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Stats

You have six stats. Each is a number that says how strong, quick, hardy, clever, steadfast, or striking you are.

StatShort
StrengthSt
DexterityDx
ToughnessTo
IntelligenceIn
WillpowerWi
PresencePr

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:

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:

ScoreModifier
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:

StatIts modifierIts score
Strengthto hit and damage up close; damage of throwsthe 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)
DexterityDefence (capped by armour and burden); to hit with shots and throws-
Toughnessthe hit points each level adds (Experience); checks against filth fever, red ache, the shakes, marsh ague, grave rot, mummy rot, burrowing wormshit 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)
Intelligencesearching (Searching)-
Willpowernoticing hidden things in passing (Searching); checks against brain fever-
Presenceshop 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:

StrengthDexterityToughnessIntelligenceWillpowerPresence
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.

RaceStDxToInWiPr
Elf131812171616
Half-elf151614161517
Human16–1716–1716–1716–1716–1716–17
Dwarf171319151613
Halfling111815151616
Gnome121616181515
Half-orc191517121512
Goblin121713141515
Drow141812171616
Kobold111613161513
Lizardfolk171518131512
Duergar161518151712
Ratfolk121816151513

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:

For good:

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:

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:

StatTrained byChance of a mark
Strengthacting (not waiting) while your load slows you15 %
Strengtha blow of yours that hits up close (a kick or a shield bash too)15 %
Strengtha critical of yours up close40 %
Strengtha blow on you that your shield blocked20 %
Strengtha turn of digging10 %
Strengthkicking at a closed door, a chest, or a statue20 %
Strengthan attempt on metal arms or armour at an anvil, whatever comes of it40 %
Strengthstruggling against a hold or bonds, won or not30 %
Strengtha step through deep water10 %
Strengthpicking up something of 20 kg or more (a corpse, a heavy load)50 %
Dexterityan attack on you that your Dexterity or Dodge made miss, or a known trap you stepped past30 %
Dexteritya blow on you that your Parry turned25 %
Dexteritya shot or a throw of yours that hits20 %
Dexteritya step within earshot of a creature that could hear it10 %
Dexteritya sneak attack of yours that hits20 %
Dexterityclimbing out of the water onto ice, or out of a pit50 %
Dexteritya try at picking a lock30 %
Dexteritya try at disarming a trap40 %
Dexteritya theft attempted30 %
Dexteritykeeping your wits when something tries to take you by surprise50 %
Dexterityan attack spell of yours that hits (a ray, a bolt, a touch)15 %
Toughnessa blow that costs you hit points15 %
Toughnessa big hit or a critical on you60 %
Toughnessa kill of yours up close, of a foe of your level or above30 %
Toughnessfighting off a disease (a check won, other than a Willpower one)50 %
Toughnessfalling through the ice100 %
Toughnessa step on the overworld15 %
Toughnessacting (not waiting) while Hungry, not yet Weak3 %
Toughnessshaking off bleeding, poison, or anything else that harms as it lasts (it wears off)50 %
Toughnessspending stamina on a weapon ability20 %
Toughnessdawn (06:00) finding you below freezing100 %
Intelligencefinding something hidden by searching50 %
Intelligencereading a scroll40 %
Intelligenceidentifying an item100 %
Intelligencelearning a spell from a grimoire100 %
Intelligencewriting a scroll of a spell you know100 %
Intelligenceyour first kill of a kind of creature100 %
Intelligencecasting a spell you know whose damage, reach, or duration grows with this stat (Intelligence too for one whose damage grows with none)20 %
Intelligenceyour first arrival on a level that pays experience100 %
Intelligencetelling a thing you carry for what it is by looking it over50 %
Intelligencea turn of searching that finds nothing3 %
Intelligenceforaging, whatever you find30 %
Intelligencea try at disarming a trap20 %
Willpowernoticing something hidden in passing30 %
Willpowera 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 %
Willpowerfighting off a disease with Willpower (brain fever)50 %
Willpowera blow of yours that lands while you are Hungry or worse20 %
Willpowerspending mana on an ability30 %
Willpowerpraying at a forgotten altar100 %
Willpowerconsuming a magic crystal100 %
Willpowerstruggling against a hold or bonds, won or not30 %
Willpowerholding out against something that drains your stats100 %
Willpowerrecovering your wits after a surprise50 %
Willpowercasting a spell you know whose damage, reach, or duration grows with this stat (Intelligence too for one whose damage grows with none)20 %
Presencechatting with someone30 %
Presencepaying for goods, or selling20 %
Presencecompleting a quest100 %
Presencea creature making way for you10 %
Presenceinspiring with song, or throwing your voice100 %
Presencewinning a guild rank100 %
Presencea deal in a shop where your Negotiation bettered the price30 %
Presenceyour first chat with someone100 %
Presencecasting a spell you know whose damage, reach, or duration grows with this stat (Intelligence too for one whose damage grows with none)20 %
Anya potion drunk: each of its marks, in the stat it names100 %
Anyan elixir drunk: each of its marks, in the stat it names100 %

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.

