The Tidebook
Everything a new player needs to know about The Ninth Tide: what there is to do on each land, how to do it, what every item is for, and what every skill, weapon and piece of armour gives you. Written from the game as it is, so the numbers are the real ones.
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Getting started
Every new character begins aboard the Halcyon, a merchantman three days out for King's Port, on the night the kraken takes her: the crew fight it with the ship's guns and lose, an arm sweeps her deck and sets her alight, the mainmast goes by the board, and she is broken across the middle. You go into the sea between the halves and wake on the sand of a small palm island, Crab Island, with nothing, remembering nothing. There is a grave a few steps from where you wake. Dig it once. It gives a bronze axe, a carving knife and an iron pickaxe: the tools a castaway lived by. The axe cuts palms for logs, the knife cuts their leaves and carves the leaves into rope, and the pickaxe breaks Crab Island's boulders for stone ore. The first boulder you break always carries a lump of coal, and a coal, a stone ore and a log make a lighter from the Build menu. From there it is a fire, a crab, a cooked supper and, in time, a boat. Cut two logs before you make the lighter: it is made out of one of them, and the other is the one you burn. The tutorial walks you through all of it, your character thinks aloud if you stand about not knowing what to do, and the crabs leave you alone until you have cooked your first supper (strike one yourself and it fights back).
Crab Island is safe by day. At night crabs come up out of the sea, and they are the first thing worth fighting. Cook their meat on a fire and eat it to heal. When you can hold your own, build the boat and sail to King's Land, where the towns, the quests and most of the game are.
Your account lives on the game's server: make it once and sign in from any computer. Progress is saved automatically every few seconds and again when you log out or close the tab, and a copy is kept in the browser in case the connection drops. Marla's shop stock, felled trees and fires are still remembered per browser for now; that half moves to the server when players can see each other.
Controls and the screen
| Do this | To |
|---|---|
| Left click the ground | Walk there. Click a tree, rock, creature or person to use it, cut it, attack it or talk to them. |
| A question from someone | When a person asks you something, a box opens at the bottom of the screen with what they said and your answers. Click one or press its number. Walking away, or Escape, is saying nothing. |
| The top-left corner | What you are working on: the quest you are on and what it wants next, with the minimap pointing the way. With no quest under way it names the land you are on and what there is to do there. |
| The rings left of the minimap | What is growing. One ring for all your vegetable fields together and one for each tree plot you own, filling as they grow and glowing gold when ready to pick or fell. A small gold number counts the squares already ripe while the rest still grow. Point at a ring for how long is left. |
| The faces at the bottom right | Everyone working for you on a contract, with the days left on it. On the last day it counts down in minutes; when it runs out the face turns grey and says Ended until you pay them again. Point at a face for the details. |
| Right click | A menu of everything you could do with what is under the cursor. |
| Arrow keys or middle-drag | Turn the camera. Scroll to zoom. |
| QWER | Your four abilities for whatever is in your hand, shown at the bottom of the screen in the middle. Hold E and release it for the axe's charged shove. |
| A | Attack the nearest enemy within 10 m of the mouse cursor. No need to click the creature. |
| B | Home, once you have read the Ancient book: seven seconds standing still and you are back where you were last blessed. Once it has brought you home it will not do it again for ten minutes (the button counts them down; signing out does not shorten the wait). It appears on the ability bar past a gap after R. Walking cancels it, and so does a blow landing — being noticed by something does not. |
| F | Call your dragon, once it is big enough to fly (your own dragon). Up on it: S climb, W dive, AD turn, hold and drag the left mouse button to breathe fire, Space to jump off. |
| M | The world map. It closes itself if something attacks you. |
| Esc | Close a menu or the map, or cancel an item you were about to use. |
| Click the minimap | Walk to that spot. A flag marks where you are heading. |
| Map and Wiki, under the minimap | Map opens the world map. Wiki opens this Tidebook over the game. |
| Build, Log out, Settings | The three buttons at the foot of the panel. Build shows what you could build and what it costs. Log out saves and goes back to the sign-in screen. Settings has the sound (overall volume, music, effects, mute) and the graphics quality: Low if the game stutters, High for the full look. Your choices are remembered in this browser. |
The panel on the right has four tabs. Bag holds 24 slots; gold, rope, ore and most materials stack. Click an item to use it, right click it for options, and to use one item on another click the first and then the second. Armour shows what you are wearing and lets you pick a fighting style. Skills lists your levels. Quests lists what you are on and what you have finished. The minimap is at the top right with your health and, when swimming, your air (on a cliff, your grip), drawn as rings around it. The log at the bottom left tells you what just happened.
