The wiki · alpha
Every monster, item, spell, price and errand on the island. Generated from the game's own files on 2026-08-20.
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.
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.
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.
| Attribute | Per 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.
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.
| Skill | Per point | Where | Next point from 0 | From 5 | From 10 |
|---|---|---|---|---|---|
| Slash | +3% to hit, +0.33 damage with a blade | Fort | 40 | 588 | 1459 |
| Crush | +3% to hit, +0.33 damage with a blunt weapon | Fort | 40 | 588 | 1459 |
| Ranged | +3% to hit, +0.33 damage with a bow | Fort | 40 | 588 | 1459 |
| Magic | +1.5 spell damage, +2 mana | Mage tower | 90 | 1582 | 4173 |
| Theft | +6% chance of success | Casino | 55 | 808 | 2007 |
| Robbery | +5.5% chance of success | Casino | 80 | 1176 | 2919 |
| Monsterology | Nothing yet | Nowhere 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%.
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.
| Terrain | Monster on a step | Something else happens |
|---|---|---|
| Bridge | 25% | 10% |
| Windward Strand | 40% | 15% |
| Meadowmarch | 35% | 15% |
| Gloomtangle | 45% | 15% |
| Scree Hills | 45% | 12% |
| Tangle Fen | 50% | 12% |
| Hollow Barrow | 50% | 12% |
| Wyrmcourt Town | 0% | 4% |
| The Kingsway | 0% | 8% |
| Sallowmere Tillage | 30% | 16% |
| Cider Reach | 32% | 16% |
| Blackpine Uplands | 55% | 12% |
| The Rimewaste | 45% | 14% |
| Cinderfall | 50% | 14% |
| Quillcut | 45% | 14% |
| Delvemouth Spoil | 48% | 14% |
| Sunder Dunes | 42% | 15% |
| The White Pan | 40% | 14% |
| Verdigris Deep | 50% | 15% |
| Mycelia Hollow | 52% | 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.
| Gate | Crossing | On the way through |
|---|---|---|
| Temple Gate | 4,6 n | You pass under Temple Gate. Brastel of the day watch is asleep standing up. He has managed it every noon for twelve years. |
| Goose Gate | 4,8 s | You duck through Goose Gate, a hole knocked through the wall and never squared off. |
| East Gate | 5,8 e | East Gate stands open. There is grass growing against both leaves of the door. |
| Blackpine Gate | 19,8 n | You 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 Gap | 5,16 n | You 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 Gate | 27,10 n | You 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 Saltgate | 27,24 n | You 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.
| Where | Field | What is there |
|---|---|---|
| Palace Yard | 3,6 | - |
| Temple Close | 4,6 | - |
| Tower Corner | 5,6 | - |
| Fort Gate | 3,7 | - |
| Home Row | 4,7 | - |
| Market Lane | 5,7 | - |
| Dice Alley | 3,8 | - |
| Goose Square | 4,8 | a way down into The Cellar Below the Goose |
| East Lane | 5,8 | - |
| Northbridge | 8,5 | - |
| Sunken Bridge | 8,10 | - |
| The Stone Stair | 11,3 | - |
| Fallen Gatehouse | 9,1 | - |
| Kingsway | 10,1 | - |
| The Tilted Court | 11,1 | - |
| Barrow Mouth | 12,1 | a way down into Barrow Deep |
| Offering Wall | 9,2 | something somebody left |
| The Stone Feast | 10,2 | - |
| Cracked Bell Tower | 11,2 | - |
| The Regent's Shadow | 12,2 | - |
| West Waygate | 6,2 | a Waygate |
| East Waygate | 12,6 | a Waygate |
| Wreck of the Petulant | 2,1 | something somebody left |
| Sea Chapel | 5,1 | a shrine: a free heal, once a day |
| Hermit's Clearing | 2,11 | something somebody left |
| Watcher's Cairn | 10,4 | something somebody left |
| Drowned Door | 11,10 | a way down into The Fen Tunnels |
| Gullwatch Rocks | 3,1 | - |
| Tideline | 4,1 | - |
| Cockle Flats | 1,2 | - |
| Riverside Alders | 7,3 | - |
| The Barley Rise | 4,4 | - |
| Old Plough Corner | 6,5 | - |
| Gorse Maze | 1,4 | - |
| Scree Foot | 9,4 | - |
| Harpy Ledges | 12,4 | - |
| Reedgate | 9,8 | - |
| Leaning Lantern | 12,8 | - |
| The Last Tussock | 10,12 | - |
| Deerfall Glade | 5,9 | - |
| Rootcellar Hollow | 3,12 | - |
| The Long Dark Row | 6,11 | - |
| The Long Causeway | 13,8 | - |
| Sallowmere Green | 5,16 | - |
| The Tithe Barn | 4,16 | - |
| Sallowmere Crossroads | 5,18 | - |
| The Cider Reach | 6,16 | something somebody left |
| Beekeepers' Row | 3,17 | - |
| The Mill Race | 2,18 | - |
| Drowned Mill | 2,19 | a way down into The Drowned Mill |
| Long Acre | 9,19 | - |
| Scarecrow Parliament | 11,18 | - |
| Gallows Elm | 12,20 | - |
| The Drover Road | 8,21 | - |
| Flooded Furlong | 8,16 | - |
| Hedge Court | 11,17 | something somebody left |
| Pig Wood | 2,21 | - |
| Blackpine Gate | 16,8 | - |
| Rope Bridge | 17,6 | - |
| The Charcoal Camp | 19,7 | - |
| Wolf-Stair | 18,3 | a way down into Wolf-Stair |
| Resin Fall | 21,6 | - |
| The Crooked Mile | 20,5 | - |
| Snowline Cairn | 24,2 | - |
| Hunter's Larder | 22,4 | something somebody left |
| The Quiet Stand | 18,5 | - |
| Lightning Spar | 23,7 | - |
| Pine Throne | 17,2 | - |
| The Cold Spring | 22,8 | a shrine: a free heal, once a day |
| Antler Fence | 25,5 | - |
| Rime Chapel | 30,5 | a way down into The Rime Chapel |
| The White Silence | 33,7 | - |
| Frozen Fleet | 37,2 | something somebody left |
| Breath Hollow | 29,4 | a shrine: a free heal, once a day |
| The Cold Tongue | 32,3 | - |
| Wind-Scoured Mast | 31,6 | - |
| Buried Milestone | 28,7 | - |
| The Last Fire | 35,6 | - |
| Seal Shelf | 38,4 | - |
| Glass Fissure | 34,8 | something somebody left |
| The North Waygate | 27,3 | a Waygate |
| Ice Orchard | 36,5 | - |
| Delvemouth Pithead | 26,12 | - |
| Number Nine Shaft | 25,11 | a way down into Number Nine Shaft |
| The Spoil Heaps | 27,12 | - |
| Company Row | 26,11 | - |
| The Winding House | 25,12 | - |
| Quillcut Rim | 17,9 | - |
| The Ledger Chasm | 22,11 | a way down into The Ledger Chasm |
