explosion.
| Creature | Bursts | Damage | Radius | On those harmed | Also |
|---|---|---|---|---|---|
| Air elemental | where it dies | 4d6 bludgeoning | 1 | 50% staggered | blows what lies loose a cell outward |
| Animated lantern | where it dies | 1d6 fire | 1 | - | - |
| Balefire | where it dies | 10d6 fire | 3 | 50% burning | - |
| Balor | where it dies | 8d12 fire | 2 | 50% burning | - |
| Brimwolf | where it dies | 8d6 bludgeoning | 3 | - | puts out the burning and the fires |
| Burning skull | where it dies | 2d6 fire | 1 | - | - |
| Cinder elemental | where it dies | 4d6 fire | 1 | - | - |
| Dust devil | beside its target, and is gone | 2d4 slashing | 1 | - | - |
| Elder air elemental | where it dies | 7d6 bludgeoning | 2 | 50% staggered | blows what lies loose a cell outward |
| Elder fire elemental | where it dies | 8d6 fire | 3 | 50% burning | - |
| Elder ice elemental | where it dies | 8d6 cold | 3 | 100% sluggish | - |
| Elder lightning elemental | where it dies | 8d6 electricity | 3 | 50% staggered | - |
| Elder water elemental | where it dies | 7d6 bludgeoning | 2 | - | puts out the burning and the fires |
| Ember mote | beside its target, and is gone | 2d4 fire | 1 | - | - |
| Fire elemental | where it dies | 5d6 fire | 2 | 50% burning | - |
| Frost mote | beside its target, and is gone | 2d6 cold | 1 | - | - |
| Greater air elemental | where it dies | 5d6 bludgeoning | 2 | 50% staggered | blows what lies loose a cell outward |
| Greater fire elemental | where it dies | 6d6 fire | 2 | 50% burning | - |
| Greater ice elemental | where it dies | 6d6 cold | 2 | 100% sluggish | - |
| Greater lightning elemental | where it dies | 6d6 electricity | 2 | 50% staggered | - |
| Greater water elemental | where it dies | 5d6 bludgeoning | 2 | - | puts out the burning and the fires |
| Ice elemental | where it dies | 4d6 cold | 2 | 100% sluggish | - |
| Invisible stalker | where it dies | 4d6 bludgeoning | 1 | 50% staggered | blows what lies loose a cell outward |
| Lesser air elemental | where it dies | 3d6 bludgeoning | 1 | 50% staggered | blows what lies loose a cell outward |
| Lesser fire elemental | where it dies | 3d6 fire | 1 | - | - |
| Lesser ice elemental | where it dies | 3d6 cold | 1 | 100% sluggish | - |
| Lesser lightning elemental | where it dies | 3d6 electricity | 1 | 50% staggered | - |
| Lesser water elemental | where it dies | 2d6 bludgeoning | 1 | - | puts out the burning and the fires |
| Lightning elemental | where it dies | 4d6 electricity | 2 | 50% staggered | - |
| Magma crawler | where it dies | 2d8 fire | 1 | 50% burning | - |
| Rimethurse | where it dies | 10d6 cold | 3 | 100% sluggish | - |
| Spark mote | beside its target, and is gone | 2d6 electricity | 1 | - | - |
| Stone mote | beside its target, and is gone | 2d4 bludgeoning | 1 | - | - |
| Thunderhead | where it dies | 10d6 electricity | 3 | 50% staggered | - |
| Water elemental | where it dies | 3d6 bludgeoning | 1 | - | puts out the burning and the fires |
| Water mote | beside its target, and is gone | 2d4 bludgeoning | 1 | - | - |
| Welkin wind | where it dies | 9d6 bludgeoning | 3 | 50% staggered | blows what lies loose a cell outward |
See also: How creatures fight, Creature tricks, and Creatures in numbers.
Creature tricks
Some creatures have more than claws and breath. They steal from your pack, blink from place to place, go unseen, give themselves away by signs, cast spells, or carry an aura. Their blows and their attacking powers are on Creatures in numbers and Creature powers.
Thieves
Some creatures pick your pack as they fight you. The pixie, the imp, the succubus, and the incubus take only small things: coins, gems, potions, rings, and scrolls. The nymph takes anything.
Each time one of their blows hits you up close and leaves you alive, the chance below decides whether it also takes one whole stack of what you carry. The stack is picked at random among those it may take. A thief never takes what you wear or wield, and never robs anyone but you. After a theft it steals nothing more until the time below has passed. A thief that casts spells strikes you instead of casting when it is beside you with its theft ready, to rob you.
A thief does not run. It fights on with your things in its pack, and they fall where it dies, as anything a creature carries does. The message log names what it took, so you know what to look for. If you cannot see it, “Something” snatches it.
| Creature | Takes | Chance on a hit | Again after |
|---|---|---|---|
| Imp | coins, gems, potions, rings, scrolls | 30% | 60 s |
| Incubus | coins, gems, potions, rings, scrolls | 30% | 60 s |
| Nymph | anything | 30% | 60 s |
| Pixie | coins, gems, potions, rings, scrolls | 30% | 60 s |
| Succubus | coins, gems, potions, rings, scrolls | 30% | 60 s |
Blinkers
The blink dog steps through nothing. When its way to you is blocked (a doorway held, a corridor full of its fellows, a door it cannot open), it is suddenly beside you, on a free cell next to you within its reach that it can see. Then it must run on its paws until the time below has passed.
It never blinks away. It blinks only to where it sees, so a closed door between you is still a door.
| Creature | Reach | Again after |
|---|---|---|
| Blink dog | 6 cells | 30 s |
The unseen
Some creatures you do not see, even though you see where they stand.
Shadowy creatures are hidden in dim light. On a cell whose light is under twice what your eyes need to see at all, a shadowy creature is not there to you, however good your darkvision, until it stands beside you. You feel a cold draught when one you do not see comes within two cells.
Invisible creatures are not there to you in any light, at any distance. The invisible stalker is always invisible. The rest are invisible while they are Invisible. They give themselves that status at the start of their turn whenever the time below has passed since the last time, at no cost, and then go on with their turn. While invisible a creature sheds no light of its own.
What shows them after all:
- Seeing, from the spell See invisible or the potion of seeing;
- Blood scent, on one it scents;
- your companion’s nose;
- a blow of yours that hits, for that turn.
You hear them as you hear anyone: their steps, and the fighting where an unseen blow came from. Their blows are “something’s”. Walking into one strikes at it at −4 to hit. One that hunts by scent comes to you wherever you are on its level.
When you are invisible
The potion of the unseen makes you Invisible for two minutes. No creature sees you then, however near and however bright the light, unless it is Seeing or has no eyes at all (oozes, worms, and the like). The same goes for an invisible creature and your allies: they do not see it either.
A creature that does not see you:
- does not come after you or shoot at you;
- is unaware of you, if it was not already after you, so your blow may surprise it;
- is not frightened by your War cry or by intimidating, which need it to see you.
It still hears you. A creature that hears your steps or your fighting goes to look where the sound came from, as it goes to look into any noise. Beside the cell it looks into, if you stand there, it strikes at you at −4 to hit. It does the same at the cell where it last saw you, so drinking the potion in the middle of a fight does not stop a blow from the one beside you. Step away quietly.
Warning signs
Some creatures leave signs around where they are found:
- a basilisk stands among statues of what it has stoned;
- spiders live among old webs, which catch no one;
- acid-hided things leave the floor eaten into pits;
- torn cloth lies where a light-fingered thing has been.
The signs are laid within four cells of each creature a floor is peopled with or a vault holds, from one to a few for each kind. A statue is placed only where open ground is all about it. The statues are of nobodies of the floor’s own kind, hold nothing, and can be dug and kicked as any statue.
A basilisk’s statues may bear the names of your own past characters who were turned to stone: “a statue of Brakka the dwarf”. Every character who dies goes into the graveyard, a file kept beside the settings that no new version of the game invalidates. Its petrified characters are named on statues, the most recent first, and never twice on one floor. The rest are buried in Līctūn, Cēaptūn’s churchyard.
The more dreadful creatures are named once, the first time in a life you see one, with the line below. Each life remembers which it has seen.
| Creature | Level | Rarity | Leaves | First seen |
|---|---|---|---|---|
| Archlich | 54 | Very rare, dread | - | An archlich. Death gave up on this one long ago. |
| Balor | 62 | Very rare, dread | - | A balor, wreathed in flame. Few who see one live to say so. |
| Banshee | 23 | Rare, dread | - | A banshee. Her wail is a death-knell; do not stay to hear it out. |
| Barbed devil | 26 | Common, dread | - | A barbed devil, all hooks and spines. Every blow at it costs blood. |
| Barrow spider | 2 | Common | old webs | - |
| Basilisk | 16 | Very rare, dread | statues | A basilisk. Do not meet its eyes. |
| Black pudding | 18 | Rare, dread | acid-pitted floor | A black pudding. A blade only makes more of it. |
| Blink dog | 14 | Uncommon, dread | - | A blink dog. It will not stay where you left it. |
| Charnel heap | 22 | Uncommon, dread | - | A charnel heap. Cut it, and there is more of it. |
| Chasme | 28 | Uncommon, dread | - | A chasme. Its droning would lull you to sleep. |
| Cockatrice | 7 | Rare, dread | statues | A cockatrice. Do not let it peck you. |
| Darkling | 9 | Uncommon, dread | - | A darkling, half a shadow. Keep to the light. |
| Deathshade | 60 | Very rare, dread | - | A deathshade. The dark itself is hunting you. |
| Dread wraith | 28 | Rare, dread | - | A dread wraith. Even the grave’s cold shrinks from it. |
| Drow assassin | 32 | Rare, dread | - | A drow assassin. You see it now; you may not see it again. |
| Elder vampire | 58 | Very rare, dread | - | An elder vampire. It has fed for centuries and is not sated. |
| Eldest vampire | 69 | Very rare, dread | - | The eldest of the vampires. Older than the hills, and hungrier. |
| Ember beetle | 8 | Common | acid-pitted floor | - |
| Ghost lord | 53 | Rare, dread | - | A ghost lord. Blades pass through it as through smoke. |
| Gibbering shade | 18 | Rare, dread | - | A gibbering shade. Its babble drowns out every word of power. |
| Gorgon | 28 | Very rare, dread | statues | A gorgon. Hold your breath, and get out of its way. |
| Greater shadow | 31 | Rare, dread | - | A greater shadow. Its touch drinks the strength from you. |
| Hezrou | 30 | Uncommon, dread | acid-pitted floor | A hezrou. The stench of it alone could sicken a horse. |
| Hydra | 24 | Rare, dread | - | A hydra. Every head bites, and killing it is not the end of them. |
| Imp | 9 | Uncommon | torn cloth | - |
| Incubus | 27 | Rare, dread | - | An incubus. A fair face and fair words; guard your purse. |
| Invisible stalker | 22 | Uncommon, dread | - | An invisible stalker, seen for once. It will not stay seen. |
| Large spider | 2 | Common | old webs | - |
| Lich | 30 | Rare, dread | - | A lich. A wizard who would not die, and has not. |
| Night mare | 49 | Rare, dread | - | A night mare. Do not look at it; it will look back. |
| Nightworm | 63 | Very rare, dread | - | A nightworm. The deep has sent up its worst. |
| Nosferatu | 35 | Rare, dread | - | A nosferatu. Its eyes would hold you, and its teeth too. |
| Nymph | 22 | Rare, dread | torn cloth | A nymph. Lovely, and light-fingered; mind your pack. |
| Pit fiend | 66 | Very rare, dread | - | A pit fiend. A lord of the pit, and it has seen you. |
| Pixie | 4 | Very rare, dread | - | A pixie. When it laughs, your pack is lighter. |
| Rakshasa | 52 | Very rare, dread | - | A rakshasa. Its face is not its own; do not meet its eyes. |
| Rust monster | 12 | Uncommon, dread | - | A rust monster. Its feelers twitch toward your iron. |
| Sea hag | 26 | Rare, dread | - | A sea hag. So foul to look on that the heart falters. |
| Shadow | 8 | Rare, dread | - | A shadow. It drinks the strength from you, and the dark hides it. |
| Spectre | 14 | Rare, dread | - | A spectre. Its cold hand takes what the years cannot give back. |
| Succubus | 27 | Rare, dread | - | A succubus. Her kiss takes more than it gives. |
| Ultroloth | 58 | Very rare, dread | - | An ultroloth. Do not look into its eyes. |
| Vampire | 25 | Rare, dread | - | A vampire. Mind its bite, and mind its eyes. |
| Vampire lord | 45 | Rare, dread | - | A vampire lord. Blood is all it wants, and it wants yours. |
| Vampire spawn | 16 | Rare, dread | - | Vampire spawn. Its master cannot be far. |
| Washer at the ford | 48 | Rare, dread | - | The washer at the ford. The clothes she washes are your own. |
| White lady | 39 | Rare, dread | - | A white lady. To see her is an omen; to meet her eyes, worse. |
| Will-o’-wisp | 7 | Very rare, dread | - | A will-o’-wisp. Do not follow the light. |
| Wormhost | 26 | Uncommon, dread | - | A wormhost. Kill it, and the worms come out. |
| Wormlord | 47 | Rare, dread | - | A wormlord. The worms are his, and they are hungry. |
| Wraith | 11 | Rare, dread | - | A wraith. The cold of the grave comes with it. |
| Wraith lord | 41 | Rare, dread | - | A wraith lord. The grave’s cold walks at its side. |
Spells
Casters cast real spells, the very ones you may learn. They are rolled at the caster’s own stats as yours are at yours, with the same reach and dice, the same areas, spell types, and resistances. A spell that rolls to hit adds a quarter of the caster’s level to the roll, as its blows do.
Each cast costs the mana below from the caster’s pool, which comes back as slowly as anyone’s. So a caster casts a handful of spells and then fights with whatever it holds. One that cannot cast (silenced) fights the same way.
A caster casts the first spell on its list that it has the mana for and that would do something from where it stands:
- a buff it does not have yet;
- a heal by touch on itself, or on a friend beside it, below half its hit points;
- a hex within reach that you are not under (and are not immune to);
- harm within reach, with nothing solid and nobody between you for a ray, a bolt, a cone, or a line.
It never casts an area spell that would catch a friend of its own. Failing all that, it comes closer, to where its longest spell would reach. Spell reflection turns its rays and bolts back at it, as it turns anyone’s. Casters up to level 10 know only the weakest spells and are very rare. Unseen, a caster is heard chanting.
Auras and cries
Auras. Some creatures carry an aura that touches every foe within its reach on the creature’s turn. It then does not touch again until its time below has passed. There are two kinds:
- a seen aura reaches anyone in its line of sight, with no light needed (a chill comes in the dark);
- a heard aura reaches anyone within the reach who would hear a voice as loud as the one given, through doors and round corners, by the rules of hearing.
Each foe it reaches makes the check in the “kept off by” column: 2d12 plus the stat’s modifier against the number, as any check. On a failure it suffers the status’s degrees, caused by the creature. A resistance to the type named takes its share of them, and an immunity keeps it off. The first time an aura touches you anew, you are told its cause (“A chill comes off the wraith.”). The reach is short, so keep your distance and shoot.
Always on. What a creature always has comes back every turn it takes, and is never shown when you look at it. A fire salamander is always cloaked in flame, and whoever strikes it burns.
Cries. A cry is a sound a creature makes now and then where it stands, on a turn it does not fight. Each turn the chance is 6 in the number of seconds given. It is heard by the rules of hearing like any sound, so you hear the hound before you see it.
| Creature | Aura | Reach | Kept off by | Every | Always has | Cry |
|---|---|---|---|---|---|---|
| Abyssal gate | - | - | - | - | - | a scream (loudness 70, every 90 s) |
| Arch-gate | - | - | - | - | - | a howl (loudness 92, every 90 s) |
| Archlich | frightened (2) | 3 cells, in sight | Willpower 20 | 12 s | - | - |
| Balor | - | - | - | - | fire-cloaked | - |
| Banshee | frightened (2) | 6 cells, heard (loudness 100) | Willpower 15 | 24 s | - | a wail (loudness 100, every 60 s) |
| Barbed devil | - | - | - | - | barbed hide | - |
| Barghest | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Basilisk | - | - | - | - | - | a hiss (loudness 40, every 60 s) |
| Bheur hag | sluggish (1), resisted as cold | 2 cells, in sight | Toughness 18 | 12 s | - | - |
| Black gate | - | - | - | - | - | a wail (loudness 72, every 90 s) |
| Black shuck | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Bodach | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Bone devil | frightened (2) | 2 cells, in sight | Willpower 17 | 12 s | - | - |
| Bone dragon | - | - | - | - | - | a rattle (loudness 60, every 90 s) |
| Charnel heap | - | - | - | - | - | a rattle (loudness 50, every 60 s) |
| Chasme | drowsy (1) | 3 cells, heard (loudness 50) | Willpower 16 | 18 s | - | buzzing (loudness 50, every 30 s) |
| Church grim | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Cockatrice | - | - | - | - | - | a hiss (loudness 30, every 60 s) |
| Crocodile | - | - | - | - | - | a hiss (loudness 40, every 90 s) |
| Deathshade | frightened (2) | 3 cells, in sight | Willpower 21 | 12 s | - | - |
| Demilich | frightened (2) | 3 cells, in sight | Willpower 22 | 12 s | - | - |
| Dire gate | - | - | - | - | - | a scream (loudness 82, every 90 s) |
| Dire warg | - | - | - | - | - | a howl (loudness 120, every 180 s) |
| Dread wraith | sluggish (2), resisted as cold | 2 cells, in sight | Toughness 16 | 12 s | - | - |
| Ember beetle | - | - | - | - | acid blood | - |
| Fire salamander | - | - | - | - | fire-cloaked | - |
| Gate of gloom | - | - | - | - | - | a howl (loudness 56, every 90 s) |
| Gibbering shade | silenced (1) | 3 cells, in sight | nothing | 6 s | - | - |
| Hellmouth | - | - | - | - | - | a howl (loudness 50, every 90 s) |
| Hezrou | poisoned (1) | 2 cells, in sight | Toughness 16 | 30 s | - | - |
| Hound of the hunt | - | - | - | - | - | a howl (loudness 150, every 120 s) |
| Hydra | - | - | - | - | - | a hiss (loudness 50, every 60 s) |
| Ice devil | sluggish (2), resisted as cold | 2 cells, in sight | Toughness 20 | 12 s | - | - |
| Iron gate | - | - | - | - | - | banging (loudness 70, every 90 s) |
| Knocker | - | - | - | - | - | banging (loudness 80, every 60 s) |
| Lords’ gate | - | - | - | - | - | a scream (loudness 100, every 90 s) |
| Nalfeshnee | frightened (2) | 3 cells, in sight | Willpower 19 | 12 s | - | - |
| Nymph | - | - | - | - | - | giggling (loudness 40, every 60 s) |
| Pit fiend | frightened (2) | 3 cells, in sight | Willpower 22 | 12 s | fire-cloaked | - |
| Pixie | - | - | - | - | - | giggling (loudness 40, every 60 s) |
| Poltergeist | - | - | - | - | - | banging (loudness 80, every 60 s) |
| Rift | - | - | - | - | - | a wail (loudness 50, every 90 s) |
| Satyr | drowsy (1) | 3 cells, heard (loudness 60) | Willpower 13 | 18 s | - | - |
| Screaming skull | frightened (2) | 4 cells, heard (loudness 120) | Willpower 17 | 24 s | - | a scream (loudness 120, every 60 s) |
| Vrock | frightened (2) | 2 cells, in sight | Willpower 17 | 12 s | - | a scream (loudness 100, every 90 s) |
| Warg | - | - | - | - | - | a howl (loudness 120, every 180 s) |
| Washer at the ford | frightened (2) | 3 cells, in sight | Willpower 19 | 12 s | - | - |
| Wraith | sluggish (1), resisted as cold | 2 cells, in sight | Toughness 13 | 12 s | - | - |
| Wraith lord | sluggish (3), resisted as cold | 2 cells, in sight | Toughness 18 | 12 s | - | - |
| Yeth hound | frightened (2) | 2 cells, in sight | Willpower 16 | 12 s | - | a howl (loudness 150, every 120 s) |
See also: Creature powers, Creatures, and Creatures in numbers.
Creatures’ gear
Creatures you meet in the dungeons come with gear of their own, and so do creatures that a place puts somewhere without a set kit. The gear follows the “Gear” column of what creatures carry. Each line of the table is rolled in turn by its chance, and gives one of the things it lists. Now and then a creature also gets a magic piece, made as loot is, at the floor’s item level.
- A kind’s racial weapon is its first line. It comes 90% of the time unless the table says otherwise, and every kind with one is trained in its weapon skill.
- An armed creature gets no flat bonus to hit. Its ranks in the weapon’s skill (and in Duelist, for a one-handed weapon with no shield) are the fewest that bring the weapon to a quarter of its level to hit (a spellcaster’s, to an eighth), as the creatures that fight with claws and teeth hit. No rank is higher than a trained warrior of the creature’s level holds (2 at level 1, 7 at 15 to 22, 10 from 42), so a heavy weapon (great blades, axes, polearms) may stay below and hit harder instead.
- Its ranks bring what ranks bring anyone: damage, speed, Parry, and the abilities they teach that work by themselves (Deep cut, Crushing blow, Brace, Riposte).
- What a creature could not carry (over its carrying limit) it goes without.
- What it gets is made of a material by the creature’s level, as drops are.
- What falls when it dies is unidentified, as any find is.
Condition
Each piece of arms or armour a creature gets is often worn out and now and then finer than most. It may be damaged, a point worse than a plain one, or Fine, Marvellous, or Masterwork, with one, two, or three improvements in what an improvement can better, as if worked at a forge (each counts as one attempt made on it). A damaged piece is called by what wore it out: rusted iron and steel, corroded bronze, silver, and other metals, and plainly damaged wood, leather, and cloth. The creature fights with it as it is, and it falls as it is. A stack of several (thrown weapons, ammunition), rings and amulets, a unique item, one of Proof, anything a quest may ask for, and a set kit a place gives a creature are always as made. The chances, by the creature’s tag:
| Creatures | Damaged | Fine | Marvellous | Masterwork | As made |
|---|---|---|---|---|---|
devil | 8% | 10% | 2.5% | 0.6% | 78.9% |
drow | 10% | 12% | 3% | 0.8% | 74.2% |
duergar | 8% | 15% | 4% | 1% | 72% |
goblin | 50% | 1.5% | 0.2% | 0% | 48.3% |
hobgoblin | 10% | 10% | 2% | 0.4% | 77.6% |
kobold | 55% | 1% | 0.1% | 0% | 43.9% |
orc | 45% | 2.5% | 0.4% | 0.1% | 52% |
troll | 50% | 1% | 0.1% | 0% | 48.9% |
undead | 95% | 1% | 0% | 0% | 4% |
| Everyone else | 30% | 4% | 0.8% | 0.2% | 65% |
A creature with more than one of these tags takes the first in this order: undead, duergar, hobgoblin, drow, devil, kobold, goblin, orc, troll.
Damaged gear of metal is rusted (rust) or corroded (corrosion), whichever its material withstands less (the first on a tie), never one it always withstands; one that always withstands them all is plainly damaged. Gear of anything else is plainly damaged.
Deeper down, gear is better made: the chances of Fine, Marvellous, and Masterwork in the table of deeper finds are added to these, and the chance of a damaged piece shrinks to make room.
See also: Creatures, What creatures leave, and Equipment.
Greater and lesser creatures
Two of the same creature need not be the same fight. When a creature comes into being, there is a one in six chance it is greater than its kind and a one in six chance it is lesser. The rest are ordinary.
A greater creature has more hit points, hits more surely and harder up close, and moves a little more slowly. A lesser one is the reverse.
Look mode tells you the grade with a word before the name: “a big kobold”, “a scrawny kobold”, “an ancient zombie”. Messages call it by its kind alone. Killing one is worth what its kind is worth in experience, whatever its grade.
Some creatures are never graded:
- unique creatures;
- the peaceful and trading folk;
- animated objects, except the blades (“a notched animated blade”, “a keen” one);
- mimics;
- your own companion or familiar, which grow with you instead.
| Grade | Chance | Maximum hit points | To hit | Damage | Speed |
|---|---|---|---|---|---|
| Greater | 1 in 6 | +25% | +1 | +2 | −10% |
| Lesser | 1 in 6 | −25% | −1 | −2 | +10% |
The words for each:
See also: Creatures in numbers and How creatures behave.
What creatures leave
When a creature dies, its body may leave crafting stock on its cell, besides the gear it carried and any loot: a wolf’s hide and a shard of its bone, a kobold’s flint, a skeleton’s bones, an elemental’s essence. You pick these up like anything else. They are pieces of a material, or herbs and essences, listed under Materials.
- It does not matter who made the kill. A creature killed by another creature, or by a trap, leaves the same.
- What a creature leaves goes by its sort: every sort it belongs to adds its own chances (a hobgoblin is a goblin and a hobgoblin, so it rolls both). Some kinds add chances of their own: a boar’s tusks give horn, a bear’s pelt fur, a spider’s shell chitin.
- Each chance is rolled on its own, so one body can leave several things, or nothing. Pieces of the same material join one stack.
- Only a creature that leaves a corpse leaves stock, unless its sort says otherwise: a skeleton’s bones and an elemental’s essence come without a body. A ghost leaves nothing.
- A small creature (a rat, a kobold) has half the chance of each.
- A creature turned to stone leaves none, and neither does a summoned creature, which leaves nothing at all.
By creature
Each creature that can leave anything, with how many of each and the chance, as rolled (a small creature’s already halved). “From” is the sort (or the creature itself) each chance comes from.
| Creature | Drops | From |
|---|---|---|
| Air elemental | essence of air (1, 60%) | air |
| Annis hag | sprig of henbane (1d2, 50%); bone shard (1, 30%) | hag |
| Badger | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%); fur pelt (1, 25%) | beast, its own |
| Balefire | essence of fire (1, 60%) | fire |
| Barghest | bone shard (1d2, 50%) | undead |
| Barrow ghoul | bone shard (1d2, 50%) | undead |
| Barrow spider | bone shard (1, 15%); chitin shard (1, 25%) | vermin, its own |
| Basilisk | bone shard (1d2, 50%); hardened leather hide (1, 40%) | its own |
| Bear | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%); fur pelt (1, 50%) | beast, its own |
| Bheur hag | sprig of henbane (1d2, 50%); bone shard (1, 30%) | hag |
| Black hound | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%) | beast |
| Black shuck | bone shard (1d2, 50%) | undead |
| Black Wystan | iron ingot (1, 20%); leather hide (1, 30%) | outlaw |
| Boar | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%); horn shard (1, 50%) | beast, its own |
| Bodach | bone shard (1d2, 50%) | undead |
| Bog body | bone shard (1d2, 50%) | undead |
| Bog hag | sprig of henbane (1d2, 50%); bone shard (1, 30%); bone shard (1, 40%); leather hide (1, 30%) | hag, marsh-thing |
| Bone colossus | bone shard (1d3, 80%) | skeleton |
| Bone dragon | bone shard (1d3, 80%) | skeleton |
| Bone drake | bone shard (1d3, 80%) | skeleton |
| Bone wyvern | bone shard (1d3, 80%) | skeleton |
| Brimwolf | essence of water (1, 60%) | water |
| Brother Osrick | iron ingot (1, 20%); leather hide (1, 30%) | outlaw |
| Cat | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%) | beast |
| Cave bat | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%) | beast |
| Cave beetle | chitin shard (1, 25%) | its own |
| Cave lizard | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%) | beast |
| Charnel heap | bone shard (1d2, 50%) | undead |
| Charnel titan | bone shard (1d3, 80%) | skeleton |
| Charred dead | essence of fire (1, 25%); bone shard (1d2, 50%) | fire-thing, undead |
| Chicken | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%) | beast |
| Church grim | bone shard (1d2, 50%) | undead |
| Cinder elemental | essence of fire (1, 60%) | fire |
| Cloud giant | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Cockatrice | bone shard (1d2, 25%); hardened leather hide (1, 20%) | its own |
| Crocodile | bone shard (1, 40%); leather hide (1, 30%); hardened leather hide (1, 60%) | marsh-thing, its own |
| Crystal guardian | essence of earth (1, 60%); block of stone (1d2, 50%) | earth |
| Death knight | bone shard (1d2, 50%) | undead |
| Deer | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%); horn shard (1, 50%) | beast, its own |
| Dire warg | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%) | beast |
| Draugr | bone shard (1d2, 50%) | undead |
| Draugr lord | bone shard (1d2, 50%) | undead |
| Dread lord | bone shard (1d2, 50%) | undead |
| Dread wyrm | bone shard (1d3, 80%) | skeleton |
| Drow arbalester | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow archmage | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow assassin | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow blademaster | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow captain | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow crossbowman | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow high priestess | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow mage | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow matron | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow priestess | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow stalker | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drow warrior | steel ingot (1, 30%); mithril ingot (1, 3%) | drow |
| Drowned | bone shard (1d2, 50%) | undead |
| Drowned king | bone shard (1d2, 50%) | undead |
| Duergar crossbowman | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar hulk | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar king | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar mindbreaker | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar miner | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar priest | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar skeleton | bone shard (1d3, 80%) | skeleton |
| Duergar slinger | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar smith | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar spider rider | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar thane | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar veteran | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Duergar warrior | iron ingot (1d2, 50%); steel ingot (1, 30%) | duergar |
| Dust devil | essence of air (1, 30%) | air |
| Earth elemental | essence of earth (1, 60%); block of stone (1d2, 50%) | earth |
| Elder air elemental | essence of air (1, 60%) | air |
| Elder earth elemental | essence of earth (1, 60%); block of stone (1d2, 50%) | earth |
| Elder fire elemental | essence of fire (1, 60%) | fire |
| Elder ice elemental | essence of ice (1, 60%) | ice |
| Elder lightning elemental | essence of lightning (1, 60%) | lightning |
| Elder troll | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Elder vampire | bone shard (1d2, 50%) | undead |
| Elder water elemental | essence of water (1, 60%) | water |
| Eldest vampire | bone shard (1d2, 50%) | undead |
| Ember beetle | essence of fire (1, 12.5%); chitin shard (1, 25%) | fire-thing, its own |
| Ember mote | essence of fire (1, 30%) | fire |
| Fen ghoul | bone shard (1, 40%); leather hide (1, 30%); bone shard (1d2, 50%) | marsh-thing, undead |
| Fire drake | dragonbone shard (1d2, 100%); dragonscale hide (1d2, 100%); length of sinew (1d2, 60%); essence of fire (1, 25%) | dragon, fire-thing |
| Fire elemental | essence of fire (1, 60%) | fire |
| Fire giant | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Fire salamander | essence of fire (1, 25%) | fire-thing |
| Fire troll | essence of fire (1, 25%); bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | fire-thing, troll |
| Footpad | iron ingot (1, 20%); leather hide (1, 30%) | outlaw |
| Footpad archer | iron ingot (1, 20%); leather hide (1, 30%) | outlaw |
| Forest troll | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Frost giant | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Frost mote | essence of ice (1, 30%) | ice |
| Gallows dead | bone shard (1d2, 50%) | undead |
| Ghast | bone shard (1d2, 50%) | undead |
| Ghoul king | bone shard (1d2, 50%) | undead |
| Ghoul lord | bone shard (1d2, 50%) | undead |
| Giant centipede | bone shard (1, 15%); chitin shard (1, 25%) | vermin, its own |
| Giant frog | bone shard (1, 20%); leather hide (1, 15%) | marsh-thing |
| Giant jarl | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Giant leech | bone shard (1, 20%); leather hide (1, 15%) | marsh-thing |
| Giant rat | bone shard (1, 15%) | vermin |
| Giant shaman | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Gnægan the Rat King | bone shard (1, 30%) | vermin |
| Goblin | block of flint (1, 15%); iron ingot (1, 10%); leather hide (1, 15%) | goblin |
| Goblin archer | block of flint (1, 15%); iron ingot (1, 10%); leather hide (1, 15%) | goblin |
| Goblin chief | block of flint (1, 30%); iron ingot (1, 20%); leather hide (1, 30%) | goblin |
| Goblin firebomber | block of flint (1, 15%); iron ingot (1, 10%); leather hide (1, 15%) | goblin |
| Goblin wizard | block of flint (1, 15%); iron ingot (1, 10%); leather hide (1, 15%) | goblin |
| Gorgon | dragonbone shard (1d2, 100%); dragonscale hide (1d2, 100%); length of sinew (1d2, 60%); bone shard (1d2, 50%); hardened leather hide (1, 40%) | dragon, its own |
| Grave hound | bone shard (1d2, 50%) | undead |
| Grave knight | bone shard (1d2, 50%) | undead |
| Grave worm | bone shard (1, 15%) | vermin |
| Great boar | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%); horn shard (1, 50%) | beast, its own |
| Greater air elemental | essence of air (1, 60%) | air |
| Greater earth elemental | essence of earth (1, 60%); block of stone (1d2, 50%) | earth |
| Greater fire elemental | essence of fire (1, 60%) | fire |
| Greater ice elemental | essence of ice (1, 60%) | ice |
| Greater lightning elemental | essence of lightning (1, 60%) | lightning |
| Greater water elemental | essence of water (1, 60%) | water |
| Green hag | sprig of henbane (1d2, 50%); bone shard (1, 30%) | hag |
| Grundwyrgen the Mere-Wife | sprig of henbane (1d2, 50%); bone shard (1, 30%) | hag |
| Hare | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%); fur pelt (1, 25%) | beast, its own |
| Headless knight | bone shard (1d2, 50%) | undead |
| Hill giant | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Hill troll | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Hoarstone | essence of earth (1, 60%); block of stone (1d2, 50%) | earth |
| Hobgoblin | block of flint (1, 30%); iron ingot (1, 20%); leather hide (1, 30%); iron ingot (1, 40%); steel ingot (1, 15%); leather hide (1, 30%) | goblin, hobgoblin |
| Hobgoblin archer | block of flint (1, 30%); iron ingot (1, 20%); leather hide (1, 30%); iron ingot (1, 40%); steel ingot (1, 15%); leather hide (1, 30%) | goblin, hobgoblin |
| Hobgoblin captain | block of flint (1, 30%); iron ingot (1, 20%); leather hide (1, 30%); iron ingot (1, 40%); steel ingot (1, 15%); leather hide (1, 30%) | goblin, hobgoblin |
| Hobgoblin legionnaire | block of flint (1, 30%); iron ingot (1, 20%); leather hide (1, 30%); iron ingot (1, 40%); steel ingot (1, 15%); leather hide (1, 30%) | goblin, hobgoblin |
| Hobgoblin sergeant | block of flint (1, 30%); iron ingot (1, 20%); leather hide (1, 30%); iron ingot (1, 40%); steel ingot (1, 15%); leather hide (1, 30%) | goblin, hobgoblin |
| Hobgoblin warcaster | block of flint (1, 30%); iron ingot (1, 20%); leather hide (1, 30%); iron ingot (1, 40%); steel ingot (1, 15%); leather hide (1, 30%) | goblin, hobgoblin |
| Hobgoblin warlord | block of flint (1, 30%); iron ingot (1, 20%); leather hide (1, 30%); iron ingot (1, 40%); steel ingot (1, 15%); leather hide (1, 30%) | goblin, hobgoblin |
| Hound | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%) | beast |
| Hound of the hunt | bone shard (1d2, 50%) | undead |
| Hrīmwyrm the White | dragonbone shard (1d2, 100%); dragonscale hide (1d2, 100%); length of sinew (1d2, 60%) | dragon |
| Hydra | bone shard (1d2, 50%); hardened leather hide (1, 40%) | its own |
| Ice elemental | essence of ice (1, 60%) | ice |
| Ice troll | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Invisible stalker | essence of air (1, 60%) | air |
| Kobold | block of flint (1, 20%); wood billet (1, 12.5%); bone shard (1, 10%) | kobold |
| Kobold alchemist | block of flint (1, 20%); wood billet (1, 12.5%); bone shard (1, 10%) | kobold |
| Kobold archer | block of flint (1, 20%); wood billet (1, 12.5%); bone shard (1, 10%) | kobold |
| Kobold shaman | block of flint (1, 20%); wood billet (1, 12.5%); bone shard (1, 10%) | kobold |
| Kobold zombie | bone shard (1d2, 25%) | undead |
| Large spider | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%); chitin shard (1, 25%) | beast, its own |
| Lesser air elemental | essence of air (1, 60%) | air |
| Lesser earth elemental | essence of earth (1, 60%); block of stone (1d2, 50%) | earth |
| Lesser fire elemental | essence of fire (1, 60%) | fire |
| Lesser ice elemental | essence of ice (1, 60%) | ice |
| Lesser lightning elemental | essence of lightning (1, 60%) | lightning |
| Lesser water elemental | essence of water (1, 60%) | water |
| Lich-drake | bone shard (1d3, 80%) | skeleton |
| Lightning elemental | essence of lightning (1, 60%) | lightning |
| Lynx | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%); fur pelt (1, 50%) | beast, its own |
| Marsh troll | bone shard (1, 40%); leather hide (1, 30%); bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | marsh-thing, troll |
| Mother Sallow | iron ingot (1, 20%); leather hide (1, 30%) | outlaw |
| Mud golem | block of stone (1d2, 60%) | construct |
| Mummy | bone shard (1d2, 50%) | undead |
| Mummy king | bone shard (1d2, 50%) | undead |
| Mummy lord | bone shard (1d2, 50%) | undead |
| Mummy priest | bone shard (1d2, 50%) | undead |
| Night hag | sprig of henbane (1d2, 50%); bone shard (1, 30%) | hag |
| Nightganger | bone shard (1d2, 50%) | undead |
| Nightwing | bone shard (1d2, 50%) | undead |
| Nightworm | bone shard (1d2, 50%) | undead |
| Nosferatu | bone shard (1d2, 50%) | undead |
| Nīðdraca the Hate-Wyrm | dragonbone shard (1d2, 100%); dragonscale hide (1d2, 100%); length of sinew (1d2, 60%) | dragon |
| Ogre | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%); bone shard (1d2, 40%); leather hide (1, 40%) | giant, ogre |
| Ogre mage | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%); bone shard (1d2, 40%); leather hide (1, 40%) | giant, ogre |
| Ogre mauler | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%); bone shard (1d2, 40%); leather hide (1, 40%) | giant, ogre |
| Ogre zombie | bone shard (1d2, 50%) | undead |
| Orc archer | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc berserker | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc bowman | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc high shaman | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc raider | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc runt | iron ingot (1, 20%); leather hide (1, 15%); bone shard (1, 10%) | orc |
| Orc shaman | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc veteran | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc war chief | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc warlord | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Orc warrior | iron ingot (1, 40%); leather hide (1, 30%); bone shard (1, 20%) | orc |
| Panther | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%); fur pelt (1, 50%) | beast, its own |
| Polecat | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%); fur pelt (1, 25%) | beast, its own |
| Raven | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%) | beast |
| Revenant | bone shard (1d2, 50%) | undead |
| Rimethurse | essence of ice (1, 60%) | ice |
| Rotting dragon | bone shard (1d2, 50%) | undead |
| Rotting drake | bone shard (1d2, 50%) | undead |
| Rotting troll | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%); bone shard (1d2, 50%) | troll, undead |
| Sea hag | sprig of henbane (1d2, 50%); bone shard (1, 30%) | hag |
| Sergeant Herrick | iron ingot (1, 20%); leather hide (1, 30%) | outlaw |
| Skeletal rat | bone shard (1d3, 40%) | skeleton |
| Skeletal wolf | bone shard (1d3, 80%) | skeleton |
| Skeleton | bone shard (1d3, 80%) | skeleton |
| Skeleton archer | bone shard (1d3, 80%) | skeleton |
| Skeleton warrior | bone shard (1d3, 80%) | skeleton |
| Spark mote | essence of lightning (1, 30%) | lightning |
| Stone giant | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Stone mote | essence of earth (1, 30%); block of stone (1d2, 25%) | earth |
| Stone troll | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Storm giant | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Stānēoten the Hurler | bone shard (1d3, 50%); leather hide (1d2, 50%); length of sinew (1, 40%) | giant |
| Thunderhead | essence of lightning (1, 60%) | lightning |
| Toad | leather hide (1, 30%); bone shard (1d2, 25%); length of sinew (1, 20%) | beast |
| Troll | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Troll chieftain | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Troll shaman | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Two-headed troll | bone shard (1d2, 50%); hardened leather hide (1, 40%); length of sinew (1, 30%) | troll |
| Vampire | bone shard (1d2, 50%) | undead |
| Vampire lord | bone shard (1d2, 50%) | undead |
| Vampire spawn | bone shard (1d2, 50%) | undead |
| Warg | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%) | beast |
| Water elemental | essence of water (1, 60%) | water |
| Water mote | essence of water (1, 30%) | water |
| Welkin wind | essence of air (1, 60%) | air |
| Wild huntsman | bone shard (1d2, 50%) | undead |
| Wolf | leather hide (1, 60%); bone shard (1d2, 50%); length of sinew (1, 40%); fur pelt (1, 50%) | beast, its own |
| Wormhost | bone shard (1d2, 50%) | undead |
| Wormlord | bone shard (1d2, 50%) | undead |
| Wēalāf the Unburied | bone shard (1d2, 50%) | undead |
| Zombie | bone shard (1d2, 50%) | undead |
| Āttorcoppe the Spinner | bone shard (1, 30%) | vermin |
By sort
The chances of each sort as written, before a small creature halves them. “Without a body too” is yes for the sorts whose chances apply to a creature that leaves no corpse.
See also: Creatures’ gear, Materials, and Crafting.
Animated objects
Animated objects are things that some will set moving and then left behind: a candlestick that rocks after you, a teapot that scalds, a broom that scuttles, a rug that closes over you. They go for the living who come near and leave everything else alone.
- Household things are almost harmless, and worth killing for what they are made of. A silver candlestick is a prize at any level.
- Deeper, a sword, an axe, or a staff dances alone. This is an animated blade: quick and fragile, and its weapon is the prize.
- Deeper still walk the composites. Animated armour is a suit with nobody inside that fights with its gauntlets. The animated panoply is the full kit of a knight with no knight. It wields and wears real magic items, and their powers are its own. A panoply is among the most dangerous things in the game, and among the most rewarding.
What they are made of
Household things. An animated household thing is a real household object. An animated candlestick is a candlestick, of brass, iron, pewter, or (rarely) silver. Its colour on the map is its material’s, and look mode names it: “an animated candlestick of silver (hostile, unhurt), rocking”. A clatter of cutlery is three to six pieces of cutlery at once.
Blades. An animated blade is one real melee weapon, of a kind found at its level or below. It wields itself as anyone would wield it. It strikes with the weapon’s damage, threat, and any magic on it (a flaming blade burns), with the blade’s Strength and a rank in the weapon’s skill that grows with its level. The deeper it is met, the likelier its weapon is magic, and from level 15 it is now and then rare.
A blade shows on the map as its weapon does: ) in the colour of the weapon’s material. Look mode
names what it wields as it would for anyone: “an animated blade (hostile, unhurt), wielding a steel
long sword”. Like any weapon a monster carries, it is
unidentified until you hold it.
A blade is hard to hit because of its thin edge. It shrugs off thrusts (piercing) and breaks under heavy blows (bludgeoning). It floats without a sound.
Armour and panoplies. Animated armour and a panoply are made of several real things at once:
- always body armour, a helm, a shield, and gauntlets;
- for a panoply, also a melee weapon, and the deeper it is, boots, a cloak, an amulet, and (from level 50) a ring on each hand.
Each piece is drawn as a blade’s weapon is, and worn or wielded as anyone would. The armour gives its Protection, the shield its Defence, the weapon its blows. A panoply that wields a two-handed weapon carries no shield.
Both show on the map as A, in the colour of their body armour’s material. Look mode names what
they wear and wield: “an animated armour (hostile, unhurt), wearing a bronze cap and a padded
coat”.
Animated armour has no weapon: it slams with its gauntlets. Both are slow and loud, and both open doors. Animated armour shrugs off some of a thrust, which passes through the hollow. A panoply holds a rank in its weapon’s skill as a blade does, and with a shield it has ranks in Sword and Board.
One kind each. All blades count as one kind of creature in every way that matters. You learn of animated blades once, and a quest to kill them counts every one. They are drawn onto a floor as one kind, at the level of the floor’s danger: a blade of level 12 on a floor of danger 12, never below level 5 or above 20. All animated armours count as one kind among themselves, and so do all panoplies.
When one is destroyed, half the time what it was made of falls whole, as the object it was (a silver candlestick you can sell). Otherwise it breaks into the parts it was made of:
- a gem set in it falls loose;
- every other part falls as pieces of its material (a silver candlestick as pieces of silver, still worth something);
- paper and wax are lost.
Whatever magic it had is gone with it. They leave no corpse and never bleed.
What they are
They are constructs. Nothing lives in them to sicken, they have no blood or breath for poison, and nothing in them bleeds. So they are never diseased, poisoned, or bleeding. They can still be frightened (rarely, since their will is not their own), held, staggered, or transfixed.
What they are made of decides what hurts them most. Wood and cloth burn, metal takes lightning badly, and glass, stone, and bone shatter under heavy blows. Nothing can be stolen from them: what they carry is what they are.
A few have a trick of their own:
- The animated rug, the rug of smothering, now and then closes over what it wraps. You are engulfed until you struggle free or it dies, and it costs you 1 hit point a tick. (A charnel heap’s costs 2.)
- The bellows’ gust may leave you staggered.
- The animated lantern’s oil bursts as it dies, burning everyone beside it (death throes). Step back from a dying one.
Blades, like most creatures, come in grades. One in six is notched, weaker than its kind, and one in six is keen, stronger. Look mode says which. No other animated thing is graded.
What their magic does for them
Whatever an animated thing wears and wields works for it exactly as it would for you, rings and amulets too. A Flaming sword burns, a ring of the Bear makes its blows harder, an amulet of the Ox gives it more life, armour of the Salamander takes the edge off fire, and a ring of Light makes it glow, so you see it coming. There are only a few gaps:
| Affix effect | Works for an animated thing? |
|---|---|
| Stat raises (of the Bear, of the Lynx, of the Ox, …) | Yes: hit points, to hit, damage, Defence |
| To hit, damage, added damage, threat, criticals, parrying | Yes |
| Elemental damage (Flaming, Freezing, …) | Yes |
| Attack speed, moving speed | Yes |
| Armour, shields, Dodge, Deflection, natural armour | Yes |
| Protection | Yes |
| Resistances | Yes |
| More hit points | Yes |
| Regeneration | Yes |
| Stealth (quieter steps) | Yes |
| Light | Yes: it glows |
| Skills | Yes, where a rule reads a creature’s skill |
| Weight | Its things weigh less, which changes nothing: it carries itself |
| More mana, mana regeneration | Yes, as for any creature (see Mana), though it casts no spells (yet) |
| Carrying | No, and it needs none |
| Range, draw, durability (missile weapons) | No: it wields melee weapons only |
Where they are found
- The barrow of Cealdhlāw keeps candlesticks, cutlery, teapots, and cooking pots among its grave goods.
- The drowned minster of Fennmynster keeps its candlesticks, books, lanterns, and rugs.
- Blades dance in the barrow’s lower floors and all through Fyrdelf, where the duergar smiths’ work wakes. Empty suits of armour walk Fyrdelf’s deeper floors (they are of level 12 at least).
- Blades and empty suits also walk Ūtgang, the way up from the drake’s deep.
They never stray anywhere else.
Their homes are two special rooms, which may turn up in any dungeon with a danger, whatever lives there:
- An armoury has weapon racks along its walls, with blades, hollow armour, and panoplies asleep among them. They are drawn as if the level were four dangers deeper.
- A workshop has workbenches along its walls, with the household things of a house’s work asleep about them.
Fyrdelf favours armouries, and on its bottom floor an armoury is where a panoply stands. No dungeon of the Ascmearc goes deep enough for a panoply to walk its halls.
In numbers
Every animated type’s numbers come from its tier and its body, by the formulas below. Each part is rounded down.