Day, night and death
A full day is twenty-four minutes: twelve of daylight, two and a half of sunset, seven of night, two and a half of sunrise. The night matters. Crabs come ashore on Crab Island only after dark, and bears roam the woods of King's Land at night. Firelight keeps crabs away, so a lit fire on the beach is a safe place to stand.
Health heals on its own on dry land: 0.43 a second plus 0.23% of your whole bar a second. A new character is whole again in about 22 seconds, a mid-game one in under three minutes, and a level-90 one in about four — so food is still worth carrying. Eating is one bite every 3 seconds, and for the first second and a half of it you cannot attack or use an ability. The great mace and the steel maul double it. The Beast mends by the same rule from his own bar, faster in the gear that says so. Food heals at once. If your health reaches zero you die, a screen tells you what killed you, and you respawn where you last arrived. You keep everything in your bag and everything you are wearing. Lose the fight on the road below the city during the King's quest and you wake in the castle with the quest set back one step, nothing worse.
You can swim, but only for as long as your air lasts. Out of your depth for too long and you drown: once your air is gone the sea takes a tenth of your health every second. The ring on the right of the minimap is your air. Swimming, you crawl; stop, and you tread water. Things in the sea are not shown on the minimap (crabs are).
First hours in King's Land
A short route for a new character, from the boat off Crab Island to the King's door. Nothing here is required, and you can do it in any order. This order wastes the fewest steps, because each wait is filled with the next job.
Pack before you sail. Three things come from Crab Island and are a long way back once you have left:
- A crab claw. One crab in twenty drops it. Tobias wants one.
- Palm logs, as many as the bag holds. Jim's shop wants 25, and palms only grow on Crab Island. Logs do not stack: each takes a bag slot, and the bag has 24. So fill every spare slot with logs and plan one more trip back for the rest. The site keeps what you have laid.
- Your axe, pickaxe, knife and lighter. Leave the stone ore behind: it does not stack either, and King's Land has boulders of its own.
- Read the minimap. A blue question mark is a quest waiting to be picked up. A yellow mark is where the quest you are on points. Follow the blue marks in King's Port and you will find every quest below.
- Fisherman's lobster cage, first. You land at the harbour and Tobias the fisherman is right there. Give him the crab claw and he builds you a lobster cage. Fish one lobster off the harbour and hand it to him raw. That is 100 gold, the Fishing skill and your first quest point, a minute's walk from the boat. Lose the cage later and he binds you another for a crab claw; or eat a cooked lobster, keep its claw, and use it on a log in your bag.
- Farmer's shop: your first business. Find Jim beside the empty plot on the east street and talk to him twice to take his deal. Click the site with your logs in the bag and they go into the walls. Mine the 10 stone ore from the boulders outside the city and lay those too. The shop stands once all 25 logs and 10 ore are in, so sail back to Crab Island for the last logs when you run out. Then go out of the west gate to Greta the plower on the farm road. She gives you twenty potato seeds and twenty tomato seeds. Plow squares in the fields and plant them all.
- While the crops grow, hunt cows. The crops take five minutes. Bob's farm is just along the same road, west of the city. Cows are level 3 and hit for very little. Kill them until you have 12 raw beef, and keep any leather they drop. Keep one log back, light a fire with it and your lighter, and cook all twelve.
- Harvest on the way back. The fields are between the cows and the gate. Harvest every square, carry the vegetables to Jim's shop and fill the boxes outside, or hand them to Jim. The quest is done: 500 gold, Business, Farming and Construction xp. From now on the townsfolk buy from the shop and you earn Business xp wherever you are. Empty the money bag on the counter when you pass.
- The Shopkeeper. Marla is on the high street. Give her the 12 cooked beef for 120 gold. She trades with you from then on, so sell her the leather and whatever else you do not need.
- Bob's Farm. Talk to Bob at his farm. He wants five bears dead, and bears come for his herd at night, so go at dusk with cooked food in the bag. Then find the mother bear asleep in the woods behind the castle. She has 600 health and every attack of hers is shown before it lands: step out of each one.