| Rope Descent | 19,10 | - |
| Echo Narrows | 23,12 | - |
| The Red Seam | 24,10 | something somebody left |
| Cart Track Junction | 24,13 | - |
| Dry Waterfall | 18,14 | - |
| The Hanging Stair | 16,11 | - |
| Canary Shrine | 27,10 | a shrine: a free heal, once a day |
| Blast Shelter | 20,12 | - |
| Cinderfall | 30,12 | - |
| The Cinderworks | 35,13 | a way down into The Cinderworks |
| Ash Drift | 32,14 | - |
| The Slow River | 36,11 | - |
| Glassed Field | 29,10 | something somebody left |
| Smoke Gate | 28,9 | - |
| The Kiln Road | 34,16 | - |
| Obsidian Shelf | 38,12 | - |
| The Warm Stones | 31,9 | a shrine: a free heal, once a day |
| Cinder Mast | 33,16 | - |
| The Last Tree | 37,18 | - |
| Sulphur Pools | 31,19 | something somebody left |
| Saltgate | 27,24 | - |
| The White Pan | 21,18 | - |
| Glass Tomb | 22,19 | a way down into The Glass Tomb |
| Caravan Well | 25,20 | a shrine: a free heal, once a day |
| The Singing Dunes | 18,21 | - |
| Sunder Waygate | 17,17 | a Waygate |
| The Brine Works | 20,17 | - |
| Bleached Mile | 28,22 | - |
| The Half-Buried Arch | 24,18 | - |
| Shade Rock | 26,21 | something somebody left |
| The Forty Jars | 29,23 | something somebody left |
| Wind-Carved Teeth | 32,22 | - |
| Salt Road | 23,20 | - |
| Mirage Flats | 21,19 | - |
| Hollowmoot | 8,25 | - |
| Mycelia Hollow | 6,24 | a way down into Mycelia Hollow |
| The Green Ceiling | 3,26 | - |
| Stilt Landing | 9,25 | - |
| Drum Clearing | 11,23 | - |
| The Strangler Court | 5,27 | - |
| Spore Glow | 7,26 | - |
| Black Lagoon | 15,23 | something somebody left |
| The Rot Cathedral | 10,27 | - |
| Leaf-Cutter Highway | 12,24 | - |
| The Fever Tree | 6,28 | - |
| Sunken Idol | 2,23 | something somebody left |
| Vine Bridge | 16,25 | - |
| The Quiet Pool | 4,23 | a 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.
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.
| Building | Field | What it is for |
|---|---|---|
| Palace | 3,6 | The crown hands out its chain of errands, in order, and the board by the gate has one of its own every day. |
| Temple | 4,6 | Insurance (150s) and a cleansing prayer against poison (30s). A clan with the Cellar pays less at this counter. |
| Mage Tower | 5,6 | Learn spells, exercise magic skill. |
| Fort | 3,7 | Exercise weapon skills. The back room sells house traps. |
| The lists | 3,7 | The lists, which is where the arena is. Put your name down and anyone within six levels can call you out. |
| Your house | 4,7 | Storage that weighs nothing, and the magic chair. |
| General store | 5,7 | Buys and sells. Pays 50% of list price, before the Haggle trait, which raises it. |
| The stalls | 5,7 | Player stalls. List, browse, buy, and the crown takes 5% of every sale. |
| Casino | 3,8 | Dice, and the two skills nobody will admit to teaching. |
| The Sulking Goose | 4,8 | Drinks, rumours, odd jobs, and a cellar the landlord will not discuss. |
| Bank | 5,8 | Keeps silver where no thief can reach it. The king can reach it whenever he likes. |
| The Tithe Barn | 5,16 | Sallowmere's shop. Farm kit and the plainest food on the mainland. |
| The Sheaf | 5,16 | Sallowmere's bar. The first one you reach off the causeway. |
| The Hiring Stone (not built) | 5,16 | Where Sallowmere means to hire hands. |
| Company Store | 26,12 | Delvemouth's shop, and it sells what a mine needs. |
| The Deep Adit | 26,12 | Delvemouth's bar, cut into the rock like everything else there. |
| The Winding House | 26,12 | The island's forge. Bring ore and a recipe. |
| The Caravanserai | 27,24 | Saltgate's shop: water, shade, and the price of both. |
| The Water Office | 27,24 | Sells seeds, and the watering can the garden needs. |
| The Forty Jars | 27,24 | Saltgate's bar. The jars are the point and nobody explains them. |
| The Stilt Hall | 8,25 | Hollowmoot's bar, above the water, on legs. |
| The Apothecary | 8,25 | Hollowmoot's shop. In Verdigris nobody distinguishes a general store from a chemist. |
| The Boatwright (not built) | 8,25 | Where Hollowmoot means to build something that floats. |
Drinks at the Sulking Goose, and what they cost you.
| Drink | Price | Health |
|---|---|---|
| Black Foam | 5s | +5 |
| Hell's Diavovino | 18s | +15 |
| Goose Gold | 40s | +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.
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 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 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.
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.
| Monster | Lvl | HP | Damage | Spd | Dex | Def s/c/r | XP | Silver | Ranged | Poison | Aggro | Tame | Drops |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Green Ant Swarm | 1 | 8 | 2 ±30% | 4 | 3 | 3 / 0 / 2 | 5 | 0-3 | no | - | 20% | yes | Chitin Plate always Ant Thorax 60% |
| Scrawny Town Lancer | 2 | 18 | 4 ±15% | 5 | 5 | 1 / 0 / 1 | 14 | 2-8 | no | - | 35% | no | Cut Strapping always Bread 30% Rusty Knife 10% |
| Hedge Wyrmling | 2 | 16 | 4 ±40% | 7 | 6 | 1 / 1 / 1 | 12 | 1-6 | no | - | 30% | yes | Raw Hide always Wyrmling Fang 50% |
| Dune Crab | 2 | 22 | 4 ±25% | 3 | 4 | 4 / 0 / 3 | 15 | 1-6 | no | - | 25% | yes | Chitin Plate always Crab Shell 70% |
| Toll Goose | 3 | 26 | 6 ±30% | 9 | 8 | 1 / 1 / 1 | 22 | 5-15 | no | - | 50% | yes | Flight Feather always Goose Quill 70% |
| Gull Racketeer | 3 | 18 | 5 ±35% | 11 | 9 | 1 / 1 / 1 | 20 | 4-14 | yes | - | 45% | yes | Flight Feather always Gull Feather 80% |
| Bracken Hare | 3 | 20 | 3 ±30% | 9 | 7 | 1 / 0 / 1 | 18 | 1-7 | no | - | 15% | yes | Raw Hide always |
| Charcoal Burner | 4 | 34 | 5 ±25% | 5 | 6 | 1 / 1 / 1 | 30 | 4-14 | no | - | 20% | no | Cut Strapping always |
