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Wyrmcourt

Every monster, item, spell, price and errand on the island. Generated from the game's own files on 2026-08-20.

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About the game

Wyrmcourt is a browser RPG you play one click at a time. Everything below is generated straight out of the same files the server reads - so a monster's damage here is the damage you will take.

Some things are left out on purpose: riddle answers, what is buried in the caches, the walk events, and the text of the quest briefings. The island is meant to be walked, not read.

A day on the island

Everything you do costs a click. Walking a field, swinging a sword, buying bread, praying, gambling: one click each, out of a quota that refills at midnight UTC and does not roll over. Your quota is 240 + 20 per level, so a level 1 gets 260 clicks a day and a level 20 gets 640.

Chat, your character sheet and changing your face cost nothing. Clicks are the only thing that accumulates while you are away.

Health is 20 + 6 per level + 2 per point of Endurance. Resting at the roadside costs a click and heals 2 + your Endurance. The magic chair in your house costs a click and heals all of it.

Carrying capacity is 15 + 2 per Strength + 1 per Endurance kilos. Go over it and you cannot walk at all. Sell something, eat something, or put it in the house.

45 achievements, on their own page behind the Adventure menu. They survive ascension. A few of them open a title on the roll - the Crowns still have to be paid, the achievement only unlocks them. The list is not printed here.

Dying sends you home with an empty pack - what you are wearing and holding stays on you, and the house is untouched. Temple insurance (150 silver) saves your backpack once. Every new character gets one free save.

Experience needed for the next level is 30 × level1.85, and each level gives you 3 attribute points.

Attributes

Six of them, 3 points per level, spent whenever you like and never refunded. Everyone starts at 3 across the board with 6 points to spend.

AttributePer point
Strength+0.25 melee damage, +2kg carried
IQ+2 mana, +0.33 mana per rest, +0.33 spell damage, -0.4 trap damage received
Dexterity+0.25 ranged damage, +3% to hit, +2.5% dodge, +1.5% theft, +1.38% robbery
Speed+1 initiative
Luck+2% double silver chance, +1.5% theft, +1.38% robbery, -1.87% robbery received
Endurance+2 health, +1kg carried, +1 health per rest

Initiative decides who acts first in a round: your Speed plus a 0-4 roll against the monster's plus its own. Ties go to you, so equal Speed is a 60% chance of striking first, and a four point lead is a certainty. A killing blow ends the round, so going first can mean never being hit at all.

Attribute points, once spent, are spent for good. The fort's desk, though, refunds trait points for silver, so a calling can be rethought without starting again.

Skills

Weapon skills grow as you land blows, and faster if you pay the drillmaster at the fort: 40 × (skill + 1)1.5 silver for the next whole point. Magic is exercised at the tower on a steeper curve, 90 × (magic + 1)1.6. Theft and robbery are exercised at the casino.

SkillPer pointWhereNext point from 0From 5From 10
Slash+3% to hit, +0.33 damage with a bladeFort405881459
Crush+3% to hit, +0.33 damage with a blunt weaponFort405881459
Ranged+3% to hit, +0.33 damage with a bowFort405881459
Magic+1.5 spell damage, +2 manaMage tower9015824173
Theft+6% chance of successCasino558082007
Robbery+5.5% chance of successCasino8011762919
MonsterologyNothing yetNowhere yet---

Monsterology is on the character sheet and locked - the skill itself does nothing yet. The bestiary is a different thing and it is open: every kill fills in that species' page, and the pages hand back what a thing carries and what it does the round before it does it.

However lopsided the arithmetic gets, no blow is ever quite certain or quite impossible: your chance to land one stays between 10% and 95%, and a monster's chance to land one on you is between 15% and 95%.

The island

40 fields by 30 = 1200 tiles, of which 889 can be walked and 137 have a name, a description and a picture of their own. The home island is the northwest corner: the Quillwash runs down the middle and can only be crossed at Northbridge (8,5) and the Sunken Bridge (8,10), the Barrow plateau in the northeast is walled by cliffs with exactly one gap at the Stone Stair (11,3), town sits west of the river at x3-5, y6-8, and you start at (4, 7).

The causeway at (13,8) leads east onto the mainland, which is most of the world. Its regions run from tilled ground and orchards nearest home out to glacier, ash, salt pan and jungle, and the monsters scale with the distance rather than with your progress.

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BridgeWindward StrandMeadowmarchGloomtangleScree HillsTangle FenHollow BarrowWyrmcourt TownThe KingswaySallowmere TillageCider ReachBlackpine UplandsThe RimewasteCinderfallQuillcutDelvemouth SpoilSunder DunesThe White PanVerdigris DeepMycelia HollowOpen waterCliffsThe QuillwashThe Slow RiverThe GlacierThe ChasmBlack Lagoon▼ a way down◇ a Waygate

Each terrain has its own monsters and its own chance of an event per step.

TerrainMonster on a stepSomething else happens
Bridge25%10%
Windward Strand40%15%
Meadowmarch35%15%
Gloomtangle45%15%
Scree Hills45%12%
Tangle Fen50%12%
Hollow Barrow50%12%
Wyrmcourt Town0%4%
The Kingsway0%8%
Sallowmere Tillage30%16%
Cider Reach32%16%
Blackpine Uplands55%12%
The Rimewaste45%14%
Cinderfall50%14%
Quillcut45%14%
Delvemouth Spoil48%14%
Sunder Dunes42%15%
The White Pan40%14%
Verdigris Deep50%15%
Mycelia Hollow52%14%

7 named gates are the only ways through walls that would otherwise be solid. Before you spend a click walking, the compass on the world screen tells you what is each way: the name of the gate if one stands there, or what is blocking you - a wall, the river, the cliffs - if not.

GateCrossingOn the way through
Temple Gate4,6 nYou pass under Temple Gate. Brastel of the day watch is asleep standing up. He has managed it every noon for twelve years.
Goose Gate4,8 sYou duck through Goose Gate, a hole knocked through the wall and never squared off.
East Gate5,8 eEast Gate stands open. There is grass growing against both leaves of the door.
Blackpine Gate19,8 nYou go through Blackpine Gate. It is iron-bound, four inches of oak under the strapping, and it stands open. Nobody living has seen it shut.
The Tithe Gap5,16 nYou come through the gap in the Tillage hedge, where the carts go, past a stone worn to a saddle by four hundred years of them.
The Pit Gate27,10 nYou pass the company gate at Delvemouth. There is a board with rules on it, and every rule is about who owns what comes out of the ground.
The Saltgate27,24 nYou come in under the arch at Saltgate, out of the glare, and the temperature drops ten degrees in one step.

Every named place, and what it contains.