ScoreBelow the potential1st past2nd past3rd past4th past5th past6th pastA drop
6801603205608801280176035
810020040070011001600220045
1012024048084013201920264055
1214028056098015402240308065
14160320640112017602560352075
16180360720126019802880396085
18200400800140022003200440095
202204408801540242035204840105
2527054010801890297043205940130
3032064012802240352051207040155
3537074014802590407059208140180

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 heldChance at a check
under a quarter0%
a quarter1.5%
half11.1%
three quarters29.7%
the price50%
1¼ ×66.1%
1½ ×77.1%
2 ×88.9%
3 ×96.4%
5 ×99.2%
8 × or more99.8%

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 dayScore 10 (price 120)Score 14 (price 160)Score 20 (price 220)Score 14, 2nd point past the potential (price 640)
1496280198
2293646110
417212762
810131636
156.47.91022
254.55.56.915
403.23.94.911
802.02.43.06.4
1601.31.61.93.9
3201.11.11.32.4

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:

StatLost byTakes
Strengthgreeting the dawn (06:00) Weak, Fainting, or Starving15 marks
Dexterityan action (not a wait or a drop) while Overloadeda mark, 10 % of the time
Toughnessgreeting the dawn (06:00) Weak, Fainting, or Starving15 marks
Toughnesseach hit point lost to starvationa mark, 50 % of the time
Toughnessvomiting (overeating, rotten food, a corpse that disagreed)10 marks
Intelligencespringing a trap you knew was there20 marks
Willpowerfainting from hungera mark, 20 % of the time
Presencebeing caught stealing20 marks
ScoreA drop pays backWithin reach (warned) at
635−9
845−12
1055−14
1265−17
1475−19
1685−22
1895−24
20105−27
25130−33
30155−39
35180−45

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:

CreatureAttackDrainsChance a hit triesResisted with
AnkouscytheToughness, 2 points15 %Toughness against 25
ArchlichtouchIntelligence, 2 points10 %Willpower against 22
BansheetouchPresence, 1 point10 %Willpower against 16
Barrow kingtouchToughness, 2 points10 %Toughness against 20
BodachtouchToughness, 1 point5 %Toughness against 16
Deathless kingtouchWillpower, 2 points15 %Willpower against 25
DeathshadetouchStrength, 2 points15 %Willpower against 24
DemilichtouchIntelligence, 3 points15 %Willpower against 26
Dread wraithtouchToughness, 1 point15 %Toughness against 17
Elder vampirebiteToughness, 2 points15 %Toughness against 23
Eldest vampirebiteToughness, 3 points15 %Toughness against 25
Ghost dragonbiteToughness, 2 points15 %Toughness against 25
Ghost lordtouchWillpower, 2 points10 %Willpower against 22
Gibbering shadetouchIntelligence, 1 point10 %Willpower against 15
Greater shadowtouchStrength, 1 point15 %Willpower against 18
IncubuskissToughness, 1 point15 %Toughness against 17
LichtouchIntelligence, 1 point10 %Willpower against 18
Lich-drakebiteIntelligence, 2 points10 %Willpower against 24
Night maretouchWillpower, 2 points10 %Willpower against 21
NightgangerslamToughness, 2 points10 %Toughness against 21
NightwingbiteToughness, 2 points10 %Toughness against 24
NightwormbiteToughness, 2 points15 %Toughness against 24
Nihtscinna the HollowtouchWillpower, 2 points20 %Willpower against 28
NosferatubiteToughness, 1 point15 %Toughness against 19
Pale drinkertouchStrength, 1 point100 %Willpower against 14
ShadowtouchStrength, 1 point10 %Willpower against 13
SuccubuskissToughness, 1 point15 %Toughness against 17
VampirebiteToughness, 1 point15 %Toughness against 17
Vampire lordbiteToughness, 2 points15 %Toughness against 21
Vampire spawnbiteToughness, 1 point10 %Toughness against 15
Washer at the fordtouchPresence, 2 points10 %Willpower against 21
White ladytouchPresence, 1 point10 %Willpower against 19
Wight lordtouchToughness, 1 point10 %Toughness against 16
WraithtouchToughness, 1 point10 %Toughness against 14
Wraith lordtouchToughness, 2 points10 %Toughness against 20
Wēalāf the Unburiedbarrow-bladeStrength, 1 point20 %Willpower against 20

How often the check holds, by its difficulty and the score of the stat it is made with:

DifficultyHeld at 6Held at 8Held at 10Held at 12Held at 14Held at 16
1338.2%45.8%54.2%61.8%68.8%75%
1431.2%38.2%45.8%54.2%61.8%68.8%
1525%31.2%38.2%45.8%54.2%61.8%
1619.4%25%31.2%38.2%45.8%54.2%
1714.6%19.4%25%31.2%38.2%45.8%
1810.4%14.6%19.4%25%31.2%38.2%
196.9%10.4%14.6%19.4%25%31.2%
204.2%6.9%10.4%14.6%19.4%25%
212.1%4.2%6.9%10.4%14.6%19.4%
220.69%2.1%4.2%6.9%10.4%14.6%
230.69%0.69%2.1%4.2%6.9%10.4%
240.69%0.69%0.69%2.1%4.2%6.9%
250.69%0.69%0.69%0.69%2.1%4.2%
260.69%0.69%0.69%0.69%0.69%2.1%
280.69%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.