| Harvest Ant | 4 | 40 | 6 ±30% | 6 | 6 | 3 / 0 / 2 | 34 | 3-12 | no | - | 30% | yes | Chitin Plate always Ant Mandible 60% |
| Brine Widow | 5 | 45 | 8 ±35% | 8 | 9 | 2 / 1 / 2 | 40 | 8-24 | no | 25% | 40% | yes | Chitin Plate always Antivenom 25% |
| Moss Boar | 5 | 55 | 10 ±30% | 7 | 7 | 2 / 1 / 2 | 45 | 6-20 | no | - | 45% | yes | Raw Hide always Boar Tusk 60% |
| Mill Rat Knot | 5 | 46 | 7 ±35% | 10 | 8 | 1 / 0 / 1 | 42 | 4-16 | no | - | 40% | yes | Raw Hide always Braided Tail 60% |
| Bandit Cartographer | 6 | 48 | 9 ±25% | 9 | 11 | 2 / 2 / 1 | 55 | 15-45 | yes | - | 40% | no | Cut Strapping always Sling 20% Bread 40% |
| Crow Flock | 6 | 44 | 9 ±40% | 13 | 12 | 1 / 1 / 1 | 55 | 8-24 | yes | - | 45% | yes | Flight Feather always Crow Feather 70% |
| Gloom Elk | 7 | 75 | 12 ±30% | 10 | 8 | 2 / 2 / 2 | 70 | 10-30 | no | - | 30% | yes | Raw Hide always Gloom Antler 60% |
| Mushroom Sexton | 8 | 90 | 13 ±35% | 5 | 7 | 1 / 4 / 1 | 85 | 12-36 | no | 20% | 35% | no | Sap Resin always Spore Cap 60% |
| Scree Imp | 8 | 70 | 12 ±40% | 13 | 12 | 3 / 2 / 2 | 80 | 15-45 | yes | - | 45% | no | Cut Strapping always Imp Horn 55% |
| The Sallowmere Sow | 8 | 105 | 15 ±30% | 8 | 8 | 3 / 1 / 2 | 90 | 14-40 | no | - | 40% | no | Raw Hide always Sow Bristle 60% Boar Tusk 30% |
| Ridge Harpy | 9 | 85 | 14 ±35% | 14 | 13 | 2 / 2 / 2 | 100 | 20-55 | yes | - | 45% | yes | Flight Feather always Harpy Quill 60% |
| Scythe-Hand | 9 | 96 | 18 ±25% | 9 | 12 | 2 / 3 / 2 | 105 | 16-48 | no | - | 50% | no | Grave Dust always Scythe Blade 50% |
| Leech Chandler | 10 | 110 | 17 ±30% | 7 | 10 | 2 / 3 / 2 | 130 | 25-70 | no | 20% | 40% | no | Cut Strapping always Leech Tallow 60% |
| Charcoal Burner's Dog | 10 | 118 | 18 ±30% | 14 | 12 | 2 / 1 / 2 | 125 | 18-50 | no | - | 65% | yes | Raw Hide always Ember Collar 50% |
| Hill Giant's Apprentice | 11 | 140 | 20 ±35% | 4 | 8 | 3 / 4 / 3 | 150 | 30-80 | no | - | 35% | no | Cut Strapping always Giant Knucklebone 60% Cudgel 25% |
| Bog Knight | 12 | 160 | 22 ±25% | 6 | 10 | 5 / 2 / 5 | 190 | 35-95 | no | - | 40% | no | Grave Dust always Rust Flake 60% Mace 15% |
| Resin Lurker | 12 | 175 | 21 ±25% | 5 | 9 | 6 / 2 / 5 | 175 | 22-62 | no | - | 60% | no | Sap Resin always Amber Lump 60% |
| Fen Hag | 13 | 180 | 24 ±35% | 9 | 13 | 3 / 3 / 3 | 230 | 45-120 | yes | - | 30% | no | Cut Strapping always Hag's Button 50% |
| Rimewolf | 13 | 190 | 26 ±30% | 16 | 14 | 3 / 2 / 3 | 210 | 28-75 | no | - | 70% | yes | Raw Hide always Rimewolf Pelt 60% |
| Unquiet Accountant | 14 | 200 | 26 ±20% | 8 | 12 | 4 / 2 / 4 | 280 | 60-150 | no | - | 35% | no | Grave Dust always Ledger Leaf 60% |
| Canyon Shrike | 14 | 165 | 26 ±35% | 17 | 16 | 2 / 2 / 2 | 235 | 30-82 | yes | - | 50% | yes | Flight Feather always Shrike Beak 60% |
| Barrow King's Debt Collector | 15 | 240 | 30 ±25% | 11 | 14 | 4 / 4 / 4 | 350 | 80-200 | no | - | 45% | no | Cut Strapping always Grave Coin 60% |
| The Antler-Thing | 15 | 230 | 30 ±35% | 11 | 13 | 4 / 3 / 4 | 265 | 34-90 | no | - | 55% | yes | Raw Hide always Shed Antler 60% |
| Pale Unicorn | 16 | 280 | 32 ±30% | 15 | 15 | 5 / 5 / 5 | 450 | 0-0 | no | - | 15% | yes | Raw Hide always Unicorn Horn 90% |
| Pine Stalker | 16 | 215 | 33 ±30% | 18 | 17 | 3 / 3 / 3 | 310 | 40-105 | no | - | 80% | yes | Raw Hide always Stalker Claw 60% |
| Spoil-Heap Crawler | 16 | 285 | 28 ±20% | 4 | 8 | 7 / 3 / 6 | 290 | 34-92 | no | - | 45% | yes | Chitin Plate always Crawler Plate 60% |
| Tommyknocker | 17 | 240 | 32 ±30% | 12 | 15 | 4 / 5 / 4 | 330 | 45-120 | no | - | 50% | no | Cut Strapping always Knocker's Hammer 50% Iron Ore 30% |
| Rail-Cart Wreck | 18 | 330 | 36 ±35% | 9 | 10 | 6 / 2 / 6 | 380 | 50-135 | no | - | 55% | no | Scrap Iron always Iron Ore 60% Silver Ore 15% |
| Leaf-Cutter Column | 18 | 300 | 26 ±30% | 11 | 12 | 5 / 1 / 4 | 390 | 38-105 | no | 30% | 45% | yes | Chitin Plate always Ant Mandible 50% |
| Deep Gas | 20 | 260 | 34 ±40% | 15 | 18 | 8 / 8 / 8 | 460 | 0-0 | yes | 55% | 60% | no | Ember Glass always Green Residue 50% |
| Ice-Fisher | 20 | 355 | 40 ±35% | 15 | 17 | 3 / 3 / 3 | 480 | 45-125 | no | - | 75% | no | Cut Strapping always Ice Tooth 50% |
| Strangler Vine | 21 | 400 | 30 ±25% | 6 | 11 | 3 / 6 / 3 | 470 | 42-118 | no | 35% | 40% | no | Sap Resin always Strangler Root 60% |
| Salt Husk | 22 | 460 | 34 ±25% | 7 | 10 | 8 / 2 / 7 | 500 | 0-4 | no | - | 45% | no | Grave Dust always Salt Crystal 60% |
| Spore Drift | 23 | 340 | 28 ±40% | 14 | 16 | 7 / 7 / 6 | 540 | 0-0 | yes | 60% | 50% | no | Sap Resin always Spore Sac 55% |
| The Buried | 23 | 430 | 44 ±30% | 8 | 12 | 6 / 2 / 5 | 570 | 55-150 | no | - | 85% | no | Grave Dust always Frozen Cloth 60% |
| Glass Scorpion | 24 | 400 | 40 ±35% | 16 | 18 | 6 / 1 / 5 | 590 | 50-140 | no | 50% | 55% | yes | Chitin Plate always Glass Sting 60% |
| Cinder Hound | 24 | 380 | 54 ±35% | 20 | 19 | 3 / 3 / 3 | 620 | 60-160 | no | - | 75% | no | Ember Glass always Cinder Fang 60% |
| Glass Fissure Worm | 25 | 520 | 48 ±35% | 12 | 14 | 5 / 5 / 5 | 660 | 65-175 | no | - | 60% | yes | Chitin Plate always Ice Tooth 60% |
| The Drum-Thing | 26 | 470 | 42 ±30% | 13 | 15 | 5 / 4 / 5 | 700 | 70-190 | no | 25% | 50% | no | Scrap Iron always Drum Skin 60% |
| Caravan Ghost | 26 | 480 | 44 ±30% | 13 | 16 | 9 / 9 / 8 | 700 | 0-0 | yes | - | 40% | no | Grave Dust always Ghost Bell 55% |
| Ash Walker | 27 | 470 | 62 ±40% | 12 | 16 | 8 / 3 / 7 | 800 | 80-210 | yes | - | 60% | no | Ember Glass always Ash Core 60% Fire Glass 20% |
| White Bear | 28 | 650 | 58 ±30% | 14 | 14 | 6 / 5 / 6 | 900 | 95-240 | no | - | 80% | no | Raw Hide always White Bear Claw 65% |
| Sand Lion | 28 | 620 | 56 ±30% | 19 | 18 | 5 / 4 / 5 | 880 | 90-230 | no | - | 70% | yes | Raw Hide always Sand Lion Mane 60% |
Where each of them lives.