- Strength: 11 + 0.4 × level
- Toughness: 12 + 0.4 × level
- Dexterity: 10 + 0.25 × level
- Willpower: 16 + 0.35 × level
- Intelligence and Presence: 2 (they are mindless)
- then the tier’s adjustments to all of these
- hit points beyond Toughness: 2.5 × level × the tier’s factor
- damage dice: whichever of 1d2, 1d3, … 5d12 is nearest to 2 + 0.55 × level, moved by the tier’s steps
A blade has no dice of its own, since it strikes with its weapon. Its speed is 1200 + 5 × level (at most 1600), and its natural Defence is 2 + level / 10.
| Tier | Levels | Stats | Hit points (× 2.5 × level) | Dice steps | Size | Footsteps | Death line |
|---|---|---|---|---|---|---|---|
| Household | 1 to 8 | St −4, Dx +4, To −4 | 0.5 | −2 | Small | 20 | “falls still” |
| Blades | 5 to 20 | Dx +5, To −2 | 0.6 | +0 | Small | 0 | “falls in pieces” |
| Hollow armour | 12 to 35 | St +5, Dx −2, To +5 | 1.2 | +0 | Medium | 60 | “collapses with a clang” |
| Panoplies | 20 to 70 | To +2 | 1.2 | +0 | Medium | 60 | “collapses with a clang” |
Every animated type: faction Animated things, tags animated, construct, darkvision eyes (sight 8 cells), hearing 10, immune to diseased, poisoned, bleeding; no corpse and no blood. What it is made of falls whole with 50 %, else it breaks into its parts: gems loose, 50 % of each other part’s weight in pieces of its material (one at least), nothing of paper or wax.
By level
Speed 1000 is a normal pace. A household thing moves at its body’s own pace.
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Tier | Level | St | Dx | To | In | Wi | Pr | Hit points | Max | Dice | Speed | Defence | XP |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Household | 1 | 7 | 14 | 3 | 2 | 16 | 2 | 0 | 3 | 1d2 | body’s | - | 15 |
| Household | 2 | 7 | 14 | 4 | 2 | 16 | 2 | 1 | 5 | 1d3 | body’s | - | 20 |
| Household | 3 | 8 | 14 | 6 | 2 | 17 | 2 | 2 | 8 | 1d3 | body’s | - | 25 |
| Household | 4 | 8 | 15 | 7 | 2 | 17 | 2 | 4 | 11 | 1d4 | body’s | - | 30 |
| Household | 5 | 9 | 15 | 9 | 2 | 17 | 2 | 5 | 14 | 1d4 | body’s | - | 35 |
| Household | 6 | 9 | 15 | 10 | 2 | 18 | 2 | 7 | 17 | 1d6 | body’s | - | 40 |
| Household | 7 | 9 | 15 | 10 | 2 | 18 | 2 | 8 | 18 | 1d6 | body’s | - | 45 |
| Household | 8 | 10 | 16 | 11 | 2 | 18 | 2 | 10 | 21 | 1d8 | body’s | - | 50 |
| Blades | 5 | 13 | 16 | 11 | 2 | 17 | 2 | 6 | 17 | wields | 1225 | 2 | 35 |
| Blades | 6 | 13 | 16 | 12 | 2 | 18 | 2 | 9 | 21 | wields | 1230 | 2 | 40 |
| Blades | 7 | 13 | 16 | 12 | 2 | 18 | 2 | 10 | 22 | wields | 1235 | 2 | 45 |
| Blades | 8 | 14 | 17 | 13 | 2 | 18 | 2 | 12 | 25 | wields | 1240 | 2 | 50 |
| Blades | 9 | 14 | 17 | 13 | 2 | 19 | 2 | 13 | 26 | wields | 1245 | 2 | 55 |
| Blades | 10 | 15 | 17 | 14 | 2 | 19 | 2 | 15 | 29 | wields | 1250 | 3 | 60 |
| Blades | 11 | 15 | 17 | 14 | 2 | 19 | 2 | 16 | 30 | wields | 1255 | 3 | 65 |
| Blades | 12 | 15 | 18 | 14 | 2 | 20 | 2 | 18 | 32 | wields | 1260 | 3 | 70 |
| Blades | 13 | 16 | 18 | 15 | 2 | 20 | 2 | 19 | 34 | wields | 1265 | 3 | 75 |
| Blades | 14 | 16 | 18 | 15 | 2 | 20 | 2 | 21 | 36 | wields | 1270 | 3 | 80 |
| Blades | 15 | 17 | 18 | 16 | 2 | 21 | 2 | 22 | 38 | wields | 1275 | 3 | 85 |
| Blades | 16 | 17 | 19 | 16 | 2 | 21 | 2 | 24 | 40 | wields | 1280 | 3 | 90 |
| Blades | 17 | 17 | 19 | 16 | 2 | 21 | 2 | 25 | 41 | wields | 1285 | 3 | 95 |
| Blades | 18 | 18 | 19 | 17 | 2 | 22 | 2 | 27 | 44 | wields | 1290 | 3 | 100 |
| Blades | 19 | 18 | 19 | 17 | 2 | 22 | 2 | 28 | 45 | wields | 1295 | 3 | 105 |
| Blades | 20 | 19 | 20 | 18 | 2 | 23 | 2 | 30 | 48 | wields | 1300 | 4 | 110 |
| Hollow armour | 12 | 20 | 11 | 21 | 2 | 20 | 2 | 36 | 57 | 2d8 | 936 | - | 70 |
| Hollow armour | 13 | 21 | 11 | 22 | 2 | 20 | 2 | 39 | 61 | 2d8 | 939 | - | 75 |
| Hollow armour | 14 | 21 | 11 | 22 | 2 | 20 | 2 | 42 | 64 | 2d8 | 942 | - | 80 |
| Hollow armour | 15 | 22 | 11 | 23 | 2 | 21 | 2 | 45 | 68 | 3d6 | 945 | - | 85 |
| Hollow armour | 16 | 22 | 12 | 23 | 2 | 21 | 2 | 48 | 71 | 3d6 | 948 | - | 90 |
| Hollow armour | 17 | 22 | 12 | 23 | 2 | 21 | 2 | 51 | 74 | 3d6 | 951 | - | 95 |
| Hollow armour | 18 | 23 | 12 | 24 | 2 | 22 | 2 | 54 | 78 | 3d6 | 954 | - | 100 |
| Hollow armour | 19 | 23 | 12 | 24 | 2 | 22 | 2 | 57 | 81 | 3d8 | 957 | - | 105 |
| Hollow armour | 20 | 24 | 13 | 25 | 2 | 23 | 2 | 60 | 85 | 3d8 | 960 | - | 110 |
| Hollow armour | 21 | 24 | 13 | 25 | 2 | 23 | 2 | 63 | 88 | 3d8 | 963 | - | 115 |
| Hollow armour | 22 | 24 | 13 | 25 | 2 | 23 | 2 | 66 | 91 | 3d8 | 966 | - | 120 |
| Hollow armour | 23 | 25 | 13 | 26 | 2 | 24 | 2 | 69 | 95 | 3d8 | 969 | - | 125 |
| Hollow armour | 24 | 25 | 14 | 26 | 2 | 24 | 2 | 72 | 98 | 4d6 | 972 | - | 130 |
| Hollow armour | 25 | 26 | 14 | 27 | 2 | 24 | 2 | 75 | 102 | 4d6 | 975 | - | 135 |
| Hollow armour | 26 | 26 | 14 | 27 | 2 | 25 | 2 | 78 | 105 | 4d6 | 978 | - | 140 |
| Hollow armour | 27 | 26 | 14 | 27 | 2 | 25 | 2 | 81 | 108 | 4d6 | 981 | - | 145 |
| Hollow armour | 28 | 27 | 15 | 28 | 2 | 25 | 2 | 84 | 112 | 4d6 | 984 | - | 150 |
| Hollow armour | 29 | 27 | 15 | 28 | 2 | 26 | 2 | 87 | 115 | 4d6 | 987 | - | 155 |
| Hollow armour | 30 | 28 | 15 | 29 | 2 | 26 | 2 | 90 | 119 | 3d10 | 990 | - | 160 |
| Hollow armour | 31 | 28 | 15 | 29 | 2 | 26 | 2 | 93 | 122 | 3d10 | 993 | - | 165 |
| Hollow armour | 32 | 28 | 16 | 29 | 2 | 27 | 2 | 96 | 125 | 3d10 | 996 | - | 170 |
| Hollow armour | 33 | 29 | 16 | 30 | 2 | 27 | 2 | 99 | 129 | 3d10 | 999 | - | 175 |
| Hollow armour | 34 | 29 | 16 | 30 | 2 | 27 | 2 | 102 | 132 | 3d10 | 1002 | - | 180 |
| Hollow armour | 35 | 30 | 16 | 31 | 2 | 28 | 2 | 105 | 136 | 3d10 | 1005 | - | 185 |
| Panoplies | 20 | 19 | 15 | 22 | 2 | 23 | 2 | 60 | 82 | wields | 1000 | - | 110 |
| Panoplies | 21 | 19 | 15 | 22 | 2 | 23 | 2 | 63 | 85 | wields | 1004 | - | 115 |
| Panoplies | 22 | 19 | 15 | 22 | 2 | 23 | 2 | 66 | 88 | wields | 1008 | - | 120 |
| Panoplies | 23 | 20 | 15 | 23 | 2 | 24 | 2 | 69 | 92 | wields | 1012 | - | 125 |
| Panoplies | 24 | 20 | 16 | 23 | 2 | 24 | 2 | 72 | 95 | wields | 1016 | - | 130 |
| Panoplies | 25 | 21 | 16 | 24 | 2 | 24 | 2 | 75 | 99 | wields | 1020 | - | 135 |
| Panoplies | 26 | 21 | 16 | 24 | 2 | 25 | 2 | 78 | 102 | wields | 1024 | - | 140 |
| Panoplies | 27 | 21 | 16 | 24 | 2 | 25 | 2 | 81 | 105 | wields | 1028 | - | 145 |
| Panoplies | 28 | 22 | 17 | 25 | 2 | 25 | 2 | 84 | 109 | wields | 1032 | - | 150 |
| Panoplies | 29 | 22 | 17 | 25 | 2 | 26 | 2 | 87 | 112 | wields | 1036 | - | 155 |
| Panoplies | 30 | 23 | 17 | 26 | 2 | 26 | 2 | 90 | 116 | wields | 1040 | - | 160 |
| Panoplies | 31 | 23 | 17 | 26 | 2 | 26 | 2 | 93 | 119 | wields | 1044 | - | 165 |
| Panoplies | 32 | 23 | 18 | 26 | 2 | 27 | 2 | 96 | 122 | wields | 1048 | - | 170 |
| Panoplies | 33 | 24 | 18 | 27 | 2 | 27 | 2 | 99 | 126 | wields | 1052 | - | 175 |
| Panoplies | 34 | 24 | 18 | 27 | 2 | 27 | 2 | 102 | 129 | wields | 1056 | - | 180 |
| Panoplies | 35 | 25 | 18 | 28 | 2 | 28 | 2 | 105 | 133 | wields | 1060 | - | 185 |
| Panoplies | 36 | 25 | 19 | 28 | 2 | 28 | 2 | 108 | 136 | wields | 1064 | - | 190 |
| Panoplies | 37 | 25 | 19 | 28 | 2 | 28 | 2 | 111 | 139 | wields | 1068 | - | 195 |
| Panoplies | 38 | 26 | 19 | 29 | 2 | 29 | 2 | 114 | 143 | wields | 1072 | - | 200 |
| Panoplies | 39 | 26 | 19 | 29 | 2 | 29 | 2 | 117 | 146 | wields | 1076 | - | 205 |
| Panoplies | 40 | 27 | 20 | 30 | 2 | 30 | 2 | 120 | 150 | wields | 1080 | - | 210 |
| Panoplies | 41 | 27 | 20 | 30 | 2 | 30 | 2 | 123 | 153 | wields | 1084 | - | 215 |
| Panoplies | 42 | 27 | 20 | 30 | 2 | 30 | 2 | 126 | 156 | wields | 1088 | - | 220 |
| Panoplies | 43 | 28 | 20 | 31 | 2 | 31 | 2 | 129 | 160 | wields | 1092 | - | 225 |
| Panoplies | 44 | 28 | 21 | 31 | 2 | 31 | 2 | 132 | 163 | wields | 1096 | - | 230 |
| Panoplies | 45 | 29 | 21 | 32 | 2 | 31 | 2 | 135 | 167 | wields | 1100 | - | 235 |
| Panoplies | 46 | 29 | 21 | 32 | 2 | 32 | 2 | 138 | 170 | wields | 1104 | - | 240 |
| Panoplies | 47 | 29 | 21 | 32 | 2 | 32 | 2 | 141 | 173 | wields | 1108 | - | 245 |
| Panoplies | 48 | 30 | 22 | 33 | 2 | 32 | 2 | 144 | 177 | wields | 1112 | - | 250 |
| Panoplies | 49 | 30 | 22 | 33 | 2 | 33 | 2 | 147 | 180 | wields | 1116 | - | 255 |
| Panoplies | 50 | 31 | 22 | 34 | 2 | 33 | 2 | 150 | 184 | wields | 1120 | - | 260 |
| Panoplies | 51 | 31 | 22 | 34 | 2 | 33 | 2 | 153 | 187 | wields | 1124 | - | 265 |
| Panoplies | 52 | 31 | 23 | 34 | 2 | 34 | 2 | 156 | 190 | wields | 1128 | - | 270 |
| Panoplies | 53 | 32 | 23 | 35 | 2 | 34 | 2 | 159 | 194 | wields | 1132 | - | 275 |
| Panoplies | 54 | 32 | 23 | 35 | 2 | 34 | 2 | 162 | 197 | wields | 1136 | - | 280 |
| Panoplies | 55 | 33 | 23 | 36 | 2 | 35 | 2 | 165 | 201 | wields | 1140 | - | 285 |
| Panoplies | 56 | 33 | 24 | 36 | 2 | 35 | 2 | 168 | 204 | wields | 1144 | - | 290 |
| Panoplies | 57 | 33 | 24 | 36 | 2 | 35 | 2 | 171 | 207 | wields | 1148 | - | 295 |
| Panoplies | 58 | 34 | 24 | 37 | 2 | 36 | 2 | 174 | 211 | wields | 1152 | - | 300 |
| Panoplies | 59 | 34 | 24 | 37 | 2 | 36 | 2 | 177 | 214 | wields | 1156 | - | 305 |
| Panoplies | 60 | 35 | 25 | 38 | 2 | 37 | 2 | 180 | 218 | wields | 1160 | - | 310 |
| Panoplies | 61 | 35 | 25 | 38 | 2 | 37 | 2 | 183 | 221 | wields | 1164 | - | 315 |
| Panoplies | 62 | 35 | 25 | 38 | 2 | 37 | 2 | 186 | 224 | wields | 1168 | - | 320 |
| Panoplies | 63 | 36 | 25 | 39 | 2 | 38 | 2 | 189 | 228 | wields | 1172 | - | 325 |
| Panoplies | 64 | 36 | 26 | 39 | 2 | 38 | 2 | 192 | 231 | wields | 1176 | - | 330 |
| Panoplies | 65 | 37 | 26 | 40 | 2 | 38 | 2 | 195 | 235 | wields | 1180 | - | 335 |
| Panoplies | 66 | 37 | 26 | 40 | 2 | 39 | 2 | 198 | 238 | wields | 1184 | - | 340 |
| Panoplies | 67 | 37 | 26 | 40 | 2 | 39 | 2 | 201 | 241 | wields | 1188 | - | 345 |
| Panoplies | 68 | 38 | 27 | 40 | 2 | 39 | 2 | 204 | 244 | wields | 1192 | - | 350 |
| Panoplies | 69 | 38 | 27 | 40 | 2 | 40 | 2 | 207 | 247 | wields | 1196 | - | 355 |
| Panoplies | 70 | 39 | 27 | 40 | 2 | 40 | 2 | 210 | 250 | wields | 1200 | - | 360 |
Blades
A blade’s weapon is drawn among the melee weapons found at its level or below, by how common each is. Then:
- by the first chance below it is made at least magic, and a magic one may come out rare, as any find may;
- or by the second chance it is made rare outright;
- otherwise it is plain, of a material drawn as a monster’s gear is.
A magic or rare weapon is made at an item level equal to the blade’s. The blade’s rank in the weapon’s skill is 1 + level / 10, at most 8.
Animated armour and a panoply draw each of their pieces the same way, slot by slot in the order below. Each line is tried at its chance, from the level it names, as many times as it says (a ring for each hand). A slot already taken is skipped, such as the off hand beside a two-handed weapon. Animated armour’s gauntlets strike with the dice of its level, and its Strength is the role’s. A panoply’s rank in Sword and Board beside a shield is level / 15.
| Family | Levels | Rarity | Made of | Shows as | Blow | Resists | Footsteps | Doors | Dies |
|---|---|---|---|---|---|---|---|---|---|
| Animated blade | 5 to 20 | Uncommon | Main hand: melee weapons (100 %) | its main hand piece’s glyph and colour | wields its weapon | bludgeoning −25, piercing +50 | 0 | - | “falls in pieces” |
| Animated armour | 12 to 35 | Uncommon | Body: body armour (100 %); Head: helmets (70 %); Off hand: shields (40 %); Hands: gloves (30 %) | A in its body piece’s colour | its gauntlets: slams (bludgeoning, the dice by level) | piercing +25 | 60 | opens | “collapses with a clang” |
| Animated panoply | 20 to 70 | Rare | Body: body armour (100 %); Main hand: melee weapons (100 %); Off hand: shields (60 %); Head: helmets (75 %); Hands: gloves (50 %, from level 30); Feet: boots (50 %, from level 30); Cloak: cloaks (50 %, from level 40); Neck: amulets (30 %, from level 50); Left ring: rings (30 %, tried 2 times, from level 50) | A in its body piece’s colour | wields its weapon | - | 60 | opens | “collapses with a clang” |
| Family | Level | At least magic | Rare | Rank in its weapon’s skill | Sword and board beside a shield |
|---|---|---|---|---|---|
| Animated blade | 5 | 2 % | 0 % | 2 | 0 |
| Animated blade | 6 | 3 % | 0 % | 3 | 0 |
| Animated blade | 7 | 3 % | 0 % | 3 | 0 |
| Animated blade | 8 | 4 % | 0 % | 3 | 0 |
| Animated blade | 9 | 4 % | 0 % | 4 | 0 |
| Animated blade | 10 | 5 % | 0 % | 4 | 0 |
| Animated blade | 11 | 5 % | 0 % | 4 | 0 |
| Animated blade | 12 | 6 % | 0 % | 5 | 0 |
| Animated blade | 13 | 6 % | 0 % | 5 | 0 |
| Animated blade | 14 | 7 % | 0 % | 5 | 0 |
| Animated blade | 15 | 7 % | 0 % | 6 | 0 |
| Animated blade | 16 | 8 % | 0 % | 6 | 0 |
| Animated blade | 17 | 8 % | 0 % | 6 | 0 |
| Animated blade | 18 | 9 % | 1 % | 7 | 0 |
| Animated blade | 19 | 9 % | 1 % | 7 | 0 |
| Animated blade | 20 | 10 % | 1 % | 8 | 0 |
| Animated armour | 12 | 5 % | 0 % | 0 | 0 |
| Animated armour | 13 | 5 % | 0 % | 0 | 0 |
| Animated armour | 14 | 6 % | 0 % | 0 | 0 |
| Animated armour | 15 | 6 % | 0 % | 0 | 0 |
| Animated armour | 16 | 6 % | 0 % | 0 | 0 |
| Animated armour | 17 | 6 % | 0 % | 0 | 0 |
| Animated armour | 18 | 7 % | 0 % | 0 | 0 |
| Animated armour | 19 | 7 % | 0 % | 0 | 0 |
| Animated armour | 20 | 7 % | 0 % | 0 | 0 |
| Animated armour | 21 | 7 % | 0 % | 0 | 0 |
| Animated armour | 22 | 8 % | 0 % | 0 | 0 |
| Animated armour | 23 | 8 % | 1 % | 0 | 0 |
| Animated armour | 24 | 8 % | 1 % | 0 | 0 |
| Animated armour | 25 | 8 % | 1 % | 0 | 0 |
| Animated armour | 26 | 9 % | 1 % | 0 | 0 |
| Animated armour | 27 | 9 % | 2 % | 0 | 0 |
| Animated armour | 28 | 9 % | 2 % | 0 | 0 |
| Animated armour | 29 | 9 % | 2 % | 0 | 0 |
| Animated armour | 30 | 10 % | 2 % | 0 | 0 |
| Animated armour | 31 | 10 % | 2 % | 0 | 0 |
| Animated armour | 32 | 10 % | 2 % | 0 | 0 |
| Animated armour | 33 | 10 % | 2 % | 0 | 0 |
| Animated armour | 34 | 10 % | 2 % | 0 | 0 |
| Animated armour | 35 | 10 % | 2 % | 0 | 0 |
| Animated panoply | 20 | 10 % | 0 % | 8 | 1 |
| Animated panoply | 21 | 10 % | 0 % | 8 | 1 |
| Animated panoply | 22 | 10 % | 0 % | 8 | 1 |
| Animated panoply | 23 | 10 % | 0 % | 9 | 1 |
| Animated panoply | 24 | 11 % | 0 % | 9 | 1 |
| Animated panoply | 25 | 11 % | 0 % | 9 | 1 |
| Animated panoply | 26 | 11 % | 1 % | 10 | 1 |
| Animated panoply | 27 | 11 % | 1 % | 10 | 1 |
| Animated panoply | 28 | 12 % | 1 % | 10 | 1 |
| Animated panoply | 29 | 12 % | 1 % | 10 | 1 |
| Animated panoply | 30 | 12 % | 1 % | 10 | 2 |
| Animated panoply | 31 | 12 % | 1 % | 10 | 2 |
| Animated panoply | 32 | 13 % | 1 % | 10 | 2 |
| Animated panoply | 33 | 13 % | 1 % | 10 | 2 |
| Animated panoply | 34 | 13 % | 2 % | 10 | 2 |
| Animated panoply | 35 | 13 % | 2 % | 10 | 2 |
| Animated panoply | 36 | 14 % | 2 % | 10 | 2 |
| Animated panoply | 37 | 14 % | 2 % | 10 | 2 |
| Animated panoply | 38 | 14 % | 2 % | 10 | 2 |
| Animated panoply | 39 | 14 % | 2 % | 10 | 2 |
| Animated panoply | 40 | 15 % | 2 % | 10 | 2 |
| Animated panoply | 41 | 15 % | 2 % | 10 | 2 |
| Animated panoply | 42 | 15 % | 3 % | 10 | 2 |
| Animated panoply | 43 | 15 % | 3 % | 10 | 2 |
| Animated panoply | 44 | 16 % | 3 % | 10 | 2 |
| Animated panoply | 45 | 16 % | 3 % | 10 | 3 |
| Animated panoply | 46 | 16 % | 3 % | 10 | 3 |
| Animated panoply | 47 | 16 % | 3 % | 10 | 3 |
| Animated panoply | 48 | 17 % | 3 % | 10 | 3 |
| Animated panoply | 49 | 17 % | 3 % | 10 | 3 |
| Animated panoply | 50 | 17 % | 4 % | 10 | 3 |
| Animated panoply | 51 | 17 % | 4 % | 10 | 3 |
| Animated panoply | 52 | 18 % | 4 % | 10 | 3 |
| Animated panoply | 53 | 18 % | 4 % | 10 | 3 |
| Animated panoply | 54 | 18 % | 4 % | 10 | 3 |
| Animated panoply | 55 | 18 % | 4 % | 10 | 3 |
| Animated panoply | 56 | 19 % | 4 % | 10 | 3 |
| Animated panoply | 57 | 19 % | 4 % | 10 | 3 |
| Animated panoply | 58 | 19 % | 5 % | 10 | 3 |
| Animated panoply | 59 | 19 % | 5 % | 10 | 3 |
| Animated panoply | 60 | 20 % | 5 % | 10 | 4 |
| Animated panoply | 61 | 20 % | 5 % | 10 | 4 |
| Animated panoply | 62 | 20 % | 5 % | 10 | 4 |
| Animated panoply | 63 | 20 % | 5 % | 10 | 4 |
| Animated panoply | 64 | 20 % | 5 % | 10 | 4 |
| Animated panoply | 65 | 20 % | 5 % | 10 | 4 |
| Animated panoply | 66 | 20 % | 6 % | 10 | 4 |
| Animated panoply | 67 | 20 % | 6 % | 10 | 4 |
| Animated panoply | 68 | 20 % | 6 % | 10 | 4 |
| Animated panoply | 69 | 20 % | 6 % | 10 | 4 |
| Animated panoply | 70 | 20 % | 6 % | 10 | 4 |
What they leave
For each family: what a creature of it is made of on average (a household thing is its one body), what of it falls whole under the drop rule, and the chances that each piece is at least magic and that it is rare. The rest falls as its parts.
| Family | Level | Pieces (expected) | Falling whole | At least magic | Rare |
|---|---|---|---|---|---|
| A household thing | its own | 1 | 0.5 | 0 % | 0 % |
| Animated blade | 5 | 1.0 | 0.5 | 2 % | 0 % |
| Animated blade | 10 | 1.0 | 0.5 | 5 % | 0 % |
| Animated blade | 20 | 1.0 | 0.5 | 10 % | 1 % |
| Animated armour | 12 | 2.4 | 1.2 | 5 % | 0 % |
| Animated armour | 20 | 2.4 | 1.2 | 7 % | 0 % |
| Animated armour | 30 | 2.4 | 1.2 | 10 % | 2 % |
| Animated armour | 35 | 2.4 | 1.2 | 10 % | 2 % |
| Animated panoply | 20 | 3.2 | 1.6 | 10 % | 0 % |
| Animated panoply | 30 | 4.2 | 2.1 | 12 % | 1 % |
| Animated panoply | 40 | 4.7 | 2.3 | 15 % | 2 % |
| Animated panoply | 50 | 5.6 | 2.8 | 17 % | 4 % |
| Animated panoply | 60 | 5.6 | 2.8 | 20 % | 5 % |
| Animated panoply | 70 | 5.6 | 2.8 | 20 % | 6 % |
The household things
Speed 1000 is a normal pace. A thing’s Protection, resistances, and death line come from the material its object is first made of. One drawn of another material (a silver candlestick of a brass kind) changes its colour and worth, never its numbers.
| Creature | Glyph | Level | Rarity | Made of | Speed | Attack | Protection | Resists | Dies |
|---|---|---|---|---|---|---|---|---|---|
| Animated broom | / | 1 | Common | wood | 1200 | 1d2 bludgeoning, “swats” | 1 | fire −50 | “splinters” |
| Animated stool | ( | 1 | Common | wood | 900 | 1d2 bludgeoning, “barges” | 1 | fire −50 | “splinters” |
| Animated ladle | ( | 2 | Common | brass, iron | 1100 | 1d3 bludgeoning, “raps” | 2 | electricity −25 | “clatters to the floor” |
| Clatter of cutlery | ( | 2 | Uncommon | iron, pewter, silver (3 to 6 pieces) | 1300 | 1d3 piercing, “jabs” | 2 | electricity −25 | “falls in a jangle” |
| Animated book | ( | 3 | Uncommon | paper | 1000 | 1d3 bludgeoning, “slams shut on” | 0 | - | “falls still” |
| Animated bucket | ( | 4 | Common | wood | 900 | 1d4 bludgeoning, “batters” | 1 | fire −50 | “splinters” |
| Animated candlestick | ( | 4 | Uncommon | brass, iron, pewter, silver | 900 | 1d4 bludgeoning, “clubs” | 2 | electricity −25 | “topples and lies still” |
| Animated teapot | ( | 4 | Uncommon | brass, pewter, silver | 900 | 1d4 fire, “scalds” | 2 | electricity −25 | “clatters to the floor” |
| Animated bellows | ( | 5 | Uncommon | wood | 1000 | 1d4 bludgeoning, “buffets”; 5% staggered (1 degree) | 1 | fire −50 | “splinters” |
| Animated chair | ( | 5 | Common | hardwood, ironwood, wood | 900 | 1d4 bludgeoning, “batters” | 1 | fire −50 | “splinters” |
| Animated kettle | ( | 5 | Uncommon | copper, iron | 900 | 1d4 fire, “scalds” | 2 | electricity −25 | “clatters to the floor” |
| Animated warming pan | ( | 5 | Uncommon | brass, copper | 1000 | 1d4 fire, “sears” | 2 | electricity −25 | “clatters to the floor” |
| Animated cooking pot | ( | 6 | Uncommon | iron | 800 | 1d6 bludgeoning, “bangs into” | 2 | electricity −25 | “clatters to the floor” |
| Animated lantern | ( | 6 | Uncommon | brass, iron | 1000 | 1d6 fire, “sears” | 2 | electricity −25 | “clatters to the floor” |
| Animated rug | ( | 7 | Rare | silk, wool | 1000 | 1d6 bludgeoning, “wraps”; 15% engulfed (grip 12, 1 hit point a tick) | 0 | slashing −25, fire −50 | “falls in a heap” |
| Animated coat stand | / | 8 | Uncommon | wood | 800 | 1d8 bludgeoning, “lurches into” | 1 | fire −50 | “splinters” |
By material
| Material group | Resists | Protection | Dies |
|---|---|---|---|
| Bone | bludgeoning −25 | 1 | “shatters” |
| Cloth | fire −50, slashing −25 | 0 | “falls in a heap” |
| Glass | bludgeoning −25 | 1 | “shatters” |
| Hide | fire −25 | 0 | “falls in a heap” |
| Metal | electricity −25 | 2 | “clatters to the floor” |
| Stone | bludgeoning −25 | 1 | “shatters” |
| Wood | fire −50 | 1 | “splinters” |
What they break into
What each household thing falls to when it breaks, by the material it is made of. The pieces weigh half as much as the part, counted in pieces of that material (see pieces), one at least.
| Creature | Made of | Breaks into |
|---|---|---|
| Animated broom | wood | 2 wood billets |
| Animated stool | wood | 6 wood billets |
| Animated ladle | brass | a brass ingot, a wood billet |
| Animated ladle | iron | an iron ingot, a wood billet |
| Clatter of cutlery | iron | an iron ingot |
| Clatter of cutlery | pewter | a pewter ingot |
| Clatter of cutlery | silver | a silver ingot |
| Animated book | paper | a leather hide |
| Animated bucket | wood | 4 wood billets, an iron ingot |
| Animated candlestick | brass | a brass ingot |
| Animated candlestick | iron | an iron ingot |
| Animated candlestick | pewter | a pewter ingot |
| Animated candlestick | silver | a silver ingot |
| Animated teapot | brass | a brass ingot |
| Animated teapot | pewter | a pewter ingot |
| Animated teapot | silver | a silver ingot |
| Animated bellows | wood | 2 wood billets, a leather hide |
| Animated chair | hardwood | 13 hardwood billets |
| Animated chair | ironwood | 13 ironwood billets |
| Animated chair | wood | 13 wood billets |
| Animated kettle | copper | 2 copper ingots |
| Animated kettle | iron | 2 iron ingots |
| Animated warming pan | brass | a brass ingot, 2 wood billets |
| Animated warming pan | copper | a copper ingot, 2 wood billets |
| Animated cooking pot | iron | 3 iron ingots |
| Animated lantern | brass | a brass ingot |
| Animated lantern | iron | an iron ingot |
| Animated rug | silk | 3 bolts of silk |
| Animated rug | wool | 3 bolts of wool |
| Animated coat stand | wood | 15 wood billets |
See also: Creatures, Animated things and mimics, and Mimics.
Mimics
Not every chest is a chest. Now and then a coffer, a hutch, or a strongbox standing on the floor is a mimic: a thing that sits in the dark looking like a chest until something touches it, and grows bigger the longer it sits. It looks exactly like a real chest of its kind, both in sight and in memory, and look mode describes it in the same words.
Each chest laid on a floor has a small chance, set by its band, of being a mimic. There is never one in a sanctuary, which creatures shun.
A mimic is always of the floor’s level, as a chest is, and is named by the same ten bands. A mimicling passes for a coffer, a young mimic for a chest, and an eldest mimic for a gilded ark. It carries exactly what the chest would have held, and drops it all, whole, when it dies. Nothing in it is ever smashed or burnt.
Spotting a mimic
A mimic does nothing until it is found out. It never moves, never wakes on its own, and no other creature takes any notice of it. It is found out when:
- You touch it. Walking into it, opening it, kicking it, or picking its lock all count. It lurches (“The coffer lurches: it is a young mimic!”) and strikes you at once with a free blow that may hold you fast. Your action is not done and takes no time, so the next move is yours.
- You cast Knock on it. It lurches, but no blow comes. The mana is spent.
- Anything strikes it: a blow, an arrow or a thrown dagger (which stop at it), a fireball, or a trap’s burst (“The coffer shudders: it is a young mimic!”).
- You find it by searching. It is a hidden thing like a secret door, with a difficulty of 12 + level ÷ 5, plus the branch’s addition per depth. You notice it in passing only if you notice everything (trained in Spot, or an elf). “You notice the coffer breathing: a young mimic!”
Until it is found out it has seen no one, so a thief’s sneak attack lands on it. Once found out it is an ordinary hostile creature of the vermin, and it never disguises itself again. It is slow (speed 800), so you can walk away from it.
Talents
- Chest-wise (delver; Intelligence 11 or Detect traps 15): within two cells you see a mimic for what it is. It shows as itself, not as a chest. It is still disguised, though: it waits, unaware, until something finds it out. A mimic’s grip also never holds you.
The bands
| Name | Levels | Passes for | Hit points | Weight |
|---|---|---|---|---|
| mimicling | 1 to 2 | coffer | 9 | 20 kg |
| young mimic | 3 to 4 | chest | 24 | 40 kg |
| mimic | 5 to 7 | hutch | 40 | 60 kg |
| old mimic | 8 to 10 | banded chest | 60 | 90 kg |
| greater mimic | 11 to 14 | strongbox | 76 | 120 kg |
| elder mimic | 15 to 19 | kist | 98 | 160 kg |
| hoary mimic | 20 to 25 | ark | 125 | 220 kg |
| ancient mimic | 26 to 32 | forcer | 157 | 300 kg |
| primeval mimic | 33 to 39 | silvered ark | 195 | 420 kg |
| eldest mimic | 40 to 60 | gilded ark | 233 | 600 kg |
| Name | Strength | Toughness | Dexterity | Willpower |
|---|---|---|---|---|
| mimicling | 11 | 7 | 10 | 16 |
| young mimic | 12 | 13 | 10 | 17 |
| mimic | 13 | 17 | 11 | 17 |
| old mimic | 14 | 20 | 12 | 18 |
| greater mimic | 15 | 21 | 12 | 19 |
| elder mimic | 17 | 23 | 13 | 21 |
| hoary mimic | 19 | 25 | 15 | 23 |
| ancient mimic | 21 | 27 | 16 | 25 |
| primeval mimic | 24 | 30 | 18 | 27 |
| eldest mimic | 27 | 33 | 20 | 30 |
| Name | Slam | Holds | Grip | Protection |
|---|---|---|---|---|
| mimicling | 1d6 | 1 % | 12 | 0 |
| young mimic | 1d8 | 10 % | 12 | 0 |
| mimic | 1d10 | 12 % | 13 | 0 |
| old mimic | 2d8 | 15 % | 13 | 0 |
| greater mimic | 2d8 | 15 % | 14 | 0 |
| elder mimic | 3d8 | 20 % | 15 | 0 |
| hoary mimic | 4d6 | 20 % | 16 | 1 |
| ancient mimic | 3d10 | 20 % | 17 | 2 |
| primeval mimic | 4d8 | 25 % | 18 | 2 |
| eldest mimic | 3d12 | 25 % | 20 | 3 |
Each row is the band’s first level; every level from 1 to 60 has its own type on the same formulas (Strength 11 + 0.4 × level, Toughness 17 + 0.4 × level, Dexterity 10 + level ÷ 4, Willpower 16 + 0.35 × level, rounded down; hit points 5 × level beyond Toughness; the slam one step up the dice ladder from the level’s). The first five levels are softer: Toughness and the hit points beyond it are 40 % of the formulas’ at level 1, 55 % at level 2, 70 % at level 3, 80 % at level 4, and 90 % at level 5, rounded. Every mimic: faction vermin, speed 800 (slow), sight 6 cells in the dark, hearing 60, intelligence and presence 2, never sleeps or is poisoned; its slam holds you by the chance shown (Strength against the grip to break free), and its woody hide’s Protection is (level − 10) ÷ 8, rounded down (none below level 18). Experience by the guideline.
See also: Chests, Animated objects, and Creatures.
Creatures in numbers
The game never shows you a creature’s numbers. You see what it does, and look mode tells you how hurt it looks. This page gives the numbers exactly, as the rules use them, taken from the game’s data. How creatures behave is on the Creatures page. Their special powers (throwing, summoning, breath, spells, and the rest) are on Creature powers.
The tables are split by family, a page each:
- The dead and spirits: the undead (zombies, ghouls, wights, vampires, liches, skeletons) and the spirits.
- Fiends: demons, devils, yugoloths, and the gates a miscast opens.
- The fey: sprites, pixies, redcaps, dryads, and the rest of the courts.
- Elementals: the elementals of air, earth, fire, ice, lightning, and water, and their motes.
- Animated things and mimics: animated objects, constructs, and mimics.
- Giants, trolls, hags, and dragons: giants and ogres, trolls, hags, and the dragons.
- Kobolds, goblins, and orcs: kobolds, goblins, hobgoblins, and orcs.
- Drow, duergar, and deep gnomes: the peoples of the deep: drow, duergar, and deep gnomes.
- Beasts and vermin: animals, giant vermin, and the things of the marsh.
- People and other creatures: townsfolk, outlaws, cultists, and every creature of no family above.
This page says what each table’s columns mean.
Stats and skills
The first table gives each creature’s level and the experience a kill is worth while you are at that level. You get less when your level is higher (see Experience). It also gives its rarity and its skills.
The second gives the six stats, each with its modifier in brackets. Where a score could grow further, its potential follows it, but creatures do not train or grow yet. Skill values are on the scale of the Skills page, and weapon skill ranks on the scale of Weapon skills.
Hit points, Defence, and resistances
A creature’s hit points are its Toughness plus what its kind adds, just as yours are your Toughness plus what your race and class add.
The Defence shown is the creature’s with nothing worn or wielded. It is 10, plus its Dexterity modifier, its natural armour, and the Dodge its skills give. An incorporeal creature adds its Wall bonus while it stands inside a wall (How creatures fight). A creature placed with a weapon, armour, or a shield adds what those give, by the same rules as yours (see Combat).
The Protection shown is its natural armour’s, and what it wears adds to it. Resistances take their share off each kind of damage after Protection (see Damage types).
Attacks
This table shows what each creature does with nothing in its hands: its natural attack (a bite, a hoof) or its fists. The numbers count its Strength modifier and its ranks, and give how long a blow takes it.
A creature placed with a weapon fights with that instead, by the same rules as you (Combat). A kobold may carry a spear, and an archer shoots the bow it carries (Ranged combat). Creatures that never fight belong to factions with no enemies (see Creatures).
What a hit may cause is a chance for each effect, rolled when the hit lands and the target lives. A disease is then resisted with a check (see Diseases).
By role
Two creatures of the same level are not the same fight. Each kind has a role, and the role sets its numbers around its level, L. Each part below is rounded down.
To hit. A natural attack hits at a quarter of L.
- A quick creature (or an assassin) adds an eighth of L, at most +20, and its blow threatens a critical from 19.
- A brute takes an eighth off. Its critical comes only on a natural 24, but does three times the damage.
- A shambler or a caster takes the eighth off too.
- A creature placed with a weapon hits at a quarter of L and fights with its weapon’s numbers.
Hit points. Its hit points are a standard amount (about
12 + 2.9 L) times the role’s factor, within 35 % either way. The factors are 0.5 for the quick,
the small, and the casters, 0.6 for the spirits, 1.5 for the shamblers, and 2.0 for the brutes.
The first levels are softer: a creature of level 1 has 40 % of that, level 2 55 %, level 3 70 %,
level 4 80 %, and level 5 90 % (its Toughness and what its kind adds cut alike).
What its blows carry. The poisons, diseases, and holds of a creature of level 1 to 5 are rare and mild: at most a 1 % chance at level 1, 3 % at levels 2 and 3, 4 % at level 4, and 5 % at level 5, one degree of a status effect at most, and no poison at level 1. A creature whose blow is its own (a spider’s or a centipede’s venom, the blood a leech draws, a mimic’s grip) may have up to 12 % from level 2.
Speed. Its speed comes from its kind’s temperament: 800 to 1250 for most, and 950 to 1050 for the rank and file of a people (orcs, hobgoblins, drow, duergar). A dread creature moves at 600 or 700, slow and awful, or at 1400 and more.
Surprise
These are the creatures with a craft for surprise.
- Their sneak attack adds its dice to a hit that finds you unaware or surprised. It also makes it harder for you to keep your wits: the difficulty column is 13 plus this, against your Dexterity and your own initiative.
- Their initiative helps them keep their wits when you catch them unawares, and saves them time if they do not.
- Their spot counts against you when you slip past them in the dark.
- A creature that lurks waits where it stands for you to come beside it, until it is hurt (see How creatures behave).
Every other creature has none of this. Its initiative check is its Dexterity alone, and it strikes the unwary with no extra dice.
| Creature | Sneak attack | Dice | Harder to keep wits | Initiative | To keep wits | Extra time spared | Spot | Against slipping past | Lurks |
|---|---|---|---|---|---|---|---|---|---|
| Barrow spider | 10 | 1d6 | - | 20 | +1 | 10% | - | - | yes |
| Black Wystan | - | - | - | - | - | - | 50 | +4 | no |
| Darkling | 30 | 2d6 | +2 | 50 | +4 | 25% | - | - | no |
| Drow assassin | 160 | 6d6 | +10 | 100 | +8 | 50% | 40 | +3 | no |
| Drow stalker | 75 | 4d6 | +6 | 60 | +4 | 30% | 50 | +4 | no |
| Footpad archer | - | - | - | - | - | - | 25 | +2 | no |
| Gnægan the Rat King | - | - | - | 30 | +2 | 15% | 30 | +2 | no |
| Līgetdrȳ the Storm-Wright | - | - | - | - | - | - | 60 | +4 | no |
| Meenlock | 30 | 2d6 | +2 | 30 | +2 | 15% | - | - | yes |
| Nihtscinna the Hollow | - | - | - | 120 | +8 | 55% | 90 | +7 | yes |
| Nīðdraca the Hate-Wyrm | - | - | - | 150 | +10 | 62% | 100 | +8 | no |
| Quickling | 40 | 2d6 | +3 | 150 | +10 | 62% | - | - | no |
| Redcap | 40 | 2d6 | +3 | 40 | +3 | 20% | - | - | no |
| Sluagh | 120 | 5d6 | +8 | 60 | +4 | 30% | - | - | no |
| Warden of the gate | - | - | - | 40 | +3 | 20% | 40 | +3 | no |
| Wælcyrge the Chooser | - | - | - | 160 | +10 | 65% | 90 | +7 | no |
| Āttorcoppe the Spinner | 40 | 2d6 | +3 | 50 | +4 | 25% | 40 | +3 | yes |
Pace, senses, and size
- Speed says how much time a creature’s actions take. 1000 is yours, and twice that does everything in half the time (see Turns and movement). In brackets is how long a normal action takes it.
- Sight is how far it sees, with which vision, under the same light as you.
- Hearing is the faintest sound it notices. Lower hears more, and its listen skill is counted in.
- Footsteps is how loud its steps are on normal ground. Other terrain makes them louder or softer (see Hearing).
- The second table gives its weight, its size, and its carrying limit. It is burdened past a third of that, as you are (see Burden).
- Tameable says whether it may be a companion at all, and its nose how far it smells a foe when it is one, through the dark and a closed door.
See also: Creatures, Stats, and Combat.