WhereFieldWhat is there
Palace Yard3,6-
Temple Close4,6-
Tower Corner5,6-
Fort Gate3,7-
Home Row4,7-
Market Lane5,7-
Dice Alley3,8-
Goose Square4,8a way down into The Cellar Below the Goose
East Lane5,8-
Northbridge8,5-
Sunken Bridge8,10-
The Stone Stair11,3-
Fallen Gatehouse9,1-
Kingsway10,1-
The Tilted Court11,1-
Barrow Mouth12,1a way down into Barrow Deep
Offering Wall9,2something somebody left
The Stone Feast10,2-
Cracked Bell Tower11,2-
The Regent's Shadow12,2-
West Waygate6,2a Waygate
East Waygate12,6a Waygate
Wreck of the Petulant2,1something somebody left
Sea Chapel5,1a shrine: a free heal, once a day
Hermit's Clearing2,11something somebody left
Watcher's Cairn10,4something somebody left
Drowned Door11,10a way down into The Fen Tunnels
Gullwatch Rocks3,1-
Tideline4,1-
Cockle Flats1,2-
Riverside Alders7,3-
The Barley Rise4,4-
Old Plough Corner6,5-
Gorse Maze1,4-
Scree Foot9,4-
Harpy Ledges12,4-
Reedgate9,8-
Leaning Lantern12,8-
The Last Tussock10,12-
Deerfall Glade5,9-
Rootcellar Hollow3,12-
The Long Dark Row6,11-
The Long Causeway13,8-
Sallowmere Green5,16-
The Tithe Barn4,16-
Sallowmere Crossroads5,18-
The Cider Reach6,16something somebody left
Beekeepers' Row3,17-
The Mill Race2,18-
Drowned Mill2,19a way down into The Drowned Mill
Long Acre9,19-
Scarecrow Parliament11,18-
Gallows Elm12,20-
The Drover Road8,21-
Flooded Furlong8,16-
Hedge Court11,17something somebody left
Pig Wood2,21-
Blackpine Gate16,8-
Rope Bridge17,6-
The Charcoal Camp19,7-
Wolf-Stair18,3a way down into Wolf-Stair
Resin Fall21,6-
The Crooked Mile20,5-
Snowline Cairn24,2-
Hunter's Larder22,4something somebody left
The Quiet Stand18,5-
Lightning Spar23,7-
Pine Throne17,2-
The Cold Spring22,8a shrine: a free heal, once a day
Antler Fence25,5-
Rime Chapel30,5a way down into The Rime Chapel
The White Silence33,7-
Frozen Fleet37,2something somebody left
Breath Hollow29,4a shrine: a free heal, once a day
The Cold Tongue32,3-
Wind-Scoured Mast31,6-
Buried Milestone28,7-
The Last Fire35,6-
Seal Shelf38,4-
Glass Fissure34,8something somebody left
The North Waygate27,3a Waygate
Ice Orchard36,5-
Delvemouth Pithead26,12-
Number Nine Shaft25,11a way down into Number Nine Shaft
The Spoil Heaps27,12-
Company Row26,11-
The Winding House25,12-
Quillcut Rim17,9-
The Ledger Chasm22,11a way down into The Ledger Chasm
Rope Descent19,10-
Echo Narrows23,12-
The Red Seam24,10something somebody left
Cart Track Junction24,13-
Dry Waterfall18,14-
The Hanging Stair16,11-
Canary Shrine27,10a shrine: a free heal, once a day
Blast Shelter20,12-
Cinderfall30,12-
The Cinderworks35,13a way down into The Cinderworks
Ash Drift32,14-
The Slow River36,11-
Glassed Field29,10something somebody left
Smoke Gate28,9-
The Kiln Road34,16-
Obsidian Shelf38,12-
The Warm Stones31,9a shrine: a free heal, once a day
Cinder Mast33,16-
The Last Tree37,18-
Sulphur Pools31,19something somebody left
Saltgate27,24-
The White Pan21,18-
Glass Tomb22,19a way down into The Glass Tomb
Caravan Well25,20a shrine: a free heal, once a day
The Singing Dunes18,21-
Sunder Waygate17,17a Waygate
The Brine Works20,17-
Bleached Mile28,22-
The Half-Buried Arch24,18-
Shade Rock26,21something somebody left
The Forty Jars29,23something somebody left
Wind-Carved Teeth32,22-
Salt Road23,20-
Mirage Flats21,19-
Hollowmoot8,25-
Mycelia Hollow6,24a way down into Mycelia Hollow
The Green Ceiling3,26-
Stilt Landing9,25-
Drum Clearing11,23-
The Strangler Court5,27-
Spore Glow7,26-
Black Lagoon15,23something somebody left
The Rot Cathedral10,27-
Leaf-Cutter Highway12,24-
The Fever Tree6,28-
Sunken Idol2,23something somebody left
Vine Bridge16,25-
The Quiet Pool4,23a shrine: a free heal, once a day

Every named place you stand on for the first time is written down and pays you 8 + 4 per level in experience for finding it, and the world screen keeps your count against all 137 of them. The ledger starts empty again each time you ascend.

Most caches can be looted once a run - they don't refill until you ascend - only a few of them refill daily. Contents are not listed here.

Towns and settlements

23 places with a door, across 13 fields. Wyrmcourt town is the three-by-three block west of the river; the rest are the four mainland settlements, each with a shop and a bar that stock and pour what that region has. 2 of them are not built yet.

BuildingFieldWhat it is for
Palace3,6The crown hands out its chain of errands, in order, and the board by the gate has one of its own every day.
Temple4,6Insurance (150s) and a cleansing prayer against poison (30s). A clan with the Cellar pays less at this counter.
Mage Tower5,6Learn spells, exercise magic skill.
Fort3,7Exercise weapon skills. The back room sells house traps.
The lists3,7The lists, which is where the arena is. Put your name down and anyone within six levels can call you out.
Your house4,7Storage that weighs nothing, and the magic chair.
General store5,7Buys and sells. Pays 50% of list price, before the Haggle trait, which raises it.
The stalls5,7Player stalls. List, browse, buy, and the crown takes 5% of every sale.
Casino3,8Dice, and the two skills nobody will admit to teaching.
The Sulking Goose4,8Drinks, rumours, odd jobs, and a cellar the landlord will not discuss.
Bank5,8Keeps silver where no thief can reach it. The king can reach it whenever he likes.
The Tithe Barn5,16Sallowmere's shop. Farm kit and the plainest food on the mainland.
The Sheaf5,16Sallowmere's bar. The first one you reach off the causeway.
The Hiring Stone (not built)5,16Where Sallowmere means to hire hands.
Company Store26,12Delvemouth's shop, and it sells what a mine needs.
The Deep Adit26,12Delvemouth's bar, cut into the rock like everything else there.
The Winding House26,12The island's forge. Bring ore and a recipe.
The Caravanserai27,24Saltgate's shop: water, shade, and the price of both.
The Water Office27,24Sells seeds, and the watering can the garden needs.
The Forty Jars27,24Saltgate's bar. The jars are the point and nobody explains them.
The Stilt Hall8,25Hollowmoot's bar, above the water, on legs.
The Apothecary8,25Hollowmoot's shop. In Verdigris nobody distinguishes a general store from a chemist.
The Boatwright (not built)8,25Where Hollowmoot means to build something that floats.

Drinks at the Sulking Goose, and what they cost you.