- The King's quest. With the lobster cage, The Shopkeeper and Bob's Farm all finished, the castle guard lets you in to the King. That is the main story of King's Land.
Habits worth having
- Replant every time you pass the fields. A stocked shop sells while you are away, and Business levels open bigger things: hired hands, Darryl's tree plots, the lighthouse.
- Use the bank inside the south gate. It holds any amount of anything. Quest givers and building sites want the real items, not notes.
- Sell fish to Hilda at the harbour. She pays Marla's prices, so you need not carry a bag of lobster up the hill.
- Hire Oscar when you can spare 50 gold a sunrise. He wheels the harvest from the fields to the shop for you.
- Fight at your level. Cows first, then bears. Every creature shows its level beside its name: check it before you swing.
Playing with others
Marriage. Talk to Father Ambrose at St Alder's and he lists everyone else on the island. Choose one and a letter of marriage lands in both your bags (or your bank, if the bag is full). Read it: the terms are that all business and all bank deposits, now and to come, belong to both of you, while each keeps their own bag. Sign it, or tear it up. When both have signed, either of you brings it back to the priest and the banns are called: every player online sees the wedding is in three minutes, the parish fills the pews, and once you are both in the church when the clock runs out the ceremony plays for everyone there. After it you are married and your two banks are one, at any bank counter. If one of you is Beauty riding her Beast, the other can press Space beside him to climb up behind her and ride along (she steers; a bow still shoots from his back); Space again to get down.
Everyone signed in on the website is in the same world. Other players on the same land as you are drawn as their class's figure with a blue name over them and their combat level after it, Rob (lvl 21), coloured by how they compare with you (see combat levels). They are violet dots on the minimap, and the world map marks them. People in the tomb or the cave are only seen by others down there.
Looking someone up. Right-click another player and choose Look up: a card opens with their figure as they stand, everything they wear and hold (point at a piece for what it does), what it all adds up to - health, armour, dodge, attack, magic, speeds, life steal and any whole sets - and every skill with their total level. For Beauty it shows her Beast's three pieces and his numbers too. You also see a health bar over other players while they are fighting or hurt, the same as the one over your own head.
Following. Right-click another player and choose Follow: you keep a couple of steps behind them wherever they walk, round walls and all, until you click somewhere else, pick a fight, or they leave the land.
Trading. Right-click another player and choose Trade with; if they are more than a few steps off you walk over first. They are asked in the answer box, and if they say yes a trade window opens on both screens. Click things in your bag to put them in (right-click for 5, 10, X or all), click them in your offer to take them back out, and Offer coins for gold. What you put in leaves your bag while the window is open, so it cannot be eaten, sold or dropped by mistake. When you are both happy, both press Accept. Anything either of you changes takes both accepts away again, and if the other player takes something back out after you looked, the window says so in red. Then a second screen lists exactly what you give and what you get; the trade happens only when you both accept that too. Esc, the cross or Decline calls it off at any point, and walking more than about twenty metres apart does too; whatever you had put in goes straight back to your bag. Each side shows roughly what it is worth at Marla's, and how much room the other player has in their bag — you cannot accept more than yours can hold. Quest things (keys, letters, rings, notes and the like: anything Marla gives nothing for, bar seeds, acorns and the lobster cage) cannot be traded, and nor can any pet (the crow, the jaguar, the parrot, a Cilibi seed; a dragon egg is not a pet yet, and can). A trade that has gone through is kept safe by the server: if a connection drops or a tab closes at the wrong moment it is finished the next time you sign in, never lost and never done twice.
Chat. Press Enter to open the bar under the log, type, and press Enter again to send. Esc cancels. What you say appears as a bubble over your head and in the log of everyone within earshot on your land, about eighty metres, and theirs appears to you the same way. While the bar is open the ability keys are just letters.
One world. The day and night are the same for everyone: the server keeps the clock, and your game follows it. Trees you fell, rocks you break, fires you light and Marla's stock are shared too, and a player who arrives later finds them as you left them. The wild creatures on the three lands live on the server as well: the crabs on the shore, the cows and bears of King's Land and the scorpions and jackals of the Amber Sands are the same animals on every screen, so two players can fight one bear together. Each player's own blows count, whoever did the most damage gets the drop, and only they see it on the ground. Quest creatures, the raid and the rat cave are still yours alone.