The dead and spirits in numbers
The numbers of the undead (zombies, ghouls, wights, vampires, liches, skeletons) and the spirits, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Ankou | 65 | 335 | Very rare | - |
| Archlich | 54 | 280 | Very rare, dread | Concentration 172, Spellcraft 177 |
| Ash wraith | 15 | 85 | Rare | Concentration 45, Spellcraft 50 |
| Banshee | 23 | 125 | Rare, dread | - |
| Barghest | 13 | 75 | Uncommon | - |
| Barrow ghoul | 4 | 30 | Uncommon | - |
| Barrow king | 42 | 220 | Rare | Concentration 136, Spellcraft 141, weapon skills: Long blades 7, Duelist 1 |
| Barrow wight | 6 | 40 | Very rare | Concentration 30, Spellcraft 35, weapon skills: Long blades 1 |
| Black shuck | 33 | 175 | Uncommon | - |
| Bodach | 21 | 115 | Rare | - |
| Bog body | 9 | 55 | Common | - |
| Bone colossus | 40 | 210 | Uncommon | - |
| Bone dragon | 50 | 260 | Rare | - |
| Bone drake | 27 | 145 | Uncommon | - |
| Bone wyvern | 18 | 100 | Uncommon | - |
| Burning skull | 12 | 70 | Uncommon | - |
| Charnel heap | 22 | 120 | Uncommon, dread | - |
| Charnel titan | 67 | 345 | Very rare | - |
| Charred dead | 14 | 80 | Common | - |
| Church grim | 38 | 200 | Uncommon | - |
| Corpse candle | 2 | 20 | Uncommon | - |
| Crawling hand | 1 | 15 | Common | - |
| Death knight | 45 | 235 | Rare | weapon skills: Long blades 6, Great blades 10 |
| Deathless king | 66 | 340 | Very rare | Concentration 208, Spellcraft 213, weapon skills: Long blades 8, Duelist 7 |
| Deathshade | 60 | 310 | Very rare, dread | - |
| Demilich | 70 | 360 | Very rare | Concentration 220, Spellcraft 225 |
| Draugr | 12 | 70 | Uncommon | weapon skills: Axes 6 |
| Draugr lord | 34 | 180 | Rare | weapon skills: Axes 9 |
| Dread lord | 59 | 305 | Very rare | weapon skills: Long blades 8, Great blades 10 |
| Dread wraith | 28 | 150 | Rare, dread | - |
| Dread wyrm | 62 | 320 | Very rare | - |
| Drowned | 5 | 35 | Common | - |
| Drowned king | 51 | 265 | Rare | - |
| Duergar skeleton | 15 | 85 | Common | weapon skills: Maces and clubs 4, Duelist 1 |
| Elder vampire | 58 | 300 | Very rare, dread | - |
| Eldest vampire | 69 | 355 | Very rare, dread | - |
| Fen ghoul | 11 | 65 | Common | - |
| Fetch | 19 | 105 | Rare | - |
| Gallows dead | 17 | 95 | Uncommon | - |
| Ghast | 7 | 45 | Uncommon | - |
| Ghost | 8 | 50 | Uncommon | - |
| Ghost dragon | 68 | 350 | Very rare | - |
| Ghost lord | 53 | 275 | Rare, dread | Concentration 169, Spellcraft 174 |
| Ghoul king | 44 | 230 | Rare | - |
| Ghoul lord | 32 | 170 | Uncommon | - |
| Gibbering shade | 18 | 100 | Rare, dread | - |
| Grave hound | 10 | 60 | Common | - |
| Grave knight | 22 | 120 | Uncommon | weapon skills: Long blades 7, Sword and Board 2 |
| Greater shadow | 31 | 165 | Rare, dread | - |
| Hand of glory | 16 | 90 | Rare | - |
| Headless knight | 29 | 155 | Uncommon | weapon skills: Long blades 8, Polearms 8, Duelist 4 |
| Hound of the hunt | 55 | 285 | Uncommon | - |
| Knocker | 13 | 75 | Uncommon | - |
| Kobold zombie | 2 | 20 | Common | - |
| Lich | 30 | 160 | Rare, dread | Concentration 100, Spellcraft 105 |
| Lich-drake | 64 | 330 | Very rare | - |
| Mummy | 10 | 60 | Uncommon | - |
| Mummy king | 56 | 290 | Very rare | Concentration 178, Spellcraft 183 |
| Mummy lord | 36 | 190 | Rare | Concentration 118, Spellcraft 123 |
| Mummy priest | 20 | 110 | Rare | Concentration 70, Spellcraft 75 |
| Night mare | 49 | 255 | Rare, dread | - |
| Nightganger | 46 | 240 | Rare | - |
| Nightwing | 61 | 315 | Rare | - |
| Nightworm | 63 | 325 | Very rare, dread | - |
| Nihtscinna the Hollow | 81 | 830 (415 × 200 %) | Very rare | Initiative 120, Spot 90 |
| Nosferatu | 35 | 185 | Rare, dread | - |
| Ogre zombie | 9 | 55 | Uncommon | - |
| Pale drinker | 7 | 60 | Rare | - |
| Poltergeist | 6 | 40 | Uncommon | - |
| Revenant | 19 | 105 | Uncommon | weapon skills: Long blades 6, Duelist 2 |
| Rotting dragon | 52 | 270 | Rare | - |
| Rotting drake | 30 | 160 | Uncommon | - |
| Rotting troll | 17 | 95 | Uncommon | - |
| Screaming skull | 37 | 195 | Uncommon | - |
| Shadow | 8 | 50 | Rare, dread | - |
| Skeletal rat | 1 | 15 | Common | - |
| Skeletal wolf | 5 | 35 | Common | - |
| Skeleton | 3 | 25 | Common | weapon skills: Short blades 1, Spears 1 |
| Skeleton archer | 4 | 30 | Uncommon | weapon skills: Bows 1 |
| Skeleton warrior | 7 | 45 | Common | weapon skills: Long blades 2, Spears 1 |
| Sluagh | 43 | 225 | Uncommon | Initiative 60, Sneak attack 120 |
| Spectre | 14 | 80 | Rare, dread | - |
| Stone haunt | 3 | 25 | Uncommon | - |
| Vampire | 25 | 135 | Rare, dread | - |
| Vampire lord | 45 | 235 | Rare, dread | - |
| Vampire spawn | 16 | 90 | Rare, dread | - |
| Washer at the ford | 48 | 250 | Rare, dread | - |
| White lady | 39 | 205 | Rare, dread | - |
| Wight lord | 24 | 130 | Rare | weapon skills: Long blades 8, Duelist 3 |
| Wild huntsman | 57 | 295 | Rare | weapon skills: Spears 10, Polearms 10, Duelist 10 |
| Wormhost | 26 | 140 | Uncommon, dread | - |
| Wormlord | 47 | 245 | Rare, dread | Concentration 151, Spellcraft 156 |
| Wraith | 11 | 65 | Rare, dread | - |
| Wraith lord | 41 | 215 | Rare, dread | - |
| Wēalāf the Unburied | 41 | 430 (215 × 200 %) | Very rare | - |
| Zombie | 3 | 25 | Common | - |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Ankou | 35 (+12) | 29 (+9) | 35 (+12) | 39 (+14) | 36 (+13) | 36 (+13) |
| Archlich | 30 (+10) | 24 (+7) | 34 (+12) | 36 (+13) | 39 (+14) | 36 (+13) |
| Ash wraith | 14 (+2) | 15 (+2) | 16 (+3) | 16 (+3) | 20 (+5) | 16 (+3) |
| Banshee | 18 (+4) | 19 (+4) | 18 (+4) | 19 (+4) | 24 (+7) | 19 (+4) |
| Barghest | 16 (+3) | 18 (+4) | 16 (+3) | 15 (+2) | 21 (+5) | 15 (+2) |
| Barrow ghoul | 13 (+1) | 14 (+2) | 10 (+0) | 6 (−2) | 12 (+1) | 4 (−3) |
| Barrow king | 25 (+7) | 20 (+5) | 29 (+9) | 31 (+10) | 35 (+12) | 31 (+10) |
| Barrow wight | 13 (+1) | 12 (+1) | 14 (+2) | 14 (+2) | 18 (+4) | 14 (+2) |
| Black shuck | 24 (+7) | 23 (+6) | 24 (+7) | 23 (+6) | 28 (+9) | 23 (+6) |
| Bodach | 19 (+4) | 15 (+2) | 20 (+5) | 18 (+4) | 23 (+6) | 18 (+4) |
| Bog body | 17 (+3) | 5 (−3) | 21 (+5) | 2 (−4) | 19 (+4) | 2 (−4) |
| Bone colossus | 32 (+11) | 18 (+4) | 33 (+11) | 2 (−4) | 30 (+10) | 2 (−4) |
| Bone dragon | 36 (+13) | 20 (+5) | 37 (+13) | 2 (−4) | 34 (+12) | 2 (−4) |
| Bone drake | 27 (+8) | 15 (+2) | 28 (+9) | 2 (−4) | 25 (+7) | 2 (−4) |
| Bone wyvern | 23 (+6) | 12 (+1) | 24 (+7) | 2 (−4) | 22 (+6) | 2 (−4) |
| Burning skull | 12 (+1) | 17 (+3) | 13 (+1) | 15 (+2) | 20 (+5) | 15 (+2) |
| Charnel heap | 25 (+7) | 14 (+2) | 26 (+8) | 2 (−4) | 24 (+7) | 2 (−4) |
| Charnel titan | 40 (+15) | 25 (+7) | 40 (+15) | 39 (+14) | 2 (−4) | 2 (−4) |
| Charred dead | 19 (+4) | 6 (−2) | 23 (+6) | 2 (−4) | 21 (+5) | 2 (−4) |
| Church grim | 26 (+8) | 25 (+7) | 26 (+8) | 25 (+7) | 29 (+9) | 25 (+7) |
| Corpse candle | 8 (−1) | 14 (+2) | 5 (−3) | 11 (+0) | 17 (+3) | 11 (+0) |
| Crawling hand | 7 (−2) | 14 (+2) | 3 (−4) | 2 (−4) | 16 (+3) | 2 (−4) |
| Death knight | 29 (+9) | 21 (+5) | 30 (+10) | 28 (+9) | 32 (+11) | 28 (+9) |
| Deathless king | 34 (+12) | 26 (+8) | 38 (+14) | 40 (+15) | 40 (+15) | 40 (+15) |
| Deathshade | 33 (+11) | 28 (+9) | 33 (+11) | 37 (+13) | 34 (+12) | 34 (+12) |
| Demilich | 36 (+13) | 28 (+9) | 40 (+15) | 40 (+15) | 40 (+15) | 40 (+15) |
| Draugr | 21 (+5) | 11 (+0) | 22 (+6) | 15 (+2) | 20 (+5) | 15 (+2) |
| Draugr lord | 30 (+10) | 16 (+3) | 31 (+10) | 24 (+7) | 28 (+9) | 24 (+7) |
| Dread lord | 35 (+12) | 25 (+7) | 36 (+13) | 37 (+13) | 34 (+12) | 34 (+12) |
| Dread wraith | 20 (+5) | 20 (+5) | 20 (+5) | 21 (+5) | 26 (+8) | 21 (+5) |
| Dread wyrm | 40 (+15) | 24 (+7) | 40 (+15) | 38 (+14) | 2 (−4) | 2 (−4) |
| Drowned | 15 (+2) | 7 (−2) | 15 (+2) | 1 (−5) | 12 (+1) | 1 (−5) |
| Drowned king | 36 (+13) | 21 (+5) | 37 (+13) | 30 (+10) | 34 (+12) | 30 (+10) |
| Duergar skeleton | 17 (+3) | 14 (+2) | 18 (+4) | 2 (−4) | 21 (+5) | 2 (−4) |
| Elder vampire | 34 (+12) | 29 (+9) | 34 (+12) | 36 (+13) | 33 (+11) | 33 (+11) |
| Eldest vampire | 39 (+14) | 32 (+11) | 39 (+14) | 40 (+15) | 38 (+14) | 38 (+14) |
| Fen ghoul | 15 (+2) | 18 (+4) | 15 (+2) | 14 (+2) | 20 (+5) | 14 (+2) |
| Fetch | 17 (+3) | 18 (+4) | 17 (+3) | 18 (+4) | 23 (+6) | 18 (+4) |
| Gallows dead | 18 (+4) | 14 (+2) | 19 (+4) | 17 (+3) | 22 (+6) | 17 (+3) |
| Ghast | 14 (+2) | 17 (+3) | 14 (+2) | 13 (+1) | 18 (+4) | 13 (+1) |
| Ghost | 12 (+1) | 14 (+2) | 12 (+1) | 10 (+0) | 18 (+4) | 14 (+2) |
| Ghost dragon | 36 (+13) | 30 (+10) | 36 (+13) | 40 (+15) | 37 (+13) | 37 (+13) |
| Ghost lord | 29 (+9) | 23 (+6) | 33 (+11) | 35 (+12) | 39 (+14) | 35 (+12) |
| Ghoul king | 29 (+9) | 26 (+8) | 29 (+9) | 28 (+9) | 31 (+10) | 28 (+9) |
| Ghoul lord | 24 (+7) | 23 (+6) | 24 (+7) | 23 (+6) | 27 (+8) | 23 (+6) |
| Gibbering shade | 16 (+3) | 17 (+3) | 16 (+3) | 17 (+3) | 22 (+6) | 17 (+3) |
| Grave hound | 15 (+2) | 17 (+3) | 15 (+2) | 2 (−4) | 20 (+5) | 2 (−4) |
| Grave knight | 20 (+5) | 16 (+3) | 21 (+5) | 19 (+4) | 24 (+7) | 19 (+4) |
| Greater shadow | 21 (+5) | 21 (+5) | 21 (+5) | 22 (+6) | 27 (+8) | 22 (+6) |
| Hand of glory | 13 (+1) | 18 (+4) | 14 (+2) | 16 (+3) | 22 (+6) | 16 (+3) |
| Headless knight | 23 (+6) | 17 (+3) | 24 (+7) | 22 (+6) | 26 (+8) | 22 (+6) |
| Hound of the hunt | 33 (+11) | 29 (+9) | 33 (+11) | 32 (+11) | 35 (+12) | 32 (+11) |
| Knocker | 14 (+2) | 16 (+3) | 14 (+2) | 15 (+2) | 21 (+5) | 15 (+2) |
| Kobold zombie | 14 (+2) | 5 (−3) | 10 (+0) | 2 (−4) | 17 (+3) | 2 (−4) |
| Lich | 20 (+5) | 18 (+4) | 24 (+7) | 26 (+8) | 30 (+10) | 26 (+8) |
| Lich-drake | 40 (+15) | 24 (+7) | 40 (+15) | 38 (+14) | 36 (+13) | 36 (+13) |
| Mummy | 17 (+3) | 6 (−2) | 21 (+5) | 2 (−4) | 20 (+5) | 2 (−4) |
| Mummy king | 30 (+10) | 24 (+7) | 34 (+12) | 40 (+15) | 36 (+13) | 36 (+13) |
| Mummy lord | 22 (+6) | 19 (+4) | 26 (+8) | 28 (+9) | 33 (+11) | 28 (+9) |
| Mummy priest | 16 (+3) | 15 (+2) | 20 (+5) | 22 (+6) | 27 (+8) | 22 (+6) |
| Night mare | 29 (+9) | 25 (+7) | 29 (+9) | 30 (+10) | 33 (+11) | 30 (+10) |
| Nightganger | 34 (+12) | 20 (+5) | 35 (+12) | 28 (+9) | 32 (+11) | 28 (+9) |
| Nightwing | 35 (+12) | 30 (+10) | 35 (+12) | 37 (+13) | 34 (+12) | 34 (+12) |
| Nightworm | 40 (+15) | 24 (+7) | 40 (+15) | 38 (+14) | 35 (+12) | 35 (+12) |
| Nihtscinna the Hollow | 34 (+12) | 32 (+11) | 36 (+13) | 30 (+10) | 40 (+15) | 38 (+14) |
| Nosferatu | 25 (+7) | 24 (+7) | 25 (+7) | 24 (+7) | 28 (+9) | 24 (+7) |
| Ogre zombie | 20 (+5) | 10 (+0) | 21 (+5) | 2 (−4) | 19 (+4) | 2 (−4) |
| Pale drinker | 10 (+0) | 15 (+2) | 12 (+1) | 8 (−1) | 16 (+3) | 12 (+1) |
| Poltergeist | 11 (+0) | 15 (+2) | 11 (+0) | 12 (+1) | 18 (+4) | 12 (+1) |
| Revenant | 19 (+4) | 15 (+2) | 25 (+7) | 18 (+4) | 23 (+6) | 18 (+4) |
| Rotting dragon | 37 (+13) | 21 (+5) | 38 (+14) | 2 (−4) | 34 (+12) | 2 (−4) |
| Rotting drake | 28 (+9) | 16 (+3) | 29 (+9) | 2 (−4) | 26 (+8) | 2 (−4) |
| Rotting troll | 23 (+6) | 12 (+1) | 24 (+7) | 2 (−4) | 22 (+6) | 2 (−4) |
| Screaming skull | 22 (+6) | 23 (+6) | 23 (+6) | 25 (+7) | 29 (+9) | 25 (+7) |
| Shadow | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 19 (+4) | 13 (+1) |
| Skeletal rat | 7 (−2) | 14 (+2) | 3 (−4) | 2 (−4) | 16 (+3) | 2 (−4) |
| Skeletal wolf | 13 (+1) | 16 (+3) | 12 (+1) | 2 (−4) | 18 (+4) | 2 (−4) |
| Skeleton | 12 (+1) | 11 (+0) | 8 (−1) | 3 (−4) | 20 (+5) | 2 (−4) |
| Skeleton archer | 13 (+1) | 11 (+0) | 11 (+0) | 2 (−4) | 17 (+3) | 2 (−4) |
| Skeleton warrior | 14 (+2) | 12 (+1) | 15 (+2) | 2 (−4) | 18 (+4) | 2 (−4) |
| Sluagh | 26 (+8) | 24 (+7) | 26 (+8) | 27 (+8) | 31 (+10) | 27 (+8) |
| Spectre | 15 (+2) | 17 (+3) | 15 (+2) | 16 (+3) | 21 (+5) | 16 (+3) |
| Stone haunt | 8 (−1) | 13 (+1) | 7 (−2) | 6 (−2) | 16 (+3) | 12 (+1) |
| Vampire | 21 (+5) | 21 (+5) | 21 (+5) | 20 (+5) | 25 (+7) | 20 (+5) |
| Vampire lord | 29 (+9) | 26 (+8) | 29 (+9) | 28 (+9) | 32 (+11) | 28 (+9) |
| Vampire spawn | 17 (+3) | 19 (+4) | 17 (+3) | 16 (+3) | 22 (+6) | 16 (+3) |
| Washer at the ford | 28 (+9) | 25 (+7) | 28 (+9) | 29 (+9) | 33 (+11) | 29 (+9) |
| White lady | 25 (+7) | 23 (+6) | 25 (+7) | 26 (+8) | 30 (+10) | 26 (+8) |
| Wight lord | 18 (+4) | 16 (+3) | 22 (+6) | 24 (+7) | 28 (+9) | 24 (+7) |
| Wild huntsman | 34 (+12) | 24 (+7) | 35 (+12) | 36 (+13) | 33 (+11) | 33 (+11) |
| Wormhost | 21 (+5) | 16 (+3) | 22 (+6) | 2 (−4) | 25 (+7) | 2 (−4) |
| Wormlord | 27 (+8) | 22 (+6) | 31 (+10) | 33 (+11) | 36 (+13) | 33 (+11) |
| Wraith | 13 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 20 (+5) | 14 (+2) |
| Wraith lord | 25 (+7) | 23 (+6) | 25 (+7) | 26 (+8) | 30 (+10) | 26 (+8) |
| Wēalāf the Unburied | 30 (+10) | 18 (+4) | 34 (+12) | 20 (+5) | 32 (+11) | 30 (+10) |
| Zombie | 14 (+2) | 6 (−2) | 13 (+1) | 1 (−5) | 10 (+0) | 1 (−5) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Ankou | 133 | 27 (Dexterity +9, Natural +8); Wall +8 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Archlich | 101 | 21 (Dexterity +7, Natural +4) | 9 (dry bones) | immune to poison, immune to necrotic, never bleeds |
| Ash wraith | 38 | 12 (Dexterity +2) | - | immune to poison, immune to necrotic, cold 50%, never bleeds |
| Banshee | 52 | 18 (Dexterity +4, Natural +4); Wall +4 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Barghest | 32 | 14 (Dexterity +4) | - | immune to poison, immune to necrotic |
| Barrow ghoul | 12 | 12 (Dexterity +2) | - | immune to poison, immune to necrotic |
| Barrow king | 81 | 18 (Dexterity +5, Natural +3) | 4 (dead flesh) | immune to poison, immune to necrotic, never bleeds |
| Barrow wight | 22 | 11 (Dexterity +1) | - | immune to poison, immune to necrotic, cold 50%, never bleeds |
| Black shuck | 65 | 18 (Dexterity +6, Natural +2) | 2 (dead flesh) | immune to poison, immune to necrotic |
| Bodach | 72 | 13 (Dexterity +2, Natural +1) | 1 (withered hide) | immune to poison, immune to necrotic |
| Bog body | 55 | 7 (Dexterity −3) | - | immune to poison, immune to necrotic, cold 25% |
| Bone colossus | 291 | 17 (Dexterity +4, Natural +3) | 6 (bones) | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Bone dragon | 359 | 19 (Dexterity +5, Natural +4) | 8 (bones) | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Bone drake | 204 | 13 (Dexterity +2, Natural +1) | 4 (bones) | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Bone wyvern | 143 | 11 (Dexterity +1) | 3 (bones) | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Burning skull | 28 | 13 (Dexterity +3) | 2 (skull) | immune to fire, immune to poison, immune to necrotic, cold −50% (takes more), never bleeds |
| Charnel heap | 177 | 13 (Dexterity +2, Natural +1) | 1 (dead flesh) | immune to poison, immune to necrotic |
| Charnel titan | 474 | 22 (Dexterity +7, Natural +5) | 11 (bones) | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Charred dead | 75 | 8 (Dexterity −2) | - | immune to poison, immune to necrotic, fire 50%, cold −25% (takes more) |
| Church grim | 74 | 19 (Dexterity +7, Natural +2) | 3 (dead flesh) | immune to poison, immune to necrotic, cold 50% |
| Corpse candle | 6 | 12 (Dexterity +2); Wall +2 inside walls | - | immune to poison, immune to necrotic, cold 50%, never bleeds |
| Crawling hand | 3 | 12 (Dexterity +2) | - | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Death knight | 142 | 18 (Dexterity +5, Natural +3) | - | immune to poison, immune to necrotic, cold 50% |
| Deathless king | 121 | 23 (Dexterity +8, Natural +5) | - | immune to poison, immune to necrotic, never bleeds |
| Deathshade | 123 | 27 (Dexterity +9, Natural +8); Wall +8 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Demilich | 128 | 25 (Dexterity +9, Natural +6) | 11 (skull) | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, never bleeds |
| Draugr | 102 | 10 | - | immune to poison, immune to necrotic, cold 50% |
| Draugr lord | 251 | 15 (Dexterity +3, Natural +2) | 3 (dead flesh) | immune to poison, immune to necrotic, cold 75% |
| Dread lord | 184 | 21 (Dexterity +7, Natural +4) | - | immune to poison, immune to necrotic, cold 50% |
| Dread wraith | 62 | 19 (Dexterity +5, Natural +4); Wall +4 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Dread wyrm | 440 | 22 (Dexterity +7, Natural +5) | 10 (bones) | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Drowned | 26 | 8 (Dexterity −2) | - | immune to poison, immune to necrotic, cold 25% |
| Drowned king | 365 | 19 (Dexterity +5, Natural +4) | 5 (dead flesh) | immune to poison, immune to necrotic, cold 50% |
| Duergar skeleton | 56 | 12 (Dexterity +2) | - | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Elder vampire | 106 | 23 (Dexterity +9, Natural +4) | 6 (dead flesh) | immune to poison, immune to necrotic, fire −25% (takes more) |
| Eldest vampire | 125 | 26 (Dexterity +11, Natural +5) | 7 (dead flesh) | immune to poison, immune to necrotic, fire −25% (takes more) |
| Fen ghoul | 29 | 14 (Dexterity +4) | - | immune to poison, immune to necrotic |
| Fetch | 45 | 17 (Dexterity +4, Natural +3); Wall +3 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Gallows dead | 61 | 12 (Dexterity +2) | - | immune to poison, immune to necrotic |
| Ghast | 23 | 13 (Dexterity +3) | - | immune to poison, immune to necrotic |
| Ghost | 26 | 12 (Dexterity +2); Wall +2 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Ghost dragon | 138 | 28 (Dexterity +10, Natural +8); Wall +8 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Ghost lord | 99 | 23 (Dexterity +6, Natural +7); Wall +7 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Ghoul king | 84 | 21 (Dexterity +8, Natural +3) | 4 (dead flesh) | immune to poison, immune to necrotic |
| Ghoul lord | 64 | 18 (Dexterity +6, Natural +2) | 2 (dead flesh) | immune to poison, immune to necrotic |
| Gibbering shade | 43 | 16 (Dexterity +3, Natural +3); Wall +3 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Grave hound | 27 | 13 (Dexterity +3) | - | immune to poison, immune to necrotic |
| Grave knight | 76 | 14 (Dexterity +3, Natural +1) | - | immune to poison, immune to necrotic |
| Greater shadow | 67 | 20 (Dexterity +5, Natural +5); Wall +5 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Hand of glory | 34 | 14 (Dexterity +4) | - | immune to poison, immune to necrotic, never bleeds |
| Headless knight | 96 | 14 (Dexterity +3, Natural +1) | 2 (dead flesh) | immune to poison, immune to necrotic |
| Hound of the hunt | 102 | 23 (Dexterity +9, Natural +4) | 5 (dead flesh) | immune to poison, immune to necrotic |
| Knocker | 34 | 16 (Dexterity +3, Natural +3); Wall +3 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Kobold zombie | 14 | 7 (Dexterity −3) | - | immune to poison, immune to necrotic |
| Lich | 62 | 16 (Dexterity +4, Natural +2) | 5 (dry bones) | immune to poison, immune to necrotic, never bleeds |
| Lich-drake | 453 | 22 (Dexterity +7, Natural +5) | 10 (dry bones) | immune to poison, immune to necrotic, cold 75%, never bleeds |
| Mummy | 59 | 8 (Dexterity −2) | - | immune to poison, immune to necrotic, fire −50% (takes more) |
| Mummy king | 104 | 21 (Dexterity +7, Natural +4) | 5 (wrappings) | immune to poison, immune to necrotic, fire −50% (takes more) |
| Mummy lord | 71 | 16 (Dexterity +4, Natural +2) | 3 (wrappings) | immune to poison, immune to necrotic, fire −50% (takes more) |
| Mummy priest | 45 | 13 (Dexterity +2, Natural +1) | 1 (wrappings) | immune to poison, immune to necrotic, fire −50% (takes more) |
| Night mare | 103 | 23 (Dexterity +7, Natural +6); Wall +6 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Nightganger | 332 | 18 (Dexterity +5, Natural +3) | 4 (dead flesh) | immune to poison, immune to necrotic |
| Nightwing | 111 | 25 (Dexterity +10, Natural +5) | 6 (dead flesh) | immune to poison, immune to necrotic, fire −25% (takes more) |
| Nightworm | 464 | 22 (Dexterity +7, Natural +5) | 6 (dead flesh) | immune to poison, immune to necrotic |
| Nihtscinna the Hollow | 296 | 30 (Dexterity +11, Natural +9); Wall +10 inside walls | - | immune to necrotic, immune to poison, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Nosferatu | 69 | 19 (Dexterity +7, Natural +2) | 3 (dead flesh) | immune to poison, immune to necrotic, fire −25% (takes more) |
| Ogre zombie | 82 | 10 | - | immune to poison, immune to necrotic |
| Pale drinker | 24 | 12 (Dexterity +2) | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Poltergeist | 20 | 14 (Dexterity +2, Natural +2); Wall +2 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Revenant | 73 | 12 (Dexterity +2) | 1 (dead flesh) | immune to poison, immune to necrotic |
| Rotting dragon | 372 | 19 (Dexterity +5, Natural +4) | 5 (rotting scales) | immune to poison, immune to necrotic |
| Rotting drake | 224 | 15 (Dexterity +3, Natural +2) | 2 (rotting scales) | immune to poison, immune to necrotic |
| Rotting troll | 136 | 11 (Dexterity +1) | - | immune to poison, immune to necrotic, fire −50% (takes more) |
| Screaming skull | 69 | 18 (Dexterity +6, Natural +2) | 6 (bone) | immune to poison, immune to necrotic, never bleeds |
| Shadow | 24 | 14 (Dexterity +2, Natural +2); Wall +2 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Skeletal rat | 3 | 12 (Dexterity +2) | - | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Skeletal wolf | 17 | 13 (Dexterity +3) | - | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Skeleton | 11 | 10 | - | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Skeleton archer | 19 | 10 | - | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Skeleton warrior | 33 | 11 (Dexterity +1) | - | immune to poison, immune to necrotic, piercing 50%, bludgeoning −50% (takes more), never bleeds |
| Sluagh | 90 | 23 (Dexterity +7, Natural +6); Wall +6 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Spectre | 36 | 16 (Dexterity +3, Natural +3); Wall +3 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Stone haunt | 11 | 11 (Dexterity +1); Wall +4 inside walls | - | immune to poison, immune to necrotic, cold 50%, never bleeds |
| Vampire | 52 | 16 (Dexterity +5, Natural +1) | 1 (dead flesh) | immune to poison, immune to necrotic, fire −25% (takes more) |
| Vampire lord | 85 | 21 (Dexterity +8, Natural +3) | 4 (dead flesh) | immune to poison, immune to necrotic |
| Vampire spawn | 37 | 14 (Dexterity +4) | - | immune to poison, immune to necrotic, fire −25% (takes more) |
| Washer at the ford | 100 | 23 (Dexterity +7, Natural +6); Wall +6 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| White lady | 83 | 21 (Dexterity +6, Natural +5); Wall +5 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Wight lord | 52 | 14 (Dexterity +3, Natural +1) | 1 (dead flesh) | immune to poison, immune to necrotic, never bleeds |
| Wild huntsman | 177 | 21 (Dexterity +7, Natural +4) | 5 (dead flesh) | immune to poison, immune to necrotic, cold 50% |
| Wormhost | 87 | 14 (Dexterity +3, Natural +1) | 2 (dead flesh) | immune to poison, immune to necrotic |
| Wormlord | 90 | 19 (Dexterity +6, Natural +3) | 4 (dead flesh) | immune to poison, immune to necrotic |
| Wraith | 29 | 16 (Dexterity +3, Natural +3); Wall +3 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Wraith lord | 87 | 22 (Dexterity +6, Natural +6); Wall +6 inside walls | - | immune to poison, immune to necrotic, slashing 50%, piercing 50%, bludgeoning 50%, cold 50%, never bleeds |
| Wēalāf the Unburied | 224 | 17 (Dexterity +4, Natural +3) | 3 (dead flesh) | immune to poison, immune to necrotic, cold 50%, never bleeds |
| Zombie | 23 | 8 (Dexterity −2) | - | immune to poison, immune to necrotic |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Ankou | up close | scythe | 3d12+12 slashing | +28 | 22–24 ×2 | 4.8 seconds | 15% drains Toughness for good (unless resisted), 30% frightened (3 degrees) |
| Archlich | casts spells, up to 10 cells | touch | 4d8+10 cold | +17 | 22–24 ×2 | 8.6 seconds | 20% held (grip 22), 10% drains Intelligence for good (unless resisted) |
| Ash wraith | casts spells, up to 6 cells | touch | 2d6+2 cold | +4 | 22–24 ×2 | 5.5 seconds | - |
| Banshee | up close | touch | 2d8+4 cold | +9 | 22–24 ×2 | 4.3 seconds | 25% frightened (2 degrees), 10% drains Presence for good (unless resisted) |
| Barghest | up close | bite | 2d8+3 piercing | +7 | 19–24 ×2 | 4.8 seconds | 15% frightened (1 degree) |
| Barrow ghoul | up close | claws | 1d6+1 slashing | +2 | 19–24 ×2 | 4.6 seconds | - |
| Barrow king | casts spells, up to 7 cells | touch | 4d6+7 cold | +17 | 22–24 ×2 | 5.5 seconds | 10% drains Toughness for good (unless resisted) |
| Barrow wight | casts spells, up to 5 cells | touch | 1d6+1 cold | +2 | 22–24 ×2 | 6 seconds | - |
| Black shuck | up close | bite | 3d10+7 piercing | +19 | 19–24 ×2 | 4.4 seconds | 25% frightened (2 degrees) |
| Bodach | up close | touch | 3d6+4 cold | +9 | 22–24 ×2 | 6 seconds | 20% frightened (2 degrees), 5% drains Toughness for good (unless resisted) |
| Bog body | up close | fist | 2d6+3 bludgeoning | +4 | 22–24 ×2 | 7.5 seconds | 15% marsh ague (unless resisted) |
| Bone colossus | up close | slam | 3d12+11 bludgeoning | +16 | 24 ×3 | 6 seconds | - |
| Bone dragon | up close | claws | 4d10+13 slashing | +19 | 24 ×3 | 5.7 seconds | - |
| Bone drake | up close | claws | 3d10+8 slashing | +11 | 24 ×3 | 6 seconds | - |
| Bone wyvern | up close | sting | 3d8+6 piercing | +8 | 24 ×3 | 5 seconds | - |
| Burning skull | up close | bite | 2d6+1 fire | +4 | 22–24 ×2 | 5.2 seconds | - |
| Charnel heap | up close | slam | 4d6+7 bludgeoning | +10 | 24 ×3 | 8.6 seconds | 15% filth fever (unless resisted), 15% engulfed (grip 18) |
| Charnel titan | up close | slam | 5d12+15 bludgeoning | +23 | 24 ×3 | 5.5 seconds | 25% grave rot (unless resisted) |
| Charred dead | up close | fist | 2d8+4 bludgeoning | +6 | 22–24 ×2 | 7.5 seconds | - |
| Church grim | up close | bite | 4d8+8 piercing | +21 | 19–24 ×2 | 4.3 seconds | 20% frightened (2 degrees) |
| Corpse candle | up close | touch | 1d4−1 cold | −1 | 22–24 ×2 | 5.5 seconds | - |
| Crawling hand | up close | claw | 1d3−2 slashing | −2 | 22–24 ×2 | 5.5 seconds | - |
| Death knight | up close | slam | 3d12+9 bludgeoning | +20 | 22–24 ×2 | 5.5 seconds | - |
| Deathless king | casts spells, up to 9 cells | touch | 3d12+12 cold | +28 | 22–24 ×2 | 5 seconds | 15% drains Willpower for good (unless resisted) |
| Deathshade | up close | touch | 4d8+11 cold | +26 | 22–24 ×2 | 4.3 seconds | 15% drains Strength for good (unless resisted), 25% frightened (3 degrees) |
| Demilich | casts spells, up to 12 cells | touch | 3d12+13 cold | +22 | 22–24 ×2 | 5 seconds | 15% drains Intelligence for good (unless resisted) |
| Draugr | up close | slam | 3d6+5 bludgeoning | +8 | 22–24 ×2 | 6.3 seconds | - |
| Draugr lord | up close | slam | 4d8+10 bludgeoning | +18 | 22–24 ×2 | 6 seconds | - |
| Dread lord | up close | slam | 4d10+12 bludgeoning | +26 | 22–24 ×2 | 5.2 seconds | 20% frightened (2 degrees) |
| Dread wraith | up close | touch | 3d6+5 cold | +12 | 22–24 ×2 | 4.3 seconds | 15% drains Toughness for good (unless resisted) |
| Dread wyrm | up close | claws | 4d12+15 slashing | +23 | 24 ×3 | 5.5 seconds | - |
| Drowned | up close | fist | 1d8+2 bludgeoning | +3 | 22–24 ×2 | 7.5 seconds | 5% filth fever (unless resisted) |
| Drowned king | up close | slam | 4d10+13 bludgeoning | +19 | 24 ×3 | 7.5 seconds | 25% marsh ague (unless resisted) |
| Duergar skeleton | up close | claw | 3d6+3 slashing | +6 | 22–24 ×2 | 6 seconds | - |
| Elder vampire | up close | bite | 3d12+12 piercing | +32 | 19–24 ×2 | 4 seconds | 15% drains Toughness for good (unless resisted) |
| Eldest vampire | up close | bite | 4d10+14 piercing | +34 | 19–24 ×2 | 3.9 seconds | 15% drains Toughness for good (unless resisted) |
| Fen ghoul | up close | claws | 2d6+2 slashing | +5 | 19–24 ×2 | 4.8 seconds | 10% held (grip 15), 10% marsh ague (unless resisted) |
| Fetch | up close | touch | 3d6+3 cold | +7 | 22–24 ×2 | 5 seconds | 20% frightened (1 degree) |
| Gallows dead | up close | tongue | 2d8+4 bludgeoning | +8 | 22–24 ×2 | 6 seconds | 20% held (grip 17) |
| Ghast | up close | claws | 1d8+2 slashing | +3 | 19–24 ×2 | 4.8 seconds | 10% held (grip 15), 10% filth fever (unless resisted) |
| Ghost | up close | touch | 1d8+1 cold | +3 | 22–24 ×2 | 6 seconds | - |
| Ghost dragon | up close | bite | 4d12+13 cold | +30 | 22–24 ×2 | 4.8 seconds | 15% drains Toughness for good (unless resisted), 30% frightened (3 degrees) |
| Ghost lord | casts spells, up to 8 cells | touch | 4d8+9 cold | +16 | 22–24 ×2 | 4.3 seconds | 10% drains Willpower for good (unless resisted) |
| Ghoul king | up close | claws | 4d8+9 slashing | +25 | 19–24 ×2 | 4.3 seconds | 20% held (grip 20), 20% grave rot (unless resisted) |
| Ghoul lord | up close | claws | 4d6+7 slashing | +19 | 19–24 ×2 | 4.4 seconds | 15% held (grip 18), 15% filth fever (unless resisted) |
| Gibbering shade | up close | touch | 2d6+3 cold | +7 | 22–24 ×2 | 4.3 seconds | 10% drains Intelligence for good (unless resisted) |
| Grave hound | up close | bite | 2d6+2 piercing | +5 | 19–24 ×2 | 4.8 seconds | 10% grave rot (unless resisted) |
| Grave knight | up close | slam | 3d8+5 bludgeoning | +10 | 22–24 ×2 | 6 seconds | - |
| Greater shadow | up close | touch | 3d8+5 cold | +12 | 22–24 ×2 | 4.3 seconds | 15% drains Strength for good (unless resisted) |
| Hand of glory | up close | touch | 2d8+1 cold | +5 | 22–24 ×2 | 5.2 seconds | - |
| Headless knight | up close | slam | 4d6+6 bludgeoning | +13 | 22–24 ×2 | 4.8 seconds | 20% frightened (2 degrees) |
| Hound of the hunt | up close | bite | 4d10+11 piercing | +30 | 19–24 ×2 | 3.5 seconds | 25% frightened (2 degrees) |
| Knocker | up close | blow | 2d6+2 bludgeoning | +5 | 22–24 ×2 | 5.2 seconds | - |
| Kobold zombie | up close | fist | 1d6+2 bludgeoning | +2 | 22–24 ×2 | 7.5 seconds | 2% grave rot (unless resisted) |
| Lich | casts spells, up to 8 cells | touch | 3d8+5 cold | +9 | 22–24 ×2 | 8.6 seconds | 15% held (grip 18), 10% drains Intelligence for good (unless resisted) |
| Lich-drake | up close | bite | 4d10+15 piercing | +23 | 24 ×3 | 5.5 seconds | 10% drains Intelligence for good (unless resisted) |
| Mummy | up close | fist | 1d10+3 bludgeoning | +4 | 22–24 ×2 | 7.5 seconds | 20% mummy rot (unless resisted) |
| Mummy king | casts spells, up to 9 cells | fist | 3d12+10 bludgeoning | +17 | 22–24 ×2 | 5.2 seconds | 35% mummy rot (unless resisted) |
| Mummy lord | casts spells, up to 7 cells | fist | 4d6+6 bludgeoning | +11 | 22–24 ×2 | 5.7 seconds | 25% mummy rot (unless resisted) |
| Mummy priest | casts spells, up to 6 cells | touch | 3d6+3 cold | +6 | 22–24 ×2 | 6 seconds | 15% mummy rot (unless resisted) |
| Night mare | up close | touch | 3d10+9 cold | +21 | 22–24 ×2 | 4.3 seconds | 10% drains Willpower for good (unless resisted) |
| Nightganger | up close | slam | 3d12+12 bludgeoning | +18 | 24 ×3 | 5.7 seconds | 10% drains Toughness for good (unless resisted), 15% frightened (1 degree) |
| Nightwing | up close | bite | 3d12+12 piercing | +32 | 19–24 ×2 | 3.8 seconds | 10% drains Toughness for good (unless resisted) |
| Nightworm | up close | bite | 5d10+15 piercing | +23 | 24 ×3 | 8.6 seconds | 15% drains Toughness for good (unless resisted), 15% swallowed (grip 24) |
| Nihtscinna the Hollow | up close | touch | 6d8+12 necrotic | +28 | 22–24 ×2 | 4.3 seconds | 20% drains Willpower for good (unless resisted), 30% frightened (3 degrees) |
| Nosferatu | up close | bite | 4d6+7 piercing | +19 | 19–24 ×2 | 4.3 seconds | 15% drains Toughness for good (unless resisted), 15% filth fever (unless resisted) |
| Ogre zombie | up close | fist | 2d8+5 bludgeoning | +6 | 24 ×3 | 7.5 seconds | 10% grave rot (unless resisted) |
| Pale drinker | up close | touch | 1d4 cold | +1 | 22–24 ×2 | 6 seconds | 100% drains Strength for good (unless resisted) |
| Poltergeist | up close | blow | 1d8 bludgeoning | +1 | 22–24 ×2 | 4.8 seconds | - |
| Revenant | up close | slam | 3d8+4 bludgeoning | +8 | 22–24 ×2 | 6 seconds | - |
| Rotting dragon | up close | bite | 5d10+13 piercing | +20 | 24 ×3 | 6.7 seconds | 25% grave rot (unless resisted) |
| Rotting drake | up close | bite | 4d8+9 piercing | +13 | 24 ×3 | 7.5 seconds | 20% grave rot (unless resisted) |
| Rotting troll | up close | claws | 3d8+6 slashing | +8 | 24 ×3 | 7.5 seconds | 15% grave rot (unless resisted) |
| Screaming skull | up close | bite | 4d6+6 piercing | +15 | 22–24 ×2 | 4.8 seconds | 30% frightened (2 degrees) |
| Shadow | up close | touch | 1d8+1 cold | +3 | 22–24 ×2 | 4.3 seconds | 10% drains Strength for good (unless resisted) |
| Skeletal rat | up close | bite | 1d3−2 piercing | −2 | 22–24 ×2 | 5 seconds | - |
| Skeletal wolf | up close | bite | 1d8+1 piercing | +2 | 19–24 ×2 | 5 seconds | - |
| Skeleton | up close | claw | 1d4+1 slashing | +1 | 22–24 ×2 | 6 seconds | - |
| Skeleton archer | shoots, up to 8 cells | claw | 1d8+1 slashing | +2 | 22–24 ×2 | 6 seconds | - |
| Skeleton warrior | up close | claw | 1d10+2 slashing | +3 | 22–24 ×2 | 6 seconds | - |
| Sluagh | up close | claws | 3d10+8 slashing | +18 | 22–24 ×2 | 3.8 seconds | 25% frightened (2 degrees) |
| Spectre | up close | touch | 1d10+2 cold | +5 | 22–24 ×2 | 4.3 seconds | - |
| Stone haunt | up close | touch | 1d4−1 cold | −1 | 22–24 ×2 | 6 seconds | - |
| Vampire | up close | bite | 3d8+5 piercing | +14 | 19–24 ×2 | 4.3 seconds | 15% drains Toughness for good (unless resisted) |
| Vampire lord | up close | bite | 4d8+9 piercing | +25 | 19–24 ×2 | 4.3 seconds | 15% drains Toughness for good (unless resisted) |
| Vampire spawn | up close | bite | 2d8+3 piercing | +9 | 19–24 ×2 | 4.3 seconds | 10% drains Toughness for good (unless resisted) |
| Washer at the ford | up close | touch | 3d10+9 cold | +21 | 22–24 ×2 | 4.3 seconds | 30% frightened (3 degrees), 10% drains Presence for good (unless resisted) |
| White lady | up close | touch | 4d6+7 cold | +16 | 22–24 ×2 | 4.3 seconds | 10% drains Presence for good (unless resisted) |
| Wight lord | up close | touch | 3d6+4 cold | +10 | 22–24 ×2 | 6 seconds | 10% drains Toughness for good (unless resisted) |
| Wild huntsman | up close | slam | 4d10+12 bludgeoning | +26 | 22–24 ×2 | 4 seconds | - |
| Wormhost | up close | fist | 3d8+5 bludgeoning | +11 | 22–24 ×2 | 8.6 seconds | 25% burrowing worms (unless resisted) |
| Wormlord | casts spells, up to 8 cells | touch | 4d8+8 piercing | +14 | 22–24 ×2 | 8.6 seconds | 35% burrowing worms (unless resisted) |
| Wraith | up close | touch | 1d10+1 cold | +3 | 22–24 ×2 | 4.3 seconds | 10% drains Toughness for good (unless resisted) |
| Wraith lord | up close | touch | 4d6+7 cold | +17 | 22–24 ×2 | 4.3 seconds | 10% drains Toughness for good (unless resisted) |
| Wēalāf the Unburied | up close | barrow-blade | 5d8+10 slashing | +20 | 22–24 ×2 | 5.7 seconds | 20% drains Strength for good (unless resisted) |
| Zombie | up close | fist | 1d6+2 bludgeoning | +2 | 22–24 ×2 | 7.5 seconds | 3% grave rot (unless resisted) |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Ankou | 1250 (4.8 seconds) | 14 cells, Darkvision | 16 | silent |
| Archlich | 700 (8.6 seconds) | 14 cells, Darkvision | 15 | 30 |
| Ash wraith | 1100 (5.5 seconds) | 12 cells, Darkvision | 15 | 10 |
| Banshee | 1400 (4.3 seconds) | 12 cells, Darkvision | 15 | silent |
| Barghest | 1250 (4.8 seconds) | 12 cells, Darkvision | 18 | 50 |
| Barrow ghoul | 1300 (4.6 seconds) | 10 cells, Darkvision | 15 | 40 |
| Barrow king | 1100 (5.5 seconds) | 12 cells, Darkvision | 15 | 40 |
| Barrow wight | 1000 (6 seconds) | 12 cells, Darkvision | 15 | 30 |
| Black shuck | 1350 (4.4 seconds) | 14 cells, Darkvision | 20 | 50 |
| Bodach | 1000 (6 seconds) | 12 cells, Darkvision | 14 | 50 |
| Bog body | 800 (7.5 seconds) | 6 cells, Darkvision | 8 | 80 |
| Bone colossus | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 130 |
| Bone dragon | 1050 (5.7 seconds) | 12 cells, Darkvision | 10 | 110 |
| Bone drake | 1000 (6 seconds) | 12 cells, Darkvision | 10 | 90 |
| Bone wyvern | 1200 (5 seconds) | 12 cells, Darkvision | 10 | 60 |
| Burning skull | 1150 (5.2 seconds) | 10 cells, Darkvision | 12 | silent |
| Charnel heap | 700 (8.6 seconds) | 6 cells, Darkvision | 8 | 120 |
| Charnel titan | 1100 (5.5 seconds) | 10 cells, Darkvision | 10 | 200 |
| Charred dead | 800 (7.5 seconds) | 6 cells, Darkvision | 8 | 80 |
| Church grim | 1400 (4.3 seconds) | 14 cells, Darkvision | 20 | 50 |
| Corpse candle | 1100 (5.5 seconds) | 10 cells, Darkvision | 12 | silent |
| Crawling hand | 1100 (5.5 seconds) | 6 cells, Darkvision | 10 | 15 |
| Death knight | 1100 (5.5 seconds) | 12 cells, Darkvision | 12 | 100 |
| Deathless king | 1200 (5 seconds) | 14 cells, Darkvision | 15 | 30 |
| Deathshade | 1400 (4.3 seconds) | 14 cells, Darkvision | 15 | silent |
| Demilich | 1200 (5 seconds) | 16 cells, Darkvision | 15 | silent |
| Draugr | 950 (6.3 seconds) | 10 cells, Darkvision | 10 | 110 |
| Draugr lord | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 120 |
| Dread lord | 1150 (5.2 seconds) | 12 cells, Darkvision | 12 | 140 |
| Dread wraith | 1400 (4.3 seconds) | 12 cells, Darkvision | 15 | silent |
| Dread wyrm | 1100 (5.5 seconds) | 12 cells, Darkvision | 10 | 170 |
| Drowned | 800 (7.5 seconds) | 7 cells, Darkvision | 8 | 70 |
| Drowned king | 800 (7.5 seconds) | 12 cells, Darkvision | 10 | 130 |
| Duergar skeleton | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 70 |
| Elder vampire | 1500 (4 seconds) | 16 cells, Darkvision | 20 | 20 |
| Eldest vampire | 1550 (3.9 seconds) | 18 cells, Darkvision | 22 | 15 |
| Fen ghoul | 1250 (4.8 seconds) | 10 cells, Darkvision | 15 | 40 |
| Fetch | 1200 (5 seconds) | 10 cells, Darkvision | 15 | silent |
| Gallows dead | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 70 |
| Ghast | 1250 (4.8 seconds) | 10 cells, Darkvision | 15 | 40 |
| Ghost | 1000 (6 seconds) | 10 cells, Darkvision | 15 | silent |
| Ghost dragon | 1250 (4.8 seconds) | 16 cells, Darkvision | 18 | silent |
| Ghost lord | 1400 (4.3 seconds) | 12 cells, Darkvision | 15 | silent |
| Ghoul king | 1400 (4.3 seconds) | 12 cells, Darkvision | 16 | 40 |
| Ghoul lord | 1350 (4.4 seconds) | 12 cells, Darkvision | 16 | 40 |
| Gibbering shade | 1400 (4.3 seconds) | 10 cells, Darkvision | 15 | silent |
| Grave hound | 1250 (4.8 seconds) | 10 cells, Darkvision | 18 | 50 |
| Grave knight | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 90 |
| Greater shadow | 1400 (4.3 seconds) | 12 cells, Darkvision | 15 | silent |
| Hand of glory | 1150 (5.2 seconds) | 10 cells, Darkvision | 12 | 15 |
| Headless knight | 1250 (4.8 seconds) | 12 cells, Darkvision | 12 | 90 |
| Hound of the hunt | 1700 (3.5 seconds) | 16 cells, Darkvision | 22 | 50 |
| Knocker | 1150 (5.2 seconds) | 10 cells, Darkvision | 15 | silent |
| Kobold zombie | 800 (7.5 seconds) | 6 cells, Darkvision | 8 | 70 |
| Lich | 700 (8.6 seconds) | 14 cells, Darkvision | 15 | 30 |
| Lich-drake | 1100 (5.5 seconds) | 14 cells, Darkvision | 12 | 170 |
| Mummy | 800 (7.5 seconds) | 8 cells, Darkvision | 8 | 70 |
| Mummy king | 1150 (5.2 seconds) | 12 cells, Darkvision | 12 | 70 |
| Mummy lord | 1050 (5.7 seconds) | 12 cells, Darkvision | 12 | 60 |
| Mummy priest | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 60 |
| Night mare | 1400 (4.3 seconds) | 12 cells, Darkvision | 15 | silent |
| Nightganger | 1050 (5.7 seconds) | 12 cells, Darkvision | 12 | 130 |
| Nightwing | 1600 (3.8 seconds) | 16 cells, Darkvision | 18 | 40 |
| Nightworm | 700 (8.6 seconds) | 6 cells, Darkvision | 10 | 200 |
| Nihtscinna the Hollow | 1400 (4.3 seconds) | 14 cells, Darkvision | 16 | silent |
| Nosferatu | 1400 (4.3 seconds) | 14 cells, Darkvision | 20 | 15 |
| Ogre zombie | 800 (7.5 seconds) | 6 cells, Darkvision | 8 | 120 |
| Pale drinker | 1000 (6 seconds) | 10 cells, Darkvision | 12 | silent |
| Poltergeist | 1250 (4.8 seconds) | 10 cells, Darkvision | 15 | silent |
| Revenant | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 70 |
| Rotting dragon | 900 (6.7 seconds) | 10 cells, Darkvision | 10 | 140 |
| Rotting drake | 800 (7.5 seconds) | 10 cells, Darkvision | 10 | 130 |
| Rotting troll | 800 (7.5 seconds) | 8 cells, Darkvision | 8 | 120 |
| Screaming skull | 1250 (4.8 seconds) | 12 cells, Darkvision | 14 | silent |
| Shadow | 1400 (4.3 seconds) | 10 cells, Darkvision | 15 | silent |
| Skeletal rat | 1200 (5 seconds) | 8 cells, Darkvision | 12 | 20 |
| Skeletal wolf | 1200 (5 seconds) | 10 cells, Darkvision | 15 | 40 |
| Skeleton | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 60 |
| Skeleton archer | 1000 (6 seconds) | 12 cells, Darkvision | 10 | 60 |
| Skeleton warrior | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 70 |
| Sluagh | 1600 (3.8 seconds) | 12 cells, Darkvision | 15 | silent |
| Spectre | 1400 (4.3 seconds) | 10 cells, Darkvision | 15 | silent |
| Stone haunt | 1000 (6 seconds) | 8 cells, Darkvision | 15 | silent |
| Vampire | 1400 (4.3 seconds) | 14 cells, Darkvision | 18 | 25 |
| Vampire lord | 1400 (4.3 seconds) | 14 cells, Darkvision | 20 | 15 |
| Vampire spawn | 1400 (4.3 seconds) | 12 cells, Darkvision | 18 | 30 |
| Washer at the ford | 1400 (4.3 seconds) | 12 cells, Darkvision | 15 | silent |
| White lady | 1400 (4.3 seconds) | 14 cells, Darkvision | 15 | silent |
| Wight lord | 1000 (6 seconds) | 12 cells, Darkvision | 15 | 40 |
| Wild huntsman | 1500 (4 seconds) | 14 cells, Darkvision | 14 | 130 |
| Wormhost | 700 (8.6 seconds) | 8 cells, Darkvision | 10 | 70 |
| Wormlord | 700 (8.6 seconds) | 10 cells, Darkvision | 10 | 70 |
| Wraith | 1400 (4.3 seconds) | 10 cells, Darkvision | 15 | silent |
| Wraith lord | 1400 (4.3 seconds) | 12 cells, Darkvision | 15 | silent |
| Wēalāf the Unburied | 1050 (5.7 seconds) | 12 cells, Darkvision | 12 | 90 |
| Zombie | 800 (7.5 seconds) | 6 cells, Darkvision | 8 | 90 |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Ankou | 100 g | Medium | 157.5 kg | no |
| Archlich | 30 kg | Medium | 141 kg | no |
| Ash wraith | 20 kg | Medium | 66 kg | no |
| Banshee | 100 g | Medium | 81 kg | no |
| Barghest | 60 kg | Medium | 72 kg | no |
| Barrow ghoul | 45 kg | Medium | 54 kg | no |
| Barrow king | 55 kg | Medium | 118.5 kg | no |
| Barrow wight | 50 kg | Medium | 60 kg | no |
| Black shuck | 80 kg | Medium | 108 kg | no |
| Bodach | 55 kg | Medium | 87 kg | no |
| Bog body | 40 kg | Medium | 82.5 kg | no |
| Bone colossus | 500 kg | Medium | 145.5 kg | no |
| Bone dragon | 900 kg | Medium | 163.5 kg | no |
| Bone drake | 400 kg | Medium | 123 kg | no |
| Bone wyvern | 150 kg | Medium | 105 kg | no |
| Burning skull | 1.5 kg | Small | 41.6 kg | no |
| Charnel heap | 300 kg | Medium | 114 kg | no |
| Charnel titan | 1500 kg | Medium | 180 kg | no |
| Charred dead | 45 kg | Medium | 91.5 kg | no |
| Church grim | 75 kg | Medium | 117 kg | no |
| Corpse candle | 50 g | Small | 23.6 kg | no |
| Crawling hand | 500 g | Small | 19.1 kg | no |
| Death knight | 90 kg | Medium | 132 kg | no |
| Deathless king | 30 kg | Medium | 159 kg | no |
| Deathshade | 100 g | Medium | 148.5 kg | no |
| Demilich | 2 kg | Medium | 168 kg | no |
| Draugr | 120 kg | Medium | 96 kg | no |
| Draugr lord | 160 kg | Medium | 136.5 kg | no |
| Dread lord | 170 kg | Medium | 159 kg | no |
| Dread wraith | 100 g | Medium | 90 kg | no |
| Dread wyrm | 1200 kg | Medium | 180 kg | no |
| Drowned | 70 kg | Medium | 67.5 kg | no |
| Drowned king | 250 kg | Medium | 163.5 kg | no |
| Duergar skeleton | 16 kg | Medium | 78 kg | no |
| Elder vampire | 70 kg | Medium | 153 kg | no |
| Eldest vampire | 70 kg | Medium | 175.5 kg | no |
| Fen ghoul | 55 kg | Medium | 67.5 kg | no |
| Fetch | 100 g | Medium | 76.5 kg | no |
| Gallows dead | 50 kg | Medium | 82.5 kg | no |
| Ghast | 50 kg | Medium | 63 kg | no |
| Ghost | 1 kg | Medium | 54 kg | no |
| Ghost dragon | 100 g | Medium | 162 kg | no |
| Ghost lord | 100 g | Medium | 136.5 kg | no |
| Ghoul king | 65 kg | Medium | 130.5 kg | no |
| Ghoul lord | 60 kg | Medium | 108 kg | no |
| Gibbering shade | 100 g | Medium | 72 kg | no |
| Grave hound | 35 kg | Medium | 67.5 kg | no |
| Grave knight | 80 kg | Medium | 91.5 kg | no |
| Greater shadow | 100 g | Medium | 94.5 kg | no |
| Hand of glory | 600 g | Small | 45 kg | no |
| Headless knight | 85 kg | Medium | 105 kg | no |
| Hound of the hunt | 80 kg | Medium | 148.5 kg | no |
| Knocker | 100 g | Medium | 63 kg | no |
| Kobold zombie | 25 kg | Small | 42.8 kg | no |
| Lich | 30 kg | Medium | 96 kg | no |
| Lich-drake | 1000 kg | Medium | 180 kg | no |
| Mummy | 40 kg | Medium | 82.5 kg | no |
| Mummy king | 50 kg | Medium | 141 kg | no |
| Mummy lord | 45 kg | Medium | 105 kg | no |
| Mummy priest | 40 kg | Medium | 78 kg | no |
| Night mare | 100 g | Medium | 130.5 kg | no |
| Nightganger | 200 kg | Medium | 154.5 kg | no |
| Nightwing | 60 kg | Medium | 157.5 kg | no |
| Nightworm | 900 kg | Medium | 180 kg | no |
| Nihtscinna the Hollow | 100 g | Medium | 156 kg | no |
| Nosferatu | 55 kg | Medium | 112.5 kg | no |
| Ogre zombie | 220 kg | Medium | 91.5 kg | no |
| Pale drinker | 1 kg | Medium | 48 kg | no |
| Poltergeist | 1 kg | Medium | 49.5 kg | no |
| Revenant | 70 kg | Medium | 94.5 kg | no |
| Rotting dragon | 2500 kg | Medium | 168 kg | no |
| Rotting drake | 1500 kg | Medium | 127.5 kg | no |
| Rotting troll | 250 kg | Medium | 105 kg | no |
| Screaming skull | 1.5 kg | Small | 75.4 kg | no |
| Shadow | 100 g | Medium | 54 kg | no |
| Skeletal rat | 300 g | Small | 19.1 kg | no |
| Skeletal wolf | 15 kg | Medium | 57 kg | no |
| Skeleton | 12 kg | Medium | 48 kg | no |
| Skeleton archer | 12 kg | Medium | 55.5 kg | no |
| Skeleton warrior | 14 kg | Medium | 64.5 kg | no |
| Sluagh | 100 g | Medium | 117 kg | no |
| Spectre | 100 g | Medium | 67.5 kg | no |
| Stone haunt | 500 g | Medium | 34.5 kg | no |
| Vampire | 70 kg | Medium | 94.5 kg | no |
| Vampire lord | 60 kg | Medium | 130.5 kg | no |
| Vampire spawn | 60 kg | Medium | 76.5 kg | no |
| Washer at the ford | 100 g | Medium | 126 kg | no |
| White lady | 100 g | Medium | 112.5 kg | no |
| Wight lord | 55 kg | Medium | 87 kg | no |
| Wild huntsman | 140 kg | Medium | 154.5 kg | no |
| Wormhost | 65 kg | Medium | 96 kg | no |
| Wormlord | 72 kg | Medium | 127.5 kg | no |
| Wraith | 100 g | Medium | 58.5 kg | no |
| Wraith lord | 100 g | Medium | 112.5 kg | no |
| Wēalāf the Unburied | 70 kg | Medium | 141 kg | no |
| Zombie | 60 kg | Medium | 61.5 kg | no |
See also: Cursed and hallowed rooms and Spells with a rule of their own.