DrinkPriceHealth
Black Foam5s+5
Hell's Diavovino18s+15
Goose Gold40s+30

Dice at the casino pay even money on a 48% chance. Buying the old man at the tavern a drink costs 10 silver and buys one rumour, in order, and the list starts again at the top when it runs out. The woman at the end of the bar is the one who genuinely runs dry.

Trade, the lists, and the bank

The market

Anybody can rent a stall on Market Lane. You put an item from your pack up at a price of your own choosing, in whole silver, and it sits there until somebody buys it or you take it down again - a listing does not expire. The label is what a buyer pays: the crown's 5% comes out of the seller's end, not on top, so the number you write is the number they see.

One person may keep 12 listings up at a time. Bound and unique items cannot go on a stall. Listing, buying and taking a listing down each cost a click.

The lists

The arena behind the fort is the one place a player takes something off another with both of them agreeing to it first. Put your name on the board and anyone from level 5 up and within 6 levels of you can call you out; take your name down and they cannot. A bout costs 3 clicks and is fought there and then against your opponent as they last stood - they are not present for it, and hear how it went afterwards.

Both fighters stake 250 silver. The winner takes the pot minus the crown's 10% cut and the loser loses the stake; a draw hands both stakes back and the crown takes nothing. Nothing else moves - no goods, no experience, and whatever health you spend in the ring you have back the moment you step out of it. You carry a rating that rises with a win and falls with a loss, and moves most when the result was the surprising one - beating someone well above you is worth far more than beating someone you were expected to. Any one name will fight you once a day.

The bank

The Bank of Wyrmcourt keeps silver where a housebreaker cannot reach it: a robbery lifts what is loose in your purse and never what is behind the counter. It takes nothing to hold your money and pays nothing for the keeping of it. The one hand it does not shut out is the crown's - on the day the king releases you, he counts what is in the strongbox along with what is in your pocket.

Monsters

51 of them in the wild and 13 more underground. Defence is subtracted from your damage per hit, and it is listed per weapon class: a crab with 4 slash defence and 0 crush defence takes far more from a cudgel than from a sword.

The Aggro column is the chance a monster opens the fight itself when you walk in rather than waiting to be attacked. Ranged monsters hit you while you are still walking up. Speed decides who swings first. Tame is whether a net can take it alive - the odds and the how are under Pets.

Some monsters wind up before a heavy blow, and they give the same warning every time. Meet a telegraphed blow with a guard and it comes off your shield and you strike back; guard when nothing is coming and you have only softened a lighter hit. Which of them telegraph, and what the tell looks like, is what the bestiary keeps for you once you have seen it.

MonsterLvlHPDamageSpdDexDef s/c/rXPSilverRangedPoisonAggroTameDrops
Green Ant Swarm182 ±30%433 / 0 / 250-3no-20%yesChitin Plate always
Ant Thorax 60%
Scrawny Town Lancer2184 ±15%551 / 0 / 1142-8no-35%noCut Strapping always
Bread 30%
Rusty Knife 10%
Hedge Wyrmling2164 ±40%761 / 1 / 1121-6no-30%yesRaw Hide always
Wyrmling Fang 50%
Dune Crab2224 ±25%344 / 0 / 3151-6no-25%yesChitin Plate always
Crab Shell 70%
Toll Goose3266 ±30%981 / 1 / 1225-15no-50%yesFlight Feather always
Goose Quill 70%
Gull Racketeer3185 ±35%1191 / 1 / 1204-14yes-45%yesFlight Feather always
Gull Feather 80%
Bracken Hare3203 ±30%971 / 0 / 1181-7no-15%yesRaw Hide always
Charcoal Burner4345 ±25%561 / 1 / 1304-14no-20%noCut Strapping always
Harvest Ant4406 ±30%663 / 0 / 2343-12no-30%yesChitin Plate always
Ant Mandible 60%
Brine Widow5458 ±35%892 / 1 / 2408-24no25%40%yesChitin Plate always
Antivenom 25%
Moss Boar55510 ±30%772 / 1 / 2456-20no-45%yesRaw Hide always
Boar Tusk 60%
Mill Rat Knot5467 ±35%1081 / 0 / 1424-16no-40%yesRaw Hide always
Braided Tail 60%
Bandit Cartographer6489 ±25%9112 / 2 / 15515-45yes-40%noCut Strapping always
Sling 20%
Bread 40%
Crow Flock6449 ±40%13121 / 1 / 1558-24yes-45%yesFlight Feather always
Crow Feather 70%
Gloom Elk77512 ±30%1082 / 2 / 27010-30no-30%yesRaw Hide always
Gloom Antler 60%
Mushroom Sexton89013 ±35%571 / 4 / 18512-36no20%35%noSap Resin always
Spore Cap 60%
Scree Imp87012 ±40%13123 / 2 / 28015-45yes-45%noCut Strapping always
Imp Horn 55%
The Sallowmere Sow810515 ±30%883 / 1 / 29014-40no-40%noRaw Hide always
Sow Bristle 60%
Boar Tusk 30%
Ridge Harpy98514 ±35%14132 / 2 / 210020-55yes-45%yesFlight Feather always
Harpy Quill 60%
Scythe-Hand99618 ±25%9122 / 3 / 210516-48no-50%noGrave Dust always
Scythe Blade 50%
Leech Chandler1011017 ±30%7102 / 3 / 213025-70no20%40%noCut Strapping always
Leech Tallow 60%
Charcoal Burner's Dog1011818 ±30%14122 / 1 / 212518-50no-65%yesRaw Hide always
Ember Collar 50%
Hill Giant's Apprentice1114020 ±35%483 / 4 / 315030-80no-35%noCut Strapping always
Giant Knucklebone 60%
Cudgel 25%
Bog Knight1216022 ±25%6105 / 2 / 519035-95no-40%noGrave Dust always
Rust Flake 60%
Mace 15%
Resin Lurker1217521 ±25%596 / 2 / 517522-62no-60%noSap Resin always
Amber Lump 60%
Fen Hag1318024 ±35%9133 / 3 / 323045-120yes-30%noCut Strapping always
Hag's Button 50%
Rimewolf1319026 ±30%16143 / 2 / 321028-75no-70%yesRaw Hide always
Rimewolf Pelt 60%
Unquiet Accountant1420026 ±20%8124 / 2 / 428060-150no-35%noGrave Dust always
Ledger Leaf 60%
Canyon Shrike1416526 ±35%17162 / 2 / 223530-82yes-50%yesFlight Feather always
Shrike Beak 60%
Barrow King's Debt Collector1524030 ±25%11144 / 4 / 435080-200no-45%noCut Strapping always
Grave Coin 60%
The Antler-Thing1523030 ±35%11134 / 3 / 426534-90no-55%yesRaw Hide always
Shed Antler 60%
Pale Unicorn1628032 ±30%15155 / 5 / 54500-0no-15%yesRaw Hide always
Unicorn Horn 90%
Pine Stalker1621533 ±30%18173 / 3 / 331040-105no-80%yesRaw Hide always
Stalker Claw 60%
Spoil-Heap Crawler1628528 ±20%487 / 3 / 629034-92no-45%yesChitin Plate always
Crawler Plate 60%
Tommyknocker1724032 ±30%12154 / 5 / 433045-120no-50%noCut Strapping always
Knocker's Hammer 50%
Iron Ore 30%
Rail-Cart Wreck1833036 ±35%9106 / 2 / 638050-135no-55%noScrap Iron always
Iron Ore 60%
Silver Ore 15%
Leaf-Cutter Column1830026 ±30%11125 / 1 / 439038-105no30%45%yesChitin Plate always
Ant Mandible 50%
Deep Gas2026034 ±40%15188 / 8 / 84600-0yes55%60%noEmber Glass always
Green Residue 50%
Ice-Fisher2035540 ±35%15173 / 3 / 348045-125no-75%noCut Strapping always
Ice Tooth 50%
Strangler Vine2140030 ±25%6113 / 6 / 347042-118no35%40%noSap Resin always
Strangler Root 60%
Salt Husk2246034 ±25%7108 / 2 / 75000-4no-45%noGrave Dust always
Salt Crystal 60%
Spore Drift2334028 ±40%14167 / 7 / 65400-0yes60%50%noSap Resin always
Spore Sac 55%
The Buried2343044 ±30%8126 / 2 / 557055-150no-85%noGrave Dust always
Frozen Cloth 60%
Glass Scorpion2440040 ±35%16186 / 1 / 559050-140no50%55%yesChitin Plate always
Glass Sting 60%
Cinder Hound2438054 ±35%20193 / 3 / 362060-160no-75%noEmber Glass always
Cinder Fang 60%
Glass Fissure Worm2552048 ±35%12145 / 5 / 566065-175no-60%yesChitin Plate always
Ice Tooth 60%
The Drum-Thing2647042 ±30%13155 / 4 / 570070-190no25%50%noScrap Iron always
Drum Skin 60%
Caravan Ghost2648044 ±30%13169 / 9 / 87000-0yes-40%noGrave Dust always
Ghost Bell 55%
Ash Walker2747062 ±40%12168 / 3 / 780080-210yes-60%noEmber Glass always
Ash Core 60%
Fire Glass 20%
White Bear2865058 ±30%14146 / 5 / 690095-240no-80%noRaw Hide always
White Bear Claw 65%
Sand Lion2862056 ±30%19185 / 4 / 588090-230no-70%yesRaw Hide always
Sand Lion Mane 60%