| Terrain | What is out there and their levels |
|---|---|
| Windward Strand | Dune Crab 2, Gull Racketeer 3, Brine Widow 5 |
| Meadowmarch | Green Ant Swarm 1, Scrawny Town Lancer 2, Hedge Wyrmling 2, Toll Goose 3 |
| Gloomtangle | Bracken Hare 3, Charcoal Burner 4, Moss Boar 5, Bandit Cartographer 6, Gloom Elk 7, Mushroom Sexton 8 |
| Scree Hills | Scree Imp 8, Ridge Harpy 9, Hill Giant's Apprentice 11 |
| Tangle Fen | Leech Chandler 10, Bog Knight 12, Fen Hag 13 |
| Hollow Barrow | Unquiet Accountant 14, Barrow King's Debt Collector 15, Pale Unicorn 16 |
| Sallowmere Tillage | Harvest Ant 4, Mill Rat Knot 5, Crow Flock 6, The Sallowmere Sow 8, Scythe-Hand 9 |
| Cider Reach | Harvest Ant 4, Crow Flock 6, The Sallowmere Sow 8 |
| Blackpine Uplands | Charcoal Burner's Dog 10, Resin Lurker 12, Rimewolf 13, The Antler-Thing 15, Pine Stalker 16 |
| The Rimewaste | Rimewolf 13, Ice-Fisher 20, The Buried 23, Glass Fissure Worm 25, White Bear 28 |
| Cinderfall | Cinder Hound 24, Ash Walker 27 |
| Quillcut | Canyon Shrike 14, Spoil-Heap Crawler 16, Rail-Cart Wreck 18 |
| Delvemouth Spoil | Spoil-Heap Crawler 16, Tommyknocker 17, Rail-Cart Wreck 18, Deep Gas 20 |
| Sunder Dunes | Salt Husk 22, Glass Scorpion 24, Caravan Ghost 26, Sand Lion 28 |
| The White Pan | Salt Husk 22, Glass Scorpion 24 |
| Verdigris Deep | Leaf-Cutter Column 18, Strangler Vine 21, Spore Drift 23, The Drum-Thing 26 |
| Mycelia Hollow | Spore Drift 23, The Drum-Thing 26 |
Dungeon monsters. You will only meet these underground, in a room you cannot flee.
| Monster | Lvl | HP | Damage | Spd | Dex | Def s/c/r | XP | Silver | Ranged | Poison | Aggro | Tame | Drops |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cellar Matriarch | 3 | 22 | 5 ±30% | 6 | 6 | 1 / 0 / 1 | 20 | 4-12 | no | - | 100% | no | Bread 40% |
| The Wheel | 7 | 130 | 16 ±30% | 6 | 9 | 4 / 1 / 4 | 130 | 25-60 | no | - | 100% | no | The Mill Wheel Pin 70% |
| Tunnel Leech | 9 | 95 | 15 ±30% | 7 | 10 | 2 / 3 / 2 | 110 | 15-40 | no | 30% | 100% | no | Leech Tallow 70% |
| Drowned Warden | 10 | 120 | 18 ±25% | 6 | 11 | 5 / 2 / 5 | 160 | 30-70 | no | - | 100% | no | Rust Flake 60% |
| Vault Sentinel | 14 | 220 | 26 ±20% | 9 | 13 | 4 / 4 / 4 | 300 | 50-120 | no | - | 100% | no | Grave Coin 60% |
| The Alpha of the Stair | 14 | 300 | 34 ±30% | 17 | 16 | 4 / 3 / 4 | 400 | 70-180 | no | - | 100% | no | Iron Collar, Snapped 80% Rimewolf Pelt 50% |
| The Barrow Regent | 16 | 320 | 32 ±25% | 12 | 15 | 5 / 5 / 5 | 550 | 150-350 | no | - | 100% | no | Grave Coin 90% Unicorn Horn 10% |
| The Foreman of Number Nine | 18 | 420 | 44 ±25% | 11 | 15 | 6 / 4 / 6 | 620 | 120-300 | no | - | 100% | no | Foreman's Tally 80% Silver Ore 40% |
| The Chasm Clerk | 21 | 480 | 48 ±20% | 13 | 18 | 7 / 5 / 7 | 780 | 160-380 | yes | - | 100% | no | The Chasm Clerk's Quill 80% Ledger Leaf 60% |
| The Fever Tree | 24 | 700 | 46 ±30% | 8 | 14 | 5 / 7 / 5 | 950 | 140-340 | no | 70% | 100% | no | Fever Bark 80% Spore Sac 50% |
| The Rime Celebrant | 26 | 760 | 58 ±25% | 12 | 16 | 8 / 6 / 8 | 1150 | 200-460 | no | - | 100% | no | The Celebrant's Censer 80% Ice Tooth 50% |
| The Vitrifier | 27 | 820 | 62 ±30% | 14 | 17 | 9 / 4 / 8 | 1300 | 240-540 | no | - | 100% | no | The Vitrifier's Heart 85% Fire Glass 50% |
| The Kiln Lord | 30 | 1100 | 74 ±30% | 13 | 18 | 10 / 8 / 10 | 2000 | 400-900 | no | - | 100% | no | The Kiln Key 90% Ash Core 60% Unicorn Horn 5% |
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.