Fiends in numbers
The numbers of demons, devils, yugoloths, and the gates a miscast opens, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Abyssal gate | 30 | 160 | Very rare | - |
| Arcanaloth | 46 | 240 | Rare | Concentration 148, Spellcraft 153 |
| Arch-gate | 52 | 270 | Very rare | - |
| Balgura | 24 | 130 | Uncommon | - |
| Balor | 62 | 320 | Very rare, dread | weapon skills: Great blades 10 |
| Barbed devil | 26 | 140 | Common, dread | - |
| Bearded devil | 20 | 110 | Common | weapon skills: Polearms 7 |
| Black gate | 32 | 170 | Very rare | - |
| Bone devil | 32 | 170 | Uncommon | - |
| Cambion | 39 | 205 | Rare | weapon skills: Long blades 9, Great blades 9, Duelist 7 |
| Canoloth | 29 | 155 | Uncommon | - |
| Chain devil | 42 | 220 | Rare | - |
| Chasme | 28 | 150 | Uncommon, dread | - |
| Dire gate | 42 | 220 | Very rare | - |
| Dretch | 8 | 50 | Uncommon | - |
| Erinyes | 38 | 200 | Uncommon | weapon skills: Long blades 9, Duelist 7 |
| Gate of gloom | 16 | 90 | Very rare | - |
| Glabrezu | 44 | 230 | Rare | - |
| Hell hound | 13 | 75 | Uncommon | - |
| Hellmouth | 10 | 60 | Very rare | - |
| Hezrou | 30 | 160 | Uncommon, dread | - |
| Horned devil | 48 | 250 | Uncommon | - |
| Ice devil | 55 | 285 | Very rare | - |
| Imp | 9 | 55 | Uncommon | - |
| Incubus | 27 | 145 | Rare, dread | - |
| Iron gate | 30 | 160 | Very rare | - |
| Lemure | 5 | 35 | Common | - |
| Lords’ gate | 64 | 330 | Very rare | - |
| Marilith | 40 | 210 | Rare | - |
| Mezzoloth | 22 | 120 | Common | weapon skills: Spears 7, Duelist 3 |
| Nalfeshnee | 50 | 260 | Rare | - |
| Night hag | 33 | 175 | Rare | Concentration 109, Spellcraft 114 |
| Nightmare | 21 | 115 | Uncommon | - |
| Nycaloth | 36 | 190 | Uncommon | weapon skills: Axes 9, Great Weapon 3 |
| Pit fiend | 66 | 340 | Very rare, dread | - |
| Quasit | 12 | 70 | Rare | - |
| Rakshasa | 52 | 270 | Very rare, dread | Concentration 166, Spellcraft 171 |
| Rift | 10 | 60 | Very rare | - |
| Succubus | 27 | 145 | Rare, dread | - |
| Ultroloth | 58 | 300 | Very rare, dread | - |
| Vrock | 34 | 180 | Uncommon | - |
| Warden of the gate | 50 | 520 (260 × 200 %) | Very rare | Initiative 40, Spot 40 |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Abyssal gate | 10 (+0) | 3 (−4) | 27 (+8) | 3 (−4) | 27 (+8) | 20 (+5) |
| Arcanaloth | 26 (+8) | 22 (+6) | 30 (+10) | 32 (+11) | 36 (+13) | 32 (+11) |
| Arch-gate | 10 (+0) | 3 (−4) | 38 (+14) | 3 (−4) | 38 (+14) | 27 (+8) |
| Balgura | 25 (+7) | 14 (+2) | 26 (+8) | 12 (+1) | 24 (+7) | 12 (+1) |
| Balor | 40 (+15) | 23 (+6) | 40 (+15) | 34 (+12) | 37 (+13) | 34 (+12) |
| Barbed devil | 21 (+5) | 16 (+3) | 22 (+6) | 20 (+5) | 25 (+7) | 20 (+5) |
| Bearded devil | 19 (+4) | 15 (+2) | 20 (+5) | 18 (+4) | 23 (+6) | 18 (+4) |
| Black gate | 10 (+0) | 3 (−4) | 28 (+9) | 3 (−4) | 28 (+9) | 20 (+5) |
| Bone devil | 24 (+7) | 18 (+4) | 25 (+7) | 23 (+6) | 27 (+8) | 23 (+6) |
| Cambion | 27 (+8) | 20 (+5) | 28 (+9) | 26 (+8) | 30 (+10) | 26 (+8) |
| Canoloth | 23 (+6) | 22 (+6) | 23 (+6) | 6 (−2) | 26 (+8) | 12 (+1) |
| Chain devil | 28 (+9) | 20 (+5) | 29 (+9) | 27 (+8) | 31 (+10) | 27 (+8) |
| Chasme | 22 (+6) | 22 (+6) | 22 (+6) | 21 (+5) | 25 (+7) | 21 (+5) |
| Dire gate | 10 (+0) | 3 (−4) | 33 (+11) | 3 (−4) | 33 (+11) | 24 (+7) |
| Dretch | 10 (+0) | 16 (+3) | 11 (+0) | 7 (−2) | 18 (+4) | 7 (−2) |
| Erinyes | 26 (+8) | 22 (+6) | 27 (+8) | 25 (+7) | 29 (+9) | 25 (+7) |
| Gate of gloom | 10 (+0) | 3 (−4) | 20 (+5) | 3 (−4) | 20 (+5) | 15 (+2) |
| Glabrezu | 33 (+11) | 19 (+4) | 34 (+12) | 27 (+8) | 31 (+10) | 27 (+8) |
| Hell hound | 16 (+3) | 18 (+4) | 16 (+3) | 6 (−2) | 21 (+5) | 15 (+2) |
| Hellmouth | 10 (+0) | 3 (−4) | 17 (+3) | 3 (−4) | 17 (+3) | 13 (+1) |
| Hezrou | 28 (+9) | 15 (+2) | 29 (+9) | 22 (+6) | 26 (+8) | 22 (+6) |
| Horned devil | 35 (+12) | 20 (+5) | 36 (+13) | 29 (+9) | 33 (+11) | 29 (+9) |
| Ice devil | 38 (+14) | 22 (+6) | 39 (+14) | 32 (+11) | 35 (+12) | 32 (+11) |
| Imp | 11 (+0) | 16 (+3) | 12 (+1) | 14 (+2) | 19 (+4) | 14 (+2) |
| Incubus | 22 (+6) | 17 (+3) | 23 (+6) | 21 (+5) | 25 (+7) | 28 (+9) |
| Iron gate | 10 (+0) | 3 (−4) | 27 (+8) | 3 (−4) | 27 (+8) | 20 (+5) |
| Lemure | 15 (+2) | 5 (−3) | 17 (+3) | 2 (−4) | 18 (+4) | 2 (−4) |
| Lords’ gate | 10 (+0) | 3 (−4) | 40 (+15) | 3 (−4) | 40 (+15) | 31 (+10) |
| Marilith | 27 (+8) | 25 (+7) | 28 (+9) | 26 (+8) | 30 (+10) | 26 (+8) |
| Mezzoloth | 20 (+5) | 16 (+3) | 21 (+5) | 19 (+4) | 24 (+7) | 19 (+4) |
| Nalfeshnee | 36 (+13) | 20 (+5) | 37 (+13) | 30 (+10) | 33 (+11) | 30 (+10) |
| Night hag | 21 (+5) | 18 (+4) | 25 (+7) | 27 (+8) | 32 (+11) | 27 (+8) |
| Nightmare | 19 (+4) | 20 (+5) | 19 (+4) | 18 (+4) | 23 (+6) | 18 (+4) |
| Nycaloth | 30 (+10) | 17 (+3) | 31 (+10) | 24 (+7) | 29 (+9) | 24 (+7) |
| Pit fiend | 40 (+15) | 24 (+7) | 40 (+15) | 36 (+13) | 39 (+14) | 36 (+13) |
| Quasit | 11 (+0) | 17 (+3) | 12 (+1) | 14 (+2) | 20 (+5) | 14 (+2) |
| Rakshasa | 29 (+9) | 23 (+6) | 33 (+11) | 35 (+12) | 38 (+14) | 35 (+12) |
| Rift | 10 (+0) | 3 (−4) | 17 (+3) | 3 (−4) | 17 (+3) | 13 (+1) |
| Succubus | 22 (+6) | 17 (+3) | 23 (+6) | 21 (+5) | 25 (+7) | 28 (+9) |
| Ultroloth | 34 (+12) | 24 (+7) | 35 (+12) | 34 (+12) | 36 (+13) | 34 (+12) |
| Vrock | 24 (+7) | 18 (+4) | 25 (+7) | 23 (+6) | 27 (+8) | 23 (+6) |
| Warden of the gate | 36 (+13) | 21 (+5) | 36 (+13) | 30 (+10) | 34 (+12) | 32 (+11) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Abyssal gate | 90 | 6 (Dexterity −4) | 8 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Arcanaloth | 88 | 19 (Dexterity +6, Natural +3) | 4 (fur) | immune to acid, immune to poison, fire 50%, cold 50%, electricity 50% |
| Arch-gate | 160 | 6 (Dexterity −4) | 12 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Balgura | 183 | 13 (Dexterity +2, Natural +1) | 1 (hide) | immune to poison, fire 50%, cold 25%, electricity 25% |
| Balor | 457 | 21 (Dexterity +6, Natural +5) | 10 (hide) | immune to fire, immune to poison, cold 25%, electricity 25% |
| Barbed devil | 87 | 14 (Dexterity +3, Natural +1) | 2 (barbed hide) | immune to fire, cold 50%, poison 50% |
| Bearded devil | 70 | 13 (Dexterity +2, Natural +1) | 1 (hide) | immune to fire, cold 50%, poison 50% |
| Black gate | 90 | 6 (Dexterity −4) | 8 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Bone devil | 105 | 16 (Dexterity +4, Natural +2) | 2 (bony hide) | immune to fire, immune to poison, cold 50%, never bleeds |
| Cambion | 126 | 17 (Dexterity +5, Natural +2) | - | fire 50%, cold 50% |
| Canoloth | 59 | 17 (Dexterity +6, Natural +1) | 2 (hide) | immune to acid, immune to poison, fire 50%, cold 50%, electricity 50% |
| Chain devil | 134 | 18 (Dexterity +5, Natural +3) | 4 (hide) | immune to fire, cold 50%, poison 50% |
| Chasme | 57 | 17 (Dexterity +6, Natural +1) | 4 (chitin) | immune to poison, fire 50%, cold 25%, electricity 25% |
| Dire gate | 130 | 6 (Dexterity −4) | 10 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Dretch | 21 | 13 (Dexterity +3) | - | immune to poison, fire 25% |
| Erinyes | 122 | 18 (Dexterity +6, Natural +2) | - | immune to fire, cold 50%, poison 50% |
| Gate of gloom | 40 | 6 (Dexterity −4) | 5 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Glabrezu | 318 | 17 (Dexterity +4, Natural +3) | 7 (carapace) | immune to poison, fire 50%, cold 25%, electricity 25% |
| Hell hound | 32 | 14 (Dexterity +4) | - | immune to fire, cold −50% (takes more) |
| Hellmouth | 30 | 6 (Dexterity −4) | 4 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Hezrou | 233 | 14 (Dexterity +2, Natural +2) | 2 (warty hide) | immune to poison, fire 50%, cold 25%, electricity 25% |
| Horned devil | 345 | 18 (Dexterity +5, Natural +3) | 4 (hide) | immune to fire, cold 50%, poison 50% |
| Ice devil | 393 | 20 (Dexterity +6, Natural +4) | 9 (chitin) | immune to cold, immune to fire, poison 50% |
| Imp | 23 | 13 (Dexterity +3) | - | immune to fire, poison 50% |
| Incubus | 91 | 14 (Dexterity +3, Natural +1) | 2 (skin) | fire 50%, cold 50%, poison 50% |
| Iron gate | 90 | 6 (Dexterity −4) | 8 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Lemure | 34 | 7 (Dexterity −3) | - | immune to fire, poison 50% |
| Lords’ gate | 200 | 6 (Dexterity −4) | 14 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Marilith | 128 | 20 (Dexterity +7, Natural +3) | 6 (scales) | immune to poison, fire 50%, cold 25%, electricity 25% |
| Mezzoloth | 76 | 14 (Dexterity +3, Natural +1) | 3 (chitin) | immune to acid, immune to poison, fire 50%, cold 50%, electricity 50% |
| Nalfeshnee | 359 | 19 (Dexterity +5, Natural +4) | 5 (hide) | immune to poison, fire 75%, cold 25%, electricity 25% |
| Night hag | 66 | 16 (Dexterity +4, Natural +2) | 1 (hide) | fire 50%, cold 50% |
| Nightmare | 45 | 16 (Dexterity +5, Natural +1) | 1 (hide) | immune to fire |
| Nycaloth | 264 | 15 (Dexterity +3, Natural +2) | 3 (hide) | immune to acid, immune to poison, fire 50%, cold 50%, electricity 50% |
| Pit fiend | 485 | 22 (Dexterity +7, Natural +5) | 10 (scales) | immune to fire, immune to poison, cold 50% |
| Quasit | 27 | 13 (Dexterity +3) | - | immune to poison, fire 50% |
| Rakshasa | 98 | 20 (Dexterity +6, Natural +4) | 5 (hide) | piercing 50% |
| Rift | 30 | 6 (Dexterity −4) | 4 (warded rim) | immune to fire, immune to poison, cold 50%, never bleeds |
| Succubus | 91 | 14 (Dexterity +3, Natural +1) | 2 (skin) | fire 50%, cold 50%, poison 50% |
| Ultroloth | 180 | 21 (Dexterity +7, Natural +4) | 6 (grey hide) | immune to acid, immune to poison, fire 50%, cold 50%, electricity 50% |
| Vrock | 110 | 16 (Dexterity +4, Natural +2) | 3 (feathers) | immune to poison, fire 50%, cold 25%, electricity 25% |
| Warden of the gate | 216 | 18 (Dexterity +5, Natural +3) | 10 (hide) | immune to fire, immune to poison, cold 50% |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Abyssal gate | never | none | - | - | - | - | - |
| Arcanaloth | casts spells, up to 8 cells | claws | 4d8+8 slashing | +14 | 22–24 ×2 | 5.5 seconds | 20% poisoned (2 degrees) |
| Arch-gate | never | none | - | - | - | - | - |
| Balgura | up close | claws | 3d10+7 slashing | +10 | 24 ×3 | 5 seconds | - |
| Balor | up close | flaming whip | 4d12+15 fire | +30 | 22–24 ×2 | 3 seconds | 15% held (grip 24) |
| Barbed devil | up close | claws | 4d6+5 slashing | +11 | 22–24 ×2 | 4.3 seconds | 25% bleeding (1 degree) |
| Bearded devil | up close | beard | 3d8+4 piercing | +9 | 22–24 ×2 | 6 seconds | 20% poisoned (2 degrees) |
| Black gate | never | none | - | - | - | - | - |
| Bone devil | up close | sting | 3d10+7 piercing | +15 | 22–24 ×2 | 5.7 seconds | 25% poisoned (3 degrees) |
| Cambion | up close | claws | 4d8+8 slashing | +17 | 22–24 ×2 | 5.5 seconds | - |
| Canoloth | up close | barbed tongue | 4d6+6 piercing | +16 | 19–24 ×2 | 4.8 seconds | 20% latched (grip 18), 20% bleeding (1 degree) |
| Chain devil | up close | chains | 4d8+9 slashing | +19 | 22–24 ×2 | 5.5 seconds | 25% held (grip 20) |
| Chasme | up close | proboscis | 4d6+6 piercing | +16 | 19–24 ×2 | 4.3 seconds | 20% transfixed (2 degrees) |
| Dire gate | never | none | - | - | - | - | - |
| Dretch | up close | claws | 1d10 slashing | +2 | 22–24 ×2 | 6.7 seconds | 10% filth fever (unless resisted), 10% damages a piece worn (acid) |
| Erinyes | up close | blade | 4d8+8 slashing | +17 | 22–24 ×2 | 5.7 seconds | - |
| Gate of gloom | never | none | - | - | - | - | - |
| Glabrezu | up close | pincers | 4d10+11 bludgeoning | +17 | 24 ×3 | 5.7 seconds | 20% held (grip 20) |
| Hell hound | up close | bite | 2d8+3 fire | +7 | 19–24 ×2 | 4.8 seconds | - |
| Hellmouth | never | none | - | - | - | - | - |
| Hezrou | up close | claws | 4d8+9 slashing | +13 | 24 ×3 | 8.6 seconds | 30% poisoned (4 degrees), 25% damages a piece worn (acid) |
| Horned devil | up close | fork | 4d10+12 piercing | +18 | 24 ×3 | 5.7 seconds | 20% bleeding (2 degrees) |
| Ice devil | up close | frost claws | 4d12+14 cold | +21 | 24 ×3 | 5.5 seconds | 20% sluggish (1 degree) |
| Imp | up close | sting | 1d10 piercing | +2 | 22–24 ×2 | 5.2 seconds | 25% poisoned (2 degrees) |
| Incubus | up close | kiss | 3d8+6 necrotic | +12 | 22–24 ×2 | 4.3 seconds | 15% drains Toughness for good (unless resisted) |
| Iron gate | never | none | - | - | - | - | - |
| Lemure | up close | claws | 1d8+2 slashing | +3 | 22–24 ×2 | 7.5 seconds | - |
| Lords’ gate | never | none | - | - | - | - | - |
| Marilith | up close | blades | 3d10+8 slashing | +18 | 22–24 ×2 | 2.7 seconds | - |
| Mezzoloth | up close | claws | 3d8+5 slashing | +10 | 22–24 ×2 | 6 seconds | - |
| Nalfeshnee | up close | bite | 4d10+13 piercing | +19 | 24 ×3 | 5.7 seconds | 15% frightened (3 degrees) |
| Night hag | casts spells, up to 7 cells | claws | 4d6+5 slashing | +9 | 22–24 ×2 | 5.7 seconds | 15% held (grip 18), 10% frightened (2 degrees) |
| Nightmare | up close | hooves | 3d8+4 fire | +11 | 19–24 ×2 | 4.8 seconds | - |
| Nycaloth | up close | claws | 4d8+10 slashing | +19 | 22–24 ×2 | 6 seconds | 25% bleeding (2 degrees) |
| Pit fiend | up close | bite | 5d10+15 piercing | +23 | 24 ×3 | 4.3 seconds | 30% poisoned (4 degrees) |
| Quasit | up close | claws | 2d6 slashing | +3 | 22–24 ×2 | 5 seconds | 20% poisoned (3 degrees), 10% weakened (1 degree) |
| Rakshasa | casts spells, up to 8 cells | claws | 3d12+9 slashing | +16 | 22–24 ×2 | 4.3 seconds | - |
| Rift | never | none | - | - | - | - | - |
| Succubus | up close | kiss | 3d8+6 necrotic | +12 | 22–24 ×2 | 4.3 seconds | 15% drains Toughness for good (unless resisted) |
| Ultroloth | up close | fist | 4d10+12 bludgeoning | +26 | 22–24 ×2 | 4.3 seconds | - |
| Vrock | up close | talons | 3d10+7 slashing | +15 | 22–24 ×2 | 5.5 seconds | 25% frightened (2 degrees) |
| Warden of the gate | up close | claws | 3d10+13 slashing | +21 | 22–24 ×2 | 5.7 seconds | - |
| Warden of the gate | up close | then barbed whip | 2d8+13 slashing | +21 | 22–24 ×2 | with the first | 20% held (grip 22) |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Abyssal gate | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Arcanaloth | 1100 (5.5 seconds) | 14 cells, Darkvision | 16 | 40 |
| Arch-gate | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Balgura | 1200 (5 seconds) | 12 cells, Darkvision | 16 | 40 |
| Balor | 1400 (4.3 seconds) | 14 cells, Darkvision | 16 | 90 |
| Barbed devil | 1400 (4.3 seconds) | 14 cells, Darkvision | 8 | 60 |
| Bearded devil | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 60 |
| Black gate | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Bone devil | 1050 (5.7 seconds) | 14 cells, Darkvision | 10 | 50 |
| Cambion | 1100 (5.5 seconds) | 12 cells, Darkvision | 12 | 60 |
| Canoloth | 1250 (4.8 seconds) | 14 cells, Darkvision | 25 | 50 |
| Chain devil | 1100 (5.5 seconds) | 14 cells, Darkvision | 10 | 80 |
| Chasme | 1400 (4.3 seconds) | 14 cells, Darkvision | 18 | 20 |
| Dire gate | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Dretch | 900 (6.7 seconds) | 10 cells, Darkvision | 12 | 30 |
| Erinyes | 1050 (5.7 seconds) | 16 cells, Darkvision | 10 | 40 |
| Gate of gloom | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Glabrezu | 1050 (5.7 seconds) | 12 cells, Darkvision | 16 | 80 |
| Hell hound | 1250 (4.8 seconds) | 12 cells, Darkvision | 20 | 40 |
| Hellmouth | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Hezrou | 700 (8.6 seconds) | 10 cells, Darkvision | 14 | 70 |
| Horned devil | 1050 (5.7 seconds) | 16 cells, Darkvision | 10 | 90 |
| Ice devil | 1100 (5.5 seconds) | 16 cells, Darkvision | 10 | 90 |
| Imp | 1150 (5.2 seconds) | 12 cells, Darkvision | 10 | 10 |
| Incubus | 1400 (4.3 seconds) | 10 cells, Darkvision | 15 | 20 |
| Iron gate | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Lemure | 800 (7.5 seconds) | 8 cells, Darkvision | 15 | 50 |
| Lords’ gate | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Marilith | 1100 (5.5 seconds) | 14 cells, Darkvision | 16 | 30 |
| Mezzoloth | 1000 (6 seconds) | 12 cells, Darkvision | 14 | 60 |
| Nalfeshnee | 1050 (5.7 seconds) | 12 cells, Darkvision | 16 | 80 |
| Night hag | 1050 (5.7 seconds) | 12 cells, Darkvision | 15 | 30 |
| Nightmare | 1250 (4.8 seconds) | 12 cells, Darkvision | 15 | 80 |
| Nycaloth | 1000 (6 seconds) | 14 cells, Darkvision | 16 | 70 |
| Pit fiend | 1400 (4.3 seconds) | 18 cells, Darkvision | 8 | 100 |
| Quasit | 1200 (5 seconds) | 14 cells, Darkvision | 18 | 10 |
| Rakshasa | 1400 (4.3 seconds) | 14 cells, Darkvision | 18 | 30 |
| Rift | 1000 (6 seconds) | 8 cells, Darkvision | deaf | silent |
| Succubus | 1400 (4.3 seconds) | 10 cells, Darkvision | 15 | 20 |
| Ultroloth | 1400 (4.3 seconds) | 16 cells, Darkvision | 18 | 40 |
| Vrock | 1100 (5.5 seconds) | 14 cells, Darkvision | 16 | 40 |
| Warden of the gate | 1050 (5.7 seconds) | 16 cells, Darkvision | 12 | 90 |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Abyssal gate | 1000 kg | Medium | 70.5 kg | no |
| Arcanaloth | 70 kg | Medium | 123 kg | no |
| Arch-gate | 1000 kg | Medium | 87 kg | no |
| Balgura | 250 kg | Medium | 114 kg | no |
| Balor | 2000 kg | Medium | 180 kg | no |
| Barbed devil | 110 kg | Medium | 96 kg | no |
| Bearded devil | 90 kg | Medium | 87 kg | no |
| Black gate | 1000 kg | Medium | 72 kg | no |
| Bone devil | 140 kg | Medium | 109.5 kg | no |
| Cambion | 90 kg | Medium | 123 kg | no |
| Canoloth | 120 kg | Medium | 103.5 kg | no |
| Chain devil | 100 kg | Medium | 127.5 kg | no |
| Chasme | 90 kg | Medium | 99 kg | no |
| Dire gate | 1000 kg | Medium | 79.5 kg | no |
| Dretch | 25 kg | Small | 34.9 kg | no |
| Erinyes | 70 kg | Medium | 118.5 kg | no |
| Gate of gloom | 1000 kg | Medium | 60 kg | no |
| Glabrezu | 1000 kg | Medium | 150 kg | no |
| Hell hound | 70 kg | Medium | 72 kg | no |
| Hellmouth | 1000 kg | Medium | 55.5 kg | no |
| Hezrou | 400 kg | Medium | 127.5 kg | no |
| Horned devil | 300 kg | Medium | 159 kg | no |
| Ice devil | 350 kg | Medium | 172.5 kg | no |
| Imp | 4 kg | Small | 38.3 kg | no |
| Incubus | 75 kg | Medium | 100.5 kg | no |
| Iron gate | 1000 kg | Medium | 70.5 kg | no |
| Lemure | 60 kg | Medium | 70.5 kg | no |
| Lords’ gate | 1000 kg | Medium | 90 kg | no |
| Marilith | 500 kg | Medium | 123 kg | no |
| Mezzoloth | 90 kg | Medium | 91.5 kg | no |
| Nalfeshnee | 1200 kg | Medium | 163.5 kg | no |
| Night hag | 60 kg | Medium | 100.5 kg | no |
| Nightmare | 500 kg | Medium | 85.5 kg | no |
| Nycaloth | 160 kg | Medium | 136.5 kg | no |
| Pit fiend | 400 kg | Medium | 180 kg | no |
| Quasit | 3 kg | Small | 38.3 kg | no |
| Rakshasa | 80 kg | Medium | 136.5 kg | no |
| Rift | 1000 kg | Medium | 55.5 kg | no |
| Succubus | 60 kg | Medium | 100.5 kg | no |
| Ultroloth | 75 kg | Medium | 154.5 kg | no |
| Vrock | 200 kg | Medium | 109.5 kg | no |
| Warden of the gate | 320 kg | Medium | 162 kg | no |
See also: Hellegeat and Miscasts.
The fey in numbers
The numbers of sprites, pixies, redcaps, dryads, and the rest of the courts, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Blink dog | 14 | 80 | Uncommon, dread | - |
| Boggle | 7 | 45 | Common | - |
| Darkling | 9 | 55 | Uncommon, dread | Initiative 50, Sneak attack 30 |
| Dryad | 19 | 105 | Rare | Concentration 67, Spellcraft 72 |
| Korred | 25 | 135 | Rare | - |
| Meenlock | 16 | 90 | Uncommon | Initiative 30, Sneak attack 30 |
| Nymph | 22 | 120 | Rare, dread | Concentration 76, Spellcraft 81 |
| Pixie | 4 | 30 | Very rare, dread | Concentration 22, Spellcraft 27 |
| Quickling | 6 | 40 | Uncommon | Initiative 150, Sneak attack 40 |
| Redcap | 12 | 70 | Uncommon | Initiative 40, Sneak attack 40 |
| Satyr | 10 | 60 | Common | - |
| Sprite | 2 | 20 | Common | weapon skills: Bows 1 |
| Yeth hound | 31 | 165 | Rare | - |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Blink dog | 17 (+3) | 18 (+4) | 17 (+3) | 16 (+3) | 16 (+3) | 18 (+4) |
| Boggle | 10 (+0) | 16 (+3) | 11 (+0) | 13 (+1) | 13 (+1) | 15 (+2) |
| Darkling | 11 (+0) | 16 (+3) | 12 (+1) | 14 (+2) | 14 (+2) | 16 (+3) |
| Dryad | 16 (+3) | 15 (+2) | 20 (+5) | 22 (+6) | 22 (+6) | 24 (+7) |
| Korred | 26 (+8) | 14 (+2) | 27 (+8) | 20 (+5) | 20 (+5) | 22 (+6) |
| Meenlock | 17 (+3) | 14 (+2) | 18 (+4) | 16 (+3) | 16 (+3) | 18 (+4) |
| Nymph | 17 (+3) | 16 (+3) | 21 (+5) | 23 (+6) | 23 (+6) | 25 (+7) |
| Pixie | 9 (−1) | 15 (+2) | 8 (−1) | 12 (+1) | 12 (+1) | 14 (+2) |
| Quickling | 13 (+1) | 16 (+3) | 13 (+1) | 12 (+1) | 12 (+1) | 14 (+2) |
| Redcap | 21 (+5) | 11 (+0) | 22 (+6) | 15 (+2) | 15 (+2) | 17 (+3) |
| Satyr | 15 (+2) | 12 (+1) | 16 (+3) | 14 (+2) | 14 (+2) | 16 (+3) |
| Sprite | 8 (−1) | 14 (+2) | 5 (−3) | 11 (+0) | 11 (+0) | 13 (+1) |
| Yeth hound | 23 (+6) | 23 (+6) | 23 (+6) | 22 (+6) | 22 (+6) | 24 (+7) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Blink dog | 35 | 14 (Dexterity +4) | - | - |
| Boggle | 20 | 15 (Dexterity +3, Natural +2) | - | - |
| Darkling | 23 | 13 (Dexterity +3) | - | - |
| Dryad | 44 | 12 (Dexterity +2) | - | - |
| Korred | 190 | 13 (Dexterity +2, Natural +1) | 1 (hairy hide) | - |
| Meenlock | 58 | 12 (Dexterity +2) | - | - |
| Nymph | 48 | 14 (Dexterity +3, Natural +1) | - | - |
| Pixie | 12 | 12 (Dexterity +2) | - | - |
| Quickling | 21 | 13 (Dexterity +3) | - | - |
| Redcap | 102 | 10 | - | - |
| Satyr | 41 | 11 (Dexterity +1) | - | - |
| Sprite | 6 | 12 (Dexterity +2) | - | - |
| Yeth hound | 62 | 18 (Dexterity +6, Natural +2) | 2 (dark hide) | - |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Blink dog | up close | bite | 2d8+3 piercing | +7 | 19–24 ×2 | 4.3 seconds | - |
| Boggle | up close | claw | 1d8 slashing | +1 | 22–24 ×2 | 5.2 seconds | - |
| Darkling | up close | knife | 1d10 piercing | +2 | 22–24 ×2 | 4.3 seconds | - |
| Dryad | casts spells, up to 6 cells | lash | 3d6+3 bludgeoning | +5 | 22–24 ×2 | 6 seconds | 20% transfixed (1 degree) |
| Korred | up close | fist | 3d10+8 bludgeoning | +11 | 24 ×3 | 6 seconds | 15% held (grip 17) |
| Meenlock | up close | claw | 3d6+3 slashing | +7 | 22–24 ×2 | 6 seconds | 20% frightened (1 degree), 10% held (grip 15) |
| Nymph | casts spells, up to 6 cells | touch | 3d6+3 bludgeoning | +6 | 22–24 ×2 | 4.3 seconds | 25% transfixed (2 degrees) |
| Pixie | casts spells, up to 5 cells | touch | 1d6−1 piercing | +0 | 22–24 ×2 | 4.3 seconds | 4% drowsy (1 degree) |
| Quickling | up close | knife | 1d10+1 slashing | +2 | 19–24 ×2 | 3 seconds | - |
| Redcap | up close | stamp | 3d6+5 bludgeoning | +7 | 24 ×3 | 5 seconds | - |
| Satyr | up close | butt | 2d6+2 bludgeoning | +4 | 22–24 ×2 | 6 seconds | - |
| Sprite | shoots, up to 8 cells | stab | 1d4−1 piercing | −1 | 22–24 ×2 | 5.5 seconds | 3% poisoned (1 degree) |
| Yeth hound | up close | bite | 3d10+6 piercing | +16 | 19–24 ×2 | 4.4 seconds | 25% frightened (2 degrees) |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Blink dog | 1400 (4.3 seconds) | 12 cells, Low-light | 20 | 40 |
| Boggle | 1150 (5.2 seconds) | 10 cells, Darkvision | 14 | 25 |
| Darkling | 1400 (4.3 seconds) | 10 cells, Darkvision | 16 | 15 |
| Dryad | 1000 (6 seconds) | 10 cells, Low-light | 18 | 20 |
| Korred | 1000 (6 seconds) | 10 cells, Darkvision | 18 | 60 |
| Meenlock | 1000 (6 seconds) | 10 cells, Darkvision | 18 | 20 |
| Nymph | 1400 (4.3 seconds) | 10 cells, Low-light | 18 | 15 |
| Pixie | 1400 (4.3 seconds) | 12 cells, Low-light | 14 | silent |
| Quickling | 2000 (3 seconds) | 12 cells, Low-light | 16 | 10 |
| Redcap | 1200 (5 seconds) | 10 cells, Darkvision | 16 | 70 |
| Satyr | 1000 (6 seconds) | 10 cells, Low-light | 16 | 60 |
| Sprite | 1100 (5.5 seconds) | 12 cells, Low-light | 14 | silent |
| Yeth hound | 1350 (4.4 seconds) | 12 cells, Darkvision | 22 | silent |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Blink dog | 40 kg | Medium | 76.5 kg | no |
| Boggle | 6 kg | Small | 34.9 kg | no |
| Darkling | 10 kg | Small | 38.3 kg | no |
| Dryad | 50 kg | Medium | 78 kg | no |
| Korred | 30 kg | Small | 88.9 kg | no |
| Meenlock | 15 kg | Small | 58.5 kg | no |
| Nymph | 50 kg | Medium | 82.5 kg | no |
| Pixie | 1 kg | Small | 29.3 kg | no |
| Quickling | 3 kg | Small | 43.9 kg | no |
| Redcap | 20 kg | Small | 72 kg | no |
| Satyr | 60 kg | Medium | 69 kg | no |
| Sprite | 1.5 kg | Small | 23.6 kg | no |
| Yeth hound | 45 kg | Medium | 103.5 kg | no |
See also: The dungeons one by one and Creature tricks.