Where each of them lives.

TerrainWhat is out there and their levels
Windward StrandDune Crab 2, Gull Racketeer 3, Brine Widow 5
MeadowmarchGreen Ant Swarm 1, Scrawny Town Lancer 2, Hedge Wyrmling 2, Toll Goose 3
GloomtangleBracken Hare 3, Charcoal Burner 4, Moss Boar 5, Bandit Cartographer 6, Gloom Elk 7, Mushroom Sexton 8
Scree HillsScree Imp 8, Ridge Harpy 9, Hill Giant's Apprentice 11
Tangle FenLeech Chandler 10, Bog Knight 12, Fen Hag 13
Hollow BarrowUnquiet Accountant 14, Barrow King's Debt Collector 15, Pale Unicorn 16
Sallowmere TillageHarvest Ant 4, Mill Rat Knot 5, Crow Flock 6, The Sallowmere Sow 8, Scythe-Hand 9
Cider ReachHarvest Ant 4, Crow Flock 6, The Sallowmere Sow 8
Blackpine UplandsCharcoal Burner's Dog 10, Resin Lurker 12, Rimewolf 13, The Antler-Thing 15, Pine Stalker 16
The RimewasteRimewolf 13, Ice-Fisher 20, The Buried 23, Glass Fissure Worm 25, White Bear 28
CinderfallCinder Hound 24, Ash Walker 27
QuillcutCanyon Shrike 14, Spoil-Heap Crawler 16, Rail-Cart Wreck 18
Delvemouth SpoilSpoil-Heap Crawler 16, Tommyknocker 17, Rail-Cart Wreck 18, Deep Gas 20
Sunder DunesSalt Husk 22, Glass Scorpion 24, Caravan Ghost 26, Sand Lion 28
The White PanSalt Husk 22, Glass Scorpion 24
Verdigris DeepLeaf-Cutter Column 18, Strangler Vine 21, Spore Drift 23, The Drum-Thing 26
Mycelia HollowSpore Drift 23, The Drum-Thing 26

Dungeon monsters. You will only meet these underground, in a room you cannot flee.

MonsterLvlHPDamageSpdDexDef s/c/rXPSilverRangedPoisonAggroTameDrops
Cellar Matriarch3225 ±30%661 / 0 / 1204-12no-100%noBread 40%
The Wheel713016 ±30%694 / 1 / 413025-60no-100%noThe Mill Wheel Pin 70%
Tunnel Leech99515 ±30%7102 / 3 / 211015-40no30%100%noLeech Tallow 70%
Drowned Warden1012018 ±25%6115 / 2 / 516030-70no-100%noRust Flake 60%
Vault Sentinel1422026 ±20%9134 / 4 / 430050-120no-100%noGrave Coin 60%
The Alpha of the Stair1430034 ±30%17164 / 3 / 440070-180no-100%noIron Collar, Snapped 80%
Rimewolf Pelt 50%
The Barrow Regent1632032 ±25%12155 / 5 / 5550150-350no-100%noGrave Coin 90%
Unicorn Horn 10%
The Foreman of Number Nine1842044 ±25%11156 / 4 / 6620120-300no-100%noForeman's Tally 80%
Silver Ore 40%
The Chasm Clerk2148048 ±20%13187 / 5 / 7780160-380yes-100%noThe Chasm Clerk's Quill 80%
Ledger Leaf 60%
The Fever Tree2470046 ±30%8145 / 7 / 5950140-340no70%100%noFever Bark 80%
Spore Sac 50%
The Rime Celebrant2676058 ±25%12168 / 6 / 81150200-460no-100%noThe Celebrant's Censer 80%
Ice Tooth 50%
The Vitrifier2782062 ±30%14179 / 4 / 81300240-540no-100%noThe Vitrifier's Heart 85%
Fire Glass 50%
The Kiln Lord30110074 ±30%131810 / 8 / 102000400-900no-100%noThe Kiln Key 90%
Ash Core 60%
Unicorn Horn 5%

Items

Spread shows how much a weapon’s damage can vary from its listed value. For example, a spread of 40% means the damage can roll anywhere from 60% to 140% of the base damage. Anything you can hold in one hand can be used to attack, including shields - a buckler deals 1 damage, while a tower shield deals 2.

Slash

WeaponDamageSpreadWeightBuySells forWhere
Rusty Knife350%0.5kg10s5sshop
Hatchet540%1.5kg60s30sshop
Flint Knife630%0.4kg110s55sfound
Shortsword835%1.2kg220s110sshop
Machete1035%1.6kg400s200sshop
Boar Spear1135%2.5kg600s300sshop
Longsword1530%1.8kg1500s750sshop
Billhook2235%2.2kg2400s1200sshop
Pit Axe3030%4kg7600s3800sshop
Caravan Sabre4425%2.6kg26000s13000sshop

Crush

WeaponDamageSpreadWeightBuySells forWhere
Cudgel445%2kg40s20sshop
Miner's Pick840%3.5kg300s150sshop
Mace940%3kg350s175sshop
Warhammer1435%4.5kg1300s650sshop
Threshing Flail2145%3.4kg2200s1100sshop
Drop Hammer3135%6.5kg7800s3900sshop
Road Maul4330%8kg24000s12000sshop

Ranged

Ranged weapons hit at distance.

