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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:

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.

TerrainGlyphWalk on itBlocks sightStep takesFootstepsHeight (cells)Notes
Solid rock(blank)noyes--1
Stone floor.yesno6 secondsnormal, 100%0
Stone wall#noyes--1can be dug through or blasted open
Wall of bones#noyes--1can be dug through or blasted open
Packed earth#noyes--1can be dug through or blasted open
Granite#noyes--1can be dug through or blasted open
Closed door+yesyes6 seconds (opens it)-1door: walking into it opens it; kicked in, it breaks into a broken door (sturdiness 30); muffles sound by 30
Open door'yesno6 secondsnormal, 100%0door: can be closed
Broken door,yesno6 secondsnormal, 100%0
Staircase down>yesno6 secondsnormal, 100%0stairs down
Staircase up<yesno6 secondsnormal, 100%0stairs up
Still water~yesno12 secondsvery loud, 200%0freezes below 0 °C
Running water~yesno12 secondsvery loud, 200%0freezes below -6 °C
Shallow water~yesno9 secondsvery loud, 200%0freezes below 0 °C
Altar_yesno6 secondsnormal, 100%0gives light
Forgotten altar_nono--0gives light
Spent altar_nono--0
Anvilπnono--0
Makeshift anvilπnono--0can be dug through or blasted open
Spring{nono--0
Weapon rack‡nono--0
Workbenchπnono--0
Shrine stone∩nono--0
Shelves≡nono--0
Bed=nono--0
TableΠnono--0
Stool╥nono--0
Fence#nono--0
Drystone wall#nono--0
Closed gate+yesno6 seconds (opens it)-0door: walking into it opens it; kicked in, it breaks into a broken door (sturdiness 20)
Open gate'yesno6 secondsnormal, 100%0door: can be closed
Worn statueΩnono--0
StatueΩnono--0can be dug through or blasted open
Gravestone∩nono--0
Empty grave plot▭nono--0
Empty niche▯noyes--1
Sealed niche▮noyes--1
Open sarcophagus□nono--0
Sarcophagus■nono--0
Chest⊟nono--0
Open chest⊔yesno6 secondsnormal, 100%0
Smashed chest⊠yesno6 secondsnormal, 100%0
Wall torch¡nono--0gives light
Candlestickınono--0gives light
BrazierΩnono--0gives light
Light crystal♦nono--0
Crystal portal>yesno6 secondsnormal, 100%0stairs down; gives light
Glowing fungus"yesno6 secondsnormal, 100%0gives light; things grow on it (Bramble)
Faint runeᛟyesno6 secondsnormal, 100%0gives light
Lava≈nono--0gives light
Fountain{nono--0
Dusty floor.yesno6 secondsquiet, 70%0
Old web"yesno6 secondsquiet, 80%0
Acid-pitted floor.yesno6 secondsnormal, 100%0
Cracked floor:yesno6 secondsloud, 110%0
Grass.yesno6 secondsquiet, 70%0things grow on it (Bramble)
Wildflowers*yesno6 secondsquiet, 70%0things grow on it (Bramble)
Flagstone path.yesno6 secondsnormal, 100%0
Tree♣noyes--2
Standing stone●noyes--3
Gazebo floor.yesno6 secondsloud, 120%2roofed: no sun or sky light
Wooden post○noyes--2roofed: no sun or sky light
Forest floor.yesno6 secondsquiet, 80%0things grow on it (Bramble)
Rocky ground.yesno6 secondsloud, 110%0
Marsh"yesno9 secondsloud, 150%0things grow on it (Bramble)
Dry grass.yesno6 secondsloud, 120%0things grow on it (Bramble)
Tall grass"yesno6 secondsloud, 110%0things grow on it (Bramble)
Buttercups*yesno6 secondsquiet, 70%0things grow on it (Bramble)
Bluebells*yesno6 secondsquiet, 70%0things grow on it (Bramble)
Bush♧yesno12 secondsloud, 150%1things grow on it (Bramble)
Pine♠noyes--3
Dead treeψnono--2
Boulder●noyes--1
Rock outcrop▲noyes--2
Reeds¦yesno9 secondsloud, 130%1things grow on it (Bramble)
Dirt road.yesno6 secondsquiet, 90%0
Rubble,yesno9 secondsloud, 150%0
Deep water~nono12 secondsvery loud, 200%0only a swimmer goes in, after being asked; no creature does
Thin ice⁄yesno7.2 secondsnormal, 100%0ice on water: holds by its thickness
Ice·yesno7.2 secondsnormal, 100%0ice on water: holds by its thickness
Thick ice·yesno7.2 secondsnormal, 100%0ice on water: holds by its thickness
Plank floor.yesno6 secondsloud, 120%2roofed: no sun or sky light
Timber wall#noyes--2roofed: no sun or sky light
Vein of iron ore#noyes--1can be dug through or blasted open
Vein of copper ore#noyes--1can be dug through or blasted open
Vein of tin ore#noyes--1can be dug through or blasted open
Vein of zinc ore#noyes--1can be dug through or blasted open
Vein of silver ore#noyes--1can be dug through or blasted open
Vein of gold ore#noyes--1can be dug through or blasted open
Vein of mithril ore#noyes--1can be dug through or blasted open
Vein of adamantium ore#noyes--1can be dug through or blasted open

See also: Digging and walls, Temperature and ice, and Sight and memory.