Elementals in numbers
The numbers of the elementals of air, earth, fire, ice, lightning, and water, and their motes, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Air elemental | 19 (+4) | 20 (+5) | 19 (+4) | 2 (−4) | 23 (+6) | 2 (−4) |
| Balefire | 37 (+13) | 26 (+8) | 38 (+14) | 36 (+13) | 38 (+14) | 36 (+13) |
| Brimwolf | 33 (+11) | 24 (+7) | 34 (+12) | 32 (+11) | 35 (+12) | 32 (+11) |
| Cinder elemental | 20 (+5) | 14 (+2) | 22 (+6) | 4 (−3) | 16 (+3) | 10 (+0) |
| Crystal guardian | 27 (+8) | 14 (+2) | 28 (+9) | 18 (+4) | 26 (+8) | 22 (+6) |
| Dust devil | 8 (−1) | 15 (+2) | 6 (−2) | 2 (−4) | 17 (+3) | 2 (−4) |
| Earth elemental | 21 (+5) | 11 (+0) | 22 (+6) | 2 (−4) | 21 (+5) | 2 (−4) |
| Elder air elemental | 29 (+9) | 26 (+8) | 29 (+9) | 28 (+9) | 32 (+11) | 28 (+9) |
| Elder earth elemental | 32 (+11) | 18 (+4) | 33 (+11) | 26 (+8) | 30 (+10) | 26 (+8) |
| Elder fire elemental | 31 (+10) | 23 (+6) | 32 (+11) | 30 (+10) | 34 (+12) | 30 (+10) |
| Elder ice elemental | 35 (+12) | 20 (+5) | 36 (+13) | 29 (+9) | 33 (+11) | 29 (+9) |
| Elder lightning elemental | 32 (+11) | 28 (+9) | 32 (+11) | 31 (+10) | 34 (+12) | 31 (+10) |
| Elder water elemental | 28 (+9) | 21 (+5) | 29 (+9) | 27 (+8) | 31 (+10) | 27 (+8) |
| Ember mote | 8 (−1) | 15 (+2) | 5 (−3) | 2 (−4) | 17 (+3) | 2 (−4) |
| Fire elemental | 22 (+6) | 17 (+3) | 23 (+6) | 2 (−4) | 25 (+7) | 2 (−4) |
| Frost mote | 9 (−1) | 15 (+2) | 9 (−1) | 2 (−4) | 18 (+4) | 2 (−4) |
| Greater air elemental | 23 (+6) | 23 (+6) | 23 (+6) | 22 (+6) | 27 (+8) | 22 (+6) |
| Greater earth elemental | 26 (+8) | 14 (+2) | 27 (+8) | 20 (+5) | 24 (+7) | 20 (+5) |
| Greater fire elemental | 26 (+8) | 20 (+5) | 27 (+8) | 25 (+7) | 29 (+9) | 25 (+7) |
| Greater ice elemental | 29 (+9) | 16 (+3) | 30 (+10) | 23 (+6) | 28 (+9) | 23 (+6) |
| Greater lightning elemental | 25 (+7) | 24 (+7) | 25 (+7) | 24 (+7) | 29 (+9) | 24 (+7) |
| Greater water elemental | 21 (+5) | 17 (+3) | 22 (+6) | 20 (+5) | 25 (+7) | 20 (+5) |
| Hoarstone | 40 (+15) | 23 (+6) | 40 (+15) | 34 (+12) | 37 (+13) | 34 (+12) |
| Ice elemental | 24 (+7) | 13 (+1) | 25 (+7) | 2 (−4) | 23 (+6) | 2 (−4) |
| Invisible stalker | 20 (+5) | 21 (+5) | 20 (+5) | 12 (+1) | 22 (+6) | 4 (−3) |
| Lesser air elemental | 15 (+2) | 18 (+4) | 15 (+2) | 2 (−4) | 20 (+5) | 2 (−4) |
| Lesser earth elemental | 18 (+4) | 10 (+0) | 19 (+4) | 2 (−4) | 18 (+4) | 2 (−4) |
| Lesser fire elemental | 15 (+2) | 12 (+1) | 16 (+3) | 2 (−4) | 19 (+4) | 2 (−4) |
| Lesser ice elemental | 20 (+5) | 11 (+0) | 21 (+5) | 2 (−4) | 20 (+5) | 2 (−4) |
| Lesser lightning elemental | 17 (+3) | 19 (+4) | 17 (+3) | 2 (−4) | 21 (+5) | 2 (−4) |
| Lesser water elemental | 14 (+2) | 12 (+1) | 15 (+2) | 2 (−4) | 18 (+4) | 2 (−4) |
| Lightning elemental | 20 (+5) | 21 (+5) | 20 (+5) | 2 (−4) | 24 (+7) | 2 (−4) |
| Rimethurse | 40 (+15) | 25 (+7) | 40 (+15) | 36 (+13) | 39 (+14) | 36 (+13) |
| Spark mote | 10 (+0) | 16 (+3) | 11 (+0) | 2 (−4) | 19 (+4) | 2 (−4) |
| Stone mote | 7 (−2) | 14 (+2) | 3 (−4) | 2 (−4) | 16 (+3) | 2 (−4) |
| Thunderhead | 39 (+14) | 33 (+11) | 39 (+14) | 38 (+14) | 40 (+15) | 38 (+14) |
| Water elemental | 17 (+3) | 14 (+2) | 18 (+4) | 2 (−4) | 21 (+5) | 2 (−4) |
| Water mote | 9 (−1) | 15 (+2) | 8 (−1) | 2 (−4) | 17 (+3) | 2 (−4) |
| Welkin wind | 34 (+12) | 30 (+10) | 34 (+12) | 33 (+11) | 36 (+13) | 33 (+11) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Air elemental | 43 | 18 (Dexterity +5, Natural +3) | - | immune to poison, piercing 50%, electricity 50%, never bleeds |
| Balefire | 198 | 23 (Dexterity +8, Natural +5) | - | immune to fire, immune to poison, cold −50% (takes more), never bleeds |
| Brimwolf | 172 | 21 (Dexterity +7, Natural +4) | - | immune to poison, piercing 50%, fire 50%, electricity −50% (takes more), never bleeds |
| Cinder elemental | 70 | 12 (Dexterity +2) | - | immune to fire, immune to poison, cold −50% (takes more), never bleeds |
| Crystal guardian | 358 | 13 (Dexterity +2, Natural +1) | 8 (crystal body) | immune to electricity, immune to poison, slashing 25%, piercing 50%, never bleeds |
| Dust devil | 9 | 14 (Dexterity +2, Natural +2) | - | immune to poison, piercing 50%, electricity 50%, never bleeds |
| Earth elemental | 109 | 10; Wall +1 inside walls | 4 (stone body) | immune to electricity, immune to poison, slashing 25%, piercing 50%, never bleeds |
| Elder air elemental | 85 | 24 (Dexterity +8, Natural +6) | - | immune to poison, piercing 50%, electricity 50%, never bleeds |
| Elder earth elemental | 291 | 17 (Dexterity +4, Natural +3); Wall +3 inside walls | 11 (stone body) | immune to electricity, immune to poison, slashing 25%, piercing 50%, never bleeds |
| Elder fire elemental | 157 | 20 (Dexterity +6, Natural +4) | - | immune to fire, immune to poison, cold −50% (takes more), never bleeds |
| Elder ice elemental | 345 | 18 (Dexterity +5, Natural +3) | 13 (ice) | immune to cold, immune to poison, piercing 25%, fire −50% (takes more), never bleeds |
| Elder lightning elemental | 97 | 25 (Dexterity +9, Natural +6) | - | immune to electricity, immune to poison, piercing 25%, never bleeds |
| Elder water elemental | 134 | 18 (Dexterity +5, Natural +3) | - | immune to poison, piercing 50%, fire 50%, electricity −50% (takes more), never bleeds |
| Ember mote | 7 | 12 (Dexterity +2) | - | immune to fire, immune to poison, cold −50% (takes more), never bleeds |
| Fire elemental | 91 | 14 (Dexterity +3, Natural +1) | - | immune to fire, immune to poison, cold −50% (takes more), never bleeds |
| Frost mote | 14 | 12 (Dexterity +2) | 2 (ice) | immune to cold, immune to poison, piercing 25%, fire −50% (takes more), never bleeds |
| Greater air elemental | 62 | 21 (Dexterity +6, Natural +5) | - | immune to poison, piercing 50%, electricity 50%, never bleeds |
| Greater earth elemental | 183 | 13 (Dexterity +2, Natural +1); Wall +2 inside walls | 7 (stone body) | immune to electricity, immune to poison, slashing 25%, piercing 50%, never bleeds |
| Greater fire elemental | 122 | 17 (Dexterity +5, Natural +2) | - | immune to fire, immune to poison, cold −50% (takes more), never bleeds |
| Greater ice elemental | 244 | 15 (Dexterity +3, Natural +2) | 9 (ice) | immune to cold, immune to poison, piercing 25%, fire −50% (takes more), never bleeds |
| Greater lightning elemental | 70 | 21 (Dexterity +7, Natural +4) | - | immune to electricity, immune to poison, piercing 25%, never bleeds |
| Greater water elemental | 87 | 14 (Dexterity +3, Natural +1) | - | immune to poison, piercing 50%, fire 50%, electricity −50% (takes more), never bleeds |
| Hoarstone | 426 | 21 (Dexterity +6, Natural +5); Wall +4 inside walls | 16 (stone body) | immune to electricity, immune to poison, slashing 25%, piercing 50%, never bleeds |
| Ice elemental | 163 | 12 (Dexterity +1, Natural +1) | 6 (ice) | immune to cold, immune to poison, piercing 25%, fire −50% (takes more), never bleeds |
| Invisible stalker | 47 | 19 (Dexterity +5, Natural +4) | - | immune to poison, piercing 50%, electricity 50%, never bleeds |
| Lesser air elemental | 28 | 17 (Dexterity +4, Natural +3) | - | immune to poison, piercing 50%, electricity 50%, never bleeds |
| Lesser earth elemental | 62 | 10 | 2 (stone body) | immune to electricity, immune to poison, slashing 25%, piercing 50%, never bleeds |
| Lesser fire elemental | 39 | 11 (Dexterity +1) | - | immune to fire, immune to poison, cold −50% (takes more), never bleeds |
| Lesser ice elemental | 95 | 10 | 3 (ice) | immune to cold, immune to poison, piercing 25%, fire −50% (takes more), never bleeds |
| Lesser lightning elemental | 36 | 16 (Dexterity +4, Natural +2) | - | immune to electricity, immune to poison, piercing 25%, never bleeds |
| Lesser water elemental | 33 | 11 (Dexterity +1) | - | immune to poison, piercing 50%, fire 50%, electricity −50% (takes more), never bleeds |
| Lightning elemental | 49 | 18 (Dexterity +5, Natural +3) | - | immune to electricity, immune to poison, piercing 25%, never bleeds |
| Rimethurse | 467 | 22 (Dexterity +7, Natural +5) | 17 (ice) | immune to cold, immune to poison, piercing 25%, fire −50% (takes more), never bleeds |
| Spark mote | 21 | 14 (Dexterity +3, Natural +1) | - | immune to electricity, immune to poison, piercing 25%, never bleeds |
| Stone mote | 3 | 12 (Dexterity +2) | 1 (stone body) | immune to electricity, immune to poison, slashing 25%, piercing 50%, never bleeds |
| Thunderhead | 127 | 29 (Dexterity +11, Natural +8) | - | immune to electricity, immune to poison, piercing 25%, never bleeds |
| Water elemental | 53 | 12 (Dexterity +2) | - | immune to poison, piercing 50%, fire 50%, electricity −50% (takes more), never bleeds |
| Water mote | 12 | 12 (Dexterity +2) | - | immune to poison, piercing 50%, fire 50%, electricity −50% (takes more), never bleeds |
| Welkin wind | 107 | 27 (Dexterity +10, Natural +7) | - | immune to poison, piercing 50%, electricity 50%, never bleeds |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Air elemental | up close | buffet | 3d8+4 bludgeoning | +10 | 19–24 ×2 | 3.8 seconds | 20% staggered (1 degree) |
| Balefire | up close | touch | 4d10+13 fire | +29 | 22–24 ×2 | 5 seconds | 25% burning (1 degree) |
| Brimwolf | up close | wave | 4d10+11 bludgeoning | +24 | 22–24 ×2 | 5.2 seconds | 20% sluggish (1 degree), 10% engulfed (grip 23) |
| Cinder elemental | up close | touch | 3d6+5 fire | +9 | 22–24 ×2 | 6 seconds | 25% burning (1 degree) |
| Crystal guardian | up close | fist | 3d10+8 bludgeoning | +12 | 24 ×3 | 7.1 seconds | 20% staggered (1 degree) |
| Dust devil | up close | its burst | the bursts’ table | - | - | 3.6 seconds | - |
| Earth elemental | up close | fist | 3d6+5 bludgeoning | +7 | 24 ×3 | 7.5 seconds | 15% staggered (1 degree) |
| Elder air elemental | up close | buffet | 3d12+9 bludgeoning | +25 | 19–24 ×2 | 3.2 seconds | 20% staggered (1 degree) |
| Elder earth elemental | up close | fist | 3d12+11 bludgeoning | +16 | 24 ×3 | 7.5 seconds | 15% staggered (1 degree), 10% held (grip 20) |
| Elder fire elemental | up close | touch | 3d12+10 fire | +22 | 22–24 ×2 | 5.5 seconds | 25% burning (1 degree) |
| Elder ice elemental | up close | fist | 4d10+12 cold | +18 | 24 ×3 | 6.3 seconds | 25% sluggish (1 degree) |
| Elder lightning elemental | up close | touch | 4d10+11 electricity | +30 | 19–24 ×2 | 3.8 seconds | 20% staggered (1 degree) |
| Elder water elemental | up close | wave | 4d8+9 bludgeoning | +19 | 22–24 ×2 | 5.5 seconds | 20% sluggish (1 degree), 10% engulfed (grip 20) |
| Ember mote | up close | its burst | the bursts’ table | - | - | 4.6 seconds | - |
| Fire elemental | up close | touch | 4d6+6 fire | +12 | 22–24 ×2 | 5.7 seconds | 25% burning (1 degree) |
| Frost mote | up close | its burst | the bursts’ table | - | - | 5.5 seconds | - |
| Greater air elemental | up close | buffet | 3d10+6 bludgeoning | +16 | 19–24 ×2 | 3.5 seconds | 20% staggered (1 degree) |
| Greater earth elemental | up close | fist | 3d10+8 bludgeoning | +11 | 24 ×3 | 7.5 seconds | 15% staggered (1 degree) |
| Greater fire elemental | up close | touch | 4d8+8 fire | +17 | 22–24 ×2 | 5.7 seconds | 25% burning (1 degree) |
| Greater ice elemental | up close | fist | 4d8+9 cold | +13 | 24 ×3 | 6.7 seconds | 25% sluggish (1 degree) |
| Greater lightning elemental | up close | touch | 3d10+7 electricity | +20 | 19–24 ×2 | 4 seconds | 20% staggered (1 degree) |
| Greater water elemental | up close | wave | 4d6+5 bludgeoning | +11 | 22–24 ×2 | 6 seconds | 20% sluggish (1 degree), 10% engulfed (grip 17) |
| Hoarstone | up close | fist | 4d12+15 bludgeoning | +23 | 24 ×3 | 6.7 seconds | 15% staggered (1 degree), 10% held (grip 24) |
| Ice elemental | up close | fist | 4d6+7 cold | +10 | 24 ×3 | 7.1 seconds | 25% sluggish (1 degree) |
| Invisible stalker | up close | cutting wind | 3d8+5 slashing | +12 | 19–24 ×2 | 4 seconds | - |
| Lesser air elemental | up close | buffet | 2d6+2 bludgeoning | +5 | 19–24 ×2 | 4 seconds | 20% staggered (1 degree) |
| Lesser earth elemental | up close | fist | 2d6+4 bludgeoning | +5 | 24 ×3 | 7.5 seconds | 15% staggered (1 degree) |
| Lesser fire elemental | up close | touch | 2d6+2 fire | +4 | 22–24 ×2 | 6 seconds | 25% burning (1 degree) |
| Lesser ice elemental | up close | fist | 3d6+5 cold | +6 | 24 ×3 | 7.1 seconds | 25% sluggish (1 degree) |
| Lesser lightning elemental | up close | touch | 3d6+3 electricity | +7 | 19–24 ×2 | 4.3 seconds | 20% staggered (1 degree) |
| Lesser water elemental | up close | wave | 1d10+2 bludgeoning | +3 | 22–24 ×2 | 6 seconds | 20% sluggish (1 degree) |
| Lightning elemental | up close | touch | 3d8+5 electricity | +12 | 19–24 ×2 | 4.1 seconds | 20% staggered (1 degree) |
| Rimethurse | up close | fist | 5d10+15 cold | +23 | 24 ×3 | 6 seconds | 25% sluggish (1 degree) |
| Spark mote | up close | its burst | the bursts’ table | - | - | 3.9 seconds | - |
| Stone mote | up close | its burst | the bursts’ table | - | - | 6 seconds | - |
| Thunderhead | up close | touch | 4d12+14 electricity | +34 | 19–24 ×2 | 3.5 seconds | 20% staggered (1 degree) |
| Water elemental | up close | wave | 2d8+3 bludgeoning | +6 | 22–24 ×2 | 6 seconds | 20% sluggish (1 degree) |
| Water mote | up close | its burst | the bursts’ table | - | - | 4.6 seconds | - |
| Welkin wind | up close | buffet | 4d10+12 bludgeoning | +32 | 19–24 ×2 | 3 seconds | 20% staggered (1 degree) |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Air elemental | 1600 (3.8 seconds) | 10 cells, Darkvision | 10 | 50 |
| Balefire | 1200 (5 seconds) | 12 cells, Normal | 10 | 40 |
| Brimwolf | 1150 (5.2 seconds) | 12 cells, Darkvision | 10 | 30 |
| Cinder elemental | 1000 (6 seconds) | 10 cells, Normal | 10 | 60 |
| Crystal guardian | 850 (7.1 seconds) | 12 cells, Darkvision | 12 | 110 |
| Dust devil | 1650 (3.6 seconds) | 8 cells, Darkvision | 8 | 20 |
| Earth elemental | 800 (7.5 seconds) | 10 cells, Darkvision | 10 | 86 |
| Elder air elemental | 1850 (3.2 seconds) | 10 cells, Darkvision | 10 | 50 |
| Elder earth elemental | 800 (7.5 seconds) | 10 cells, Darkvision | 10 | 140 |
| Elder fire elemental | 1100 (5.5 seconds) | 10 cells, Normal | 10 | 40 |
| Elder ice elemental | 950 (6.3 seconds) | 10 cells, Darkvision | 10 | 60 |
| Elder lightning elemental | 1600 (3.8 seconds) | 10 cells, Darkvision | 10 | 20 |
| Elder water elemental | 1100 (5.5 seconds) | 10 cells, Darkvision | 10 | 30 |
| Ember mote | 1300 (4.6 seconds) | 8 cells, Normal | 8 | 20 |
| Fire elemental | 1050 (5.7 seconds) | 10 cells, Normal | 10 | 40 |
| Frost mote | 1100 (5.5 seconds) | 8 cells, Darkvision | 8 | 20 |
| Greater air elemental | 1700 (3.5 seconds) | 10 cells, Darkvision | 10 | 50 |
| Greater earth elemental | 800 (7.5 seconds) | 10 cells, Darkvision | 10 | 108 |
| Greater fire elemental | 1050 (5.7 seconds) | 10 cells, Normal | 10 | 40 |
| Greater ice elemental | 900 (6.7 seconds) | 10 cells, Darkvision | 10 | 60 |
| Greater lightning elemental | 1500 (4 seconds) | 10 cells, Darkvision | 10 | 20 |
| Greater water elemental | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 30 |
| Hoarstone | 900 (6.7 seconds) | 12 cells, Darkvision | 10 | 180 |
| Ice elemental | 850 (7.1 seconds) | 10 cells, Darkvision | 10 | 60 |
| Invisible stalker | 1500 (4 seconds) | 10 cells, Darkvision | 12 | 40 |
| Lesser air elemental | 1500 (4 seconds) | 10 cells, Darkvision | 10 | 50 |
| Lesser earth elemental | 800 (7.5 seconds) | 10 cells, Darkvision | 10 | 72 |
| Lesser fire elemental | 1000 (6 seconds) | 10 cells, Normal | 10 | 40 |
| Lesser ice elemental | 850 (7.1 seconds) | 10 cells, Darkvision | 10 | 60 |
| Lesser lightning elemental | 1400 (4.3 seconds) | 10 cells, Darkvision | 10 | 20 |
| Lesser water elemental | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 30 |
| Lightning elemental | 1450 (4.1 seconds) | 10 cells, Darkvision | 10 | 20 |
| Rimethurse | 1000 (6 seconds) | 12 cells, Darkvision | 10 | 60 |
| Spark mote | 1550 (3.9 seconds) | 8 cells, Darkvision | 8 | 20 |
| Stone mote | 1000 (6 seconds) | 8 cells, Darkvision | 8 | 20 |
| Thunderhead | 1700 (3.5 seconds) | 12 cells, Darkvision | 10 | 20 |
| Water elemental | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 30 |
| Water mote | 1300 (4.6 seconds) | 8 cells, Darkvision | 8 | 20 |
| Welkin wind | 2000 (3 seconds) | 12 cells, Darkvision | 10 | 50 |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Air elemental | 50 kg | Medium | 85.5 kg | no |
| Balefire | 1000 kg | Medium | 168 kg | no |
| Brimwolf | 5000 kg | Medium | 150 kg | no |
| Cinder elemental | 100 kg | Medium | 93 kg | no |
| Crystal guardian | 1400 kg | Medium | 123 kg | no |
| Dust devil | 2 kg | Small | 24.8 kg | no |
| Earth elemental | 400 kg | Medium | 96 kg | no |
| Elder air elemental | 200 kg | Medium | 130.5 kg | no |
| Elder earth elemental | 3000 kg | Medium | 145.5 kg | no |
| Elder fire elemental | 600 kg | Medium | 141 kg | no |
| Elder ice elemental | 3000 kg | Medium | 159 kg | no |
| Elder lightning elemental | 40 kg | Medium | 144 kg | no |
| Elder water elemental | 2500 kg | Medium | 127.5 kg | no |
| Ember mote | 300 g | Small | 23.6 kg | no |
| Fire elemental | 150 kg | Medium | 100.5 kg | no |
| Frost mote | 10 kg | Small | 30.4 kg | no |
| Greater air elemental | 100 kg | Medium | 103.5 kg | no |
| Greater earth elemental | 1200 kg | Medium | 118.5 kg | no |
| Greater fire elemental | 300 kg | Medium | 118.5 kg | no |
| Greater ice elemental | 1500 kg | Medium | 132 kg | no |
| Greater lightning elemental | 20 kg | Medium | 112.5 kg | no |
| Greater water elemental | 1000 kg | Medium | 96 kg | no |
| Hoarstone | 8000 kg | Medium | 180 kg | no |
| Ice elemental | 500 kg | Medium | 109.5 kg | no |
| Invisible stalker | 50 kg | Medium | 90 kg | no |
| Lesser air elemental | 20 kg | Medium | 67.5 kg | no |
| Lesser earth elemental | 150 kg | Medium | 82.5 kg | no |
| Lesser fire elemental | 30 kg | Medium | 69 kg | no |
| Lesser ice elemental | 200 kg | Medium | 91.5 kg | no |
| Lesser lightning elemental | 5 kg | Medium | 76.5 kg | no |
| Lesser water elemental | 150 kg | Medium | 64.5 kg | no |
| Lightning elemental | 10 kg | Medium | 90 kg | no |
| Rimethurse | 6000 kg | Medium | 180 kg | no |
| Spark mote | 100 g | Small | 34.9 kg | no |
| Stone mote | 20 kg | Small | 19.1 kg | no |
| Thunderhead | 80 kg | Medium | 175.5 kg | no |
| Water elemental | 400 kg | Medium | 78 kg | no |
| Water mote | 10 kg | Small | 29.3 kg | no |
| Welkin wind | 400 kg | Medium | 153 kg | no |
See also: How creatures fight and Damage types.
Animated things and mimics in numbers
The numbers of animated objects, constructs, and mimics, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Animated armour | 12 | 70 | Uncommon | - |
| Animated bellows | 5 | 35 | Uncommon | - |
| Animated blade | 5 | 35 | Uncommon | - |
| Animated book | 3 | 25 | Uncommon | - |
| Animated broom | 1 | 15 | Common | - |
| Animated bucket | 4 | 30 | Common | - |
| Animated candlestick | 4 | 30 | Uncommon | - |
| Animated chair | 5 | 35 | Common | - |
| Animated coat stand | 8 | 50 | Uncommon | - |
| Animated cooking pot | 6 | 40 | Uncommon | - |
| Animated kettle | 5 | 35 | Uncommon | - |
| Animated ladle | 2 | 20 | Common | - |
| Animated lantern | 6 | 40 | Uncommon | - |
| Animated panoply | 20 | 110 | Rare | - |
| Animated rug | 7 | 45 | Rare | - |
| Animated stool | 1 | 15 | Common | - |
| Animated teapot | 4 | 30 | Uncommon | - |
| Animated warming pan | 5 | 35 | Uncommon | - |
| Clatter of cutlery | 2 | 20 | Uncommon | - |
| Mimicling | 1 | 15 | Rare | - |
| Mud golem | 8 | 50 | Uncommon | - |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Animated armour | 20 (+5) | 11 (+0) | 21 (+5) | 2 (−4) | 20 (+5) | 2 (−4) |
| Animated bellows | 9 (−1) | 15 (+2) | 9 (−1) | 2 (−4) | 17 (+3) | 2 (−4) |
| Animated blade | 13 (+1) | 16 (+3) | 11 (+0) | 2 (−4) | 17 (+3) | 2 (−4) |
| Animated book | 8 (−1) | 14 (+2) | 6 (−2) | 2 (−4) | 17 (+3) | 2 (−4) |
| Animated broom | 7 (−2) | 14 (+2) | 3 (−4) | 2 (−4) | 16 (+3) | 2 (−4) |
| Animated bucket | 8 (−1) | 15 (+2) | 7 (−2) | 2 (−4) | 17 (+3) | 2 (−4) |
| Animated candlestick | 8 (−1) | 15 (+2) | 7 (−2) | 2 (−4) | 17 (+3) | 2 (−4) |
| Animated chair | 9 (−1) | 15 (+2) | 9 (−1) | 2 (−4) | 17 (+3) | 2 (−4) |
| Animated coat stand | 10 (+0) | 16 (+3) | 11 (+0) | 2 (−4) | 18 (+4) | 2 (−4) |
| Animated cooking pot | 9 (−1) | 15 (+2) | 10 (+0) | 2 (−4) | 18 (+4) | 2 (−4) |
| Animated kettle | 9 (−1) | 15 (+2) | 9 (−1) | 2 (−4) | 17 (+3) | 2 (−4) |
| Animated ladle | 7 (−2) | 14 (+2) | 4 (−3) | 2 (−4) | 16 (+3) | 2 (−4) |
| Animated lantern | 9 (−1) | 15 (+2) | 10 (+0) | 2 (−4) | 18 (+4) | 2 (−4) |
| Animated panoply | 19 (+4) | 15 (+2) | 22 (+6) | 2 (−4) | 23 (+6) | 2 (−4) |
| Animated rug | 9 (−1) | 15 (+2) | 10 (+0) | 2 (−4) | 18 (+4) | 2 (−4) |
| Animated stool | 7 (−2) | 14 (+2) | 3 (−4) | 2 (−4) | 16 (+3) | 2 (−4) |
| Animated teapot | 8 (−1) | 15 (+2) | 7 (−2) | 2 (−4) | 17 (+3) | 2 (−4) |
| Animated warming pan | 9 (−1) | 15 (+2) | 9 (−1) | 2 (−4) | 17 (+3) | 2 (−4) |
| Clatter of cutlery | 7 (−2) | 14 (+2) | 4 (−3) | 2 (−4) | 16 (+3) | 2 (−4) |
| Mimicling | 11 (+0) | 10 (+0) | 7 (−2) | 2 (−4) | 16 (+3) | 2 (−4) |
| Mud golem | 18 (+4) | 5 (−3) | 20 (+5) | 1 (−5) | 10 (+0) | 1 (−5) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Animated armour | 57 | 10 | - | piercing 25%, never bleeds |
| Animated bellows | 14 | 12 (Dexterity +2) | 1 (wood) | fire −50% (takes more), never bleeds |
| Animated blade | 17 | 15 (Dexterity +3, Natural +2) | - | piercing 50%, bludgeoning −25% (takes more), never bleeds |
| Animated book | 8 | 12 (Dexterity +2) | - | never bleeds |
| Animated broom | 3 | 12 (Dexterity +2) | 1 (wood) | fire −50% (takes more), never bleeds |
| Animated bucket | 11 | 12 (Dexterity +2) | 1 (wood) | fire −50% (takes more), never bleeds |
| Animated candlestick | 11 | 12 (Dexterity +2) | 2 (brass) | electricity −25% (takes more), never bleeds |
| Animated chair | 14 | 12 (Dexterity +2) | 1 (wood) | fire −50% (takes more), never bleeds |
| Animated coat stand | 21 | 13 (Dexterity +3) | 1 (wood) | fire −50% (takes more), never bleeds |
| Animated cooking pot | 17 | 12 (Dexterity +2) | 2 (iron) | electricity −25% (takes more), never bleeds |
| Animated kettle | 14 | 12 (Dexterity +2) | 2 (iron) | electricity −25% (takes more), never bleeds |
| Animated ladle | 5 | 12 (Dexterity +2) | 2 (iron) | electricity −25% (takes more), never bleeds |
| Animated lantern | 17 | 12 (Dexterity +2) | 2 (iron) | electricity −25% (takes more), never bleeds |
| Animated panoply | 82 | 12 (Dexterity +2) | - | never bleeds |
| Animated rug | 18 | 12 (Dexterity +2) | - | slashing −25% (takes more), fire −50% (takes more), never bleeds |
| Animated stool | 3 | 12 (Dexterity +2) | 1 (wood) | fire −50% (takes more), never bleeds |
| Animated teapot | 11 | 12 (Dexterity +2) | 2 (brass) | electricity −25% (takes more), never bleeds |
| Animated warming pan | 14 | 12 (Dexterity +2) | 2 (brass) | electricity −25% (takes more), never bleeds |
| Clatter of cutlery | 5 | 12 (Dexterity +2) | 2 (iron) | electricity −25% (takes more), never bleeds |
| Mimicling | 9 | 10 | - | - |
| Mud golem | 38 | 7 (Dexterity −3) | 5 (mud) | immune to poison, never bleeds |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Animated armour | up close | gauntlets | 2d8+5 bludgeoning | +5 | 22–24 ×2 | 6.4 seconds | - |
| Animated bellows | up close | gust | 1d4−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | 5% staggered (1 degree) |
| Animated blade | up close | its weapon | its weapon’s, with its Strength | its weapon’s | its weapon’s | 4.9 seconds | its weapon’s |
| Animated book | up close | covers | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Animated broom | up close | handle | 1d2−2 bludgeoning | −2 | 22–24 ×2 | 5 seconds | - |
| Animated bucket | up close | rim | 1d4−1 bludgeoning | −1 | 22–24 ×2 | 6.7 seconds | - |
| Animated candlestick | up close | base | 1d4−1 bludgeoning | −1 | 22–24 ×2 | 6.7 seconds | - |
| Animated chair | up close | legs | 1d4−1 bludgeoning | −1 | 22–24 ×2 | 6.7 seconds | - |
| Animated coat stand | up close | arms | 1d8 bludgeoning | +0 | 22–24 ×2 | 7.5 seconds | - |
| Animated cooking pot | up close | rim | 1d6−1 bludgeoning | −1 | 22–24 ×2 | 7.5 seconds | - |
| Animated kettle | up close | spout | 1d4−1 fire | −1 | 22–24 ×2 | 6.7 seconds | - |
| Animated ladle | up close | bowl | 1d3−2 bludgeoning | −2 | 22–24 ×2 | 5.5 seconds | - |
| Animated lantern | up close | flame | 1d6−1 fire | −1 | 22–24 ×2 | 6 seconds | - |
| Animated panoply | up close | its weapon | its weapon’s, with its Strength | its weapon’s | its weapon’s | 6 seconds | its weapon’s |
| Animated rug | up close | folds | 1d6−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | 15% engulfed (grip 12, 1 hit point a tick) |
| Animated stool | up close | legs | 1d2−2 bludgeoning | −2 | 22–24 ×2 | 6.7 seconds | - |
| Animated teapot | up close | spout | 1d4−1 fire | −1 | 22–24 ×2 | 6.7 seconds | - |
| Animated warming pan | up close | pan | 1d4−1 fire | −1 | 22–24 ×2 | 6 seconds | - |
| Clatter of cutlery | up close | points | 1d3−2 piercing | −2 | 22–24 ×2 | 4.6 seconds | - |
| Mimicling | up close | pseudopod | 1d6 bludgeoning | +0 | 22–24 ×2 | 7.5 seconds | 1% held (grip 12) |
| Mud golem | up close | fist | 2d6+4 bludgeoning | +6 | 22–24 ×2 | 7.5 seconds | - |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Animated armour | 936 (6.4 seconds) | 8 cells, Darkvision | 10 | 60 |
| Animated bellows | 1000 (6 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated blade | 1225 (4.9 seconds) | 8 cells, Darkvision | 10 | silent |
| Animated book | 1000 (6 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated broom | 1200 (5 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated bucket | 900 (6.7 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated candlestick | 900 (6.7 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated chair | 900 (6.7 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated coat stand | 800 (7.5 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated cooking pot | 800 (7.5 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated kettle | 900 (6.7 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated ladle | 1100 (5.5 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated lantern | 1000 (6 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated panoply | 1000 (6 seconds) | 8 cells, Darkvision | 10 | 60 |
| Animated rug | 1000 (6 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated stool | 900 (6.7 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated teapot | 900 (6.7 seconds) | 8 cells, Darkvision | 10 | 20 |
| Animated warming pan | 1000 (6 seconds) | 8 cells, Darkvision | 10 | 20 |
| Clatter of cutlery | 1300 (4.6 seconds) | 8 cells, Darkvision | 10 | 20 |
| Mimicling | 800 (7.5 seconds) | 6 cells, Darkvision | 60 | silent |
| Mud golem | 800 (7.5 seconds) | 6 cells, Normal | 6 | 80 |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Animated armour | 1 g | Medium | 91.5 kg | no |
| Animated bellows | 1 g | Small | 30.4 kg | no |
| Animated blade | 1 g | Small | 41.6 kg | no |
| Animated book | 1 g | Small | 24.8 kg | no |
| Animated broom | 1 g | Small | 19.1 kg | no |
| Animated bucket | 1 g | Small | 25.9 kg | no |
| Animated candlestick | 1 g | Small | 25.9 kg | no |
| Animated chair | 1 g | Small | 30.4 kg | no |
| Animated coat stand | 1 g | Small | 34.9 kg | no |
| Animated cooking pot | 1 g | Small | 31.5 kg | no |
| Animated kettle | 1 g | Small | 30.4 kg | no |
| Animated ladle | 1 g | Small | 20.3 kg | no |
| Animated lantern | 1 g | Small | 31.5 kg | no |
| Animated panoply | 1 g | Medium | 90 kg | no |
| Animated rug | 1 g | Small | 31.5 kg | no |
| Animated stool | 1 g | Small | 19.1 kg | no |
| Animated teapot | 1 g | Small | 25.9 kg | no |
| Animated warming pan | 1 g | Small | 30.4 kg | no |
| Clatter of cutlery | 1 g | Small | 20.3 kg | no |
| Mimicling | 20 kg | Medium | 43.5 kg | no |
| Mud golem | 250 kg | Medium | 84 kg | no |
See also: Animated objects and Mimics.
Giants, trolls, hags, and dragons in numbers
The numbers of giants and ogres, trolls, hags, and the dragons, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Annis hag | 34 | 180 | Rare | - |
| Bheur hag | 42 | 220 | Rare | Concentration 136, Spellcraft 141 |
| Bog hag | 11 | 65 | Very rare | Concentration 50, Spellcraft 60, weapon skills: Staves 2 |
| Cloud giant | 40 | 210 | Uncommon | weapon skills: Thrown weapons 1 |
| Elder troll | 42 | 220 | Very rare | - |
| Fire drake | 19 | 105 | Very rare | - |
| Fire giant | 32 | 170 | Uncommon | weapon skills: Thrown weapons 1 |
| Fire troll | 33 | 175 | Uncommon | - |
| Forest troll | 18 | 100 | Common | weapon skills: Spears 5, Duelist 2 |
| Frost giant | 28 | 150 | Common | weapon skills: Thrown weapons 1 |
| Giant jarl | 50 | 260 | Very rare | weapon skills: Thrown weapons 2 |
| Giant shaman | 36 | 190 | Rare | Concentration 118, Spellcraft 123 |
| Gorgon | 28 | 150 | Very rare, dread | - |
| Green hag | 18 | 100 | Rare | Concentration 64, Spellcraft 69 |
| Grundwyrgen the Mere-Wife | 51 | 530 (265 × 200 %) | Very rare | - |
| Hill giant | 20 | 110 | Common | weapon skills: Thrown weapons 1 |
| Hill troll | 15 | 85 | Common | weapon skills: Maces and clubs 6 |
| Hrīmwyrm the White | 31 | 330 (165 × 200 %) | Very rare | - |
| Ice troll | 24 | 130 | Uncommon | - |
| Marsh troll | 9 | 55 | Uncommon | - |
| Nīðdraca the Hate-Wyrm | 100 | 1020 (510 × 200 %) | Very rare | Initiative 150, Spot 100 |
| Ogre | 12 | 70 | Uncommon | weapon skills: Maces and clubs 6 |
| Ogre mage | 18 | 100 | Rare | Concentration 64, Spellcraft 69 |
| Ogre mauler | 15 | 85 | Uncommon | weapon skills: Maces and clubs 6 |
| Sea hag | 26 | 140 | Rare, dread | - |
| Stone giant | 24 | 130 | Common | weapon skills: Thrown weapons 3 |
| Stone troll | 27 | 145 | Uncommon | - |
| Storm giant | 45 | 235 | Rare | weapon skills: Thrown weapons 1 |
| Stānēoten the Hurler | 71 | 730 (365 × 200 %) | Very rare | weapon skills: Thrown weapons 6 |
| Troll | 13 | 75 | Uncommon | - |
| Troll chieftain | 37 | 195 | Rare | weapon skills: Axes 9 |
| Troll shaman | 21 | 115 | Rare | Concentration 73, Spellcraft 78, weapon skills: Staves 6 |
| Two-headed troll | 30 | 160 | Uncommon | - |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Annis hag | 30 (+10) | 16 (+3) | 31 (+10) | 24 (+7) | 28 (+9) | 24 (+7) |
| Bheur hag | 25 (+7) | 20 (+5) | 29 (+9) | 31 (+10) | 35 (+12) | 31 (+10) |
| Bog hag | 14 (+2) | 12 (+1) | 16 (+3) | 17 (+3) | 20 (+5) | 16 (+3) |
| Cloud giant | 32 (+11) | 18 (+4) | 33 (+11) | 16 (+3) | 16 (+3) | 14 (+2) |
| Elder troll | 35 (+12) | 16 (+3) | 38 (+14) | 11 (+0) | 18 (+4) | 8 (−1) |
| Fire drake | 26 (+8) | 12 (+1) | 26 (+8) | 16 (+3) | 20 (+5) | 20 (+5) |
| Fire giant | 29 (+9) | 16 (+3) | 30 (+10) | 14 (+2) | 14 (+2) | 12 (+1) |
| Fire troll | 26 (+8) | 16 (+3) | 29 (+9) | 10 (+0) | 17 (+3) | 7 (−2) |
| Forest troll | 20 (+5) | 17 (+3) | 22 (+6) | 8 (−1) | 14 (+2) | 6 (−2) |
| Frost giant | 27 (+8) | 15 (+2) | 28 (+9) | 12 (+1) | 14 (+2) | 12 (+1) |
| Giant jarl | 36 (+13) | 20 (+5) | 37 (+13) | 18 (+4) | 20 (+5) | 20 (+5) |
| Giant shaman | 27 (+8) | 17 (+3) | 26 (+8) | 28 (+9) | 19 (+4) | 17 (+3) |
| Gorgon | 30 (+10) | 10 (+0) | 28 (+9) | 3 (−4) | 18 (+4) | 10 (+0) |
| Green hag | 15 (+2) | 14 (+2) | 19 (+4) | 21 (+5) | 26 (+8) | 21 (+5) |
| Grundwyrgen the Mere-Wife | 38 (+14) | 20 (+5) | 38 (+14) | 14 (+2) | 30 (+10) | 20 (+5) |
| Hill giant | 24 (+7) | 13 (+1) | 25 (+7) | 8 (−1) | 12 (+1) | 8 (−1) |
| Hill troll | 24 (+7) | 10 (+0) | 27 (+8) | 7 (−2) | 13 (+1) | 6 (−2) |
| Hrīmwyrm the White | 30 (+10) | 14 (+2) | 32 (+11) | 16 (+3) | 22 (+6) | 20 (+5) |
| Ice troll | 28 (+9) | 12 (+1) | 31 (+10) | 9 (−1) | 15 (+2) | 6 (−2) |
| Marsh troll | 19 (+4) | 10 (+0) | 24 (+7) | 5 (−3) | 10 (+0) | 5 (−3) |
| Nīðdraca the Hate-Wyrm | 40 (+15) | 22 (+6) | 40 (+15) | 30 (+10) | 38 (+14) | 36 (+13) |
| Ogre | 24 (+7) | 8 (−1) | 21 (+5) | 6 (−2) | 9 (−1) | 5 (−3) |
| Ogre mage | 20 (+5) | 12 (+1) | 19 (+4) | 17 (+3) | 16 (+3) | 14 (+2) |
| Ogre mauler | 25 (+7) | 11 (+0) | 23 (+6) | 6 (−2) | 11 (+0) | 7 (−2) |
| Sea hag | 21 (+5) | 16 (+3) | 22 (+6) | 20 (+5) | 25 (+7) | 20 (+5) |
| Stone giant | 26 (+8) | 16 (+3) | 27 (+8) | 12 (+1) | 13 (+1) | 9 (−1) |
| Stone troll | 24 (+7) | 15 (+2) | 27 (+8) | 9 (−1) | 15 (+2) | 7 (−2) |
| Storm giant | 34 (+12) | 19 (+4) | 35 (+12) | 17 (+3) | 17 (+3) | 15 (+2) |
| Stānēoten the Hurler | 40 (+15) | 20 (+5) | 40 (+15) | 12 (+1) | 28 (+9) | 18 (+4) |
| Troll | 22 (+6) | 10 (+0) | 26 (+8) | 5 (−3) | 10 (+0) | 4 (−3) |
| Troll chieftain | 30 (+10) | 17 (+3) | 31 (+10) | 11 (+0) | 17 (+3) | 12 (+1) |
| Troll shaman | 18 (+4) | 13 (+1) | 24 (+7) | 14 (+2) | 20 (+5) | 10 (+0) |
| Two-headed troll | 30 (+10) | 13 (+1) | 33 (+11) | 9 (−1) | 16 (+3) | 7 (−2) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Annis hag | 251 | 15 (Dexterity +3, Natural +2) | 9 (iron-hard skin) | - |
| Bheur hag | 81 | 18 (Dexterity +5, Natural +3) | 2 (frost-hard skin) | immune to cold, fire −25% (takes more) |
| Bog hag | 42 | 11 (Dexterity +1) | - | cold 25%, poison 50% |
| Cloud giant | 291 | 17 (Dexterity +4, Natural +3) | 3 (hide) | - |
| Elder troll | 310, heals 4 times as fast | 16 (Dexterity +3, Natural +3) | 4 (ancient hide) | fire −50% (takes more) |
| Fire drake | 116 | 14 (Dexterity +1, Natural +3) | 3 (scales) | immune to fire, cold −25% (takes more) |
| Fire giant | 237 | 15 (Dexterity +3, Natural +2) | 2 (hide) | immune to fire, cold −50% (takes more) |
| Fire troll | 111 | 15 (Dexterity +3, Natural +2) | 9 (cinder hide) | fire 75%, cold −50% (takes more) |
| Forest troll | 43 | 14 (Dexterity +3, Natural +1) | 2 (hide) | fire −50% (takes more) |
| Frost giant | 210 | 13 (Dexterity +2, Natural +1) | 2 (hide) | fire −50% (takes more), cold 75% |
| Giant jarl | 359 | 19 (Dexterity +5, Natural +4) | 5 (hide) | - |
| Giant shaman | 71 | 15 (Dexterity +3, Natural +2) | 3 (hide) | - |
| Gorgon | 140 | 13 (Natural +3) | 4 (scales) | immune to poison, fire 25% |
| Green hag | 42 | 12 (Dexterity +2) | - | poison 25% |
| Grundwyrgen the Mere-Wife | 298 | 19 (Dexterity +5, Natural +4) | 5 (ancient hide) | fire 25%, cold 50%, poison 25% |
| Hill giant | 156 | 12 (Dexterity +1, Natural +1) | 1 (hide) | - |
| Hill troll | 127, heals 4 times as fast | 11 (Natural +1) | 2 (hide) | fire −50% (takes more) |
| Hrīmwyrm the White | 192 | 15 (Dexterity +2, Natural +3) | 5 (scales) | immune to cold, fire −25% (takes more) |
| Ice troll | 188, heals 4 times as fast | 12 (Dexterity +1, Natural +1) | 2 (frosted hide) | fire −50% (takes more), cold 75% |
| Marsh troll | 87, heals 4 times as fast | 11 (Natural +1) | 2 (hide) | - |
| Nīðdraca the Hate-Wyrm | 680 | 21 (Dexterity +6, Natural +5) | 16 (scales) | immune to fire, cold −25% (takes more), poison 50% |
| Ogre | 102 | 9 (Dexterity −1) | - | - |
| Ogre mage | 42 | 11 (Dexterity +1) | 1 (hide) | cold 25% |
| Ogre mauler | 123 | 10 | - | - |
| Sea hag | 87 | 14 (Dexterity +3, Natural +1) | 2 (barnacled hide) | cold 25% |
| Stone giant | 183 | 14 (Dexterity +3, Natural +1) | 7 (stony hide) | - |
| Stone troll | 95 | 13 (Dexterity +2, Natural +1) | 5 (stony hide) | slashing 25%, piercing 25%, bludgeoning −25% (takes more), fire −25% (takes more) |
| Storm giant | 325 | 17 (Dexterity +4, Natural +3) | 4 (hide) | immune to electricity, cold 25% |
| Stānēoten the Hurler | 460 | 17 (Dexterity +5, Natural +2) | 7 (hide) | cold 25%, electricity 25% |
| Troll | 114, heals 4 times as fast | 11 (Natural +1) | 2 (hide) | fire −50% (takes more) |
| Troll chieftain | 276, heals 4 times as fast | 15 (Dexterity +3, Natural +2) | - | fire −50% (takes more) |
| Troll shaman | 49 | 12 (Dexterity +1, Natural +1) | 2 (hide) | fire −50% (takes more) |
| Two-headed troll | 229, heals 4 times as fast | 13 (Dexterity +1, Natural +2) | 2 (hide) | fire −50% (takes more) |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Annis hag | up close | iron claws | 4d8+10 slashing | +14 | 24 ×3 | 6 seconds | 20% held (grip 18) |
| Bheur hag | casts spells, up to 7 cells | icy staff | 3d10+7 cold | +12 | 22–24 ×2 | 5.5 seconds | 20% sluggish (1 degree) |
| Bog hag | casts spells, up to 6 cells | claws | 1d8+2 slashing | +4 | 22–24 ×2 | 6 seconds | - |
| Cloud giant | up close | morning star | 3d12+11 bludgeoning or piercing | +16 | 24 ×3 | 6 seconds | - |
| Elder troll | up close | claws | 3d12+12 slashing | +17 | 24 ×3 | 5.7 seconds | 20% bleeding (2 degrees), 15% staggered (1 degree) |
| Fire drake | breathes, and up close | claw | 2d6+8 slashing | +8 | 22–24 ×2 | 6 seconds | - |
| Fire drake | breathes, and up close | then claw | 2d6+8 slashing | +8 | 22–24 ×2 | with the first | - |
| Fire drake | breathes, and up close | then bite | 3d8+8 piercing | +12 | 19–24 ×2 | with the first | - |
| Fire giant | up close | great sword | 4d8+9 slashing | +13 | 24 ×3 | 6 seconds | - |
| Fire troll | up close | claws | 3d10+8 fire | +16 | 22–24 ×2 | 5.7 seconds | - |
| Forest troll | up close | claws | 3d6+5 slashing | +9 | 22–24 ×2 | 4.8 seconds | 20% bleeding (1 degree) |
| Frost giant | up close | great axe | 3d10+8 slashing | +12 | 24 ×3 | 6 seconds | - |
| Giant jarl | up close | great axe | 4d10+13 slashing | +19 | 24 ×3 | 5.7 seconds | - |
| Giant shaman | casts spells, up to 7 cells | staff | 4d6+8 bludgeoning | +13 | 22–24 ×2 | 6 seconds | - |
| Gorgon | breathes, and up close | horns | 3d10+10 piercing | +17 | 22–24 ×2 | 8.6 seconds | - |
| Green hag | casts spells, up to 6 cells | claws | 2d8+2 slashing | +4 | 22–24 ×2 | 6 seconds | 10% transfixed (2 degrees), 15% hexed (1 degree) |
| Grundwyrgen the Mere-Wife | up close | claw | 4d8+14 slashing | +24 | 22–24 ×2 | 5.5 seconds | 25% held (grip 22) |
| Grundwyrgen the Mere-Wife | up close | then claw | 4d8+14 slashing | +24 | 22–24 ×2 | with the first | 25% held (grip 22) |
| Grundwyrgen the Mere-Wife | up close | then bite | 5d8+14 piercing | +26 | 19–24 ×2 | with the first | - |
| Hill giant | up close | great club | 4d6+7 bludgeoning | +10 | 24 ×3 | 6.3 seconds | - |
| Hill troll | up close | claws | 3d8+7 slashing | +10 | 22–24 ×2 | 6.3 seconds | 15% staggered (1 degree) |
| Hrīmwyrm the White | breathes, and up close | claw | 3d6+10 slashing | +10 | 22–24 ×2 | 6 seconds | - |
| Hrīmwyrm the White | breathes, and up close | then claw | 3d6+10 slashing | +10 | 22–24 ×2 | with the first | - |
| Hrīmwyrm the White | breathes, and up close | then bite | 4d8+10 piercing | +16 | 19–24 ×2 | with the first | - |
| Ice troll | up close | claws | 3d10+9 slashing | +12 | 24 ×3 | 6.3 seconds | 20% sluggish (1 degree) |
| Marsh troll | up close | claws | 2d8+4 slashing | +5 | 24 ×3 | 6 seconds | - |
| Nīðdraca the Hate-Wyrm | breathes, and up close | claw | 5d10+15 slashing | +31 | 22–24 ×2 | 5.5 seconds | 25% burning (2 degrees) |
| Nīðdraca the Hate-Wyrm | breathes, and up close | then claw | 5d10+15 slashing | +31 | 22–24 ×2 | with the first | 25% burning (2 degrees) |
| Nīðdraca the Hate-Wyrm | breathes, and up close | then bite | 8d10+15 piercing | +33 | 19–24 ×2 | with the first | - |
| Ogre | up close | fist | 2d8+7 bludgeoning | +10 | 22–24 ×2 | 7.5 seconds | - |
| Ogre mage | casts spells, up to 6 cells | fist | 2d8+5 bludgeoning | +7 | 22–24 ×2 | 6 seconds | - |
| Ogre mauler | up close | fist | 3d6+7 bludgeoning | +10 | 22–24 ×2 | 7.1 seconds | - |
| Sea hag | up close | claws | 3d8+5 slashing | +11 | 22–24 ×2 | 8.6 seconds | - |
| Stone giant | up close | stone club | 3d10+8 bludgeoning | +11 | 24 ×3 | 6.3 seconds | - |
| Stone troll | up close | fists | 4d6+7 bludgeoning | +13 | 22–24 ×2 | 6.7 seconds | 20% staggered (1 degree) |
| Storm giant | up close | great sword | 4d10+12 slashing or electricity | +18 | 24 ×3 | 5.7 seconds | - |
| Stānēoten the Hurler | up close | maul | 6d10+15 bludgeoning | +27 | 22–24 ×2 | 6 seconds | 25% stunned (1 degree) |
| Troll | up close | claws | 3d6+6 slashing | +8 | 24 ×3 | 6 seconds | - |
| Troll chieftain | up close | claws | 4d8+10 slashing | +19 | 22–24 ×2 | 5.7 seconds | 15% frightened (1 degree) |
| Troll shaman | casts spells, up to 6 cells | claws | 3d6+4 slashing | +9 | 22–24 ×2 | 6 seconds | - |
| Two-headed troll | up close | bites | 3d10+10 piercing | +14 | 24 ×3 | 4.2 seconds | 20% bleeding (1 degree) |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Annis hag | 1000 (6 seconds) | 10 cells, Darkvision | 15 | 120 |
| Bheur hag | 1100 (5.5 seconds) | 14 cells, Darkvision | 18 | 30 |
| Bog hag | 1000 (6 seconds) | 12 cells, Darkvision | 18 | 50 |
| Cloud giant | 1000 (6 seconds) | 14 cells, Low-light | 10 | 210 |
| Elder troll | 1050 (5.7 seconds) | 10 cells, Darkvision | 12 | 190 |
| Fire drake | 1000 (6 seconds) | 14 cells, Darkvision | 15 | 160 |
| Fire giant | 1000 (6 seconds) | 10 cells, Low-light | 10 | 210 |
| Fire troll | 1050 (5.7 seconds) | 10 cells, Darkvision | 10 | 150 |
| Forest troll | 1250 (4.8 seconds) | 10 cells, Darkvision | 12 | 100 |
| Frost giant | 1000 (6 seconds) | 10 cells, Low-light | 10 | 200 |
| Giant jarl | 1050 (5.7 seconds) | 10 cells, Low-light | 10 | 220 |
| Giant shaman | 1000 (6 seconds) | 10 cells, Low-light | 10 | 180 |
| Gorgon | 700 (8.6 seconds) | 10 cells, Darkvision | 12 | 150 |
| Green hag | 1000 (6 seconds) | 12 cells, Darkvision | 18 | 20 |
| Grundwyrgen the Mere-Wife | 1100 (5.5 seconds) | 12 cells, Darkvision | 14 | 110 |
| Hill giant | 950 (6.3 seconds) | 10 cells, Low-light | 10 | 200 |
| Hill troll | 950 (6.3 seconds) | 8 cells, Darkvision | 10 | 160 |
| Hrīmwyrm the White | 1000 (6 seconds) | 14 cells, Darkvision | 14 | 150 |
| Ice troll | 950 (6.3 seconds) | 8 cells, Darkvision | 10 | 160 |
| Marsh troll | 1000 (6 seconds) | 8 cells, Darkvision | 10 | 110 |
| Nīðdraca the Hate-Wyrm | 1100 (5.5 seconds) | 16 cells, Darkvision | 16 | 220 |
| Ogre | 800 (7.5 seconds) | 10 cells, Low-light | 10 | 180 |
| Ogre mage | 1000 (6 seconds) | 10 cells, Low-light | 12 | 150 |
| Ogre mauler | 850 (7.1 seconds) | 10 cells, Low-light | 10 | 190 |
| Sea hag | 700 (8.6 seconds) | 10 cells, Darkvision | 15 | 40 |
| Stone giant | 950 (6.3 seconds) | 10 cells, Darkvision | 10 | 180 |
| Stone troll | 900 (6.7 seconds) | 8 cells, Darkvision | 10 | 180 |
| Storm giant | 1050 (5.7 seconds) | 10 cells, Low-light | 10 | 220 |
| Stānēoten the Hurler | 1000 (6 seconds) | 16 cells, Darkvision | 12 | 200 |
| Troll | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 150 |
| Troll chieftain | 1050 (5.7 seconds) | 10 cells, Darkvision | 12 | 160 |
| Troll shaman | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 110 |
| Two-headed troll | 1000 (6 seconds) | 12 cells, Darkvision | 14 | 170 |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Annis hag | 250 kg | Medium | 136.5 kg | no |
| Bheur hag | 60 kg | Medium | 118.5 kg | no |
| Bog hag | 55 kg | Medium | 66 kg | no |
| Cloud giant | 1200 kg | Medium | 145.5 kg | no |
| Elder troll | 700 kg | Medium | 162 kg | no |
| Fire drake | 2000 kg | Medium | 117 kg | no |
| Fire giant | 800 kg | Medium | 132 kg | no |
| Fire troll | 450 kg | Medium | 121.5 kg | no |
| Forest troll | 200 kg | Medium | 93 kg | no |
| Frost giant | 750 kg | Medium | 123 kg | no |
| Giant jarl | 2000 kg | Medium | 163.5 kg | no |
| Giant shaman | 600 kg | Medium | 120 kg | no |
| Gorgon | 1000 kg | Medium | 132 kg | no |
| Green hag | 60 kg | Medium | 73.5 kg | no |
| Grundwyrgen the Mere-Wife | 180 kg | Medium | 171 kg | no |
| Hill giant | 500 kg | Medium | 109.5 kg | no |
| Hill troll | 350 kg | Medium | 112.5 kg | no |
| Hrīmwyrm the White | 2500 kg | Medium | 138 kg | no |
| Ice troll | 400 kg | Medium | 130.5 kg | no |
| Marsh troll | 220 kg | Medium | 93 kg | no |
| Nīðdraca the Hate-Wyrm | 6000 kg | Medium | 180 kg | no |
| Ogre | 250 kg | Medium | 103.5 kg | no |
| Ogre mage | 260 kg | Medium | 88.5 kg | no |
| Ogre mauler | 300 kg | Medium | 109.5 kg | no |
| Sea hag | 70 kg | Medium | 96 kg | no |
| Stone giant | 600 kg | Medium | 118.5 kg | no |
| Stone troll | 600 kg | Medium | 112.5 kg | no |
| Storm giant | 1500 kg | Medium | 154.5 kg | no |
| Stānēoten the Hurler | 1200 kg | Medium | 180 kg | no |
| Troll | 300 kg | Medium | 105 kg | no |
| Troll chieftain | 450 kg | Medium | 136.5 kg | no |
| Troll shaman | 260 kg | Medium | 90 kg | no |
| Two-headed troll | 500 kg | Medium | 139.5 kg | no |
See also: Creature powers and The dungeons one by one.