Every fight starts with a gap, a distance, measured in rounds - 1 by default. If you're at range and holding a melee weapon, your whole round is spent closing: "You charge your opponent with a wild yell!" - no damage dealt, you just set the distance to 0. If you're holding a ranged weapon, you shoot across the gap instead of charging - so you deal damage in that round.

WeaponDamageSpreadWeightBuySells forWhere
Sling450%0.3kg40s20sshop
Reed-String Bow935%0.5kg210s105sfound
Shortbow940%1kg220s110sshop
Recurve Bow1235%1.5kg450s225sshop
Drovers' Bow1228%0.9kg700s350sfound
Crossbow1530%3kg800s400sshop
Yew Bow2230%1.6kg2600s1300sshop
Bolt Thrower2925%5kg7200s3600sshop
Horn Bow4420%2kg28000s14000sshop

Armour

Defence is subtracted from every blow a monster lands, and it stacks across slots - it is the same number the character sheet shows under that name. It does nothing against traps or poison.

ArmourSlotDefenceWeightBuySells for
Leather Caphead10.5kg40s20s
Walking Bootsfeet11kg50s25s
Padded Vestbody12kg60s30s
Bucklerhand11.5kg70s35s
Leather Jerkinbody23kg180s90s
Hide Jackbody21.6kg200s100s
Iron Helmhead22kg250s125s
Greavesfeet23kg320s160s
Fur-Lined Bootsfeet22.5kg380s190s
Spore Maskhead21kg420s210s
Tower Shieldhand35kg700s350s
Gepherko's Wardhand31.1kg800s400s
Kiln Maskhead32.5kg850s425s
Chainmailbody48kg900s450s
Boiled Plate Coatbody45.5kg900s450s
Ash-Walkersfeet34kg900s450s
Rimewolf Cloakbody36kg1100s550s
Drover's Caphead41.2kg1200s600s
Hobnail Bootsfeet42.4kg1300s650s
The Byre Doorhand57kg1800s900s
Quilted Jackbody75kg2600s1300s
Deep Helmhead63.2kg4200s2100s
Sump Bootsfeet64.5kg4400s2200s
Adit Shieldhand66.5kg5600s2800s
Shift Platebody912kg9000s4500s
Pilgrim Helmhead83.6kg13000s6500s
March Greavesfeet85.5kg13500s6750s
Convoy Shieldhand99kg17000s8500s
Salt Lamellarbody1416kg32000s16000s

Food, cures and oddities

ItemWhat it doesWeightBuySells for
Bread+8 health0.3kg6s3s
Reed Cuttingplanted in the garden0.2kg20s10s
Herb Seedplanted in the garden0.05kg24s12s
Dried Eel+20 health, cures poison0.4kg25s12s
Garden Greens+22 health0.2kg30s15s
Cider Jug+22 health1.8kg35s17s
Field Antidotecures poison0.15kg40s20s
Root Rowplanted in the garden0.1kg40s20s
Hunter's Oilone fight: +35% damage against beasts0.2kg45s22s
Chitin Etchone fight: +35% damage against bugs0.2kg45s22s
Grave Saltone fight: +40% damage against the undead0.2kg55s27s
Trail Loaf+26 health0.2kg55s27s
Antivenomcures poison0.2kg60s30s
Fen Bombthrown in a fight for about 26 damage, and it closes the gap0.7kg70s35s
Waterskin+18 health1.5kg70s35s
Honeycake+40 health0.3kg80s40s
Catching Netcatches a weakened monster - see Pets0.9kg80s40s
Spore Logplanted in the garden1.5kg90s45s
Lantern-1.5kg120s60s
Salt Ration+45 health0.6kg130s65s
Rime Bulbplanted in the garden0.3kg140s70s
Hot Flask+35 health1kg140s70s
Watering Canwaters the garden1.8kg150s75s
Fever Draught+30 health, cures poison0.3kg180s90s
Ore Lamp-1.2kg200s100s
Aqua Vitae+60 health, cures poison0.3kg220s110s
Great Waterskin+50 health4kg260s130s
Tracking Kit-1kg260s130s
Blast Charge-0.8kg350s175s
Gnome Mushroom+1 to a random attribute, permanently0.1kg400s200s

The last column says where an item comes from. shop means somebody sells it - the town list or a settlement's - and found means nobody sells it anywhere.

Monster leavings

Monster drops. The board by the palace gate pays above list for whichever one it wants that day; the shop buys the rest at 50% of list.

ItemWeightSells forOff what
Ant Thorax0.1kg1sGreen Ant Swarm
Gull Feather0.05kg1sGull Racketeer
Goose Quill0.05kg4sToll Goose
Crab Shell0.8kg6sDune Crab
Wyrmling Fang0.2kg7sHedge Wyrmling
Ant Mandible0.2kg9sHarvest Ant, Leaf-Cutter Column
Coach Token0.05kg10snowhere yet
Braided Tail0.2kg10sMill Rat Knot
Crow Feather0.05kg11sCrow Flock
Sow Bristle0.1kg13sThe Sallowmere Sow
Boar Tusk0.5kg15sMoss Boar, The Sallowmere Sow
Spore Cap0.3kg20sMushroom Sexton
Iron Ore3kg22sTommyknocker, Rail-Cart Wreck
Scythe Blade1.2kg24sScythe-Hand
Gloom Antler1.5kg27sGloom Elk
Imp Horn0.4kg30sScree Imp
Harpy Quill0.1kg37sRidge Harpy
Rust Flake0.3kg45sBog Knight, Drowned Warden
Giant Knucklebone2kg55sHill Giant's Apprentice
Leech Tallow0.6kg60sLeech Chandler, Tunnel Leech
Shed Antler1.8kg60sThe Antler-Thing
Stalker Claw0.3kg65sPine Stalker
Rimewolf Pelt2kg70sRimewolf, The Alpha of the Stair
Amber Lump0.4kg77sResin Lurker
Ledger Leaf0.05kg80sUnquiet Accountant, The Chasm Clerk
Ember Collar0.5kg82sCharcoal Burner's Dog
Silver Ore2.5kg90sRail-Cart Wreck, The Foreman of Number Nine
Shrike Beak0.2kg95sCanyon Shrike
Hag's Button0.05kg100sFen Hag
Crawler Plate1.5kg105sSpoil-Heap Crawler
Grave Coin0.1kg110sBarrow King's Debt Collector, Vault Sentinel, The Barrow Regent
Green Residue0.1kg115sDeep Gas
Assay Scales1.5kg120snowhere yet
Knocker's Hammer2.5kg125sTommyknocker
Strangler Root1.6kg142sStrangler Vine
Spore Sac0.4kg150sSpore Drift, The Fever Tree
The Mill Wheel Pin1.5kg150sThe Wheel
Fire Glass0.5kg160sAsh Walker, The Vitrifier
Drum Skin0.9kg170sThe Drum-Thing
Salt Crystal0.8kg170sSalt Husk
Frozen Cloth0.5kg180sThe Buried
Ice Tooth0.6kg190sIce-Fisher, Glass Fissure Worm, The Rime Celebrant
Sand Lion Mane1.1kg200sSand Lion
White Bear Claw0.7kg210sWhite Bear
Glass Sting0.4kg215sGlass Scorpion
Ghost Bell0.3kg225sCaravan Ghost
Cinder Fang0.5kg250sCinder Hound
Ash Core0.9kg270sAsh Walker, The Kiln Lord
Iron Collar, Snapped1.4kg300sThe Alpha of the Stair
Foreman's Tally0.6kg425sThe Foreman of Number Nine
The Chasm Clerk's Quill0.1kg475sThe Chasm Clerk
Fever Bark0.7kg550sThe Fever Tree
Unicorn Horn1kg600sPale Unicorn, The Barrow Regent, The Kiln Lord
The Celebrant's Censer1.3kg700sThe Rime Celebrant
The Vitrifier's Heart1.1kg850sThe Vitrifier
The Kiln Key0.9kg1200sThe Kiln Lord