The log also tells you when someone comes ashore or leaves. Signing in as the same character in a second window or computer moves them there; the first window goes quiet, and wakes again the moment you come back to it. Two windows can be two different characters.
The four classes
You choose one when you make the account. Every class can train every skill and wear most gear; what differs is what you fight with when your hands are empty, which skill that trains, the head start you get, and which of the King's four weapons will answer to you later.
| Class | Bare-handed attack | Trains | Combat skills | The King's weapon for them |
|---|---|---|---|---|
| Monk | Fists. Short reach, quick swings. | Attack | Attack | King's spear |
| Ranger | Thrown stones, 10 m. | Ranged | Ranged | Great bow |
| Wizard | Spark, 10 m. | Magic | Magic | Lotus staff |
| Beauty and the Beast | A little girl with sparks of Magic at 15 m (one every 2.7 s), and the four-legged Beast who is simply always with her, carrying half again her health. He comes to her a pup, a third of the size he will be, and grows with every combat level she gains: big enough to ride at combat 8, full grown at 20. He walks at her shoulder, fights whatever she fights, and goes for anything hunting her within 35 m — or anything that lands a blow on her at any range at all — arriving at a charge and tearing into it. Her blows are her own: on foot she takes what lands on her with her own armour, and his never protects her — but creatures fight whoever hit them last, so anything he wades into turns on him and comes after him instead of queueing up for her. Hit it again yourself and it comes back to you. He wears three pieces of his own — head, body and paws — on a Beast tab inside Armour that only she has; his gear never fits a person and a person's armour never fits him. The hide harness comes off bears; the leather headstall is built from 4 rope and 6 leather at Construction 5; the royal barding is what the King's armoury sells her instead of a mace; and the heaviest of all is the deep iron plate — chanfron, barding and war-claws — forged on Durran's anvil at Ashfall out of deep iron bars once the Deep Line is open. Her own rare set off the Sand King, the Rosebound gown, is for both of them: every piece she wears of it also does something for him. R and she rides: stood beside him it is one step up, and from further off (or with him in a fight) he charges to her through everything in the way and she swings up as he arrives. Riding, you are the Beast — his claws, his kit, half again her health, 15% quicker than she is on foot — and R jumps down. She is slower than everyone else on her own feet (0.85x) and quicker than anyone riding him (1.15x), and nothing is chopped, fished, mined or farmed from up on his back. If he is killed under her she is not: she rolls clear with the health she climbed on with, and he is back at her side a minute later. Space tells him to sit and stay, and Space again calls him (online you can also say sit, stay, come or heel in the chat); he stays sat until you call him or walk more than 40 m away. Sat, he is at peace: nothing that hits you or him gets him up, so you can train your Magic without him killing everything first. To send him after something, say attack in the chat (he goes for whatever you are fighting, or whatever is after you) or right-click a creature and choose Set the Beast on it; when it is dead he goes back to his place and sits down again. He is too big for little places: he sits down outside to wait while she is in the church, the castle keep, the Keeper's tower or the cells under the castle, and on the quay while she takes a row boat, a skiff or her own boat (a ship takes him aboard; after a crossing in a small boat he swims over and comes up the shore behind her). If she rides him in, she gets down at the door. Underground, in the tomb, the caves and the tubes, he comes along, but the rooms are narrow down there, so he follows at heel, in single file behind her. | Magic on foot, Attack riding | Attack and Magic | Royal barding (for him) |
Everybody begins at level one in everything. The class decides how you fight — which weapons you can hold, which four abilities you get, and which combat skill you raise — not what you start with.
How fighting works
Health comes off your combat level. Seven, and two and a half more for every level of it: a new character has 10, a combat level 20 has 57 and a combat level 45 has 120. There is nothing to train for it separately — everything that makes you better at fighting makes you harder to kill. Every point of damage you deal is a point of experience in the skill your weapon trains.
Attacking. Click a creature, or press A with the cursor near it, and you walk into range and swing at your weapon's own speed. Clicking again does not make you swing faster. If something hits you while you are standing still with no target, you swing back at it on your own. Clicking the ground drops your target and you walk away.
What a blow does. Damage is the weapon's base plus your level in its skill plus any attack or magic bonus from gear, and every blow lands for somewhere between three quarters of that and all of it. Offensive style adds ten percent.