Kobolds, goblins, and orcs in numbers
The numbers of kobolds, goblins, hobgoblins, and orcs, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Goblin | 2 | 20 | Common | weapon skills: Maces and clubs 1 |
| Goblin archer | 3 | 25 | Uncommon | weapon skills: Maces and clubs 1, Bows 1 |
| Goblin chief | 5 | 35 | Rare | weapon skills: Short blades 1, Maces and clubs 2 |
| Goblin firebomber | 6 | 40 | Rare | weapon skills: Maces and clubs 1, Thrown weapons 2 |
| Goblin wizard | 8 | 50 | Very rare | Concentration 30, Spellcraft 34, weapon skills: Staves 1 |
| Hobgoblin | 9 | 55 | Common | weapon skills: Long blades 3 |
| Hobgoblin archer | 10 | 60 | Uncommon | weapon skills: Short blades 2, Bows 2, Duelist 1 |
| Hobgoblin captain | 19 | 105 | Rare | weapon skills: Long blades 7, Sword and Board 3 |
| Hobgoblin legionnaire | 12 | 70 | Common | weapon skills: Spears 5, Sword and Board 2 |
| Hobgoblin sergeant | 16 | 90 | Uncommon | weapon skills: Long blades 7, Sword and Board 2 |
| Hobgoblin warcaster | 14 | 80 | Rare | Concentration 52, Spellcraft 57, weapon skills: Staves 3 |
| Hobgoblin warlord | 24 | 130 | Very rare | weapon skills: Great blades 8, Great Weapon 3 |
| Kobold | 2 | 15 | Common | weapon skills: Spears 1 |
| Kobold alchemist | 3 | 25 | Uncommon | weapon skills: Spears 1, Thrown weapons 1 |
| Kobold archer | 3 | 25 | Uncommon | weapon skills: Bows 1 |
| Kobold shaman | 4 | 40 | Very rare | Concentration 20, Spellcraft 25 |
| Orc archer | 6 | 40 | Uncommon | weapon skills: Short blades 1, Bows 1 |
| Orc berserker | 12 | 70 | Uncommon | weapon skills: Axes 6, Great Weapon 1 |
| Orc bowman | 17 | 95 | Uncommon | weapon skills: Short blades 5, Bows 3, Duelist 2 |
| Orc high shaman | 24 | 130 | Rare | Concentration 82, Spellcraft 87, weapon skills: Staves 6 |
| Orc raider | 9 | 55 | Common | weapon skills: Axes 3, Duelist 1 |
| Orc runt | 3 | 25 | Common | weapon skills: Daggers and knives 1 |
| Orc shaman | 10 | 60 | Very rare | Concentration 40, Spellcraft 45, weapon skills: Staves 2 |
| Orc veteran | 15 | 85 | Uncommon | weapon skills: Short blades 5, Sword and Board 1 |
| Orc war chief | 20 | 110 | Rare | weapon skills: Short blades 7, Sword and Board 2 |
| Orc warlord | 28 | 150 | Very rare | weapon skills: Axes 8, Sword and Board 3 |
| Orc warrior | 5 | 35 | Common | weapon skills: Short blades 1 |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Goblin | 11 (+0) | 12 (+1) | 6 (−2) | 8 (−1) | 8 (−1) | 6 (−2) |
| Goblin archer | 10 (+0) | 14 (+2) | 7 (−2) | 8 (−1) | 8 (−1) | 6 (−2) |
| Goblin chief | 14 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | 11 (+0) | 12 (+1) |
| Goblin firebomber | 10 (+0) | 14 (+2) | 8 (−1) | 9 (−1) | 8 (−1) | 6 (−2) |
| Goblin wizard | 11 (+0) | 12 (+1) | 15 (+2) | 15 (+2) | 16 (+3) | 10 (+0) |
| Hobgoblin | 15 (+2) | 12 (+1) | 16 (+3) | 11 (+0) | 13 (+1) | 10 (+0) |
| Hobgoblin archer | 14 (+2) | 16 (+3) | 16 (+3) | 11 (+0) | 13 (+1) | 11 (+0) |
| Hobgoblin captain | 19 (+4) | 15 (+2) | 20 (+5) | 13 (+1) | 16 (+3) | 13 (+1) |
| Hobgoblin legionnaire | 16 (+3) | 13 (+1) | 17 (+3) | 11 (+0) | 14 (+2) | 11 (+0) |
| Hobgoblin sergeant | 17 (+3) | 14 (+2) | 18 (+4) | 12 (+1) | 15 (+2) | 12 (+1) |
| Hobgoblin warcaster | 14 (+2) | 14 (+2) | 18 (+4) | 16 (+3) | 18 (+4) | 12 (+1) |
| Hobgoblin warlord | 21 (+5) | 16 (+3) | 22 (+6) | 14 (+2) | 17 (+3) | 14 (+2) |
| Kobold | 9 (−1) | 13 (+1) | 6 (−2) | 10 (+0) | 9 (−1) | 8 (−1) |
| Kobold alchemist | 7 (−2) | 14 (+2) | 7 (−2) | 12 (+1) | 10 (+0) | 8 (−1) |
| Kobold archer | 8 (−1) | 15 (+2) | 7 (−2) | 10 (+0) | 10 (+0) | 8 (−1) |
| Kobold shaman | 7 (−2) | 11 (+0) | 6 (−2) | 12 (+1) | 14 (+2) | 10 (+0) |
| Orc archer | 14 (+2) | 14 (+2) | 14 (+2) | 9 (−1) | 11 (+0) | 7 (−2) |
| Orc berserker | 22 (+6) | 11 (+0) | 22 (+6) | 9 (−1) | 13 (+1) | 8 (−1) |
| Orc bowman | 19 (+4) | 17 (+3) | 19 (+4) | 10 (+0) | 14 (+2) | 9 (−1) |
| Orc high shaman | 19 (+4) | 16 (+3) | 22 (+6) | 16 (+3) | 21 (+5) | 11 (+0) |
| Orc raider | 16 (+3) | 17 (+3) | 15 (+2) | 9 (−1) | 12 (+1) | 8 (−1) |
| Orc runt | 9 (−1) | 15 (+2) | 6 (−2) | 8 (−1) | 10 (+0) | 7 (−2) |
| Orc shaman | 13 (+1) | 12 (+1) | 16 (+3) | 15 (+2) | 17 (+3) | 8 (−1) |
| Orc veteran | 18 (+4) | 14 (+2) | 18 (+4) | 10 (+0) | 14 (+2) | 9 (−1) |
| Orc war chief | 20 (+5) | 15 (+2) | 20 (+5) | 10 (+0) | 15 (+2) | 14 (+2) |
| Orc warlord | 28 (+9) | 15 (+2) | 28 (+9) | 11 (+0) | 17 (+3) | 16 (+3) |
| Orc warrior | 14 (+2) | 11 (+0) | 13 (+1) | 8 (−1) | 10 (+0) | 7 (−2) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Goblin | 6 | 11 (Dexterity +1) | - | - |
| Goblin archer | 7 | 12 (Dexterity +2) | - | - |
| Goblin chief | 20 | 11 (Dexterity +1) | - | - |
| Goblin firebomber | 16 | 12 (Dexterity +2) | - | - |
| Goblin wizard | 25 | 11 (Dexterity +1) | - | - |
| Hobgoblin | 39 | 11 (Dexterity +1) | - | - |
| Hobgoblin archer | 39 | 13 (Dexterity +3) | - | - |
| Hobgoblin captain | 72 | 12 (Dexterity +2) | - | - |
| Hobgoblin legionnaire | 47 | 11 (Dexterity +1) | - | - |
| Hobgoblin sergeant | 62 | 12 (Dexterity +2) | - | - |
| Hobgoblin warcaster | 35 | 12 (Dexterity +2) | - | - |
| Hobgoblin warlord | 88 | 13 (Dexterity +3) | - | - |
| Kobold | 6 | 11 (Dexterity +1) | - | - |
| Kobold alchemist | 11 | 12 (Dexterity +2) | - | - |
| Kobold archer | 7 | 12 (Dexterity +2) | - | - |
| Kobold shaman | 6 | 10 | - | fire 25% |
| Orc archer | 29 | 12 (Dexterity +2) | - | - |
| Orc berserker | 102 | 10 | - | - |
| Orc bowman | 61 | 13 (Dexterity +3) | - | - |
| Orc high shaman | 52 | 13 (Dexterity +3) | - | - |
| Orc raider | 26 | 13 (Dexterity +3) | - | - |
| Orc runt | 9 | 12 (Dexterity +2) | - | - |
| Orc shaman | 28 | 11 (Dexterity +1) | - | - |
| Orc veteran | 56 | 12 (Dexterity +2) | - | - |
| Orc war chief | 70 | 12 (Dexterity +2) | - | - |
| Orc warlord | 210 | 12 (Dexterity +2) | - | - |
| Orc warrior | 24 | 10 | - | - |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Goblin | up close | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 5.7 seconds | - |
| Goblin archer | shoots, up to 7 cells | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Goblin chief | up close | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Goblin firebomber | up close | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 5.7 seconds | - |
| Goblin wizard | casts spells, up to 6 cells | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Hobgoblin | up close | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Hobgoblin archer | shoots, up to 8 cells | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Hobgoblin captain | up close | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 6 seconds | - |
| Hobgoblin legionnaire | up close | fists | 1d3+3 bludgeoning | +3 | 22–24 ×2 | 6 seconds | - |
| Hobgoblin sergeant | up close | fists | 1d3+3 bludgeoning | +3 | 22–24 ×2 | 6 seconds | - |
| Hobgoblin warcaster | casts spells, up to 5 cells | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Hobgoblin warlord | up close | fists | 1d3+5 bludgeoning | +5 | 22–24 ×2 | 5.7 seconds | - |
| Kobold | up close | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6.7 seconds | - |
| Kobold alchemist | up close | fists | 1d3−2 bludgeoning | −2 | 22–24 ×2 | 6.7 seconds | - |
| Kobold archer | shoots, up to 7 cells | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Kobold shaman | casts spells, up to 5 cells | fists | 1d3−2 bludgeoning | −2 | 22–24 ×2 | 7.5 seconds | - |
| Orc archer | shoots, up to 7 cells | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Orc berserker | up close | fists | 1d3+6 bludgeoning | +6 | 22–24 ×2 | 5 seconds | - |
| Orc bowman | shoots, up to 8 cells | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 6 seconds | - |
| Orc high shaman | casts spells, up to 6 cells | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 6 seconds | - |
| Orc raider | up close | fists | 1d3+3 bludgeoning | +3 | 22–24 ×2 | 5.5 seconds | - |
| Orc runt | up close | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Orc shaman | casts spells, up to 5 cells | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 6 seconds | - |
| Orc veteran | up close | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 6 seconds | - |
| Orc war chief | up close | fists | 1d3+5 bludgeoning | +5 | 22–24 ×2 | 6 seconds | - |
| Orc warlord | up close | fists | 1d3+9 bludgeoning | +9 | 22–24 ×2 | 6 seconds | - |
| Orc warrior | up close | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Goblin | 1050 (5.7 seconds) | 10 cells, Darkvision | 12 | 120 |
| Goblin archer | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 110 |
| Goblin chief | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 120 |
| Goblin firebomber | 1050 (5.7 seconds) | 10 cells, Darkvision | 12 | 120 |
| Goblin wizard | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 100 |
| Hobgoblin | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 130 |
| Hobgoblin archer | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 120 |
| Hobgoblin captain | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 140 |
| Hobgoblin legionnaire | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 140 |
| Hobgoblin sergeant | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 140 |
| Hobgoblin warcaster | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 110 |
| Hobgoblin warlord | 1050 (5.7 seconds) | 10 cells, Darkvision | 12 | 140 |
| Kobold | 900 (6.7 seconds) | 10 cells, Darkvision | 15 | 80 |
| Kobold alchemist | 900 (6.7 seconds) | 10 cells, Darkvision | 12 | 70 |
| Kobold archer | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 70 |
| Kobold shaman | 800 (7.5 seconds) | 10 cells, Darkvision | 10 | 60 |
| Orc archer | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 120 |
| Orc berserker | 1200 (5 seconds) | 10 cells, Darkvision | 12 | 150 |
| Orc bowman | 1000 (6 seconds) | 13 cells, Darkvision | 13 | 120 |
| Orc high shaman | 1000 (6 seconds) | 10 cells, Darkvision | 13 | 110 |
| Orc raider | 1100 (5.5 seconds) | 10 cells, Darkvision | 13 | 120 |
| Orc runt | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 110 |
| Orc shaman | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 110 |
| Orc veteran | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 140 |
| Orc war chief | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 140 |
| Orc warlord | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 160 |
| Orc warrior | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 130 |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Goblin | 30 kg | Small | 31.5 kg | no |
| Goblin archer | 28 kg | Small | 30.4 kg | no |
| Goblin chief | 50 kg | Medium | 61.5 kg | no |
| Goblin firebomber | 29 kg | Small | 31.5 kg | no |
| Goblin wizard | 30 kg | Small | 41.6 kg | no |
| Hobgoblin | 75 kg | Medium | 69 kg | no |
| Hobgoblin archer | 70 kg | Medium | 66 kg | no |
| Hobgoblin captain | 90 kg | Medium | 87 kg | no |
| Hobgoblin legionnaire | 80 kg | Medium | 73.5 kg | no |
| Hobgoblin sergeant | 85 kg | Medium | 78 kg | no |
| Hobgoblin warcaster | 70 kg | Medium | 69 kg | no |
| Hobgoblin warlord | 95 kg | Medium | 96 kg | no |
| Kobold | 25 kg | Small | 27 kg | no |
| Kobold alchemist | 20 kg | Small | 23.6 kg | no |
| Kobold archer | 22 kg | Small | 25.9 kg | no |
| Kobold shaman | 18 kg | Small | 22.5 kg | no |
| Orc archer | 75 kg | Medium | 63 kg | no |
| Orc berserker | 110 kg | Medium | 99 kg | no |
| Orc bowman | 80 kg | Medium | 85.5 kg | no |
| Orc high shaman | 70 kg | Medium | 90 kg | no |
| Orc raider | 80 kg | Medium | 70.5 kg | no |
| Orc runt | 40 kg | Small | 27 kg | no |
| Orc shaman | 70 kg | Medium | 63 kg | no |
| Orc veteran | 85 kg | Medium | 81 kg | no |
| Orc war chief | 95 kg | Medium | 90 kg | no |
| Orc warlord | 130 kg | Medium | 126 kg | no |
| Orc warrior | 80 kg | Medium | 61.5 kg | no |
See also: Races and Creatures’ gear.
Drow, duergar, and deep gnomes in numbers
The numbers of the peoples of the deep: drow, duergar, and deep gnomes, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Deep gnome | 1 | 0 | Common | - |
| Deep-gnome binder | 1 | 0 | Common | Jewelcraft 60 |
| Deep-gnome headman | 1 | 0 | Common | Appraise 100, Jewelcraft 80 |
| Deep-gnome jeweller | 1 | 0 | Common | Appraise 120, Jewelcraft 180, Metalcraft 90 |
| Deep-gnome priest | 1 | 0 | Common | - |
| Deep-gnome trader | 18 | 400 | Common | Appraise 80, Negotiation 60 |
| Drow arbalester | 34 | 180 | Uncommon | weapon skills: Thrown weapons 5 |
| Drow archmage | 40 | 210 | Rare | Concentration 110, Spellcraft 115 |
| Drow assassin | 32 | 170 | Rare, dread | Initiative 100, Sneak attack 160, Spot 40 |
| Drow blademaster | 28 | 150 | Uncommon | - |
| Drow captain | 37 | 195 | Rare | - |
| Drow crossbowman | 16 | 90 | Common | weapon skills: Thrown weapons 3 |
| Drow high priestess | 44 | 230 | Very rare | Concentration 118, Spellcraft 123 |
| Drow mage | 22 | 120 | Rare | Concentration 74, Spellcraft 79 |
| Drow matron | 50 | 260 | Very rare | Concentration 130, Spellcraft 135 |
| Drow priestess | 24 | 130 | Rare | Concentration 78, Spellcraft 83 |
| Drow stalker | 19 | 105 | Uncommon | Initiative 60, Sneak attack 75, Spot 50 |
| Drow warrior | 14 | 80 | Common | - |
| Duergar crossbowman | 15 | 85 | Uncommon | weapon skills: Axes 4, Crossbows 3, Duelist 1 |
| Duergar hulk | 22 | 120 | Uncommon | weapon skills: Maces and clubs 7 |
| Duergar king | 40 | 210 | Very rare | weapon skills: Maces and clubs 9, Sword and Board 4 |
| Duergar mindbreaker | 29 | 155 | Rare | Concentration 97, Spellcraft 102 |
| Duergar miner | 9 | 55 | Common | weapon skills: Axes 2, Maces and clubs 1, Duelist 1 |
| Duergar priest | 19 | 105 | Rare | Concentration 67, Spellcraft 72, weapon skills: Maces and clubs 3 |
| Duergar slinger | 8 | 50 | Uncommon | weapon skills: Axes 2, Slings 2, Duelist 1 |
| Duergar smith | 13 | 75 | Rare | weapon skills: Maces and clubs 4, Duelist 1 |
| Duergar spider rider | 25 | 135 | Uncommon | - |
| Duergar thane | 34 | 180 | Rare | weapon skills: Axes 9 |
| Duergar veteran | 17 | 95 | Uncommon | weapon skills: Axes 7, Sword and Board 1 |
| Duergar warrior | 11 | 65 | Uncommon | weapon skills: Axes 4 |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Deep gnome | 9 (−1) | 13 (+1) | 12 (+1) | 13 (+1) | 13 (+1) | 10 (+0) |
| Deep-gnome binder | 8 (−1) | 12 (+1) | 11 (+0) | 17 (+3) | 18 (+4) | 14 (+2) |
| Deep-gnome headman | 8 (−1) | 11 (+0) | 11 (+0) | 16 (+3) | 16 (+3) | 15 (+2) |
| Deep-gnome jeweller | 10 (+0) | 18 (+4) | 12 (+1) | 15 (+2) | 14 (+2) | 11 (+0) |
| Deep-gnome priest | 8 (−1) | 10 (+0) | 11 (+0) | 13 (+1) | 17 (+3) | 14 (+2) |
| Deep-gnome trader | 18 (+4) | 17 (+3) | 18 (+4) | 15 (+2) | 15 (+2) | 13 (+1) |
| Drow arbalester | 25 (+7) | 24 (+7) | 25 (+7) | 24 (+7) | 24 (+7) | 24 (+7) |
| Drow archmage | 24 (+7) | 22 (+6) | 27 (+8) | 30 (+10) | 30 (+10) | 30 (+10) |
| Drow assassin | 24 (+7) | 25 (+7) | 23 (+6) | 23 (+6) | 23 (+6) | 23 (+6) |
| Drow blademaster | 22 (+6) | 24 (+7) | 21 (+5) | 21 (+5) | 21 (+5) | 21 (+5) |
| Drow captain | 28 (+9) | 21 (+5) | 28 (+9) | 25 (+7) | 25 (+7) | 25 (+7) |
| Drow crossbowman | 17 (+3) | 19 (+4) | 17 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
| Drow high priestess | 26 (+8) | 23 (+6) | 29 (+9) | 32 (+11) | 32 (+11) | 32 (+11) |
| Drow mage | 17 (+3) | 18 (+4) | 20 (+5) | 23 (+6) | 23 (+6) | 23 (+6) |
| Drow matron | 28 (+9) | 24 (+7) | 31 (+10) | 34 (+12) | 34 (+12) | 34 (+12) |
| Drow priestess | 18 (+4) | 18 (+4) | 21 (+5) | 24 (+7) | 24 (+7) | 24 (+7) |
| Drow stalker | 19 (+4) | 22 (+6) | 18 (+4) | 18 (+4) | 18 (+4) | 18 (+4) |
| Drow warrior | 17 (+3) | 16 (+3) | 17 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
| Duergar crossbowman | 18 (+4) | 17 (+3) | 18 (+4) | 12 (+1) | 16 (+3) | 10 (+0) |
| Duergar hulk | 26 (+8) | 14 (+2) | 26 (+8) | 9 (−1) | 18 (+4) | 9 (−1) |
| Duergar king | 28 (+9) | 20 (+5) | 28 (+9) | 17 (+3) | 24 (+7) | 16 (+3) |
| Duergar mindbreaker | 21 (+5) | 17 (+3) | 24 (+7) | 19 (+4) | 25 (+7) | 13 (+1) |
| Duergar miner | 16 (+3) | 11 (+0) | 16 (+3) | 10 (+0) | 12 (+1) | 7 (−2) |
| Duergar priest | 17 (+3) | 15 (+2) | 20 (+5) | 17 (+3) | 22 (+6) | 11 (+0) |
| Duergar slinger | 15 (+2) | 15 (+2) | 15 (+2) | 11 (+0) | 14 (+2) | 8 (−1) |
| Duergar smith | 20 (+5) | 11 (+0) | 18 (+4) | 12 (+1) | 14 (+2) | 9 (−1) |
| Duergar spider rider | 22 (+6) | 21 (+5) | 21 (+5) | 14 (+2) | 19 (+4) | 12 (+1) |
| Duergar thane | 26 (+8) | 19 (+4) | 26 (+8) | 15 (+2) | 22 (+6) | 14 (+2) |
| Duergar veteran | 19 (+4) | 14 (+2) | 19 (+4) | 12 (+1) | 17 (+3) | 10 (+0) |
| Duergar warrior | 17 (+3) | 12 (+1) | 17 (+3) | 10 (+0) | 13 (+1) | 8 (−1) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Deep gnome | 12 | 11 (Dexterity +1) | - | - |
| Deep-gnome binder | 11 | 11 (Dexterity +1) | - | - |
| Deep-gnome headman | 11 | 10 | - | - |
| Deep-gnome jeweller | 12 | 14 (Dexterity +4) | - | - |
| Deep-gnome priest | 11 | 10 | - | - |
| Deep-gnome trader | 74 | 13 (Dexterity +3) | - | - |
| Drow arbalester | 101 | 17 (Dexterity +7) | - | poison 25% |
| Drow archmage | 77 | 16 (Dexterity +6) | - | poison 25% |
| Drow assassin | 63 | 17 (Dexterity +7) | - | poison 25% |
| Drow blademaster | 56 | 17 (Dexterity +7) | - | poison 25% |
| Drow captain | 130 | 15 (Dexterity +5) | - | poison 25% |
| Drow crossbowman | 53 | 14 (Dexterity +4) | - | poison 25% |
| Drow high priestess | 84 | 16 (Dexterity +6) | - | poison 50% |
| Drow mage | 48 | 14 (Dexterity +4) | - | poison 25% |
| Drow matron | 94 | 17 (Dexterity +7) | - | poison 50% |
| Drow priestess | 51 | 14 (Dexterity +4) | - | poison 25% |
| Drow stalker | 42 | 16 (Dexterity +6) | - | poison 25% |
| Drow warrior | 52 | 13 (Dexterity +3) | - | poison 25% |
| Duergar crossbowman | 56 | 13 (Dexterity +3) | - | cold 10%, poison 25% |
| Duergar hulk | 170 | 13 (Dexterity +2, Natural +1) | - | cold 10%, poison 25% |
| Duergar king | 138 | 15 (Dexterity +5) | - | fire 25%, cold 10%, poison 25% |
| Duergar mindbreaker | 60 | 13 (Dexterity +3) | - | cold 10%, poison 25% |
| Duergar miner | 32 | 10 | - | cold 10%, poison 25% |
| Duergar priest | 44 | 12 (Dexterity +2) | - | cold 10%, poison 25% |
| Duergar slinger | 35 | 12 (Dexterity +2) | - | cold 10%, poison 25% |
| Duergar smith | 48 | 10 | - | fire 25%, cold 10%, poison 25% |
| Duergar spider rider | 52 | 15 (Dexterity +5) | - | cold 10%, poison 25% |
| Duergar thane | 120 | 14 (Dexterity +4) | - | fire 25%, cold 10%, poison 25% |
| Duergar veteran | 62 | 12 (Dexterity +2) | - | cold 10%, poison 25% |
| Duergar warrior | 39 | 11 (Dexterity +1) | - | cold 10%, poison 25% |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Deep gnome | never | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Deep-gnome binder | never | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Deep-gnome headman | never | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Deep-gnome jeweller | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Deep-gnome priest | never | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Deep-gnome trader | never | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 5.2 seconds | - |
| Drow arbalester | up close | long sword | 3d10+7 slashing | +15 | 22–24 ×2 | 5.7 seconds | 20% poisoned (3 degrees) |
| Drow archmage | casts spells, up to 7 cells | poisoned dagger | 3d10+7 piercing | +12 | 22–24 ×2 | 5.5 seconds | 20% poisoned (3 degrees) |
| Drow assassin | up close | envenomed dagger | 3d10+7 piercing | +19 | 19–24 ×2 | 4.3 seconds | 40% poisoned (4 degrees), 15% weakened (1 degree) |
| Drow blademaster | up close | twin scimitars | 3d8+6 slashing | +16 | 19–24 ×2 | 2.9 seconds | 20% poisoned (3 degrees) |
| Drow captain | up close | envenomed long sword | 3d10+9 slashing | +18 | 22–24 ×2 | 5.7 seconds | 25% poisoned (3 degrees), 10% frightened (1 degree) |
| Drow crossbowman | up close | short sword | 3d6+3 slashing | +7 | 22–24 ×2 | 6 seconds | 15% poisoned (2 degrees) |
| Drow high priestess | casts spells, up to 7 cells | scourge | 4d8+8 slashing | +14 | 22–24 ×2 | 5.5 seconds | 30% poisoned (4 degrees), 15% weakened (2 degrees) |
| Drow mage | casts spells, up to 6 cells | poisoned dagger | 3d6+3 piercing | +6 | 22–24 ×2 | 6 seconds | 15% poisoned (2 degrees) |
| Drow matron | casts spells, up to 8 cells | scourge | 4d8+9 slashing | +15 | 22–24 ×2 | 5.5 seconds | 35% poisoned (5 degrees), 20% weakened (2 degrees) |
| Drow priestess | casts spells, up to 6 cells | scourge | 3d8+4 slashing | +7 | 22–24 ×2 | 6 seconds | 25% poisoned (3 degrees) |
| Drow stalker | up close | envenomed dagger | 3d8+4 piercing | +10 | 19–24 ×2 | 4.8 seconds | 30% poisoned (3 degrees) |
| Drow warrior | up close | envenomed short sword | 2d8+3 slashing | +6 | 22–24 ×2 | 6 seconds | 20% poisoned (2 degrees) |
| Duergar crossbowman | shoots, up to 10 cells | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 6 seconds | - |
| Duergar hulk | up close | fists | 1d3+8 bludgeoning | +8 | 22–24 ×2 | 6.3 seconds | - |
| Duergar king | up close | fists | 1d3+9 bludgeoning | +9 | 22–24 ×2 | 6 seconds | - |
| Duergar mindbreaker | casts spells, up to 6 cells | mind-lash | 3d8+5 force | +9 | 22–24 ×2 | 6 seconds | - |
| Duergar miner | up close | fist | 1d4+3 bludgeoning | +5 | 22–24 ×2 | 6 seconds | - |
| Duergar priest | casts spells, up to 6 cells | fists | 1d3+3 bludgeoning | +3 | 22–24 ×2 | 6 seconds | - |
| Duergar slinger | shoots, up to 8 cells | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Duergar smith | up close | fists | 1d3+5 bludgeoning | +5 | 22–24 ×2 | 6 seconds | - |
| Duergar spider rider | up close | spider’s bite | 4d6+6 piercing | +15 | 19–24 ×2 | 4.8 seconds | 25% poisoned (2 degrees) |
| Duergar thane | up close | fists | 1d3+8 bludgeoning | +8 | 22–24 ×2 | 6 seconds | - |
| Duergar veteran | up close | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 6 seconds | - |
| Duergar warrior | up close | fists | 1d3+3 bludgeoning | +3 | 22–24 ×2 | 6 seconds | - |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Deep gnome | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 30 |
| Deep-gnome binder | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 30 |
| Deep-gnome headman | 1000 (6 seconds) | 10 cells, Darkvision | 10 | 30 |
| Deep-gnome jeweller | 1000 (6 seconds) | 10 cells, Darkvision | 9 | 30 |
| Deep-gnome priest | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 30 |
| Deep-gnome trader | 1150 (5.2 seconds) | 12 cells, Darkvision | 10 | 35 |
| Drow arbalester | 1050 (5.7 seconds) | 14 cells, Darkvision | 15 | 60 |
| Drow archmage | 1100 (5.5 seconds) | 10 cells, Darkvision | 14 | 60 |
| Drow assassin | 1400 (4.3 seconds) | 10 cells, Darkvision | 16 | 30 |
| Drow blademaster | 1250 (4.8 seconds) | 10 cells, Darkvision | 15 | 60 |
| Drow captain | 1050 (5.7 seconds) | 10 cells, Darkvision | 14 | 80 |
| Drow crossbowman | 1000 (6 seconds) | 13 cells, Darkvision | 15 | 60 |
| Drow high priestess | 1100 (5.5 seconds) | 10 cells, Darkvision | 14 | 70 |
| Drow mage | 1000 (6 seconds) | 10 cells, Darkvision | 14 | 60 |
| Drow matron | 1100 (5.5 seconds) | 10 cells, Darkvision | 14 | 70 |
| Drow priestess | 1000 (6 seconds) | 10 cells, Darkvision | 14 | 70 |
| Drow stalker | 1250 (4.8 seconds) | 10 cells, Darkvision | 16 | 30 |
| Drow warrior | 1000 (6 seconds) | 10 cells, Darkvision | 14 | 70 |
| Duergar crossbowman | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 100 |
| Duergar hulk | 950 (6.3 seconds) | 10 cells, Darkvision | 10 | 160 |
| Duergar king | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 140 |
| Duergar mindbreaker | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 90 |
| Duergar miner | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 90 |
| Duergar priest | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 100 |
| Duergar slinger | 1000 (6 seconds) | 12 cells, Darkvision | 12 | 90 |
| Duergar smith | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 110 |
| Duergar spider rider | 1250 (4.8 seconds) | 12 cells, Darkvision | 14 | 70 |
| Duergar thane | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 140 |
| Duergar veteran | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 120 |
| Duergar warrior | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 110 |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Deep gnome | 38 kg | Small | 33.8 kg | no |
| Deep-gnome binder | 34 kg | Small | 30.4 kg | no |
| Deep-gnome headman | 36 kg | Small | 30.4 kg | no |
| Deep-gnome jeweller | 37 kg | Small | 36 kg | no |
| Deep-gnome priest | 35 kg | Small | 30.4 kg | no |
| Deep-gnome trader | 40 kg | Small | 60.8 kg | no |
| Drow arbalester | 60 kg | Medium | 112.5 kg | no |
| Drow archmage | 55 kg | Medium | 112.5 kg | no |
| Drow assassin | 55 kg | Medium | 106.5 kg | no |
| Drow blademaster | 60 kg | Medium | 97.5 kg | no |
| Drow captain | 65 kg | Medium | 126 kg | no |
| Drow crossbowman | 58 kg | Medium | 76.5 kg | no |
| Drow high priestess | 56 kg | Medium | 121.5 kg | no |
| Drow mage | 55 kg | Medium | 81 kg | no |
| Drow matron | 57 kg | Medium | 130.5 kg | no |
| Drow priestess | 56 kg | Medium | 85.5 kg | no |
| Drow stalker | 55 kg | Medium | 84 kg | no |
| Drow warrior | 60 kg | Medium | 76.5 kg | no |
| Duergar crossbowman | 70 kg | Medium | 81 kg | no |
| Duergar hulk | 250 kg | Medium | 117 kg | no |
| Duergar king | 90 kg | Medium | 126 kg | no |
| Duergar mindbreaker | 65 kg | Medium | 99 kg | no |
| Duergar miner | 65 kg | Medium | 72 kg | no |
| Duergar priest | 70 kg | Medium | 81 kg | no |
| Duergar slinger | 60 kg | Medium | 67.5 kg | no |
| Duergar smith | 80 kg | Medium | 87 kg | no |
| Duergar spider rider | 180 kg | Medium | 97.5 kg | no |
| Duergar thane | 85 kg | Medium | 117 kg | no |
| Duergar veteran | 75 kg | Medium | 85.5 kg | no |
| Duergar warrior | 70 kg | Medium | 76.5 kg | no |
See also: Races and The dungeons one by one.
Beasts and vermin in numbers
The numbers of animals, giant vermin, and the things of the marsh, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Badger | 2 | 20 | Common | - |
| Barrow spider | 2 | 20 | Common | Initiative 20, Sneak attack 10 |
| Bear | 12 | 70 | Common | - |
| Black hound | 5 | 35 | Common | - |
| Boar | 2 | 20 | Common | - |
| Cat | 1 | 15 | Common | - |
| Cave bat | 1 | 3 | Common | - |
| Cave lizard | 2 | 20 | Common | - |
| Chicken | 1 | 5 | Common | - |
| Crocodile | 6 | 40 | Uncommon | - |
| Deer | 1 | 2 | Common | Listen 30 |
| Dire warg | 22 | 120 | Uncommon | - |
| Giant centipede | 3 | 25 | Common | - |
| Giant frog | 4 | 30 | Common | - |
| Giant leech | 4 | 30 | Common | - |
| Giant rat | 1 | 5 | Common | - |
| Gnægan the Rat King | 11 | 130 (65 × 200 %) | Very rare | Initiative 30, Spot 30 |
| Grave worm | 1 | 15 | Common | - |
| Great boar | 6 | 40 | Common | - |
| Hare | 1 | 15 | Common | - |
| Hound | 1 | 15 | Common | - |
| Large spider | 2 | 20 | Common | - |
| Lynx | 2 | 20 | Common | - |
| Panther | 6 | 40 | Common | - |
| Polecat | 1 | 15 | Common | - |
| Raven | 1 | 15 | Common | - |
| Toad | 1 | 15 | Common | - |
| Warg | 7 | 45 | Uncommon | - |
| Will-o’-wisp | 7 | 45 | Very rare, dread | Concentration 25, Spellcraft 30 |
| Wolf | 4 | 30 | Common | - |
| Āttorcoppe the Spinner | 21 | 230 (115 × 200 %) | Very rare | Initiative 50, Sneak attack 40, Spot 40 |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Badger | 13 (+1) | 10 (+0) | 7 (−2) | 2 (−4) | 13 (+1) | 4 (−3) |
| Barrow spider | 8 (−1) | 16 (+3) | 5 (−3) | 1 (−5) | 10 (+0) | 3 (−4) |
| Bear | 21 (+5) | 11 (+0) | 18 (+4) | 2 (−4) | 12 (+1) | 6 (−2) |
| Black hound | 15 (+2) | 15 (+2) | 13 (+1) | 4 (−3) | 13 (+1) | 8 (−1) |
| Boar | 15 (+2) | 11 (+0) | 8 (−1) | 2 (−4) | 11 (+0) | 4 (−3) |
| Cat | 3 (−4) | 18 (+4) | 4 (−3) | 2 (−4) | 12 (+1) | 8 (−1) |
| Cave bat | 1 (−5) | 15 (+2) | 4 (−3) | 2 (−4) | 14 (+2) | 4 (−3) |
| Cave lizard | 12 (+1) | 12 (+1) | 7 (−2) | 2 (−4) | 10 (+0) | 4 (−3) |
| Chicken | 2 (−4) | 10 (+0) | 3 (−4) | 1 (−5) | 4 (−3) | 4 (−3) |
| Crocodile | 18 (+4) | 9 (−1) | 16 (+3) | 2 (−4) | 10 (+0) | 3 (−4) |
| Deer | 14 (+2) | 15 (+2) | 5 (−3) | 2 (−4) | 12 (+1) | 5 (−3) |
| Dire warg | 21 (+5) | 20 (+5) | 20 (+5) | 4 (−3) | 16 (+3) | 4 (−3) |
| Giant centipede | 10 (+0) | 14 (+2) | 8 (−1) | 1 (−5) | 9 (−1) | 3 (−4) |
| Giant frog | 12 (+1) | 15 (+2) | 10 (+0) | 2 (−4) | 8 (−1) | 3 (−4) |
| Giant leech | 11 (+0) | 9 (−1) | 13 (+1) | 1 (−5) | 10 (+0) | 2 (−4) |
| Giant rat | 10 (+0) | 17 (+3) | 5 (−3) | 1 (−5) | 12 (+1) | 4 (−3) |
| Gnægan the Rat King | 14 (+2) | 16 (+3) | 16 (+3) | 6 (−2) | 14 (+2) | 8 (−1) |
| Grave worm | 8 (−1) | 6 (−2) | 6 (−2) | 1 (−5) | 8 (−1) | 2 (−4) |
| Great boar | 19 (+4) | 11 (+0) | 17 (+3) | 2 (−4) | 12 (+1) | 5 (−3) |
| Hare | 4 (−3) | 17 (+3) | 4 (−3) | 2 (−4) | 10 (+0) | 5 (−3) |
| Hound | 11 (+0) | 14 (+2) | 4 (−3) | 3 (−4) | 10 (+0) | 5 (−3) |
| Large spider | 10 (+0) | 14 (+2) | 6 (−2) | 1 (−5) | 10 (+0) | 3 (−4) |
| Lynx | 12 (+1) | 16 (+3) | 6 (−2) | 3 (−4) | 11 (+0) | 5 (−3) |
| Panther | 15 (+2) | 18 (+4) | 13 (+1) | 3 (−4) | 12 (+1) | 6 (−2) |
| Polecat | 6 (−2) | 16 (+3) | 4 (−3) | 2 (−4) | 10 (+0) | 4 (−3) |
| Raven | 2 (−4) | 16 (+3) | 4 (−3) | 2 (−4) | 12 (+1) | 6 (−2) |
| Toad | 2 (−4) | 15 (+2) | 4 (−3) | 2 (−4) | 14 (+2) | 4 (−3) |
| Warg | 15 (+2) | 17 (+3) | 14 (+2) | 4 (−3) | 11 (+0) | 4 (−3) |
| Will-o’-wisp | 3 (−4) | 20 (+5) | 8 (−1) | 12 (+1) | 16 (+3) | 14 (+2) |
| Wolf | 13 (+1) | 15 (+2) | 10 (+0) | 3 (−4) | 10 (+0) | 4 (−3) |
| Āttorcoppe the Spinner | 22 (+6) | 22 (+6) | 22 (+6) | 8 (−1) | 18 (+4) | 6 (−2) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Badger | 10 | 11 (Natural +1) | - | - |
| Barrow spider | 5 | 13 (Dexterity +3) | - | - |
| Bear | 60 | 11 (Natural +1) | - | - |
| Black hound | 22 | 12 (Dexterity +2) | - | - |
| Boar | 11 | 10 | - | - |
| Cat | 4 | 14 (Dexterity +4) | - | - |
| Cave bat | 4 | 12 (Dexterity +2) | - | - |
| Cave lizard | 9 | 12 (Dexterity +1, Natural +1) | - | - |
| Chicken | 3 | 10 | - | - |
| Crocodile | 28 | 11 (Dexterity −1, Natural +2) | 1 (scales) | - |
| Deer | 7 | 12 (Dexterity +2) | - | - |
| Dire warg | 48 | 16 (Dexterity +5, Natural +1) | 1 (thick hide) | - |
| Giant centipede | 8 | 13 (Dexterity +2, Natural +1) | - | - |
| Giant frog | 13 | 12 (Dexterity +2) | - | - |
| Giant leech | 18 | 9 (Dexterity −1) | - | - |
| Giant rat | 5 | 13 (Dexterity +3) | - | - |
| Gnægan the Rat King | 80 | 15 (Dexterity +3, Natural +2) | - | poison 50% |
| Grave worm | 6 | 8 (Dexterity −2) | - | - |
| Great boar | 30 | 12 (Natural +2) | - | - |
| Hare | 4 | 13 (Dexterity +3) | - | - |
| Hound | 5 | 12 (Dexterity +2) | - | - |
| Large spider | 7 | 12 (Dexterity +2) | - | - |
| Lynx | 7 | 13 (Dexterity +3) | - | - |
| Panther | 24 | 14 (Dexterity +4) | - | - |
| Polecat | 4 | 13 (Dexterity +3) | - | - |
| Raven | 4 | 13 (Dexterity +3) | - | - |
| Toad | 4 | 12 (Dexterity +2) | - | - |
| Warg | 23 | 13 (Dexterity +3) | - | - |
| Will-o’-wisp | 18 | 21 (Dexterity +5, Natural +6) | - | immune to electricity, immune to poison, never bleeds |
| Wolf | 13 | 12 (Dexterity +2) | - | - |
| Āttorcoppe the Spinner | 140 | 19 (Dexterity +6, Natural +3) | 3 (chitin) | immune to poison |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Badger | never | bite | 1d6+1 piercing | +1 | 22–24 ×2 | 6.7 seconds | - |
| Barrow spider | up close | bite | 1d4−1 piercing | −1 | 22–24 ×2 | 4.8 seconds | 10% poisoned (1 degree) |
| Bear | never | claws | 2d6+5 slashing | +8 | 22–24 ×2 | 6 seconds | - |
| Black hound | never | bite | 1d8+2 piercing | +3 | 22–24 ×2 | 4.8 seconds | - |
| Boar | never | tusks | 1d8+2 piercing | +2 | 22–24 ×2 | 5.5 seconds | - |
| Cat | never | claws | 1d2−4 slashing | −4 | 22–24 ×2 | 4.6 seconds | - |
| Cave bat | never | bite | 1d3−5 piercing | −5 | 22–24 ×2 | 3 seconds | - |
| Cave lizard | never | bite | 1d6+1 piercing | +1 | 22–24 ×2 | 6 seconds | - |
| Chicken | never | beak | 1d2−4 piercing | −4 | 22–24 ×2 | 6 seconds | - |
| Crocodile | up close | bite | 2d6+4 piercing | +5 | 22–24 ×2 | 6 seconds | - |
| Deer | never | hoof | 1d4+2 bludgeoning | +2 | 22–24 ×2 | 4.6 seconds | - |
| Dire warg | up close | bite | 3d8+5 piercing | +12 | 19–24 ×2 | 4.8 seconds | 15% bleeding (1 degree) |
| Giant centipede | up close | bite | 1d4 piercing | +0 | 22–24 ×2 | 5 seconds | 10% poisoned (1 degree) |
| Giant frog | up close | bite | 1d6+1 bludgeoning | +2 | 22–24 ×2 | 4.8 seconds | - |
| Giant leech | up close | sucker | 1d4 piercing | +1 | 22–24 ×2 | 7.5 seconds | 12% bleeding (1 degree), 12% latched (grip 10) |
| Giant rat | up close | bite | 1d4 piercing | +0 | 22–24 ×2 | 5 seconds | 1% filth fever (unless resisted) |
| Gnægan the Rat King | up close | bite | 1d8+2 piercing | +4 | 22–24 ×2 | 5.2 seconds | 15% filth fever (unless resisted) |
| Gnægan the Rat King | up close | then bite | 1d8+2 piercing | +4 | 22–24 ×2 | with the first | - |
| Gnægan the Rat King | up close | then bite | 1d8+2 piercing | +4 | 22–24 ×2 | with the first | - |
| Grave worm | up close | bite | 1d3−1 piercing | −1 | 22–24 ×2 | 7.5 seconds | - |
| Great boar | never | tusks | 2d6+4 piercing | +5 | 22–24 ×2 | 5.5 seconds | - |
| Hare | never | kick | 1d2−3 bludgeoning | −3 | 22–24 ×2 | 3.8 seconds | - |
| Hound | never | bite | 1d4 piercing | +0 | 22–24 ×2 | 5 seconds | - |
| Large spider | never | bite | 1d4 piercing | +0 | 22–24 ×2 | 5.5 seconds | 10% poisoned (1 degree) |
| Lynx | never | claws | 1d6+1 slashing | +1 | 22–24 ×2 | 4.6 seconds | - |
| Panther | never | claws | 1d8+2 slashing | +3 | 22–24 ×2 | 4.3 seconds | - |
| Polecat | never | bite | 1d4−2 piercing | −2 | 22–24 ×2 | 4.6 seconds | - |
| Raven | never | beak | 1d3−4 piercing | −4 | 22–24 ×2 | 4.6 seconds | - |
| Toad | never | bite | 1d2−4 piercing | −4 | 22–24 ×2 | 6.7 seconds | - |
| Warg | up close | bite | 1d10+2 piercing | +3 | 19–24 ×2 | 4.8 seconds | 10% bleeding (1 degree) |
| Will-o’-wisp | casts spells, up to 5 cells | spark | 1d6−4 electricity | −3 | 22–24 ×2 | 4.3 seconds | 30% ebbing (1 degree) |
| Wolf | never | bite | 1d6+1 piercing | +2 | 22–24 ×2 | 4.8 seconds | - |
| Āttorcoppe the Spinner | up close | bite | 3d8+6 piercing | +11 | 22–24 ×2 | 4.6 seconds | 40% poisoned (4 degrees), 30% webbed (2 degrees) |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Badger | 900 (6.7 seconds) | 8 cells, Low-light | 15 | 40 |
| Barrow spider | 1250 (4.8 seconds) | 8 cells, Darkvision | 8 | silent |
| Bear | 1000 (6 seconds) | 10 cells, Low-light | 14 | 70 |
| Black hound | 1250 (4.8 seconds) | 12 cells, Darkvision | 22 | 40 |
| Boar | 1100 (5.5 seconds) | 8 cells, Low-light | 12 | 60 |
| Cat | 1300 (4.6 seconds) | 10 cells, Darkvision | 6 | 10 |
| Cave bat | 2000 (3 seconds) | 8 cells, Darkvision | 3 | silent |
| Cave lizard | 1000 (6 seconds) | 8 cells, Darkvision | 10 | 30 |
| Chicken | 1000 (6 seconds) | 8 cells, Normal | 10 | 15 |
| Crocodile | 1000 (6 seconds) | 8 cells, Low-light | 12 | 50 |
| Deer | 1300 (4.6 seconds) | 12 cells, Normal | 2 | 50 |
| Dire warg | 1250 (4.8 seconds) | 12 cells, Low-light | 18 | 70 |
| Giant centipede | 1200 (5 seconds) | 6 cells, Darkvision | 10 | 30 |
| Giant frog | 1250 (4.8 seconds) | 8 cells, Low-light | 12 | 40 |
| Giant leech | 800 (7.5 seconds) | 5 cells, Low-light | 10 | 10 |
| Giant rat | 1200 (5 seconds) | 8 cells, Low-light | 5 | 50 |
| Gnægan the Rat King | 1150 (5.2 seconds) | 10 cells, Darkvision | 6 | 40 |
| Grave worm | 800 (7.5 seconds) | 5 cells, Low-light | 10 | 20 |
| Great boar | 1100 (5.5 seconds) | 8 cells, Low-light | 12 | 70 |
| Hare | 1600 (3.8 seconds) | 9 cells, Low-light | 4 | 20 |
| Hound | 1200 (5 seconds) | 10 cells, Low-light | 20 | 40 |
| Large spider | 1100 (5.5 seconds) | 8 cells, Darkvision | 10 | 20 |
| Lynx | 1300 (4.6 seconds) | 12 cells, Darkvision | 25 | 20 |
| Panther | 1400 (4.3 seconds) | 12 cells, Darkvision | 20 | 10 |
| Polecat | 1300 (4.6 seconds) | 8 cells, Low-light | 15 | 20 |
| Raven | 1300 (4.6 seconds) | 12 cells, Normal | 8 | silent |
| Toad | 900 (6.7 seconds) | 6 cells, Low-light | 15 | silent |
| Warg | 1250 (4.8 seconds) | 12 cells, Low-light | 18 | 50 |
| Will-o’-wisp | 1400 (4.3 seconds) | 12 cells, Darkvision | 12 | silent |
| Wolf | 1250 (4.8 seconds) | 12 cells, Darkvision | 20 | 60 |
| Āttorcoppe the Spinner | 1300 (4.6 seconds) | 10 cells, Darkvision | 10 | silent |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Badger | 12 kg | Small | 37.1 kg | yes, nose 6 cells |
| Barrow spider | 2 kg | Small | 23.6 kg | no |
| Bear | 300 kg | Medium | 90 kg | yes, nose 6 cells |
| Black hound | 45 kg | Medium | 64.5 kg | yes, nose 10 cells |
| Boar | 90 kg | Medium | 57 kg | yes, nose 6 cells |
| Cat | 4 kg | Small | 11.3 kg | no |
| Cave bat | 500 g | Small | 6.8 kg | yes |
| Cave lizard | 15 kg | Small | 34.9 kg | yes |
| Chicken | 2 kg | Small | 7.9 kg | no |
| Crocodile | 200 kg | Medium | 78 kg | no |
| Deer | 80 kg | Medium | 49.5 kg | yes |
| Dire warg | 150 kg | Medium | 93 kg | yes, nose 6 cells |
| Giant centipede | 3 kg | Small | 31.5 kg | no |
| Giant frog | 20 kg | Small | 38.3 kg | no |
| Giant leech | 6 kg | Small | 39.4 kg | no |
| Giant rat | 4 kg | Small | 28.1 kg | yes, nose 4 cells |
| Gnægan the Rat King | 60 kg | Medium | 66 kg | no |
| Grave worm | 3 kg | Small | 24.8 kg | no |
| Great boar | 200 kg | Medium | 82.5 kg | yes, nose 6 cells |
| Hare | 3.5 kg | Small | 13.5 kg | no |
| Hound | 25 kg | Medium | 39 kg | yes, nose 6 cells |
| Large spider | 8 kg | Small | 29.3 kg | yes |
| Lynx | 20 kg | Medium | 45 kg | yes |
| Panther | 50 kg | Medium | 64.5 kg | yes |
| Polecat | 1.5 kg | Small | 18 kg | yes, nose 6 cells |
| Raven | 1.2 kg | Small | 9 kg | no |
| Toad | 300 g | Small | 9 kg | no |
| Warg | 60 kg | Medium | 66 kg | yes, nose 6 cells |
| Will-o’-wisp | 100 g | Small | 15.8 kg | no |
| Wolf | 40 kg | Medium | 54 kg | yes, nose 8 cells |
| Āttorcoppe the Spinner | 300 kg | Medium | 99 kg | no |
See also: Companions and Food and corpses.