| Weapon | Damage | Spread | Weight | Buy | Sells for | Where |
|---|---|---|---|---|---|---|
| Rusty Knife | 3 | 50% | 0.5kg | 10s | 5s | shop |
| Hatchet | 5 | 40% | 1.5kg | 60s | 30s | shop |
| Flint Knife | 6 | 30% | 0.4kg | 110s | 55s | found |
| Shortsword | 8 | 35% | 1.2kg | 220s | 110s | shop |
| Machete | 10 | 35% | 1.6kg | 400s | 200s | shop |
| Boar Spear | 11 | 35% | 2.5kg | 600s | 300s | shop |
| Longsword | 15 | 30% | 1.8kg | 1500s | 750s | shop |
| Billhook | 22 | 35% | 2.2kg | 2400s | 1200s | shop |
| Pit Axe | 30 | 30% | 4kg | 7600s | 3800s | shop |
| Caravan Sabre | 44 | 25% | 2.6kg | 26000s | 13000s | shop |
| Weapon | Damage | Spread | Weight | Buy | Sells for | Where |
|---|---|---|---|---|---|---|
| Cudgel | 4 | 45% | 2kg | 40s | 20s | shop |
| Miner's Pick | 8 | 40% | 3.5kg | 300s | 150s | shop |
| Mace | 9 | 40% | 3kg | 350s | 175s | shop |
| Warhammer | 14 | 35% | 4.5kg | 1300s | 650s | shop |
| Threshing Flail | 21 | 45% | 3.4kg | 2200s | 1100s | shop |
| Drop Hammer | 31 | 35% | 6.5kg | 7800s | 3900s | shop |
| Road Maul | 43 | 30% | 8kg | 24000s | 12000s | shop |
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.
| Weapon | Damage | Spread | Weight | Buy | Sells for | Where |
|---|---|---|---|---|---|---|
| Sling | 4 | 50% | 0.3kg | 40s | 20s | shop |
| Reed-String Bow | 9 | 35% | 0.5kg | 210s | 105s | found |
| Shortbow | 9 | 40% | 1kg | 220s | 110s | shop |
| Recurve Bow | 12 | 35% | 1.5kg | 450s | 225s | shop |
| Drovers' Bow | 12 | 28% | 0.9kg | 700s | 350s | found |
| Crossbow | 15 | 30% | 3kg | 800s | 400s | shop |
| Yew Bow | 22 | 30% | 1.6kg | 2600s | 1300s | shop |
| Bolt Thrower | 29 | 25% | 5kg | 7200s | 3600s | shop |
| Horn Bow | 44 | 20% | 2kg | 28000s | 14000s | shop |
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.
| Armour | Slot | Defence | Weight | Buy | Sells for |
|---|---|---|---|---|---|
| Leather Cap | head | 1 | 0.5kg | 40s | 20s |
| Walking Boots | feet | 1 | 1kg | 50s | 25s |
| Padded Vest | body | 1 | 2kg | 60s | 30s |
| Buckler | hand | 1 | 1.5kg | 70s | 35s |
| Leather Jerkin | body | 2 | 3kg | 180s | 90s |
| Hide Jack | body | 2 | 1.6kg | 200s | 100s |
| Iron Helm | head | 2 | 2kg | 250s | 125s |
| Greaves | feet | 2 | 3kg | 320s | 160s |
| Fur-Lined Boots | feet | 2 | 2.5kg | 380s | 190s |
| Spore Mask | head | 2 | 1kg | 420s | 210s |
| Tower Shield | hand | 3 | 5kg | 700s | 350s |
| Gepherko's Ward | hand | 3 | 1.1kg | 800s | 400s |
| Kiln Mask | head | 3 | 2.5kg | 850s | 425s |
| Chainmail | body | 4 | 8kg | 900s | 450s |
| Boiled Plate Coat | body | 4 | 5.5kg | 900s | 450s |
| Ash-Walkers | feet | 3 | 4kg | 900s | 450s |
| Rimewolf Cloak | body | 3 | 6kg | 1100s | 550s |
| Drover's Cap | head | 4 | 1.2kg | 1200s | 600s |
| Hobnail Boots | feet | 4 | 2.4kg | 1300s | 650s |
| The Byre Door | hand | 5 | 7kg | 1800s | 900s |
| Quilted Jack | body | 7 | 5kg | 2600s | 1300s |
| Deep Helm | head | 6 | 3.2kg | 4200s | 2100s |
| Sump Boots | feet | 6 | 4.5kg | 4400s | 2200s |
| Adit Shield | hand | 6 | 6.5kg | 5600s | 2800s |
| Shift Plate | body | 9 | 12kg | 9000s | 4500s |
| Pilgrim Helm | head | 8 | 3.6kg | 13000s | 6500s |
| March Greaves | feet | 8 | 5.5kg | 13500s | 6750s |
| Convoy Shield | hand | 9 | 9kg | 17000s | 8500s |
| Salt Lamellar | body | 14 | 16kg | 32000s | 16000s |
| Item | What it does | Weight | Buy | Sells for |
|---|---|---|---|---|
| Bread | +8 health | 0.3kg | 6s | 3s |
| Reed Cutting | planted in the garden | 0.2kg | 20s | 10s |
| Herb Seed | planted in the garden | 0.05kg | 24s | 12s |
| Dried Eel | +20 health, cures poison | 0.4kg | 25s | 12s |
| Garden Greens | +22 health | 0.2kg | 30s | 15s |
| Cider Jug | +22 health | 1.8kg | 35s | 17s |
| Field Antidote | cures poison | 0.15kg | 40s | 20s |
| Root Row | planted in the garden | 0.1kg | 40s | 20s |
| Hunter's Oil | one fight: +35% damage against beasts | 0.2kg | 45s | 22s |
| Chitin Etch | one fight: +35% damage against bugs | 0.2kg | 45s | 22s |
| Grave Salt | one fight: +40% damage against the undead | 0.2kg | 55s | 27s |
| Trail Loaf | +26 health | 0.2kg | 55s | 27s |
| Antivenom | cures poison | 0.2kg | 60s | 30s |
| Fen Bomb | thrown in a fight for about 26 damage, and it closes the gap | 0.7kg | 70s | 35s |
| Waterskin | +18 health | 1.5kg | 70s | 35s |
| Honeycake | +40 health | 0.3kg | 80s | 40s |
| Catching Net | catches a weakened monster - see Pets | 0.9kg | 80s | 40s |
| Spore Log | planted in the garden | 1.5kg | 90s | 45s |
| Lantern | - | 1.5kg | 120s | 60s |
| Salt Ration | +45 health | 0.6kg | 130s | 65s |
| Rime Bulb | planted in the garden | 0.3kg | 140s | 70s |
| Hot Flask | +35 health | 1kg | 140s | 70s |
| Watering Can | waters the garden | 1.8kg | 150s | 75s |
| Fever Draught | +30 health, cures poison | 0.3kg | 180s | 90s |
| Ore Lamp | - | 1.2kg | 200s | 100s |
| Aqua Vitae | +60 health, cures poison | 0.3kg | 220s | 110s |
| Great Waterskin | +50 health | 4kg | 260s | 130s |
| Tracking Kit | - | 1kg | 260s | 130s |
| Blast Charge | - | 0.8kg | 350s | 175s |
| Gnome Mushroom | +1 to a random attribute, permanently | 0.1kg | 400s | 200s |
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 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.
