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.