People and other creatures in numbers
The numbers of townsfolk, outlaws, cultists, and every creature of no family above, exactly as the rules use them. What each column means is on Creatures in numbers, and how each creature behaves on Creatures.
Stats and skills
| Creature | Level | XP | Rarity | Skills |
|---|---|---|---|---|
| Basilisk | 16 | 90 | Very rare, dread | - |
| Black pudding | 18 | 100 | Rare, dread | - |
| Black Wystan | 12 | 70 | Very rare | Spot 50, Stealth 40, weapon skills: Short blades 3, Bows 3, Duelist 1, Marksman 1 |
| Brother Osrick | 12 | 70 | Very rare | Concentration 50, Spellcraft 50, weapon skills: Maces and clubs 3, Duelist 1 |
| Business partner | 1 | 0 | Common | - |
| Cave beetle | 2 | 8 | Common | - |
| Chambermaid | 1 | 0 | Common | - |
| Cockatrice | 7 | 45 | Rare, dread | - |
| Cottar | 1 | 0 | Common | - |
| Cult chymist | 8 | 50 | Uncommon | weapon skills: Daggers and knives 2, Thrown weapons 2 |
| Cult priest | 9 | 55 | Very rare | Concentration 40, Spellcraft 45, weapon skills: Daggers and knives 2 |
| Cultist | 6 | 40 | Common | weapon skills: Daggers and knives 2 |
| Dark wizard | 24 | 130 | Rare | Concentration 88, Spellcraft 98, weapon skills: Staves 6 |
| Duergar trader | 18 | 400 | Common | Appraise 60, Negotiation 60 |
| Dwarven miser | 1 | 0 | Common | Appraise 80, Mining 150 |
| Ember beetle | 8 | 50 | Common | - |
| Fire salamander | 12 | 70 | Uncommon | - |
| Footpad | 6 | 40 | Common | Stealth 25, weapon skills: Short blades 2 |
| Footpad archer | 7 | 45 | Uncommon | Spot 25, Stealth 20, weapon skills: Daggers and knives 1, Bows 2 |
| Guildmaster | 1 | 0 | Common | - |
| Hydra | 24 | 130 | Rare, dread | - |
| Hydra head | 4 | 30 | Common | - |
| Innkeeper | 1 | 0 | Common | - |
| Līgetdrȳ the Storm-Wright | 61 | 630 (315 × 200 %) | Very rare | Concentration 190, Spellcraft 195, Spot 60 |
| Magma crawler | 14 | 80 | Uncommon | - |
| Mine factor | 1 | 0 | Common | - |
| Mother Sallow | 12 | 70 | Very rare | Heal 50, Stealth 60, weapon skills: Daggers and knives 4, Duelist 1 |
| Necromancer | 18 | 100 | Rare | Concentration 66, Spellcraft 73, weapon skills: Daggers and knives 3 |
| Patron | 1 | 0 | Common | - |
| Pedlar | 3 | 15 | Common | Appraise 30, Negotiation 30, weapon skills: Staves 1 |
| Reeve | 1 | 0 | Common | - |
| Rust monster | 12 | 70 | Uncommon, dread | - |
| Sergeant Herrick | 12 | 70 | Very rare | Intimidate 40, weapon skills: Axes 6, Great Weapon 2 |
| Servant | 1 | 0 | Common | - |
| Sexton | 1 | 0 | Common | - |
| Shopkeeper | 18 | 400 | Common | Appraise 60, Negotiation 60 |
| Sister | 1 | 0 | Common | - |
| Squire | 1 | 0 | Common | - |
| Strange spirit | 1 | 0 | Common | - |
| Training dummy | 1 | 0 | Common | - |
| Villager | 1 | 0 | Common | - |
| Wise-woman | 1 | 0 | Common | - |
| Wælcyrge the Chooser | 91 | 930 (465 × 200 %) | Very rare | Initiative 160, Spot 90 |
Stats: St Strength, Dx Dexterity, To Toughness, In Intelligence, Wi Willpower, Pr Presence.
| Creature | St | Dx | To | In | Wi | Pr |
|---|---|---|---|---|---|---|
| Basilisk | 20 (+5) | 10 (+0) | 20 (+5) | 2 (−4) | 16 (+3) | 8 (−1) |
| Black pudding | 22 (+6) | 6 (−2) | 24 (+7) | 1 (−5) | 10 (+0) | 1 (−5) |
| Black Wystan | 15 (+2) | 18 (+4) | 15 (+2) | 11 (+0) | 12 (+1) | 14 (+2) |
| Brother Osrick | 13 (+1) | 11 (+0) | 15 (+2) | 17 (+3) | 19 (+4) | 15 (+2) |
| Business partner | 10 (+0) | 10 (+0) | 10 (+0) | 13 (+1) | 10 (+0) | 12 (+1) |
| Cave beetle | 10 (+0) | 11 (+0) | 6 (−2) | 1 (−5) | 10 (+0) | 7 (−2) |
| Chambermaid | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 12 (+1) |
| Cockatrice | 8 (−1) | 14 (+2) | 11 (+0) | 2 (−4) | 10 (+0) | 4 (−3) |
| Cottar | 12 (+1) | 10 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) |
| Cult chymist | 11 (+0) | 15 (+2) | 12 (+1) | 14 (+2) | 12 (+1) | 9 (−1) |
| Cult priest | 11 (+0) | 13 (+1) | 13 (+1) | 15 (+2) | 17 (+3) | 15 (+2) |
| Cultist | 12 (+1) | 14 (+2) | 12 (+1) | 11 (+0) | 12 (+1) | 10 (+0) |
| Dark wizard | 18 (+4) | 16 (+3) | 22 (+6) | 18 (+4) | 21 (+5) | 14 (+2) |
| Duergar trader | 18 (+4) | 13 (+1) | 20 (+5) | 13 (+1) | 16 (+3) | 11 (+0) |
| Dwarven miser | 15 (+2) | 12 (+1) | 17 (+3) | 12 (+1) | 14 (+2) | 7 (−2) |
| Ember beetle | 15 (+2) | 10 (+0) | 14 (+2) | 1 (−5) | 8 (−1) | 2 (−4) |
| Fire salamander | 17 (+3) | 14 (+2) | 16 (+3) | 3 (−4) | 12 (+1) | 4 (−3) |
| Footpad | 13 (+1) | 15 (+2) | 13 (+1) | 10 (+0) | 10 (+0) | 9 (−1) |
| Footpad archer | 11 (+0) | 16 (+3) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (−1) |
| Guildmaster | 14 (+2) | 10 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 11 (+0) |
| Hydra | 26 (+8) | 14 (+2) | 27 (+8) | 3 (−4) | 16 (+3) | 8 (−1) |
| Hydra head | 12 (+1) | 10 (+0) | 8 (−1) | 1 (−5) | 6 (−2) | 2 (−4) |
| Innkeeper | 12 (+1) | 10 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 13 (+1) |
| Līgetdrȳ the Storm-Wright | 18 (+4) | 26 (+8) | 30 (+10) | 40 (+15) | 38 (+14) | 32 (+11) |
| Magma crawler | 20 (+5) | 6 (−2) | 20 (+5) | 1 (−5) | 12 (+1) | 2 (−4) |
| Mine factor | 10 (+0) | 10 (+0) | 11 (+0) | 14 (+2) | 10 (+0) | 12 (+1) |
| Mother Sallow | 11 (+0) | 17 (+3) | 13 (+1) | 16 (+3) | 14 (+2) | 12 (+1) |
| Necromancer | 15 (+2) | 14 (+2) | 19 (+4) | 17 (+3) | 19 (+4) | 12 (+1) |
| Patron | 10 (+0) | 10 (+0) | 10 (+0) | 12 (+1) | 10 (+0) | 13 (+1) |
| Pedlar | 12 (+1) | 12 (+1) | 13 (+1) | 12 (+1) | 12 (+1) | 13 (+1) |
| Reeve | 12 (+1) | 10 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 12 (+1) |
| Rust monster | 14 (+2) | 15 (+2) | 17 (+3) | 2 (−4) | 10 (+0) | 4 (−3) |
| Sergeant Herrick | 20 (+5) | 12 (+1) | 19 (+4) | 10 (+0) | 13 (+1) | 13 (+1) |
| Servant | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 12 (+1) |
| Sexton | 13 (+1) | 10 (+0) | 13 (+1) | 10 (+0) | 13 (+1) | 10 (+0) |
| Shopkeeper | 17 (+3) | 15 (+2) | 18 (+4) | 13 (+1) | 14 (+2) | 15 (+2) |
| Sister | 9 (−1) | 10 (+0) | 11 (+0) | 13 (+1) | 16 (+3) | 13 (+1) |
| Squire | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 12 (+1) |
| Strange spirit | 3 (−4) | 10 (+0) | 1 (−5) | 16 (+3) | 18 (+4) | 18 (+4) |
| Training dummy | 10 (+0) | 1 (−5) | 10 (+0) | 1 (−5) | 1 (−5) | 1 (−5) |
| Villager | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
| Wise-woman | 8 (−1) | 10 (+0) | 10 (+0) | 14 (+2) | 16 (+3) | 14 (+2) |
| Wælcyrge the Chooser | 34 (+12) | 40 (+15) | 34 (+12) | 22 (+6) | 34 (+12) | 38 (+14) |
Hit points, Defence, and resistances
| Creature | Hit points | Defence | Protection | Resists |
|---|---|---|---|---|
| Basilisk | 64 | 12 (Natural +2) | 2 (scales) | poison 50% |
| Black pudding | 92 | 8 (Dexterity −2) | - | immune to acid, immune to poison, cold 50%, never bleeds, 25% to damage the weapon that strikes it (acid) |
| Black Wystan | 45 | 14 (Dexterity +4) | - | - |
| Brother Osrick | 47 | 10 | - | cold 50%, poison 50% |
| Business partner | 10 | 10 | - | - |
| Cave beetle | 6 | 11 (Natural +1) | 3 (shell) | acid 50%, poison 25% |
| Chambermaid | 10 | 10 | - | - |
| Cockatrice | 20 | 13 (Dexterity +2, Natural +1) | - | poison 50% |
| Cottar | 12 | 10 | - | - |
| Cult chymist | 22 | 12 (Dexterity +2) | - | poison 25% |
| Cult priest | 29 | 11 (Dexterity +1) | - | - |
| Cultist | 22 | 12 (Dexterity +2) | - | - |
| Dark wizard | 52 | 13 (Dexterity +3) | - | - |
| Duergar trader | 84 | 11 (Dexterity +1) | - | - |
| Dwarven miser | 17 | 11 (Dexterity +1) | - | - |
| Ember beetle | 28 | 12 (Natural +2) | 3 (shell) | fire 50%, 25% to damage the weapon that strikes it (acid) |
| Fire salamander | 44 | 13 (Dexterity +2, Natural +1) | 2 (scales) | immune to fire, cold −100% (takes more) |
| Footpad | 25 | 12 (Dexterity +2) | - | - |
| Footpad archer | 23 | 13 (Dexterity +3) | - | - |
| Guildmaster | 14 | 10 | - | - |
| Hydra | 123, heals 4 times as fast | 14 (Dexterity +2, Natural +2) | 4 (scales) | fire −25% (takes more), poison 50% |
| Hydra head | 12 | 11 (Natural +1) | - | - |
| Innkeeper | 12 | 10 | - | - |
| Līgetdrȳ the Storm-Wright | 230 | 23 (Dexterity +8, Natural +5) | 6 (skin) | immune to electricity |
| Magma crawler | 56 | 8 (Dexterity −2) | 4 (slag hide) | immune to poison, fire 75%, cold −50% (takes more) |
| Mine factor | 11 | 10 | - | - |
| Mother Sallow | 37 | 13 (Dexterity +3) | - | immune to poison |
| Necromancer | 42 | 12 (Dexterity +2) | - | - |
| Patron | 10 | 10 | - | - |
| Pedlar | 23 | 11 (Dexterity +1) | - | - |
| Reeve | 12 | 10 | - | - |
| Rust monster | 47 | 14 (Dexterity +2, Natural +2) | 2 (plates) | acid 50%, 50% to damage the weapon that strikes it (rust) |
| Sergeant Herrick | 59 | 11 (Dexterity +1) | - | - |
| Servant | 10 | 10 | - | - |
| Sexton | 13 | 10 | - | - |
| Shopkeeper | 78 | 12 (Dexterity +2) | - | - |
| Sister | 11 | 10 | - | - |
| Squire | 10 | 10 | - | - |
| Strange spirit | 1 | 10 | - | never bleeds |
| Training dummy | 20 | 5 (Dexterity −5) | - | never bleeds |
| Villager | 11 | 10 | - | - |
| Wise-woman | 10 | 10 | - | - |
| Wælcyrge the Chooser | 334 | 34 (Dexterity +15, Natural +9) | 10 (feathers) | cold 25%, electricity 25%, necrotic 50% |
Attacks
| Creature | Fights | Attack | Damage | To hit | Critical | A blow takes | On a hit |
|---|---|---|---|---|---|---|---|
| Basilisk | up close | bite | 2d8+5 piercing | +9 | 22–24 ×2 | 10 seconds | 30% sluggish (1 degree) |
| Black pudding | up close | pseudopod | 3d6+6 acid | +9 | 22–24 ×2 | 8.6 seconds | 25% damages a piece worn (acid) |
| Black Wystan | shoots, up to 8 cells | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Brother Osrick | up close | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 6 seconds | - |
| Business partner | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Cave beetle | never | bite | 1d3 piercing | +0 | 22–24 ×2 | 5 seconds | - |
| Chambermaid | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Cockatrice | up close | beak | 1d8−1 piercing | +1 | 22–24 ×2 | 4.3 seconds | 25% stiffening (1 degree, unless a Toughness check against 13) |
| Cottar | never | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 6 seconds | - |
| Cult chymist | up close | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Cult priest | casts spells, up to 6 cells | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Cultist | up close | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 5.7 seconds | - |
| Dark wizard | casts spells, up to 7 cells | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 6 seconds | - |
| Duergar trader | never | fists | 1d3+4 bludgeoning | +4 | 22–24 ×2 | 5.5 seconds | - |
| Dwarven miser | never | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Ember beetle | up close | bite | 2d4+2 fire | +4 | 22–24 ×2 | 6 seconds | - |
| Fire salamander | up close | bite | 2d6+3 fire | +6 | 22–24 ×2 | 5.5 seconds | - |
| Footpad | up close | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 5.7 seconds | - |
| Footpad archer | shoots, up to 7 cells | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Guildmaster | never | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Hydra | up close | bite | 1d6+8 piercing | +14 | 22–24 ×2 | 8.6 seconds | - |
| Hydra | up close | then bite | 1d6+8 piercing | +14 | 22–24 ×2 | with the first | - |
| Hydra | up close | then bite | 1d6+8 piercing | +14 | 22–24 ×2 | with the first | - |
| Hydra | up close | then bite | 1d6+8 piercing | +14 | 22–24 ×2 | with the first | - |
| Hydra | up close | then bite | 1d6+8 piercing | +14 | 22–24 ×2 | with the first | - |
| Hydra head | up close | bite | 1d6+1 piercing | +1 | 22–24 ×2 | 7.5 seconds | - |
| Innkeeper | never | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 6 seconds | - |
| Līgetdrȳ the Storm-Wright | casts spells, up to 10 cells | staff | 3d8+4 bludgeoning | +12 | 22–24 ×2 | 5.5 seconds | 15% stunned (1 degree) |
| Magma crawler | up close | touch | 2d8+5 fire | +8 | 22–24 ×2 | 7.5 seconds | 25% burning (1 degree) |
| Mine factor | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Mother Sallow | up close | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 5.5 seconds | - |
| Necromancer | casts spells, up to 6 cells | fists | 1d3+2 bludgeoning | +2 | 22–24 ×2 | 6 seconds | - |
| Patron | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Pedlar | never | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 6 seconds | - |
| Reeve | never | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 6 seconds | - |
| Rust monster | up close | feelers | 2d6+2 bludgeoning | +2 | 22–24 ×2 | 4.3 seconds | 50% damages a piece worn (rust) |
| Sergeant Herrick | up close | fists | 1d3+5 bludgeoning | +5 | 22–24 ×2 | 6 seconds | - |
| Servant | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Sexton | never | fists | 1d3+1 bludgeoning | +1 | 22–24 ×2 | 6 seconds | - |
| Shopkeeper | never | fists | 1d3+3 bludgeoning | +3 | 22–24 ×2 | 5 seconds | - |
| Sister | never | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Squire | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Strange spirit | never | fists | 1d3−4 bludgeoning | −4 | 22–24 ×2 | 6 seconds | - |
| Training dummy | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Villager | never | fists | 1d3 bludgeoning | +0 | 22–24 ×2 | 6 seconds | - |
| Wise-woman | never | fists | 1d3−1 bludgeoning | −1 | 22–24 ×2 | 6 seconds | - |
| Wælcyrge the Chooser | up close | spear | 4d10+12 piercing | +28 | 19–24 ×2 | 3.2 seconds | 50% bleeding (3 degrees) |
| Wælcyrge the Chooser | up close | then spear | 3d10+12 slashing | +26 | 22–24 ×2 | with the first | 35% bleeding (2 degrees) |
Pace, senses, and size
| Creature | Speed | Sight | Hearing | Footsteps |
|---|---|---|---|---|
| Basilisk | 600 (10 seconds) | 10 cells, Darkvision | 10 | 70 |
| Black pudding | 700 (8.6 seconds) | 4 cells, Darkvision | 6 | 10 |
| Black Wystan | 1000 (6 seconds) | 14 cells, Normal | 14 | 60 |
| Brother Osrick | 1000 (6 seconds) | 10 cells, Normal | 13 | 80 |
| Business partner | 1000 (6 seconds) | 10 cells, Normal | 12 | 40 |
| Cave beetle | 1200 (5 seconds) | 6 cells, Darkvision | 20 | 30 |
| Chambermaid | 1000 (6 seconds) | 10 cells, Normal | 12 | 40 |
| Cockatrice | 1400 (4.3 seconds) | 8 cells, Darkvision | 12 | 20 |
| Cottar | 1000 (6 seconds) | 10 cells, Normal | 10 | 50 |
| Cult chymist | 1000 (6 seconds) | 10 cells, Normal | 12 | 90 |
| Cult priest | 1000 (6 seconds) | 10 cells, Normal | 14 | 80 |
| Cultist | 1050 (5.7 seconds) | 10 cells, Normal | 12 | 90 |
| Dark wizard | 1000 (6 seconds) | 10 cells, Normal | 14 | 80 |
| Duergar trader | 1100 (5.5 seconds) | 12 cells, Darkvision | 8 | 60 |
| Dwarven miser | 1000 (6 seconds) | 10 cells, Darkvision | 12 | 55 |
| Ember beetle | 1000 (6 seconds) | 6 cells, Darkvision | 8 | 40 |
| Fire salamander | 1100 (5.5 seconds) | 10 cells, Normal | 10 | 50 |
| Footpad | 1050 (5.7 seconds) | 10 cells, Normal | 13 | 70 |
| Footpad archer | 1000 (6 seconds) | 12 cells, Normal | 13 | 70 |
| Guildmaster | 1000 (6 seconds) | 10 cells, Normal | 10 | 50 |
| Hydra | 700 (8.6 seconds) | 10 cells, Low-light | 14 | 120 |
| Hydra head | 800 (7.5 seconds) | 6 cells, Low-light | 8 | 20 |
| Innkeeper | 1000 (6 seconds) | 10 cells, Normal | 14 | 50 |
| Līgetdrȳ the Storm-Wright | 1100 (5.5 seconds) | 14 cells, Darkvision | 14 | 40 |
| Magma crawler | 800 (7.5 seconds) | 6 cells, Darkvision | 8 | 100 |
| Mine factor | 1000 (6 seconds) | 10 cells, Normal | 10 | 50 |
| Mother Sallow | 1100 (5.5 seconds) | 10 cells, Low-light | 14 | 10 |
| Necromancer | 1000 (6 seconds) | 10 cells, Normal | 14 | 80 |
| Patron | 1000 (6 seconds) | 10 cells, Normal | 12 | 40 |
| Pedlar | 1000 (6 seconds) | 12 cells, Normal | 12 | 60 |
| Reeve | 1000 (6 seconds) | 10 cells, Normal | 10 | 50 |
| Rust monster | 1400 (4.3 seconds) | 8 cells, Darkvision | 12 | 50 |
| Sergeant Herrick | 1000 (6 seconds) | 10 cells, Normal | 12 | 110 |
| Servant | 1000 (6 seconds) | 10 cells, Normal | 12 | 40 |
| Sexton | 1000 (6 seconds) | 10 cells, Normal | 8 | 45 |
| Shopkeeper | 1200 (5 seconds) | 12 cells, Normal | 8 | 60 |
| Sister | 1000 (6 seconds) | 10 cells, Normal | 12 | 40 |
| Squire | 1000 (6 seconds) | 10 cells, Normal | 12 | 40 |
| Strange spirit | 1000 (6 seconds) | 12 cells, Normal | 10 | silent |
| Training dummy | 1000 (6 seconds) | 1 cells, Normal | deaf | 1 |
| Villager | 1000 (6 seconds) | 10 cells, Normal | 10 | 50 |
| Wise-woman | 1000 (6 seconds) | 10 cells, Normal | 14 | 35 |
| Wælcyrge the Chooser | 1900 (3.2 seconds) | 16 cells, Darkvision | 16 | 30 |
| Creature | Weight | Size | Carrying limit | Tameable |
|---|---|---|---|---|
| Basilisk | 150 kg | Medium | 90 kg | no |
| Black pudding | 400 kg | Medium | 102 kg | no |
| Black Wystan | 75 kg | Medium | 67.5 kg | no |
| Brother Osrick | 68 kg | Medium | 61.5 kg | no |
| Business partner | 70 kg | Medium | 45 kg | no |
| Cave beetle | 300 g | Small | 29.3 kg | yes |
| Chambermaid | 65 kg | Medium | 45 kg | no |
| Cockatrice | 4 kg | Small | 30.4 kg | no |
| Cottar | 70 kg | Medium | 54 kg | no |
| Cult chymist | 68 kg | Medium | 51 kg | no |
| Cult priest | 70 kg | Medium | 52.5 kg | no |
| Cultist | 70 kg | Medium | 54 kg | no |
| Dark wizard | 70 kg | Medium | 87 kg | no |
| Duergar trader | 70 kg | Medium | 84 kg | no |
| Dwarven miser | 64 kg | Medium | 70.5 kg | no |
| Ember beetle | 25 kg | Small | 49.5 kg | no |
| Fire salamander | 60 kg | Medium | 75 kg | no |
| Footpad | 70 kg | Medium | 58.5 kg | no |
| Footpad archer | 68 kg | Medium | 51 kg | no |
| Guildmaster | 88 kg | Medium | 63 kg | no |
| Hydra | 800 kg | Medium | 118.5 kg | no |
| Hydra head | 15 kg | Small | 36 kg | no |
| Innkeeper | 78 kg | Medium | 54 kg | no |
| Līgetdrȳ the Storm-Wright | 70 kg | Medium | 99 kg | no |
| Magma crawler | 200 kg | Medium | 90 kg | no |
| Mine factor | 66 kg | Medium | 46.5 kg | no |
| Mother Sallow | 55 kg | Medium | 52.5 kg | no |
| Necromancer | 70 kg | Medium | 73.5 kg | no |
| Patron | 80 kg | Medium | 45 kg | no |
| Pedlar | 70 kg | Medium | 55.5 kg | no |
| Reeve | 84 kg | Medium | 54 kg | no |
| Rust monster | 90 kg | Medium | 67.5 kg | no |
| Sergeant Herrick | 90 kg | Medium | 88.5 kg | no |
| Servant | 65 kg | Medium | 45 kg | no |
| Sexton | 68 kg | Medium | 58.5 kg | no |
| Shopkeeper | 75 kg | Medium | 78 kg | no |
| Sister | 62 kg | Medium | 43.5 kg | no |
| Squire | 65 kg | Medium | 45 kg | no |
| Strange spirit | 1 kg | Medium | 10.5 kg | no |
| Training dummy | 30 kg | Medium | 45 kg | no |
| Villager | 70 kg | Medium | 49.5 kg | no |
| Wise-woman | 55 kg | Medium | 39 kg | no |
| Wælcyrge the Chooser | 80 kg | Medium | 153 kg | no |
See also: People and talk and Encounters on the way.
Time and the calendar
The game has its own clock. Every action that takes time moves it forward. The clock belongs to your run and is saved with it; nothing depends on real-world time.
Days
A day has 24 hours, as usual. The status bar shows the time, as 14:32.
The pause menu (Esc) tells the date and the phase of the
moon like this: The 12th of Rainmoon, 1444, under a waxing gibbous moon, …
- Dawn is at 06:00 and dusk is at 18:00. The sun rises at dawn and sets at dusk; see Sun, moon, and sky.
- A new run starts at a time set by its scenario. The default is 08:00 on the 11th day of the eleventh month (Darkening) of year 1444, unless a scenario sets another date.
The calendar
A year has 12 months of 30 days each: a 360-day year. There are no weeks. Months have names:
| Month | Name |
|---|---|
| 1 | Frostmere |
| 2 | Thawmonth |
| 3 | Seedtide |
| 4 | Rainmoon |
| 5 | Greenleaf |
| 6 | Highsun |
| 7 | Emberheat |
| 8 | Harvestide |
| 9 | Leaffall |
| 10 | Mistmoon |
| 11 | Darkening |
| 12 | Deepwinter |
Days are numbered 1 to 30 within a month, and years count up from 1.
The moon’s phase
The moon waxes and wanes once a month (see Sun, moon, and sky). The pause menu names its phase in words, under a full moon:
| The pause menu says | In a month |
|---|---|
| a new moon | around the 1st |
| a waxing crescent moon | |
| a waxing half moon | around the 8th |
| a waxing gibbous moon | |
| a full moon | around the 16th |
| a waning gibbous moon | |
| a waning half moon | around the 23rd |
| a waning crescent moon |
If the game world has more than one moon, the pause menu names each moon and its phase instead, for example under Moon full and Ilse waxing crescent.
What takes time
Almost everything you do that changes the world takes game time. Every action has a cost. A normal action, such as waiting, opening a door, or taking a step, takes 6 seconds. Costlier actions take longer, and a step through water takes twice as long as a normal one. Steps on the overworld are journeys of minutes or hours. Creatures that are quicker than you take less time for the same action, so they act more often. See Turns and movement for what each action costs, and Resting for passing a long time at once.
Actions that do not change the world, such as looking around, opening menus, and reading help, take no time. Refused actions, such as walking into a wall, take no time either.
See also: Sun and moon and Weather.
Turns and movement
The game is turn based. You act, and then time passes while the creatures around you act, each at its own pace, until it is your turn again.
What actions cost
What you do decides how long it takes. Every action has a cost. A normal action costs 1000 and takes 6 seconds at a normal pace, which is your pace. An action that costs more takes longer in proportion, and one that costs less is quicker: an action of cost 1400 takes 8.4 seconds.
| Action | Cost | Takes at a normal pace |
|---|---|---|
| A step onto normal ground (other ground: see Terrain) | 1000 | 6 seconds |
| A creature waiting, or a turn of resting | 1000 | 6 seconds |
| Opening a door | 1000 | 6 seconds |
| Closing a door | 1000 | 6 seconds |
| Opening a chest | 1000 | 6 seconds |
| Unlocking a door or chest with a key (on top of opening it) | 1000 | 6 seconds |
| A try at picking a lock (once it gives, opening the door comes on top) | 2000 | 12 seconds |
| Kicking (a door, or a creature) | 1000 | 6 seconds |
Lighting or dousing a lantern ready in the Tool slot (u) | 1000 | 6 seconds |
Lowering a lit lantern’s hood (u) | 500 | 3 seconds |
| Taking stairs, entering a place from the overworld, or walking off an area’s edge | 1000 | 6 seconds |
| Picking up (however many stacks) | 1000 | 6 seconds |
| Dropping (however many stacks) | 1000 | 6 seconds |
| Attacking up close | 1000 | 6 seconds |
| Shooting with a missile weapon | 1000 | 6 seconds |
| Throwing | 1000 | 6 seconds |
| Reloading a crossbow (after every shot, on top of shooting) | 1000 | 6 seconds |
| Casting a spell (creatures) | 1000 | 6 seconds |
| Wielding something, or putting it away: Main hand, off hand | 1000 | 6 seconds |
| Putting something on, or taking it off: Head, neck, cloak, hands, left ring, right ring, extra ring 1, extra ring 2, extra ring 3, feet | 1000 | 6 seconds |
| Putting something on, or taking it off: Body | 3000 | 18 seconds |
| Readying something, or putting it away: Missile weapon, missiles, tool | 1000 | 6 seconds |
| A turn of eating (a meal takes several: see Food and corpses) | 1000 | 6 seconds |
| Reading a scroll | 1000 | 6 seconds |
| A turn of reading a grimoire to learn its spell (a reading takes many, by the spell’s level) | 1000 | 6 seconds |
| A turn of writing a scroll (the wizard’s Scribe: as many as reading its spell’s grimoire) | 1000 | 6 seconds |
| A turn of calling a familiar (the witch’s Call familiar: an hour’s sitting takes many) | 1000 | 6 seconds |
| A turn of digging (digging through a wall takes many) | 1000 | 6 seconds |
| Waiting, which is a turn of searching (searching for a while takes several) | 1000 | 6 seconds |
| A turn of making out a scroll without reading it (a try takes ten minutes) | 1000 | 6 seconds |
| A turn of praying at a forgotten altar (a prayer takes a minute) | 1000 | 6 seconds |
| A turn of drinking at a healing spring (a drink takes ten seconds) | 1000 | 6 seconds |
| A turn of foraging in the wild (a forage takes ten minutes) | 1000 | 6 seconds |
| A turn of gathering herbs from the glowing fungus (a gather takes five minutes) | 1000 | 6 seconds |
| A turn of tempering an item at a forge’s anvil (tempering takes ten minutes) | 1000 | 6 seconds |
| A turn of whittling a wooden item with a knife (whittling takes ten minutes) | 1000 | 6 seconds |
| A turn of making a recipe (the recipe says how long it takes) | 1000 | 6 seconds |
| A turn of salvaging an item for its materials (salvaging takes ten minutes) | 1000 | 6 seconds |
| Trying to disarm a trap (whatever comes of it) | 2000 | 12 seconds |
| Treating yourself with the Heal skill (whatever comes of it) | 2500 | 15 seconds |
| Chatting with someone (asking about a topic takes no time) | 500 | 3 seconds |
| Singing a song (a bard’s inspire) | 500 | 3 seconds |
| Trying to steal from someone, whatever comes of it | 1000 | 6 seconds |
| Feinting at a foe, whatever comes of it | 1000 | 6 seconds |
| One turn of taming a beast (a try takes several) | 1000 | 6 seconds |
| Intimidating a foe, whatever comes of it | 1000 | 6 seconds |
| Throwing your voice | 1000 | 6 seconds |
| Climbing out of the water onto ice (on top of the step onto the ice) | 2000 | 12 seconds |
The balor’s attacks cost 700 each.
The drow blademaster’s attacks cost 600 each.
The marilith’s attacks cost 500 each.
The two-headed troll’s attacks cost 700 each.
Every action takes the same time wherever you are, the overworld included.
Waiting there takes 6 seconds, and so do entering a place with > and walking off the edge of an
outdoor area back to the overworld. Only steps on the overworld are
different: each is a journey (below).
Picking up or dropping takes one action, however many stacks you take. Putting on or taking off
equipment takes its slot’s time for each thing that moves, so a swap takes both
times. Looking at your pack (I) or your equipment (i)
takes no time, and neither does anything that is refused, such as walking into a wall.
The clock counts whole seconds, so an action of 8.4 seconds shows as 8 or 9 seconds on it. A run of actions still adds up to their exact time: five such actions take exactly 42 seconds.
A heavy load slows every action you take, journeys included. Each takes a quarter longer when you are burdened (a normal action takes 7.5 seconds) and half again as long when you are strained (9 seconds). Overloaded, you cannot move at all. See Burden.
Steps
On a dungeon or outdoor level, how long a step takes depends on the terrain you step onto. A normal step takes 6 seconds. Wading through water or pushing through a bush takes twice as long (12 seconds). Moving through reeds, marsh, or rubble takes one and a half times as long (9 seconds). The full table is on the Terrain page.
On the overworld a step is a journey. It takes the time given for the terrain you step onto, from 20 minutes along a road to two and a half hours through a swamp. See The overworld.
You can move in eight directions, diagonals included. You cannot step into a wall or other solid terrain; trying takes no time. Walking into a closed door opens it, at the same cost as opening it. Moving into a creature that is hostile to you attacks it (see Creatures). Moving into any other creature swaps places with it, for your step’s time (“You swap places with the deer.”). If it will not make way, that takes no time (“The sentry doesn’t budge.”); see People and talk.
Running
Running moves you step after step in one direction, so you need not press a key for every step.
Hold Alt (Option on a Mac) and press a movement key (Controls). Each step takes a step’s time, as
if you had walked it, and you can stop only where the run stops.
In the open, you keep going the same way until the next step cannot be made: a wall or other solid terrain, a closed door, a creature, deep water, a trap you know of, or a cell you have never seen.
In a corridor (your first step lands in one), you follow it around its bends. You stop where it branches (a side passage, or a closed door in its wall: a door counts as a way on), where it ends, and where it opens into a room.
A run also stops for everything that stops a rest. A hostile creature that comes within 5 steps in view stops it (“The kobold comes close; you stop running.”), and one farther off does not. So does an attack on you, or a message on the message line, such as finding stairs or something lying where you step.
If your first step is not one a run can take, you take a plain step instead: into a door, it opens the door, and into a hostile creature, it attacks.
Creatures act at their own pace
Every creature has its own pace, its speed (below). The game does not show it. A faster creature takes less time over the same action, so it acts more often; a slower one acts less often. A creature’s actions have costs too: a step, a wait, or an attack takes it as long as the cost and its pace say. A creature’s load slows it as yours slows you.
After your action, the creatures on the level act in the order their turns come up, until it is your turn again:
- A creature as quick as you acts once for each normal action of yours, right after you.
- A quicker creature may act twice or more before your next turn, and a slower one now and then lets one of your turns pass.
- The longer your action takes, the more the creatures do meanwhile. Wading through water takes you twice as long as a normal step, so creatures get about twice as many actions during it.
- When a creature’s turn comes up at the same moment as yours, you go first.
Creatures on other levels do not act at all while you are away. See Creatures.
Speed
Here is the exact rule. Everyone gains their speed in energy every second of game time. An action costs its cost times its base time in seconds (6, or a journey’s time on the overworld). Whoever has paid off their last action acts next. So an action takes cost / 1000 × 1000 / speed × 6 seconds: a normal action takes 6 seconds at speed 1000 and 3 seconds at speed 2000. Leftover energy carries over, so a run of actions takes exactly their total time.
Your speed is the same whatever your race (see the table below). Some things make you quicker:
- Magic boots and cloaks take a share off the cost of your steps, and magic gloves, rings, and weapons off the cost of your attacks (Magic items).
- Your rank in a weapon skill or fighting style takes some off your attacks with it (Weapon skills).