| Item | Weight | Sells for | Off what |
|---|---|---|---|
| Ant Thorax | 0.1kg | 1s | Green Ant Swarm |
| Gull Feather | 0.05kg | 1s | Gull Racketeer |
| Goose Quill | 0.05kg | 4s | Toll Goose |
| Crab Shell | 0.8kg | 6s | Dune Crab |
| Wyrmling Fang | 0.2kg | 7s | Hedge Wyrmling |
| Ant Mandible | 0.2kg | 9s | Harvest Ant, Leaf-Cutter Column |
| Coach Token | 0.05kg | 10s | nowhere yet |
| Braided Tail | 0.2kg | 10s | Mill Rat Knot |
| Crow Feather | 0.05kg | 11s | Crow Flock |
| Sow Bristle | 0.1kg | 13s | The Sallowmere Sow |
| Boar Tusk | 0.5kg | 15s | Moss Boar, The Sallowmere Sow |
| Spore Cap | 0.3kg | 20s | Mushroom Sexton |
| Iron Ore | 3kg | 22s | Tommyknocker, Rail-Cart Wreck |
| Scythe Blade | 1.2kg | 24s | Scythe-Hand |
| Gloom Antler | 1.5kg | 27s | Gloom Elk |
| Imp Horn | 0.4kg | 30s | Scree Imp |
| Harpy Quill | 0.1kg | 37s | Ridge Harpy |
| Rust Flake | 0.3kg | 45s | Bog Knight, Drowned Warden |
| Giant Knucklebone | 2kg | 55s | Hill Giant's Apprentice |
| Leech Tallow | 0.6kg | 60s | Leech Chandler, Tunnel Leech |
| Shed Antler | 1.8kg | 60s | The Antler-Thing |
| Stalker Claw | 0.3kg | 65s | Pine Stalker |
| Rimewolf Pelt | 2kg | 70s | Rimewolf, The Alpha of the Stair |
| Amber Lump | 0.4kg | 77s | Resin Lurker |
| Ledger Leaf | 0.05kg | 80s | Unquiet Accountant, The Chasm Clerk |
| Ember Collar | 0.5kg | 82s | Charcoal Burner's Dog |
| Silver Ore | 2.5kg | 90s | Rail-Cart Wreck, The Foreman of Number Nine |
| Shrike Beak | 0.2kg | 95s | Canyon Shrike |
| Hag's Button | 0.05kg | 100s | Fen Hag |
| Crawler Plate | 1.5kg | 105s | Spoil-Heap Crawler |
| Grave Coin | 0.1kg | 110s | Barrow King's Debt Collector, Vault Sentinel, The Barrow Regent |
| Green Residue | 0.1kg | 115s | Deep Gas |
| Assay Scales | 1.5kg | 120s | nowhere yet |
| Knocker's Hammer | 2.5kg | 125s | Tommyknocker |
| Strangler Root | 1.6kg | 142s | Strangler Vine |
| Spore Sac | 0.4kg | 150s | Spore Drift, The Fever Tree |
| The Mill Wheel Pin | 1.5kg | 150s | The Wheel |
| Fire Glass | 0.5kg | 160s | Ash Walker, The Vitrifier |
| Drum Skin | 0.9kg | 170s | The Drum-Thing |
| Salt Crystal | 0.8kg | 170s | Salt Husk |
| Frozen Cloth | 0.5kg | 180s | The Buried |
| Ice Tooth | 0.6kg | 190s | Ice-Fisher, Glass Fissure Worm, The Rime Celebrant |
| Sand Lion Mane | 1.1kg | 200s | Sand Lion |
| White Bear Claw | 0.7kg | 210s | White Bear |
| Glass Sting | 0.4kg | 215s | Glass Scorpion |
| Ghost Bell | 0.3kg | 225s | Caravan Ghost |
| Cinder Fang | 0.5kg | 250s | Cinder Hound |
| Ash Core | 0.9kg | 270s | Ash Walker, The Kiln Lord |
| Iron Collar, Snapped | 1.4kg | 300s | The Alpha of the Stair |
| Foreman's Tally | 0.6kg | 425s | The Foreman of Number Nine |
| The Chasm Clerk's Quill | 0.1kg | 475s | The Chasm Clerk |
| Fever Bark | 0.7kg | 550s | The Fever Tree |
| Unicorn Horn | 1kg | 600s | Pale Unicorn, The Barrow Regent, The Kiln Lord |
| The Celebrant's Censer | 1.3kg | 700s | The Rime Celebrant |
| The Vitrifier's Heart | 1.1kg | 850s | The Vitrifier |
| The Kiln Key | 0.9kg | 1200s | The Kiln Lord |
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.
| Spell | Kind | Mana | Effect | Needs magic | Price |
|---|---|---|---|---|---|
| Spark | attack | 2 | 7 damage + 1.5 per magic skill + IQ/3 | none | 90s |
| Frostbite | attack | 5 | 15 damage + 1.5 per magic skill + IQ/3 | 2 | 300s |
| Wyrmfire | attack | 10 | 30 damage + 1.5 per magic skill + IQ/3 | 5 | 950s |
| Mend | heal | 4 | 16 health + magic skill | 1 | 180s |
| Homeport | travel | 8 | puts you at your own front door | 3 | 650s |
Spells are bought once and learned forever. Each one has a minimum magic skill.
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.
| Dungeon | Level | Rooms | Fights | Traps | Riddles | Treasure | Pays |
|---|---|---|---|---|---|---|---|
| The Cellar Below the Goose | 2 | 5 | 1 | 1 | 1 | 2 | 80s |
| The Fen Tunnels | 8 | 6 | 2 | 2 | 1 | 1 | 300s |
| Barrow Deep | 13 | 7 | 2 | 1 | 1 | 3 | 700s |
| The Drowned Mill | 5 | 5 | 2 | 1 | 1 | 1 | 160s |
| Wolf-Stair | 12 | 6 | 2 | 1 | 1 | 2 | 520s |
| Number Nine Shaft | 15 | 6 | 2 | 2 | 1 | 1 | 700s |
| The Ledger Chasm | 18 | 6 | 2 | 1 | 1 | 2 | 900s |
| Mycelia Hollow | 20 | 6 | 2 | 1 | 1 | 2 | 1100s |
| The Rime Chapel | 22 | 6 | 2 | 1 | 1 | 2 | 1400s |
| The Glass Tomb | 24 | 6 | 2 | 1 | 1 | 2 | 1800s |
| The Cinderworks | 26 | 6 | 2 | 1 | 1 | 2 | 2600s |
What lives down each of them, and which attribute its traps tets.
| Dungeon | Monsters | Traps test |
|---|---|---|
| The Cellar Below the Goose | Cellar Matriarch | Dexterity |
| The Fen Tunnels | Tunnel Leech, Drowned Warden | Endurance, Speed |
| Barrow Deep | Vault Sentinel, The Barrow Regent | IQ |
| The Drowned Mill | Mill Rat Knot, The Wheel | Speed |
| Wolf-Stair | Rimewolf, The Alpha of the Stair | Dexterity |
| Number Nine Shaft | Tommyknocker, The Foreman of Number Nine | Endurance, IQ |
| The Ledger Chasm | Spoil-Heap Crawler, The Chasm Clerk | Dexterity |
| Mycelia Hollow | Spore Drift, The Fever Tree | Endurance |
| The Rime Chapel | The Buried, The Rime Celebrant | Endurance |
| The Glass Tomb | Salt Husk, The Vitrifier | Dexterity |
| The Cinderworks | Ash Walker, The Kiln Lord | Speed |
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.