Magic

Mana is 4 + 2 per level + 2 per IQ + 2 per point of magic skill. Resting gives back 3 + IQ/3 of it and the magic chair at home fills it. The island's shrines fill it too, but only when they have health to heal as well. Attack spells are considered ranged attacks.

SpellKindManaEffectNeeds magicPrice
Sparkattack27 damage + 1.5 per magic skill + IQ/3none90s
Frostbiteattack515 damage + 1.5 per magic skill + IQ/32300s
Wyrmfireattack1030 damage + 1.5 per magic skill + IQ/35950s
Mendheal416 health + magic skill1180s
Homeporttravel8puts you at your own front door3650s

Spells are bought once and learned forever. Each one has a minimum magic skill.

Dungeons

11 of them, each a web of rooms with dead ends in it. You walk them with the compass. There is no fleeing underground, and a room you have cleared stays cleared for as long as you stay down there, and its cache is empty for the rest of the day even if you walk out and come back.

DungeonLevelRoomsFightsTrapsRiddlesTreasurePays
The Cellar Below the Goose25111280s
The Fen Tunnels862211300s
Barrow Deep1372113700s
The Drowned Mill552111160s
Wolf-Stair1262112520s
Number Nine Shaft1562211700s
The Ledger Chasm1862112900s
Mycelia Hollow20621121100s
The Rime Chapel22621121400s
The Glass Tomb24621121800s
The Cinderworks26621122600s

What lives down each of them, and which attribute its traps tets.

DungeonMonstersTraps test
The Cellar Below the GooseCellar MatriarchDexterity
The Fen TunnelsTunnel Leech, Drowned WardenEndurance, Speed
Barrow DeepVault Sentinel, The Barrow RegentIQ
The Drowned MillMill Rat Knot, The WheelSpeed
Wolf-StairRimewolf, The Alpha of the StairDexterity
Number Nine ShaftTommyknocker, The Foreman of Number NineEndurance, IQ
The Ledger ChasmSpoil-Heap Crawler, The Chasm ClerkDexterity
Mycelia HollowSpore Drift, The Fever TreeEndurance
The Rime ChapelThe Buried, The Rime CelebrantEndurance
The Glass TombSalt Husk, The VitrifierDexterity
The CinderworksAsh Walker, The Kiln LordSpeed

Finishing a dungeon pays its silver once a day; go back down the same day and the monsters and drops respawn, but the completion silver is gone until midnight UTC. Each dungeon is counted separately. Riddle answers are not printed here.

Theft, robbery and traps

Both Theft and Robbery are taught at the casino. Theft is done at the town square against residents; robbery is done the house street against other players, and it is the only mechanic that takes something from a player who did not agree to it.

A pickpocket (using the Thief skill) costs one click. Success is 0.42 + 0.06 × (theft skill + 0.25 × Dexterity + 0.25 × Luck − difficulty), floored at 5% and capped at 90%. Each mark lets you near their purse once a day, then keeps a hand on it. Theft pays no experience, only silver, and less per click than fighting.

MarkDifficultyPurse
a man asleep against the Goose14-12s
Guli Bucska, farmer310-26s
Ferrold Ansel, hedge keeper414-34s
a gnome courier518-40s
Szendre Gepherko620-48s
Brother Ilves of the temple724-55s
Nadass the tax clerk830-70s
Vanisaz Permete, royal huntsman936-84s
a caravan factor1050-110s
the fort drillmaster1270-150s
the casino croupier14110-240s

Failure has three outcomes. A guard fine costs 18 silver plus 4 per level. A scuffle costs 6 health. Being made unwelcome shuts every door in town for 20 minutes - no trading, no training, no praying - and it is much the worst of the three. Sometimes you simply drop the purse and walk on.

Robbery

A night's work (using the Robbery skill) costs 4 clicks and is done from the house street. You take one stored item, or - if the shelves are bare - 8% of the owner's purse, capped at 400 silver. Any given house can be robbed once a day per player. The owner is told your name whether you were successful or not.

Nobody below level 5 can be robbed, and nobody more than 6 levels below you. Success is 0.34 + 0.055 × (robbery skill + 0.25 × Dexterity + 0.25 × Luck − defence), where defence is 0.5 × the owner's level + 0.34 × their Luck. It is capped at 85%: the house always gets a roll. Getting caught costs 55 silver plus 10 per level and 45 minutes of being unwelcome.

Traps

The fort's back room sells them and a house holds 3 at once. Each one contests a different attribute, so a robber need only fall short in one of them. A trap does not call the guard and does not fine anybody - it simply goes off, and it can kill. Trap damage is reduced by 0.4 per point of the robber's IQ. The fort buys a trap back for 40% of its price.

TrapTestsDifficultyDamagePriceWhat it is
Noose LockIQ512400sA lock built so that solving it is the mistake.
Blade EngineDexterity616550sBlades on a spring behind the doorframe.
Falling GrateStrength620600sIron drops across the hall. You lift it or you stay under it.
Zombie ShackleEndurance718700sGrave-iron out of the barrow. It takes hold of an ankle and then simply waits.
ThornspitterSpeed714750sForty thorns, fired down the length of a hallway.
Mana DemonLuck9261500sSomething in a jar that objects to strangers.

You cannot see what is fitted in another player's house.

Fair play

One rule catches people off guard, so it is written down here rather than left to be met at a counter that will not explain itself. If the crown's clerks come to read two of your characters as one household, those two cannot rob each other, meet in the lists, or buy from each other's stalls. Everything else on the island stays open between them.

It is a blunt rule and it is meant to be one. It will catch people who honestly share a household - a couple, a family, a hall of residence, anyone reaching the island down one shared line. There is no ban in it and no black mark: the three doors between the two accounts are shut, and that is the whole of it. Trade with, fight and rob anybody else, not eachother.