After that, a load multiplies the time of everything you do (see Burden), and so does being bloated (Hunger). Everyone’s speed:
| Who | Speed | A normal action takes |
|---|---|---|
| You, whatever your race | 1000 | 6 seconds |
| Cave bat | 2000 | 3 seconds |
| Quickling | 2000 | 3 seconds |
| Welkin wind | 2000 | 3 seconds |
| Wælcyrge the Chooser | 1900 | 3.2 seconds |
| Elder air elemental | 1850 | 3.2 seconds |
| Greater air elemental | 1700 | 3.5 seconds |
| Hound of the hunt | 1700 | 3.5 seconds |
| Thunderhead | 1700 | 3.5 seconds |
| Dust devil | 1650 | 3.6 seconds |
| Air elemental | 1600 | 3.8 seconds |
| Elder lightning elemental | 1600 | 3.8 seconds |
| Hare | 1600 | 3.8 seconds |
| Nightwing | 1600 | 3.8 seconds |
| Sluagh | 1600 | 3.8 seconds |
| Eldest vampire | 1550 | 3.9 seconds |
| Spark mote | 1550 | 3.9 seconds |
| Elder vampire | 1500 | 4 seconds |
| Greater lightning elemental | 1500 | 4 seconds |
| Invisible stalker | 1500 | 4 seconds |
| Lesser air elemental | 1500 | 4 seconds |
| Wild huntsman | 1500 | 4 seconds |
| Lightning elemental | 1450 | 4.1 seconds |
| Balor | 1400 | 4.3 seconds |
| Banshee | 1400 | 4.3 seconds |
| Barbed devil | 1400 | 4.3 seconds |
| Blink dog | 1400 | 4.3 seconds |
| Chasme | 1400 | 4.3 seconds |
| Church grim | 1400 | 4.3 seconds |
| Cockatrice | 1400 | 4.3 seconds |
| Darkling | 1400 | 4.3 seconds |
| Deathshade | 1400 | 4.3 seconds |
| Dread wraith | 1400 | 4.3 seconds |
| Drow assassin | 1400 | 4.3 seconds |
| Ghost lord | 1400 | 4.3 seconds |
| Ghoul king | 1400 | 4.3 seconds |
| Gibbering shade | 1400 | 4.3 seconds |
| Greater shadow | 1400 | 4.3 seconds |
| Incubus | 1400 | 4.3 seconds |
| Lesser lightning elemental | 1400 | 4.3 seconds |
| Night mare | 1400 | 4.3 seconds |
| Nihtscinna the Hollow | 1400 | 4.3 seconds |
| Nosferatu | 1400 | 4.3 seconds |
| Nymph | 1400 | 4.3 seconds |
| Panther | 1400 | 4.3 seconds |
| Pit fiend | 1400 | 4.3 seconds |
| Pixie | 1400 | 4.3 seconds |
| Rakshasa | 1400 | 4.3 seconds |
| Rust monster | 1400 | 4.3 seconds |
| Shadow | 1400 | 4.3 seconds |
| Spectre | 1400 | 4.3 seconds |
| Succubus | 1400 | 4.3 seconds |
| Ultroloth | 1400 | 4.3 seconds |
| Vampire | 1400 | 4.3 seconds |
| Vampire lord | 1400 | 4.3 seconds |
| Vampire spawn | 1400 | 4.3 seconds |
| Washer at the ford | 1400 | 4.3 seconds |
| White lady | 1400 | 4.3 seconds |
| Will-o’-wisp | 1400 | 4.3 seconds |
| Wraith | 1400 | 4.3 seconds |
| Wraith lord | 1400 | 4.3 seconds |
| Black shuck | 1350 | 4.4 seconds |
| Ghoul lord | 1350 | 4.4 seconds |
| Yeth hound | 1350 | 4.4 seconds |
| Barrow ghoul | 1300 | 4.6 seconds |
| Cat | 1300 | 4.6 seconds |
| Clatter of cutlery | 1300 | 4.6 seconds |
| Deer | 1300 | 4.6 seconds |
| Ember mote | 1300 | 4.6 seconds |
| Lynx | 1300 | 4.6 seconds |
| Polecat | 1300 | 4.6 seconds |
| Raven | 1300 | 4.6 seconds |
| Water mote | 1300 | 4.6 seconds |
| Āttorcoppe the Spinner | 1300 | 4.6 seconds |
| Ankou | 1250 | 4.8 seconds |
| Barghest | 1250 | 4.8 seconds |
| Barrow spider | 1250 | 4.8 seconds |
| Black hound | 1250 | 4.8 seconds |
| Canoloth | 1250 | 4.8 seconds |
| Dire warg | 1250 | 4.8 seconds |
| Drow blademaster | 1250 | 4.8 seconds |
| Drow stalker | 1250 | 4.8 seconds |
| Duergar spider rider | 1250 | 4.8 seconds |
| Fen ghoul | 1250 | 4.8 seconds |
| Forest troll | 1250 | 4.8 seconds |
| Ghast | 1250 | 4.8 seconds |
| Ghost dragon | 1250 | 4.8 seconds |
| Giant frog | 1250 | 4.8 seconds |
| Grave hound | 1250 | 4.8 seconds |
| Headless knight | 1250 | 4.8 seconds |
| Hell hound | 1250 | 4.8 seconds |
| Nightmare | 1250 | 4.8 seconds |
| Poltergeist | 1250 | 4.8 seconds |
| Screaming skull | 1250 | 4.8 seconds |
| Warg | 1250 | 4.8 seconds |
| Wolf | 1250 | 4.8 seconds |
| Animated blade | 1225 | 4.9 seconds |
| Animated broom | 1200 | 5 seconds |
| Balefire | 1200 | 5 seconds |
| Balgura | 1200 | 5 seconds |
| Bone wyvern | 1200 | 5 seconds |
| Cave beetle | 1200 | 5 seconds |
| Deathless king | 1200 | 5 seconds |
| Demilich | 1200 | 5 seconds |
| Fetch | 1200 | 5 seconds |
| Giant centipede | 1200 | 5 seconds |
| Giant rat | 1200 | 5 seconds |
| Hound | 1200 | 5 seconds |
| Orc berserker | 1200 | 5 seconds |
| Quasit | 1200 | 5 seconds |
| Redcap | 1200 | 5 seconds |
| Shopkeeper | 1200 | 5 seconds |
| Skeletal rat | 1200 | 5 seconds |
| Skeletal wolf | 1200 | 5 seconds |
| Boggle | 1150 | 5.2 seconds |
| Brimwolf | 1150 | 5.2 seconds |
| Burning skull | 1150 | 5.2 seconds |
| Deep-gnome trader | 1150 | 5.2 seconds |
| Dread lord | 1150 | 5.2 seconds |
| Gnægan the Rat King | 1150 | 5.2 seconds |
| Hand of glory | 1150 | 5.2 seconds |
| Imp | 1150 | 5.2 seconds |
| Knocker | 1150 | 5.2 seconds |
| Mummy king | 1150 | 5.2 seconds |
| Animated ladle | 1100 | 5.5 seconds |
| Arcanaloth | 1100 | 5.5 seconds |
| Ash wraith | 1100 | 5.5 seconds |
| Barrow king | 1100 | 5.5 seconds |
| Bheur hag | 1100 | 5.5 seconds |
| Boar | 1100 | 5.5 seconds |
| Cambion | 1100 | 5.5 seconds |
| Chain devil | 1100 | 5.5 seconds |
| Charnel titan | 1100 | 5.5 seconds |
| Corpse candle | 1100 | 5.5 seconds |
| Crawling hand | 1100 | 5.5 seconds |
| Death knight | 1100 | 5.5 seconds |
| Dread wyrm | 1100 | 5.5 seconds |
| Drow archmage | 1100 | 5.5 seconds |
| Drow high priestess | 1100 | 5.5 seconds |
| Drow matron | 1100 | 5.5 seconds |
| Duergar trader | 1100 | 5.5 seconds |
| Elder fire elemental | 1100 | 5.5 seconds |
| Elder water elemental | 1100 | 5.5 seconds |
| Fire salamander | 1100 | 5.5 seconds |
| Frost mote | 1100 | 5.5 seconds |
| Great boar | 1100 | 5.5 seconds |
| Grundwyrgen the Mere-Wife | 1100 | 5.5 seconds |
| Ice devil | 1100 | 5.5 seconds |
| Large spider | 1100 | 5.5 seconds |
| Lich-drake | 1100 | 5.5 seconds |
| Līgetdrȳ the Storm-Wright | 1100 | 5.5 seconds |
| Marilith | 1100 | 5.5 seconds |
| Mother Sallow | 1100 | 5.5 seconds |
| Nīðdraca the Hate-Wyrm | 1100 | 5.5 seconds |
| Orc raider | 1100 | 5.5 seconds |
| Sprite | 1100 | 5.5 seconds |
| Vrock | 1100 | 5.5 seconds |
| Bone devil | 1050 | 5.7 seconds |
| Bone dragon | 1050 | 5.7 seconds |
| Cultist | 1050 | 5.7 seconds |
| Drow arbalester | 1050 | 5.7 seconds |
| Drow captain | 1050 | 5.7 seconds |
| Elder troll | 1050 | 5.7 seconds |
| Erinyes | 1050 | 5.7 seconds |
| Fire elemental | 1050 | 5.7 seconds |
| Fire troll | 1050 | 5.7 seconds |
| Footpad | 1050 | 5.7 seconds |
| Giant jarl | 1050 | 5.7 seconds |
| Glabrezu | 1050 | 5.7 seconds |
| Goblin | 1050 | 5.7 seconds |
| Goblin firebomber | 1050 | 5.7 seconds |
| Greater fire elemental | 1050 | 5.7 seconds |
| Hobgoblin warlord | 1050 | 5.7 seconds |
| Horned devil | 1050 | 5.7 seconds |
| Mummy lord | 1050 | 5.7 seconds |
| Nalfeshnee | 1050 | 5.7 seconds |
| Night hag | 1050 | 5.7 seconds |
| Nightganger | 1050 | 5.7 seconds |
| Storm giant | 1050 | 5.7 seconds |
| Troll chieftain | 1050 | 5.7 seconds |
| Warden of the gate | 1050 | 5.7 seconds |
| Wēalāf the Unburied | 1050 | 5.7 seconds |
| Abyssal gate | 1000 | 6 seconds |
| Animated bellows | 1000 | 6 seconds |
| Animated book | 1000 | 6 seconds |
| Animated lantern | 1000 | 6 seconds |
| Animated panoply | 1000 | 6 seconds |
| Animated rug | 1000 | 6 seconds |
| Animated warming pan | 1000 | 6 seconds |
| Annis hag | 1000 | 6 seconds |
| Arch-gate | 1000 | 6 seconds |
| Barrow wight | 1000 | 6 seconds |
| Bear | 1000 | 6 seconds |
| Bearded devil | 1000 | 6 seconds |
| Black gate | 1000 | 6 seconds |
| Black Wystan | 1000 | 6 seconds |
| Bodach | 1000 | 6 seconds |
| Bog hag | 1000 | 6 seconds |
| Bone colossus | 1000 | 6 seconds |
| Bone drake | 1000 | 6 seconds |
| Brother Osrick | 1000 | 6 seconds |
| Business partner | 1000 | 6 seconds |
| Cave lizard | 1000 | 6 seconds |
| Chambermaid | 1000 | 6 seconds |
| Chicken | 1000 | 6 seconds |
| Cinder elemental | 1000 | 6 seconds |
| Cloud giant | 1000 | 6 seconds |
| Cottar | 1000 | 6 seconds |
| Crocodile | 1000 | 6 seconds |
| Cult chymist | 1000 | 6 seconds |
| Cult priest | 1000 | 6 seconds |
| Dark wizard | 1000 | 6 seconds |
| Deep gnome | 1000 | 6 seconds |
| Deep-gnome binder | 1000 | 6 seconds |
| Deep-gnome headman | 1000 | 6 seconds |
| Deep-gnome jeweller | 1000 | 6 seconds |
| Deep-gnome priest | 1000 | 6 seconds |
| Dire gate | 1000 | 6 seconds |
| Draugr lord | 1000 | 6 seconds |
| Drow crossbowman | 1000 | 6 seconds |
| Drow mage | 1000 | 6 seconds |
| Drow priestess | 1000 | 6 seconds |
| Drow warrior | 1000 | 6 seconds |
| Dryad | 1000 | 6 seconds |
| Duergar crossbowman | 1000 | 6 seconds |
| Duergar king | 1000 | 6 seconds |
| Duergar mindbreaker | 1000 | 6 seconds |
| Duergar miner | 1000 | 6 seconds |
| Duergar priest | 1000 | 6 seconds |
| Duergar skeleton | 1000 | 6 seconds |
| Duergar slinger | 1000 | 6 seconds |
| Duergar smith | 1000 | 6 seconds |
| Duergar thane | 1000 | 6 seconds |
| Duergar veteran | 1000 | 6 seconds |
| Duergar warrior | 1000 | 6 seconds |
| Dwarven miser | 1000 | 6 seconds |
| Ember beetle | 1000 | 6 seconds |
| Fire drake | 1000 | 6 seconds |
| Fire giant | 1000 | 6 seconds |
| Footpad archer | 1000 | 6 seconds |
| Frost giant | 1000 | 6 seconds |
| Gallows dead | 1000 | 6 seconds |
| Gate of gloom | 1000 | 6 seconds |
| Ghost | 1000 | 6 seconds |
| Giant shaman | 1000 | 6 seconds |
| Goblin archer | 1000 | 6 seconds |
| Goblin chief | 1000 | 6 seconds |
| Goblin wizard | 1000 | 6 seconds |
| Grave knight | 1000 | 6 seconds |
| Greater water elemental | 1000 | 6 seconds |
| Green hag | 1000 | 6 seconds |
| Guildmaster | 1000 | 6 seconds |
| Hellmouth | 1000 | 6 seconds |
| Hobgoblin | 1000 | 6 seconds |
| Hobgoblin archer | 1000 | 6 seconds |
| Hobgoblin captain | 1000 | 6 seconds |
| Hobgoblin legionnaire | 1000 | 6 seconds |
| Hobgoblin sergeant | 1000 | 6 seconds |
| Hobgoblin warcaster | 1000 | 6 seconds |
| Hrīmwyrm the White | 1000 | 6 seconds |
| Innkeeper | 1000 | 6 seconds |
| Iron gate | 1000 | 6 seconds |
| Kobold archer | 1000 | 6 seconds |
| Korred | 1000 | 6 seconds |
| Lesser fire elemental | 1000 | 6 seconds |
| Lesser water elemental | 1000 | 6 seconds |
| Lords’ gate | 1000 | 6 seconds |
| Marsh troll | 1000 | 6 seconds |
| Meenlock | 1000 | 6 seconds |
| Mezzoloth | 1000 | 6 seconds |
| Mine factor | 1000 | 6 seconds |
| Mummy priest | 1000 | 6 seconds |
| Necromancer | 1000 | 6 seconds |
| Nycaloth | 1000 | 6 seconds |
| Ogre mage | 1000 | 6 seconds |
| Orc archer | 1000 | 6 seconds |
| Orc bowman | 1000 | 6 seconds |
| Orc high shaman | 1000 | 6 seconds |
| Orc runt | 1000 | 6 seconds |
| Orc shaman | 1000 | 6 seconds |
| Orc veteran | 1000 | 6 seconds |
| Orc war chief | 1000 | 6 seconds |
| Orc warlord | 1000 | 6 seconds |
| Orc warrior | 1000 | 6 seconds |
| Pale drinker | 1000 | 6 seconds |
| Patron | 1000 | 6 seconds |
| Pedlar | 1000 | 6 seconds |
| Reeve | 1000 | 6 seconds |
| Revenant | 1000 | 6 seconds |
| Rift | 1000 | 6 seconds |
| Rimethurse | 1000 | 6 seconds |
| Satyr | 1000 | 6 seconds |
| Sergeant Herrick | 1000 | 6 seconds |
| Servant | 1000 | 6 seconds |
| Sexton | 1000 | 6 seconds |
| Sister | 1000 | 6 seconds |
| Skeleton | 1000 | 6 seconds |
| Skeleton archer | 1000 | 6 seconds |
| Skeleton warrior | 1000 | 6 seconds |
| Squire | 1000 | 6 seconds |
| Stone haunt | 1000 | 6 seconds |
| Stone mote | 1000 | 6 seconds |
| Strange spirit | 1000 | 6 seconds |
| Stānēoten the Hurler | 1000 | 6 seconds |
| Training dummy | 1000 | 6 seconds |
| Troll | 1000 | 6 seconds |
| Troll shaman | 1000 | 6 seconds |
| Two-headed troll | 1000 | 6 seconds |
| Villager | 1000 | 6 seconds |
| Water elemental | 1000 | 6 seconds |
| Wight lord | 1000 | 6 seconds |
| Wise-woman | 1000 | 6 seconds |
| Draugr | 950 | 6.3 seconds |
| Duergar hulk | 950 | 6.3 seconds |
| Elder ice elemental | 950 | 6.3 seconds |
| Hill giant | 950 | 6.3 seconds |
| Hill troll | 950 | 6.3 seconds |
| Ice troll | 950 | 6.3 seconds |
| Stone giant | 950 | 6.3 seconds |
| Animated armour | 936 | 6.4 seconds |
| Animated bucket | 900 | 6.7 seconds |
| Animated candlestick | 900 | 6.7 seconds |
| Animated chair | 900 | 6.7 seconds |
| Animated kettle | 900 | 6.7 seconds |
| Animated stool | 900 | 6.7 seconds |
| Animated teapot | 900 | 6.7 seconds |
| Badger | 900 | 6.7 seconds |
| Dretch | 900 | 6.7 seconds |
| Greater ice elemental | 900 | 6.7 seconds |
| Hoarstone | 900 | 6.7 seconds |
| Kobold | 900 | 6.7 seconds |
| Kobold alchemist | 900 | 6.7 seconds |
| Rotting dragon | 900 | 6.7 seconds |
| Stone troll | 900 | 6.7 seconds |
| Toad | 900 | 6.7 seconds |
| Crystal guardian | 850 | 7.1 seconds |
| Ice elemental | 850 | 7.1 seconds |
| Lesser ice elemental | 850 | 7.1 seconds |
| Ogre mauler | 850 | 7.1 seconds |
| Animated coat stand | 800 | 7.5 seconds |
| Animated cooking pot | 800 | 7.5 seconds |
| Bog body | 800 | 7.5 seconds |
| Charred dead | 800 | 7.5 seconds |
| Drowned | 800 | 7.5 seconds |
| Drowned king | 800 | 7.5 seconds |
| Earth elemental | 800 | 7.5 seconds |
| Elder earth elemental | 800 | 7.5 seconds |
| Giant leech | 800 | 7.5 seconds |
| Grave worm | 800 | 7.5 seconds |
| Greater earth elemental | 800 | 7.5 seconds |
| Hydra head | 800 | 7.5 seconds |
| Kobold shaman | 800 | 7.5 seconds |
| Kobold zombie | 800 | 7.5 seconds |
| Lemure | 800 | 7.5 seconds |
| Lesser earth elemental | 800 | 7.5 seconds |
| Magma crawler | 800 | 7.5 seconds |
| Mimicling | 800 | 7.5 seconds |
| Mud golem | 800 | 7.5 seconds |
| Mummy | 800 | 7.5 seconds |
| Ogre | 800 | 7.5 seconds |
| Ogre zombie | 800 | 7.5 seconds |
| Rotting drake | 800 | 7.5 seconds |
| Rotting troll | 800 | 7.5 seconds |
| Zombie | 800 | 7.5 seconds |
| Archlich | 700 | 8.6 seconds |
| Black pudding | 700 | 8.6 seconds |
| Charnel heap | 700 | 8.6 seconds |
| Gorgon | 700 | 8.6 seconds |
| Hezrou | 700 | 8.6 seconds |
| Hydra | 700 | 8.6 seconds |
| Lich | 700 | 8.6 seconds |
| Nightworm | 700 | 8.6 seconds |
| Sea hag | 700 | 8.6 seconds |
| Wormhost | 700 | 8.6 seconds |
| Wormlord | 700 | 8.6 seconds |
| Basilisk | 600 | 10 seconds |
See also: Time and the calendar, Terrain, and How creatures behave.
Light
Light decides what you can see in the dark places of the world. It is part of the rules, not just decoration.
What light is
Every cell has a light level with four channels: red, green, blue, and ultraviolet (UV). For each channel, 255 means fully lit: a surface then shows its true color. More than 255 is overbright, and the surface brightens a little further. Colored light is real: a red crystal lights its surroundings red, and a surface lit only by red light shows only red.
A cell’s light is the sum of:
- the level’s ambient light (zero in most dungeons, so they are dark),
- sunlight, moonlight, and sky light under the open sky, dimmed by clouds (see Sun, moon, and sky and Weather),
- every light source that reaches the cell, and
- a little bounced light.
A special room can change that. A shadowed room drains all of it, and a sanctuary adds a faint warm glow of its own.
Light sources
Light comes from wall torches, braziers, lamps, magical crystals, glowing fungus, runes, lava, the altar, creatures that carry a torch, your own lantern, and the faint light of a spell circle around anyone with a buff or a hex on them. Each source has a color (its red, green, blue, and UV at the source), a brightness there (as normal eyes see it; see vision), and a reach in cells:
| Light | Reaches | Kind | Colour (red, green, blue, UV) | Brightness |
|---|---|---|---|---|
| Torch carried by a balor or a burning skull or a kobold or a nightmare | 6 cells | visible | 300, 180, 90, 0 | 198 |
| Wall torch | 7 cells | visible | 280, 170, 90, 0 | 187 |
| Brazier | 8 cells | visible | 360, 210, 100, 0 | 233 |
| Lamp | 6 cells | visible | 230, 200, 150, 0 | 202 |
| Candlestick | 4 cells | visible | 250, 195, 120, 0 | 201 |
| Arrow fire | 5 cells | visible | 260, 145, 60, 0 | 162 |
| Your lantern | 5 cells | visible | 250, 215, 160, 0 | 218 |
| Your lantern (Kindled, Lamplighter) | 6 cells | visible | 265, 228, 170, 0 | 231 |
| Lantern hooded carried by an animated lantern | 2 cells | visible | 125, 108, 80, 0 | 109 |
| Altar | 5 cells | visible | 220, 180, 90, 0 | 181 |
| Altar good | 4 cells | visible | 240, 190, 80, 0 | 192 |
| Forgotten altar | 4 cells | visible | 180, 180, 190, 0 | 180 |
| Altar evil | 4 cells | visible | 240, 50, 40, 0 | 89 |
| Light crystal (red) | 7 cells | visible | 340, 50, 40, 0 | 110 |
| Light crystal (green) | 7 cells | visible | 60, 300, 80, 0 | 233 |
| Light crystal (blue) | 7 cells | visible | 60, 110, 380, 0 | 119 |
| Light crystal (amber) | 7 cells | visible | 320, 220, 40, 0 | 227 |
| Crystal portal | 5 cells | visible | 180, 110, 320, 0 | 140 |
| Wisp carried by a corpse candle or a will-o’-wisp | 3 cells | visible | 110, 190, 170, 0 | 171 |
| Storm carried by an elder lightning elemental or a greater lightning elemental or a lesser lightning elemental or a lightning elemental or a thunderhead | 4 cells | visible | 150, 170, 360, 0 | 179 |
| Glowing fungus | 3 cells | visible | 0, 24, 13, 0 | 18 |
| Faint rune | 4 cells | UV only: invisible without UV sight | 0, 0, 0, 180 | 0 |
| Lava | 4 cells | visible | 300, 110, 30, 0 | 144 |
| Ember carried by a fire troll or a hand of glory | 1 cell | visible | 180, 110, 50, 0 | 120 |
| Ember full carried by an ember mote | 2 cells | visible | 200, 125, 60, 0 | 135 |
| Ember glow | 2 cells | visible | 170, 60, 35, 0 | 81 |
| Faintly glowing magic item (Radiant, of Light) | 2 cells | visible | 70, 80, 105, 0 | 79 |
| You, while Branded | 3 cells | visible | 95, 105, 140, 0 | 105 |
| Brightly glowing magic item (Radiant, of Light) | 4 cells | visible | 125, 135, 175, 0 | 135 |
| You, while Lit | 6 cells | visible | 235, 235, 250, 0 | 236 |
| Spell circle, evocation (anyone stunned) | 1 cell | visible and UV | 70, 38, 16, 90 | 43 |
| Spell circle, necromancy (anyone weakened) | 1 cell | visible and UV | 48, 36, 64, 90 | 40 |
| Spell circle, abjuration (anyone blessed, glamoured, silenced) | 1 cell | visible and UV | 32, 48, 68, 90 | 46 |
| Spell circle, restoration (anyone renewing) | 1 cell | visible and UV | 66, 52, 20, 90 | 52 |
| Spell circle, transmutation (anyone hasted, barkskin, water-borne, cat-eyed, sluggish, webbed) | 1 cell | visible and UV | 30, 56, 30, 90 | 48 |
| Spell circle, enchantment (anyone bound, hexed, drowsy, pinned, frightened, transfixed) | 1 cell | visible and UV | 62, 34, 54, 90 | 41 |
| Spell circle, divination (anyone quick-sensed, seeing) | 1 cell | visible and UV | 46, 46, 54, 90 | 46 |
Light is strongest at the source and fades smoothly to nothing at the edge of its reach. Walls, closed doors, and anything else that blocks sight, such as trees and boulders, stop light. A light source in a cell that blocks sight, such as one on a closed door, gives no light at all.
Shadows come from the same rule. A pillar or a wall casts a shadow behind it, away from the light, and the cells there get none of that light.
Bounce
Surfaces reflect a little light. Lit floor and walls glow faintly into the cells next to them, in a tint that depends on the surface: a grassy meadow bounces green-yellow, water bounces blue. Bounce never crosses a wall, reaches only three cells from the surface, and is never more than about an eighth of the direct light.
Walls
A source lights a wall the way it would light a floor cell at the same distance, but only where you can see a face of the wall that the source lights. So light never seems to leak through walls.
What is only for show
Some effects look like light but never change what you can see:
- Flicker. Torches and fires flicker and drift in color, and lamps burn more calmly. Magical light (crystals, runes, fungus) holds perfectly steady. Flicker can be switched off in the settings.
- Creature shadows. Creatures, you included, cast soft shadows. They are only drawn: a creature cannot hide in another creature’s shadow, and nobody sees you any less for standing in one.
- Glow and particles. Sparks over a brazier or the glow of a rune are decoration.
- Falling rain. The drops are decoration; the clouds that dim the light are not (see Weather).
Each of these except creature shadows has its own switch in the settings, and reduced effects turns them all off. Creature shadows are always drawn.
See also: Sight and memory, Vision types, and Your lantern.
Sight and memory
Line of sight
You see in straight lines, and line of sight works both ways: if you have a clear line to a cell, anything standing there has a clear line to you. Walls and closed doors block sight; open doors and most floor do not. Some other terrain blocks sight too, such as trees, boulders, and crags (see Terrain).
The farthest you can see is 40 cells. The edge of any radius is slightly rounded: a cell counts as
within radius r when its squared distance is at most r² + r.
When you see a cell
A cell is visible when it is in line of sight, within 40 cells, and one of these is true:
- it is lit brightly enough for your eyes (your vision type sets how bright), or
- it is close enough to be seen with darkvision.
The cell you stand on is always visible.
You see a creature when you see its cell. So a creature in the dark is hidden from you unless it is within your darkvision, and a creature carrying a light shows up. You may still hear one you cannot see (see Hearing). Objects lying on a cell are seen the same way as creatures (see Objects and your pack).
Creatures see by these same rules, each with its own eyes. Standing in the dark hides you from a creature that cannot see in the dark. A lit lantern shows you to any creature that has a clear line to you and is near enough. See Creatures.
If you see floor through a narrow gap, you also see the walls around that floor, so a lit passage never appears without its walls. Such walls show only the terrain itself: no creatures or objects, and nothing beyond them. In total darkness this does not apply to your own cell, so you see only yourself.
Memory
The game remembers the terrain you have seen on each level, as you last saw it, and the piles of objects lying on it. Remembered cells are drawn dim and washed out. A door you saw open is remembered open until you see it closed. A pile is remembered as it lay when you last saw it, even if it changed since, and forgotten once you see it gone.
Memory holds terrain and objects only. You never remember creatures, effects, or the light that
was there. When you look away, a creature you saw drops off the map, and remembered cells lose
their light: they are simply dimmed. The faint ◌ markers of sounds you heard last only
until your next turn.
The overworld is different
On the overworld sight follows the time of day, the moon, and the weather, not light. See The overworld.
See also: Vision types, Hearing, and How creatures behave.
Vision types
What you see depends on your eyes. Each vision type has three properties:
- how much light a cell needs before you can see it (a threshold; full light is 100%);
- a darkvision radius: cells this close are visible however dark they are;
- whether you see UV light.
The brightness of a cell is the weighted brightness of its red, green, and blue light (green counts most, blue least). For eyes that see UV, UV light adds to it. For other eyes UV does not exist at all: they do not see it, and it does not light anything for them.
| Vision | Needs a cell lit to at least | Sees in the dark within | Sees UV light |
|---|---|---|---|
| Normal | 40 of 255 (15.7% of full light) | - | no |
| Low-light | 12 of 255 (4.7% of full light) | - | no |
| Darkvision | 40 of 255 (15.7% of full light) | 5 cells | no |
| UV sight | 40 of 255 (15.7% of full light) | - | yes |
The four types
- Normal eyes need real light. Where there is none, you see nothing but yourself. A full moon high in the sky is just enough to make out open ground.
- Low-light eyes need only about a third as much light as normal eyes, so they can see by the faint glow of fungus where normal eyes cannot, and by a half moon.
- Darkvision needs the same light as normal eyes, but also sees everything within its radius, lit or not. Cells seen only that way are drawn as a faint monochrome glow that fades out toward the edge of the radius. The darker and farther a cell is, the less color it keeps.
- UV sight needs the same light as normal eyes, and adds UV light: a UV-only source, such as a faint rune, is invisible to everyone else but lights the way for you. UV light is drawn as a violet tint, and only if you see UV.
Your vision type comes from your race: the table on Races lists each race’s eyes. Talents of the Shadow tree change them:
- Night eyes (normal eyes) halves the light a cell needs.
- Dark adaptation (darkvision or low-light) adds 2 cells of darkvision. Darkvision reaches 2 cells farther, and low-light eyes see 2 cells around them however dark it is.
- Blood scent (darkvision) sees a bleeding creature in your line of sight within 9 cells, however dark it is.
Your eyes keep their type’s name; the talents only change what it does.
Drow eyes are also light-blind. In strong light you are dazzled and see nothing farther than ten cells, whatever your vision type (see Races). Strong light means a perceived brightness of 250 or more on your own cell: the sun well up under a clear sky, or a bright fire close by.
A developer key (F3) cycles through the types for trying them
out.
Creatures have eyes of these types too, and see by the same rules (see Creatures). The game does not tell you which eyes a creature has.
See also: Light, Sight and memory, and Your lantern.
Hearing
You hear things you cannot see: footsteps in the dark, a door closing behind a wall. The creatures around you hear too.
What makes noise
- Footsteps. Every step makes noise, yours and the creatures’. Some creatures are heavier on their feet than others, and some, such as bats, which fly, make no sound at all. A heavy load makes steps louder: a quarter louder when burdened, half again as loud when strained (see Burden).
- Doors. Opening a door makes noise, and closing one is louder still. Kicking a door is louder than either. The bang comes from the door itself and is heard on both sides, whether the door holds or breaks (see Doors).
- Stealth. The stealth skill makes your footsteps and the doors you open and close quieter, the more the higher it is. Your attacks are as loud as ever.
- Fighting. Attacks are noisy. You may hear fighting, a bowstring, or chanting (a spell) where you cannot see it. A throw sounds like fighting, but quieter. See Creatures.
- Digging. Digging into a wall is loud, louder than fighting (see Digging and walls).
- Traps. Some traps are loud when they go off. An alarm’s bell carries farther than anything. A fireball explodes, lightning cracks like thunder, and an arrow trap twangs like a bowstring (“You hear an explosion to the west.”). See Traps.
- Flasks. A thrown potion shatters with a crash of glass where it breaks, as loud as a throw.
- Voices. People muttering to themselves can be heard a few cells away. If you hear one you cannot see, you hear a voice, and its words unless it was faint: “You hear a voice to the north: “Weeds. Always the weeds.”“ See People and talk.
- Songs. A bard’s song (inspire, the lullaby) is sung aloud, a voice louder than muttering, heard where the bard stands. Creatures that hear it and cannot see the singer come to look. Stealth does not quiet it.
- A cackle. A witch’s cackle is a voice louder than muttering (60), heard where she stands. Those who hear it come to look. Stealth does not quiet it either.
How loud a step is also depends on what you step onto. Wading through water splashes, and crashing through bushes or over loose rubble is loud. Grass, flowers, the forest floor, a dirt road, and dust soften your steps. Steps on anything not listed here, such as stone floor, flagstones, and stairs, sound normal (100%). A step’s loudness is the walker’s footsteps times the terrain’s share, rounded down:
| Footsteps | Terrain |
|---|---|
| Very loud, 200% | Still water, running water, shallow water |
| Loud, 150% | Marsh, bush, rubble |
| Loud, 130% | Reeds |
| Loud, 120% | Gazebo floor, dry grass, plank floor |
| Loud, 110% | Cracked floor, rocky ground, tall grass |
| Quiet, 90% | Dirt road |
| Quiet, 80% | Old web, forest floor |
| Quiet, 70% | Dusty floor, grass, wildflowers, buttercups, bluebells |
Where a noise is made matters too. Everything is twice as loud in an echoing hall, and much quieter in a hushed chamber (see Special rooms).
The overworld is silent: its steps are journeys, not footsteps.
How loud
The game only ever tells you that a sound is faint, clear, or loud. Behind that, every noise has a loudness where it is made. The table says how far you hear each one in the open, with the hearing you start with; the listen skill makes your hearing keener.
A load makes your footsteps louder (above, and Burden), stealth takes its share off your steps and doors, and a special room multiplies everything made in it. Creatures’ footsteps and hearing are on Creatures in numbers.
| Noise | Heard as | Loudness where it is made | You hear it up to (hearing 10) |
|---|---|---|---|
| Your step onto normal ground | footsteps | 60 | 5 cells (3 diagonally) |
| Opening a closed door | a door open | 60 | 5 cells (3 diagonally) |
| Closing an open door | a door close | 70 | 6 cells (4 diagonally) |
| Opening a closed gate | a door open | 30 | 2 cells (1 diagonally) |
| Closing an open gate | a door close | 30 | 2 cells (1 diagonally) |
| Closing a chest | a door close | 20 | 1 cell (0 diagonally) |
| Kicking a door | banging | 100 | 9 cells (6 diagonally) |
| A blow up close | fighting | 60 | 5 cells (3 diagonally) |
| A shot | a bowstring | 40 | 3 cells (2 diagonally) |
| A throw | fighting | 30 | 2 cells (1 diagonally) |
| A spell | chanting | 50 | 4 cells (2 diagonally) |
| A dragon’s breath | a roar | 150 | 14 cells (10 diagonally) |
| A turn of digging | digging | 80 | 7 cells (5 diagonally) |
| Muttering | a voice | 50 | 4 cells (2 diagonally) |
| A song (a bard’s inspire) | a voice | 80 | 7 cells (5 diagonally) |
| An arrow trap going off | a bowstring | 40 | 3 cells (2 diagonally) |
| A fireball trap going off | an explosion | 150 | 14 cells (10 diagonally) |
| A lightning trap going off | a thunderclap | 120 | 11 cells (7 diagonally) |
| An alarm trap going off | a bell ring | 300 | 29 cells (20 diagonally) |
| A tripwire going off | a bowstring | 40 | 3 cells (2 diagonally) |
How sound travels
A sound spreads out from where it was made and grows fainter with every cell it travels. It goes around corners through open space, but never through walls or solid rock. A closed door muffles it heavily, so through a closed door you only hear what happens close behind it. An open door lets sound through freely.
Sound takes the easiest way, so a noise behind a long wall may still reach you around its end. The exact numbers:
- A sound loses 10 loudness for every cell it travels straight and 14 for every diagonal one, more where something muffles it (below), and nothing carries farther than 30 cells.
- Whoever it reaches at their hearing or louder hears it: the lower your hearing, the fainter the sounds you hear.
- You hear a sound that reaches you at 30 or more above your hearing as loud, placed where it was made; at 10 or more above it as clear, placed up to a cell off; otherwise faintly, placed up to two cells off.
- A sound is no news, and gets no message, if you heard the same kind of sound near the same place within the last 10 turns.
What muffles sound:
| Terrain | Muffles by | As much as |
|---|---|---|
| Closed door | 30 | 3 more cells |
What you hear
You only notice sounds whose source you cannot see. If you see the creature walking, you see what happens, and there is nothing more to hear. So hearing tells you about creatures in the dark, around corners, and behind doors.
A sound you hear shows on the map as a faint dotted ring, ◌, until your next turn:
- It marks roughly where the sound came from, not exactly. A loud sound is placed where it was made; a clear one up to a cell off; a faint one up to two cells off. A marker is never put on a cell you can see.
- Fainter sounds have fainter markers.
- It never tells you what made the sound.
- With glyph animation on, a ring ripples out of the marker when you hear it. With reduced effects the marker is simply still; it never disappears, because it is information.
Look mode (l) describes a marker: “You hear footsteps here.”, “You faintly hear
footsteps here.”, or “You hear footsteps here, where you remember a stone floor.”
Messages
New sounds are written to the message line, with the direction they came from:
You hear footsteps to the north-east.
You faintly hear a door close to the west.
Only news gets a message. A sound is not news if you heard the same kind of sound near the same place within the last 10 turns, allowing for whatever made it to have moved a couple of cells each turn. So a creature walking back and forth behind a door is reported once each time it comes back into earshot, not on every step.
Listening at a door
Anyone trained in Listen can stop at a closed door next to them and listen. Choose Listen at a door in the abilities menu, then a direction. It takes a turn, as waiting does.
For that turn, a sound that reaches you through that door counts as louder. Your hearing threshold for it is lower by what Listen gives (one for every 10 points), and by 2 more. Every sound you hear that turn is told, new or not, with its marker on the map as usual. If there is none, you are told you hear nothing beyond the door. Listening always earns a training mark in Listen, whatever you hear.
Resting
A message stops a rest, so a new sound wakes you. A sound you already know about, such as footsteps you have been hearing for a few turns, does not.
Creatures hear you
Your footsteps, the doors you open and close, and your attacks reach the creatures around you by the same rules. The listen skill lets you, or a creature, hear fainter sounds. A creature with enemies that hears something it cannot see goes to have a look. Walk softly, and mind the doors. See Creatures.
Throwing your voice
You can make a voice sound somewhere else. Throw your voice in the abilities
menu (a) aims a cursor, as a shot does. The place must be one
you see, not a wall, and at most 6 cells away (the same disc as missile ranges).
The voice is made there, as loud as someone muttering to themselves (loudness 50; a sound loses 10 a cell, 14 diagonally). It spreads from there by the rules above, and nothing is heard where you stand. Every creature it reaches hears it. One with enemies that cannot see that spot goes to have a look, as at any noise, so throw it past a corner to draw a guard away from where you want to go. One that can see the spot sees nothing there and stays.
You made the voice, so you do not hear it, but the map marks where it sounded with the same dotted ring until your next turn. It takes a normal action (6 seconds at a normal pace). It is refused, taking no time, on yourself, out of reach, at a place you do not see, and on the overworld, which is silent.
See also: What skills give, How creatures behave, and Sight and memory.
Sun, moon, and sky
Which places have a sky
Outdoor areas and the overworld lie under the open sky. They are lit by the sun and the sky by day, and by the moon at night. Dungeons never are. Terrain with a roof, such as the floor under a gazebo, never gets sun, moon, or sky light, even on an outdoor level.
Everything on this page is for a clear sky. Clouds dim the sun, the sky, and the moon, and soften their shadows; see Weather.
The sun’s path
The sun follows the same path every day. It rises at dawn (06:00) due east, which is the right side of the map. It climbs to its highest point at noon, due south (the bottom of the map), where it stands 60 degrees above the horizon, and sets at dusk (18:00) in the west (the left of the map). Days are always 12 hours of sun, since there are no seasons yet.
Its light changes with its height:
- Just after sunrise it is dim and deep orange. It turns orange, then warm gold, then warm white as it climbs, and from 40 degrees up it is a bright neutral white.
- The evening runs the same way in reverse.
Sky light
By day every cell under the sky also gets a dim, bluish sky light, whether it is in the sun or in shadow. It is what keeps the shade from being black. Sky light is dimmer and more violet while the sun is low.
Around dawn and dusk there is a short twilight glow, from about 23 minutes before dawn until dawn and from dusk until about 23 minutes after.
Shadows
Terrain stands a number of cells tall (see the height column in the terrain table): trees 2, pines 3, standing stones 3, bushes and reeds 1, and walls 1. Anything tall casts a shadow away from the sun. Cells in a shadow get no direct sunlight, only sky light. Shadows are long when the sun is low, at dawn and dusk, and short at noon, when a tree’s shadow falls just a cell or so from it. Shadows turn as the sun moves.
Creatures cast soft shadows too, but those are only for show and do not change what you can see.
Night and the moon
At night there is neither sun nor sky light. What light there is comes from the moon.
Phases
The moon waxes and wanes once a month: its cycle from new moon to new moon is 30 days, the length of a month, so its phases fall on the same days every month.
- New moon on the 1st: the moon is dark and gives no light at all.
- It waxes through the first half of the month. Around the 8th it is half lit (the first quarter).
- Full moon on the night from the 15th to the 16th: the whole moon is lit.
- It wanes through the second half, half lit again around the 23rd (the last quarter).
The pause menu tells the phase; see Time and the calendar.
| Moon | From new moon to new moon | Size | Light when full and high | First new moon |
|---|---|---|---|---|
| Moon | 30 days | standard | about 17% of full light | 1 Frostmere, Year 1 |
The moon’s path
The moon crosses the sky along the same path as the sun, east to south to west, but it lags behind the sun by its phase:
- A new moon rises and sets with the sun, so it is never in the night sky.
- A first-quarter moon rises around noon, stands high at dusk, and sets around midnight.
- A full moon rises at dusk, stands high in the south at midnight, and sets at dawn.
- A last-quarter moon rises around midnight and stands high at dawn.
So the moon rises about 50 minutes later every day.
Moonlight
Moonlight is faint and slightly purple. It is brightest when the moon is full and high in the sky. It is weaker when only part of the moon is lit, and faint just after the moon rises and just before it sets. By day there is none: the sun drowns it out. So moonlight grows as the evening twilight fades, and fades away in the morning twilight. Besides its direct light, the moon gives a very faint glow from the whole sky, on every cell under the sky.
Tall things cast moon shadows away from the moon, just as they cast shadows from the sun: long while the moon is low, short when it is high. In a moon shadow there is only the faint glow of the sky.
What you can see by moonlight depends on your eyes:
- Normal eyes can just make out open ground, dimly, under a full or nearly full moon high in the sky, but nothing in its shadows. Under a half moon, a low moon, or a new moon they see nothing without a light.
- Low-light eyes see by a half moon too, and under a full moon some of the shade as well.
- Darkvision sees what normal eyes see, and everything within its radius as always.
Clouds hide the moon too: under an overcast or rainy sky even a full moon is too faint for normal eyes (see Weather).
When the moon is new or down, outdoor areas are dark unless you bring a light of your own, so light your lantern. A few things, such as a torch-carrying creature or a glowing altar, shine on any night.
The overworld is a special case. At night it is drawn by a faint cold light, so you can tell the cells you see from the ones you only remember, and moonlight comes on top of that. The cold light does not decide what you see there, but the moon does widen your sight. See The overworld.
See also: Sight and memory and Temperature and ice.
Weather
Under the open sky (outdoor areas and the overworld) there is weather: clear, overcast, rain, or heavy rain. It is the same everywhere in the land at a time. In dungeons you cannot tell what the weather is outside.
The pause menu (Esc) tells the weather while you are under the sky, for
example The 12th of Rainmoon, 1444, under a waxing gibbous moon, rain at 9 °C, the world waits.
It calls clear weather clear skies and overcast grey skies.
How the weather changes
The weather changes every three hours or so, not always on the hour. It tends to last: a rainy spell often goes on for half a day. It mostly changes to a neighbouring kind: from clear to overcast, from overcast to rain, from rain to heavy rain, and back. When it changes, the light dims or brightens over about an hour as the clouds come and go.
How likely each weather is depends on the month. Rainmoon is the wettest month and Highsun the driest:
| Month | Clear | Overcast | Rain | Heavy rain |
|---|---|---|---|---|
| Frostmere | 40% | 40% | 15% | 5% |
| Thawmonth | 35% | 35% | 22% | 8% |
| Seedtide | 40% | 30% | 22% | 8% |
| Rainmoon | 20% | 30% | 35% | 15% |
| Greenleaf | 40% | 30% | 22% | 8% |
| Highsun | 70% | 18% | 9% | 3% |
| Emberheat | 65% | 20% | 10% | 5% |
| Harvestide | 55% | 25% | 14% | 6% |
| Leaffall | 40% | 30% | 22% | 8% |
| Mistmoon | 30% | 45% | 18% | 7% |
| Darkening | 30% | 35% | 25% | 10% |
| Deepwinter | 35% | 45% | 15% | 5% |
Over many days each weather comes up as often as its chance says. Nothing you do changes it: the weather is the same however you spend the time, waiting, resting, or travelling.
Clouds and light
Clouds take light away from the sky. They block most of the direct light of the sun and the moon, so shadows grow faint. They spread some of that light over the whole sky, so the light is flat and grey. Overcast days are duller, and rainy days darker still:
| Weather | Light at noon, in the open | In the shade | A full moon’s light | Overworld sight lost |
|---|---|---|---|---|
| Clear | 100% | 100% | 100% | none |
| Overcast | 57% | 152% | 58% | none |
| Rain | 41% | 124% | 44% | 2 cells |
| Heavy rain | 28% | 90% | 30% | 4 cells |
Percentages are of the light of a clear sky at the same moment. The shade is where the sun does not reach but the sky does; the brighter it is next to the open ground, the fainter the shadows. The last column is what the weather itself takes from your sight on the overworld; at night its clouds also dim the moon, and with it how far you see by moonlight (see the overworld).
By day you still see well enough in any weather. At night clouds hide the moon: under an overcast sky even a full moon is too faint for normal eyes. So outdoor areas are dark unless you bring a lantern. See Sun, moon, and sky.
Clouds and warmth
The weather also changes the temperature: clear nights are colder, overcast ones milder, and rain cools the air (see Temperature and ice).
Rain and sight
On the overworld, rain shortens how far you see by the cells in the last column above, but never below the 2 cells you see on the darkest night. Overcast skies take no cells away. At night, though, any cloud cover dims the moon, and with it how far you see by moonlight: on an overcast night a full moon shows you less than on a clear one. On foot, in outdoor areas, the weather only changes the light.
Messages and resting
When the weather changes while you are under the sky, the message line says so:
| From | To | Message |
|---|---|---|
| Clear | Overcast | “Clouds gather.” |
| Clear or overcast | Rain | “It starts to rain.” |
| Clear or overcast | Heavy rain | “It starts to pour.” |
| Rain | Heavy rain | “The rain grows heavy.” |
| Heavy rain | Rain | “The rain eases.” |
| Rain or heavy rain | Overcast | “The rain stops.” |
| Rain or heavy rain | Clear | “The rain stops and the sky clears.” |
| Overcast | Clear | “The sky clears.” |
Arriving under the sky says nothing; the pause menu tells the weather.
Rain starting, or growing heavier, wakes you: it stops a rest. Other news (clouds gathering or parting, the rain easing or stopping) is written to the message line but does not stop a rest.
What you see
While it rains, faint drops fall on the cells you see under the sky, splash on open ground, and ring on still water. They never fall under a roof. Heavy rain falls thicker. Drops are lit like everything else, so you hardly see them at night except in the light of your lantern. The Weather switch in the settings, and reduced effects, turn the falling rain off. The darker light stays, since it is part of what you see.
See also: Sun and moon, Temperature and ice, and The overworld.
Temperature and ice
The air has a temperature wherever you are, and the pause menu (Esc) tells
it, as 4 °C (or in °F; see Settings). For now the cold does nothing to you; what it does is freeze
water.
Underground
Dungeons are cool and steady: 10 °C unless a place is colder or warmer, the same day and night, whatever the weather outside. Deeper levels may be a little colder, and some places are below freezing.
A special room may be hotter or colder than the level around it. A sweltering chamber is 25 °C warmer, and a frigid hall 25 °C colder. The pause menu tells the temperature where you stand, so it changes as you step in. The water in such a room freezes or thaws by the room’s temperature, so a frigid hall’s pool can be frozen on a level where every other pool is open.
Under the open sky
Outdoors and on the overworld, the temperature follows the month, the time of day, and the weather. Each month has a mean temperature, reached in the middle of the month; the days between move from one month’s mean to the next. Over a day the temperature swings around that mean: coldest around 04:00, before dawn, and warmest around 16:00. A clear sky lets the night grow cold and the afternoon warm. Clouds keep the night milder and the day cooler, and rain cools the air a little. Like the weather, the temperature is the same however you spend the time.
In the middle of each month:
| Month | Mean | A clear night | A clear afternoon |
|---|---|---|---|
| Frostmere | -7 °C (19 °F) | -12 °C (10 °F) | -2 °C (28 °F) |
| Thawmonth | -3 °C (27 °F) | -8 °C (18 °F) | 2 °C (36 °F) |
| Seedtide | 3 °C (37 °F) | -2 °C (28 °F) | 8 °C (46 °F) |
| Rainmoon | 8 °C (46 °F) | 3 °C (37 °F) | 13 °C (55 °F) |
| Greenleaf | 13 °C (55 °F) | 8 °C (46 °F) | 18 °C (64 °F) |
| Highsun | 18 °C (64 °F) | 13 °C (55 °F) | 23 °C (73 °F) |
| Emberheat | 22 °C (72 °F) | 17 °C (63 °F) | 27 °C (81 °F) |
| Harvestide | 18 °C (64 °F) | 13 °C (55 °F) | 23 °C (73 °F) |
| Leaffall | 12 °C (54 °F) | 7 °C (45 °F) | 17 °C (63 °F) |
| Mistmoon | 6 °C (43 °F) | 1 °C (34 °F) | 11 °C (52 °F) |
| Darkening | 1 °C (34 °F) | -4 °C (25 °F) | 6 °C (43 °F) |
| Deepwinter | -4 °C (25 °F) | -9 °C (16 °F) | 1 °C (34 °F) |
What the weather does to the day’s swing (the difference between the coldest night and the warmest afternoon) and how much it cools the air:
| Weather | Coldest night to warmest afternoon | Cooler by |
|---|---|---|
| Clear | 10.0 °C | - |
| Overcast | 4.0 °C | - |
| Rain | 3.0 °C | 1 °C |
| Heavy rain | 2.5 °C | 2 °C |
Water freezes
Below freezing, still water grows ice, faster the colder it is. It grows quickly at first, then ever more slowly, since the ice keeps the cold from the water beneath it. Running water stays open in a mild frost, and freezes only in a hard one, and more slowly. Above freezing, ice melts 7 mm a day for every degree of warmth.
Ice does not wait for you to look. It freezes and thaws while you rest, travel, or are elsewhere, and is as it should be when you come back. A pond you first come upon in deep winter is frozen already.
| Water | Ice grows below | How fast | A fall through the ice |
|---|---|---|---|
| Still water | 0 °C (32 °F) | full pace | 1d3 hit points (never your last) |
| Running water | -6 °C (21 °F) | 40% of still water’s pace | 1d3 hit points (never your last) |
| Shallow water | 0 °C (32 °F) | full pace | 1 hit point (never your last) |
From open water, at a steady temperature, still water freezes over in:
| Steady at | Thin ice | Ice | Thick ice |
|---|---|---|---|
| -2 °C (28 °F) | 3 hours | 2 days | 20 days |
| -5 °C (23 °F) | an hour | 21 hours | 8 days |
| -10 °C (14 °F) | an hour | 11 hours | 4 days |
| -20 °C (-4 °F) | an hour | 6 hours | 47 hours |
In Darkening, a pond under the open sky grows thin ice on clear nights, which the afternoon sun thins again. In Deepwinter and Frostmere it freezes thick.
Walking on ice
Ice looks like what it holds. Look mode names it:
- Thin ice: dark water shows through, with pale hairline cracks. A rat can cross it, you cannot.
- Ice: a grey-blue sheet. It holds a person; with a heavy pack, maybe not.
- Thick ice: pale and frosted all over. It holds anything that walks.
Ice too thin to see is no more than the water beneath: you wade through it, and it breaks.
What ice holds grows with the square of its thickness, as real lake ice does. 5 cm holds a person with a pack; 15 cm holds three quarters of a tonne. What counts is your weight: your own (70 kg) plus everything you carry, worn and wielded things included (see Burden).
Up to what the ice holds, it holds you. Beyond that it may give way, the more likely the more you weigh, and at twice what it holds it surely does. When it held only by luck, it creaks under your weight as a warning. A heavily laden dwarf falls in where a lightly packed elf crosses. Any ice holds someone water-borne (Water walking), however thin.
| Looks like | Thickness | Holds | Step takes |
|---|---|---|---|
| Thin ice | 1 cm to 5 cm | 3.5 kg to 87.5 kg | 7.2 seconds |
| Ice | 5 cm to 15 cm | 87.5 kg to 787.5 kg | 7.2 seconds |
| Thick ice | 15 cm and more | 787.5 kg and more | 7.2 seconds |
A step onto ice is a careful one and takes a little longer than on dry ground. It is no louder.
Falling in
When the ice gives way: “The ice cracks beneath you and you plunge into the freezing water!” The cold costs you a few hit points, but never your last one: for now it cannot kill you. If you are trained in Swim, you make a check as you go in: Toughness plus Swim’s points against 11. If you make it, the cold costs half as much, rounded down (“You keep your head, and the cold bites less deep.”). You are now in the water where the ice was, a hole of open water. It freezes over again in time (a few hours in a hard frost).
- Climbing out onto the ice around the hole takes a few turns: the step onto the ice plus a climb on top of it (see Turns and movement). Ice that cannot hold you breaks ahead of you as you wade on, without another plunge. Wading out onto the shore is an ordinary step.
- What lay on the ice sinks to the bottom of the hole. The water is shallow, so wade in and pick it up.
- Creatures fall through too, by the same rules, and climb out the same way.
There is no going back once the ice cracks, but you lose nothing for good: only time and a few hit points.
Heat and frost
Bursts of heat and frost change the ice at once (see Traps and spell types). A fireball melts the ice it reaches, and whoever stood on it falls in, unless they are water-borne. A frost trap freezes the water it reaches at once, into ice 10 cm thick that holds a laden person. A blast without heat would shatter thin ice, though there is no such blast yet. Someone who makes way for you, stepping onto ice you stood on, may break through it if they are heavier than you.
See also: Weather and Damage types.