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.
| Mark | Difficulty | Purse |
|---|---|---|
| a man asleep against the Goose | 1 | 4-12s |
| Guli Bucska, farmer | 3 | 10-26s |
| Ferrold Ansel, hedge keeper | 4 | 14-34s |
| a gnome courier | 5 | 18-40s |
| Szendre Gepherko | 6 | 20-48s |
| Brother Ilves of the temple | 7 | 24-55s |
| Nadass the tax clerk | 8 | 30-70s |
| Vanisaz Permete, royal huntsman | 9 | 36-84s |
| a caravan factor | 10 | 50-110s |
| the fort drillmaster | 12 | 70-150s |
| the casino croupier | 14 | 110-240s |
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.
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.
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.
| Trap | Tests | Difficulty | Damage | Price | What it is |
|---|---|---|---|---|---|
| Noose Lock | IQ | 5 | 12 | 400s | A lock built so that solving it is the mistake. |
| Blade Engine | Dexterity | 6 | 16 | 550s | Blades on a spring behind the doorframe. |
| Falling Grate | Strength | 6 | 20 | 600s | Iron drops across the hall. You lift it or you stay under it. |
| Zombie Shackle | Endurance | 7 | 18 | 700s | Grave-iron out of the barrow. It takes hold of an ankle and then simply waits. |
| Thornspitter | Speed | 7 | 14 | 750s | Forty thorns, fired down the length of a hallway. |
| Mana Demon | Luck | 9 | 26 | 1500s | Something in a jar that objects to strangers. |
You cannot see what is fitted in another player's house.
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.
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.
| Project | Silver | Materials | What it does |
|---|---|---|---|
| The Hall | 4,000 | 40 Deadfall Wood, 25 Ore Chunk, 15 Cut Strapping | A room with your name over the door and a table long enough for the roster. |
| The Notice Board | 2,500 | 20 Deadfall Wood, 20 Fen Reeds, 10 Raw Hide | A board by the hall door. Anybody in the clan can post to it, and everybody reads it. |
| The Cellar | 3,500 | 30 Ore Chunk, 20 Sea Salt, 15 Chitin Plate | Cold storage under the hall. The temple gives a standing discount to anybody who keeps their own dead cold. |
| The Statue | 12,000 | 60 Ore Chunk, 20 Relic Shard, 10 Ember Glass | Somebody 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.
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.
| Kind | Its hit | Chance of more | What that is |
|---|---|---|---|
| beast | 35% of yours | 25% | Shoves the enemy back, so the gap has to be closed again. |
| bug | 25% of yours | 30% | Leaves poison in the wound. |
| bird | 30% of yours | 25% | Goes for its eyes, so the enemy loses its next move. |
A pet cannot be traded, and it does not carry anything.
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.
| Mast | Field | What it is |
|---|---|---|
| East Lane Mast | 5,8 | A 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 Mast | 2,2 | A windsock on a pole at the top of the beach, above the tide line, with the gull on it most days. |
| Kingsway Mast | 10,1 | The processional road makes a fine runway. The dead have not objected in writing. |
| Scree Landing | 11,4 | A flattened hilltop and a rope ladder. The sign about the wind was never finished past the second word. |
| Sunken Mast | 10,9 | A leaning mast and a jetty that goes under at spring tide, and still the fastest way out of the fen. |
| Sallowmere Green | 5,16 | The 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 Mast | 16,8 | A 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 Mast | 31,6 | The 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 Landing | 18,14 | The 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 Mast | 26,12 | The mast was put up for ore. It carries people now, on a schedule the company prints and a rate the company reviews annually. |
| Cinder Mast | 33,16 | Ash 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 Mast | 27,24 | The 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 Mast | 8,25 | The 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 \ To | East Lane Mast | Cockle Flats Mast | Kingsway Mast | Scree Landing | Sunken Mast | Sallowmere Green | Blackpine Gate Mast | Wind-Scoured Mast | Dry Waterfall Landing | Pithead Mast | Cinder Mast | Saltgate Mast | Stilt Mast |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| East Lane Mast | - | 76s | 82s | 76s | 70s | 88s | 106s | 196s | 118s | 166s | 208s | 172s | 142s |
| Cockle Flats Mast | 76s | - | 88s | 94s | 88s | 124s | 124s | 214s | 136s | 184s | 226s | 190s | 178s |
| Kingsway Mast | 82s | 88s | - | 58s | 88s | 130s | 82s | 166s | 118s | 136s | 178s | 178s | 184s |
| Scree Landing | 76s | 94s | 58s | - | 70s | 112s | 70s | 160s | 100s | 130s | 172s | 160s | 166s |
| Sunken Mast | 70s | 88s | 88s | 70s | - | 82s | 76s | 166s | 88s | 136s | 178s | 142s | 136s |
| Sallowmere Green | 88s | 124s | 130s | 112s | 82s | - | 106s | 196s | 118s | 166s | 208s | 172s | 94s |
| Blackpine Gate Mast | 106s | 124s | 82s | 70s | 76s | 106s | - | 130s | 76s | 100s | 142s | 136s | 142s |
| Wind-Scoured Mast | 196s | 214s | 166s | 160s | 166s | 196s | 130s | - | 118s | 76s | 100s | 148s | 178s |
| Dry Waterfall Landing | 118s | 136s | 118s | 100s | 88s | 118s | 76s | 118s | - | 88s | 130s | 100s | 106s |
| Pithead Mast | 166s | 184s | 136s | 130s | 136s | 166s | 100s | 76s | 88s | - | 82s | 112s | 148s |
| Cinder Mast | 208s | 226s | 178s | 172s | 178s | 208s | 142s | 100s | 130s | 82s | - | 88s | 190s |
| Saltgate Mast | 172s | 190s | 178s | 160s | 142s | 172s | 136s | 148s | 100s | 112s | 88s | - | 154s |
| Stilt Mast | 142s | 178s | 184s | 166s | 136s | 94s | 142s | 178s | 106s | 148s | 190s | 154s | - |
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.