Clans

A Clan charter costs 2,500 silver and buys a name, a roster of up to 30, a leaderboard place and a room to talk in. It buys nothing else: no shared purse, no shared storage, and nobody in a clan can reach into anybody else's pockets.

What a clan can do together is build. A clan project is paid for out of members' own pockets in silver and gathered materials, and what they finish is a standing perk for everybody on the roster - which is the only thing in the game one player can hand another.

ProjectSilverMaterialsWhat it does
The Hall4,00040 Deadfall Wood, 25 Ore Chunk, 15 Cut StrappingA room with your name over the door and a table long enough for the roster.
The Notice Board2,50020 Deadfall Wood, 20 Fen Reeds, 10 Raw HideA board by the hall door. Anybody in the clan can post to it, and everybody reads it.
The Cellar3,50030 Ore Chunk, 20 Sea Salt, 15 Chitin PlateCold storage under the hall. The temple gives a standing discount to anybody who keeps their own dead cold.
The Statue12,00060 Ore Chunk, 20 Relic Shard, 10 Ember GlassSomebody on a plinth in the square, at enormous expense.

Invitations are how you get in - up to 40 outstanding at a time. Leaving is always yours to do.

Talking to people

None of this costs a click - talking is free and looking is free. The island has one shared channel, and everyone reads the same tail of it wherever they are standing; the world screen tells you who else is nearby and how many people are about. Swearing in the channel is starred out.

A whisper is a line only its two ends can see, and you can only send one to somebody on your friends list. A friend is a request the other has to accept, and once they do you can see whether they are on the island and roughly which way and how far - never the exact field, and only while they are online.

Letters are the slower way and the one that reaches somebody who is not online: mail threads into conversations and waits to be read. Blocking somebody stops their letters, their whispers and their friend requests in one stroke. It does not hide what they say in the open channel, because the open channel is open.

A profile is public, and it says what you have done rather than what you own: your level, your kills and deaths, how many deeds you have earned, how many times you have gone round, and what you are wearing. It does not show your silver, your strongbox, your attributes, or where you are standing.

Three boards keep score. The island board ranks players by level; the clan board ranks clans by the levels of everyone on the roster; and the arena keeps its own, by rating, of the players who have put their name up to be called out.

Pets

Some monsters can be kept rather than killed. Throw a catching net at one that is already hurt and it may come home with you: the odds climb as its health falls, cap at 85%, and nothing can be caught above 30% health. The net tears whether it worked or not.

The stable holds 12. One of them walks with you at a time and fights on its own, adding a fraction of your own hit every round and, now and then, something more. What that something is depends on the pet. A hungry one sits the fight out, so they are fed as well as kept.

KindIts hitChance of moreWhat that is
beast35% of yours25%Shoves the enemy back, so the gap has to be closed again.
bug25% of yours30%Leaves poison in the wound.
bird30% of yours25%Goes for its eyes, so the enemy loses its next move.

A pet cannot be traded, and it does not carry anything.

Getting about

Walking costs one click. The airship calls at 13 masts and charges 40 + 6 per field of distance, measured as the longer of the two axes. Waygates cost one click and no silver. Each one goes to exactly one other Waygate.

MastFieldWhat it is
East Lane Mast5,8A mooring mast at the end of the market road. The guy wires are anchored to three roofs, each owner paid a shilling a year.
Cockle Flats Mast2,2A windsock on a pole at the top of the beach, above the tide line, with the gull on it most days.
Kingsway Mast10,1The processional road makes a fine runway. The dead have not objected in writing.
Scree Landing11,4A flattened hilltop and a rope ladder. The sign about the wind was never finished past the second word.
Sunken Mast10,9A leaning mast and a jetty that goes under at spring tide, and still the fastest way out of the fen.
Sallowmere Green5,16The ship moors to the elm at the edge of the green and half the village comes out to watch, every time, as though it were the first time.
Blackpine Gate Mast16,8A mast just outside the palisade, because the pilot will not take the ship in over the trees and has stopped being asked why.
Wind-Scoured Mast31,6The guy wires sing one long note the whole time you are moored. The pilot keeps the engines turning over and does not shut the door.
Dry Waterfall Landing18,14The ship comes down into the dry plunge pool, where there is no wind. Above it the falls go on making noise the whole time you are loading.
Pithead Mast26,12The mast was put up for ore. It carries people now, on a schedule the company prints and a rate the company reviews annually.
Cinder Mast33,16Ash gets into the gas cells, so the ship never stays. You are put down and the mooring rope is off before your second boot is on the ground.
Saltgate Mast27,24The mast is in the caravanserai yard, in shade, beside the water jars. The queue starts at the second jar and Cheruzs Bant will tell you where you stand in it.
Stilt Mast8,25The mast is a tree the village stopped cutting, by a vote of eleven to four. Ships moor to it. The whole platform leans an inch and nobody mentions this to passengers.

Every fare on the network, from mast to mast.

From \ ToEast Lane MastCockle Flats MastKingsway MastScree LandingSunken MastSallowmere GreenBlackpine Gate MastWind-Scoured MastDry Waterfall LandingPithead MastCinder MastSaltgate MastStilt Mast
East Lane Mast-76s82s76s70s88s106s196s118s166s208s172s142s
Cockle Flats Mast76s-88s94s88s124s124s214s136s184s226s190s178s
Kingsway Mast82s88s-58s88s130s82s166s118s136s178s178s184s
Scree Landing76s94s58s-70s112s70s160s100s130s172s160s166s
Sunken Mast70s88s88s70s-82s76s166s88s136s178s142s136s
Sallowmere Green88s124s130s112s82s-106s196s118s166s208s172s94s
Blackpine Gate Mast106s124s82s70s76s106s-130s76s100s142s136s142s
Wind-Scoured Mast196s214s166s160s166s196s130s-118s76s100s148s178s
Dry Waterfall Landing118s136s118s100s88s118s76s118s-88s130s100s106s
Pithead Mast166s184s136s130s136s166s100s76s88s-82s112s148s
Cinder Mast208s226s178s172s178s208s142s100s130s82s-88s190s
Saltgate Mast172s190s178s160s142s172s136s148s100s112s88s-154s
Stilt Mast142s178s184s166s136s94s142s178s106s148s190s154s-

Quests

The crown's chain runs in order and there are 16 links in it. The Sulking Goose hands out 44 jobs in any order it likes. You can have several quests at once - the crown's chain, a job from the bar, a labyrinth contract and your teacher's line are separate ledgers, and one dead boar counts for whoever asked for it, so multiple quests could be completed with the same action.

Goals, levels and pay.