| # | Errand | Level | What is asked | Pays | Also gives |
|---|---|---|---|---|---|
| 1 | A Matter of the Pantry | 1 | bring 3 × Ant Thorax | 40s | Bread |
| 2 | The Goose Question | 2 | bring 1 × Goose Quill | 70s | Gnome Mushroom |
| 3 | Ferrold's Hedge | 3 | bring 2 × Wyrmling Fang | 120s | Gnome Mushroom |
| 4 | What the Cellar Wants | 4 | walk out of The Cellar Below the Goose alive | 200s | Gnome Mushroom, Honeycake |
| 5 | The Roofing Estimate | 5 | bring 4 × Crab Shell | 260s | Gnome Mushroom |
| 6 | A Boar of Some Standing | 6 | bring 2 × Boar Tusk | 340s | Gnome Mushroom |
| 7 | The Wrong Coastline | 7 | kill 3 × Bandit Cartographer | 450s | Gnome Mushroom |
| 8 | The Gloom Elk of Whitmoor | 8 | bring 2 × Gloom Antler | 560s | Gnome Mushroom, Antivenom |
| 9 | The Sexton Question | 9 | bring 3 × Spore Cap | 700s | Gnome Mushroom |
| 10 | The Arch That Hums | 10 | stand at 12,6 | 820s | Gnome Mushroom |
| 11 | The Wardens' Back Pay | 11 | walk out of The Fen Tunnels alive | 1000s | Gnome Mushroom, Aqua Vitae |
| 12 | A Formal Complaint | 12 | bring 3 × Rust Flake | 1200s | Aqua Vitae |
| 13 | The Hag's Button | 13 | bring 1 × Hag's Button | 1400s | Gnome Mushroom, Aqua Vitae |
| 14 | The Unquiet Audit | 14 | bring 2 × Ledger Leaf | 1900s | Gnome Mushroom |
| 15 | The Standing Debt | 15 | bring 4 × Grave Coin | 2400s | Gnome Mushroom, Aqua Vitae |
| 16 | Court Is Adjourned | 16 | walk out of Barrow Deep alive | 3000s | Gnome Mushroom, Grave Coin |
| Job | Level | What is asked | Pays | Also gives |
|---|---|---|---|---|
| The Landlord Is Short of Eels | 2 | bring 5 × Dried Eel | 90s | - |
| Somebody Ought to Look at the Wreck | 3 | stand at 2,1 | 110s | - |
| The Old Man's List | 3 | stand on 6 places, in any order | 180s | - |
| Somebody Ought to Trim It | 4 | search Tangle Fen | 220s | - |
| Nobody Has Ever Found the Ringer | 5 | search Hollow Barrow | 260s | - |
| The Rounds | 5 | stand on 4 places, in any order | 300s | Cider Jug |
| What the Mill Kept | 6 | search Sallowmere Tillage or Cider Reach | 380s | - |
| Quiet In A Way That Has An Explanation | 7 | search Gloomtangle or Meadowmarch | 340s | - |
| A Jug That Must Arrive Cold | 7 | carry Cider Jug from 6,16 to 16,8 | 460s | - |
| Dice, and What Was Owed on Them | 8 | bring 3 × Imp Horn | 400s | - |
| The Sow, Specifically | 8 | kill 1 × The Sallowmere Sow at 2,21 | 420s | - |
| A Pen Worth Signing With | 9 | bring 2 × Harpy Quill | 320s | - |
| Stand With Them | 9 | stand at 11,18, empty-handed | 520s | Gnome Mushroom |
| The Apprentice Problem | 11 | bring 1 × Giant Knucklebone | 700s | - |
| It Does Not Sleep Twice | 11 | search Blackpine Uplands, and it does not stay put | 900s | - |
| The Fence Has No Gate | 12 | stand on 4 places, in any order | 1000s | - |
| Somebody Cut Those Steps | 12 | walk out of Wolf-Stair alive | 1400s | Gnome Mushroom |
| Three Pieces of Last Century | 13 | bring 3 × Amber Lump | 1150s | - |
| Take It Up There With You | 14 | stand at 22,8, poisoned | 1250s | Antivenom |
| The Eleven | 15 | search Delvemouth Spoil or Quillcut | 1600s | - |
| Four of Iron, Honestly Got | 15 | bring 4 × Iron Ore | 1500s | Assay Scales |
| The Last Thing on the List | 16 | bring 1 × Unicorn Horn | 2200s | Gnome Mushroom |
| Four Names Off the Wall | 16 | search Delvemouth Spoil or Quillcut | 1800s | - |
| It Is Going Where It Was Going | 17 | kill 1 × Rail-Cart Wreck at 24,13 | 1900s | - |
| A Lamp You Can Trust | 18 | stand at 20,12, carrying Ore Lamp | 2000s | Ore Lamp |
| The Overflow | 18 | walk out of The Ledger Chasm alive | 2400s | Gnome Mushroom |
| The Name On The Bark | 19 | search Verdigris Deep or Mycelia Hollow | 2600s | Fever Draught |
| Four Places Nobody Goes Twice | 20 | stand on 4 places, in any order | 2700s | - |
| The Light Down There Is Not Sunlight | 20 | walk out of Mycelia Hollow alive | 3200s | Gnome Mushroom |
| Somebody Is Beating It | 21 | kill 1 × The Drum-Thing at 11,23 | 2900s | - |
| The Canoe That Did Not Come Back | 22 | search Verdigris Deep or Mycelia Hollow | 3000s | - |
| The Third Pew | 22 | stand at 30,5, wearing Rimewolf Cloak | 3400s | - |
| It Was Never Finished | 22 | walk out of The Rime Chapel alive | 4600s | Rimewolf Cloak |
| Six Ships and No Water | 23 | search The Rimewaste | 3600s | - |
| The Long Carry | 23 | carry Great Waterskin from 27,24 to 20,17 | 3800s | Waterskin |
| The Necromancer's Corpse | 24 | search Sunder Dunes or The White Pan | 4400s | - |
| The Caravan Master Wants It Walked | 24 | stand on 4 places, in any order | 4000s | Salt Ration |
| Step Four Was The Arch | 24 | walk out of The Glass Tomb alive | 5400s | Gnome Mushroom |
| Four Places In The Ash | 25 | stand on 4 places, in any order | 5000s | - |
| Two, and Then We Talk | 26 | kill 2 × White Bear | 4200s | Gnome Mushroom |
| Whatever Dragged It | 26 | kill 1 × Caravan Ghost at 28,22 | 4800s | - |
| There Is A Building Under There | 26 | search Cinderfall | 5600s | Fire Glass |
| Stand Under It And Listen | 27 | stand at 37,18, wearing Kiln Mask | 6000s | - |
| Something Is Still Feeding It | 27 | walk out of The Cinderworks alive | 9000s | Gnome Mushroom, Aqua Vitae |
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 | # | Step | Level | What is asked | Pays |
|---|---|---|---|---|---|
| Knight | 1 | The Armourer Wants a Word | 4 | bring 6 × Chitin Plate | 90s |
| 2 | Stand There | 6 | kill 1 × Moss Boar | 160s | |
| 3 | The Bog Knight | 9 | kill 1 × Bog Knight | 320s | |
| 4 | Six Walls | 12 | stand on 4 places, in any order | 380s | |
| 5 | The Armourer's Pattern | 15 | bring 12 × Scrap Iron | 500s | |
| Ranger | 1 | Ereth Brail, Who Is Not Impressed | 4 | bring 8 × Flight Feather | 90s |
| 2 | From Over There | 6 | kill 1 × Bandit Cartographer | 170s | |
| 3 | The Shrike Bush | 9 | stand at 24,13 | 300s | |
| 4 | Cord | 12 | bring 20 × Fen Reeds | 360s | |
| 5 | The Drovers' String | 15 | bring 14 × Deadfall Wood | 520s | |
| Magician | 1 | The Tower Has Standards, Allegedly | 4 | bring 5 × Grave Dust | 95s |
| 2 | Something a Blade Will Not Do | 6 | kill 1 × Mushroom Sexton | 180s | |
| 3 | The Accountant | 9 | kill 1 × Unquiet Accountant | 340s | |
| 4 | Glass | 12 | bring 6 × Ember Glass | 400s | |
| 5 | Gepherko's Only Original Work | 15 | bring 8 × Relic Shard | 540s |
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 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.
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
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.