The crown

#ErrandLevelWhat is askedPaysAlso gives
1A Matter of the Pantry1bring 3 × Ant Thorax40sBread
2The Goose Question2bring 1 × Goose Quill70sGnome Mushroom
3Ferrold's Hedge3bring 2 × Wyrmling Fang120sGnome Mushroom
4What the Cellar Wants4walk out of The Cellar Below the Goose alive200sGnome Mushroom, Honeycake
5The Roofing Estimate5bring 4 × Crab Shell260sGnome Mushroom
6A Boar of Some Standing6bring 2 × Boar Tusk340sGnome Mushroom
7The Wrong Coastline7kill 3 × Bandit Cartographer450sGnome Mushroom
8The Gloom Elk of Whitmoor8bring 2 × Gloom Antler560sGnome Mushroom, Antivenom
9The Sexton Question9bring 3 × Spore Cap700sGnome Mushroom
10The Arch That Hums10stand at 12,6820sGnome Mushroom
11The Wardens' Back Pay11walk out of The Fen Tunnels alive1000sGnome Mushroom, Aqua Vitae
12A Formal Complaint12bring 3 × Rust Flake1200sAqua Vitae
13The Hag's Button13bring 1 × Hag's Button1400sGnome Mushroom, Aqua Vitae
14The Unquiet Audit14bring 2 × Ledger Leaf1900sGnome Mushroom
15The Standing Debt15bring 4 × Grave Coin2400sGnome Mushroom, Aqua Vitae
16Court Is Adjourned16walk out of Barrow Deep alive3000sGnome Mushroom, Grave Coin

The Sulking Goose

JobLevelWhat is askedPaysAlso gives
The Landlord Is Short of Eels2bring 5 × Dried Eel90s-
Somebody Ought to Look at the Wreck3stand at 2,1110s-
The Old Man's List3stand on 6 places, in any order180s-
Somebody Ought to Trim It4search Tangle Fen220s-
Nobody Has Ever Found the Ringer5search Hollow Barrow260s-
The Rounds5stand on 4 places, in any order300sCider Jug
What the Mill Kept6search Sallowmere Tillage or Cider Reach380s-
Quiet In A Way That Has An Explanation7search Gloomtangle or Meadowmarch340s-
A Jug That Must Arrive Cold7carry Cider Jug from 6,16 to 16,8460s-
Dice, and What Was Owed on Them8bring 3 × Imp Horn400s-
The Sow, Specifically8kill 1 × The Sallowmere Sow at 2,21420s-
A Pen Worth Signing With9bring 2 × Harpy Quill320s-
Stand With Them9stand at 11,18, empty-handed520sGnome Mushroom
The Apprentice Problem11bring 1 × Giant Knucklebone700s-
It Does Not Sleep Twice11search Blackpine Uplands, and it does not stay put900s-
The Fence Has No Gate12stand on 4 places, in any order1000s-
Somebody Cut Those Steps12walk out of Wolf-Stair alive1400sGnome Mushroom
Three Pieces of Last Century13bring 3 × Amber Lump1150s-
Take It Up There With You14stand at 22,8, poisoned1250sAntivenom
The Eleven15search Delvemouth Spoil or Quillcut1600s-
Four of Iron, Honestly Got15bring 4 × Iron Ore1500sAssay Scales
The Last Thing on the List16bring 1 × Unicorn Horn2200sGnome Mushroom
Four Names Off the Wall16search Delvemouth Spoil or Quillcut1800s-
It Is Going Where It Was Going17kill 1 × Rail-Cart Wreck at 24,131900s-
A Lamp You Can Trust18stand at 20,12, carrying Ore Lamp2000sOre Lamp
The Overflow18walk out of The Ledger Chasm alive2400sGnome Mushroom
The Name On The Bark19search Verdigris Deep or Mycelia Hollow2600sFever Draught
Four Places Nobody Goes Twice20stand on 4 places, in any order2700s-
The Light Down There Is Not Sunlight20walk out of Mycelia Hollow alive3200sGnome Mushroom
Somebody Is Beating It21kill 1 × The Drum-Thing at 11,232900s-
The Canoe That Did Not Come Back22search Verdigris Deep or Mycelia Hollow3000s-
The Third Pew22stand at 30,5, wearing Rimewolf Cloak3400s-
It Was Never Finished22walk out of The Rime Chapel alive4600sRimewolf Cloak
Six Ships and No Water23search The Rimewaste3600s-
The Long Carry23carry Great Waterskin from 27,24 to 20,173800sWaterskin
The Necromancer's Corpse24search Sunder Dunes or The White Pan4400s-
The Caravan Master Wants It Walked24stand on 4 places, in any order4000sSalt Ration
Step Four Was The Arch24walk out of The Glass Tomb alive5400sGnome Mushroom
Four Places In The Ash25stand on 4 places, in any order5000s-
Two, and Then We Talk26kill 2 × White Bear4200sGnome Mushroom
Whatever Dragged It26kill 1 × Caravan Ghost at 28,224800s-
There Is A Building Under There26search Cinderfall5600sFire Glass
Stand Under It And Listen27stand at 37,18, wearing Kiln Mask6000s-
Something Is Still Feeding It27walk out of The Cinderworks alive9000sGnome Mushroom, Aqua Vitae

Your calling's line

Each calling has a chain of its own, and it runs alongside the crown's and the bar's - you can carry one from each at once. Five steps, in order, one in the journal at a time, and you take the next by standing at your teacher's door once you are the level it asks. The teachers keep to their trades: the knight's is at the fort, the ranger's in the tavern, the magician's at the mage tower.

Calling#StepLevelWhat is askedPays
Knight1The Armourer Wants a Word4bring 6 × Chitin Plate90s
2Stand There6kill 1 × Moss Boar160s
3The Bog Knight9kill 1 × Bog Knight320s
4Six Walls12stand on 4 places, in any order380s
5The Armourer's Pattern15bring 12 × Scrap Iron500s
Ranger1Ereth Brail, Who Is Not Impressed4bring 8 × Flight Feather90s
2From Over There6kill 1 × Bandit Cartographer170s
3The Shrike Bush9stand at 24,13300s
4Cord12bring 20 × Fen Reeds360s
5The Drovers' String15bring 14 × Deadfall Wood520s
Magician1The Tower Has Standards, Allegedly4bring 5 × Grave Dust95s
2Something a Blade Will Not Do6kill 1 × Mushroom Sexton180s
3The Accountant9kill 1 × Unquiet Accountant340s
4Glass12bring 6 × Ember Glass400s
5Gepherko's Only Original Work15bring 8 × Relic Shard540s

The last step of each line teaches a recipe that calling alone can make, and earns a deed that opens a unique title. The briefings, and what those titles are, are left for you to reach.

The daily board

The board by the palace gate gives you quests apart from the crown's chain, and does not take up the same slot - you can be on a royal errand and a board notice at once. It posts one notice a day, the same one all day, and it asks for a number of some monster's leavings brought to the gate. Bring them and it pays silver well above what the shop would give for the same drop, and experience that grows with your level. It turns over at midnight UTC with the rest of the day.

Faces

16 of them. Picked when you sign up and changed whenever you like, at no cost and no click.

The WandererThe BrawlerThe ScholarThe PoacherThe Disgraced KnightThe HerbalistThe Beached SailorThe GamblerThe Grave-DiggerThe CartographerThe Temple NoviceThe SmithThe FenceThe ShepherdThe Runaway ClerkThe Goose Enthusiast