What a blow does to you. First your Defence level is the chance it misses you altogether — one blow in eight at Defence 10, one in five at 20, a third of them at 60, climbing for ever and never reaching a half. What lands then meets your armour, which takes a share of the blow measured against how big the blow is: the share is armour ÷ (armour + 2 × the hit), never more than three quarters. So armour worth twice the hit halves it: +4 armour takes 29% off a 5-damage bite and 2% off a 100-damage blow, and plate shrugs off a crab and is honestly poor against the Sand King's mace. No amount of armour ever makes you untouchable, and a blow that reaches you always costs at least one. The defensive style takes its fifteen percent last. Some things, the traps in the tomb and its burning floor, deal true damage that nothing reduces.
Fighting styles, chosen on your Character card (the Character button on the panel, or C). Offensive: ten percent more damage, and your blows train Attack. Defensive: fifteen percent less taken, and your blows train Defence instead of the weapon's skill.
Abilities. Whatever is in your hand gives you four, on QWER, each on its own cooldown. Most that say "at the cursor" fly to where your mouse is; most that say "your target" need something clicked first. Cooldowns keep running when you put the weapon away.
Your combat level, shown after your name, (lvl 21), is half your Defence, three quarters of whichever of Attack, Ranged and Magic you are best at, and a quarter of your second best — so a ranger who has never thrown a punch is not marked down for it, and Beauty is paid for both her sparks and the Beast's claws. Gathering skills do not count. It is also what your health is built from, so offence is weighted above Defence on purpose: the number over your head answers how dangerous you are, and a defensive character takes the reward as health instead.
Creatures have combat levels too, shown when you point at one and on its right-click menu. A creature's level is the level of player it would be an even fight for, one on one, with no food: both of you would take the same time to kill the other. It is worked out from its health, its armour and how hard and how often it hits, so the number means the same over a crab as over another player. Bosses come out high on purpose: they are meant to be fought with friends and a bag of food.
The colour of a level says how it compares with yours: yellow within five levels either way is a fair fight; orange, five to fourteen above you, is one you should expect to lose alone; red, fifteen or more above, is one you will; green, five or more below, is one you will win. Past combat level 50 the steps widen to a tenth of your level, because at 120 five levels is a few per cent and at 8 it is double.
Weapons and their kits
Six things can be held as a weapon, plus the four bare-handed attacks. Each only answers to its class, and Marla only ever shows you yours: the spear to a monk, the mace to the beast, the bow to a ranger, the staff to a wizard. It sits on her shelf from the day she starts trading with you, struck through in red — you can see what it costs and read what it does, but she will not sell it for 3,000 gold until you have finished the King's quest.
| Weapon | Skill | Reach | Base damage | Swing | Notes |
|---|---|---|---|---|---|
| Bare hands (monk) | Attack | 1.8 m | 1 | 1.6 s | The monk's own kit. |
| Claws (beast) | Attack | 2.8 m | 3 | 1.8 s | The beast's own kit. |
| Spark (wizard) | Magic | 10 m | 2 | 2.0 s | The wizard's own kit. |
| Thrown stones (ranger) | Ranged | 10 m | 1 | 1.8 s | The ranger's own kit. |
| King's spear | Attack | 4 m | 10 | 2.0 s | Monk only. Sweeps: hits everything in front. +10% attack speed, 4% life steal. |
| Sparks | Q | Falling Star | 16 s | A star thrown at the cursor up to 16 m. It falls 1.4 s later for 10 + magic level within 4.5 m, and leaves the ground cold and blue for 4 s, holding back whatever stands in it. | |
| Sparks | W | Fairy Dust | 18 s | Dust blown over one creature up to 14 m off: it sleeps where it stands for 5 s, swaying on its feet. | |
| Sparks | E | Sidestep | 7 s | A quick step three metres toward the cursor. | |
| Sparks | R | Ride | 2 s | Climb on, or send him charging to you from across the field — anything in his path is knocked aside and hurt — and swing up as he arrives. Riding, R jumps down. | |
| Great mace | Attack | 3 m | 8 | 2.2 s | Beauty and the Beast only. Wounds close twice as fast. |
| Great bow | Ranged | 30 m | 5 | 1.6 s | Ranger only. 20% attack speed, 6% faster on your feet. |
| Lotus staff | Magic | 23 m | 6 | 1.8 s | Wizards, and Beauty. Everything it throws explodes. |
| Kit | Key | Ability | Cooldown | What it does |
|---|---|---|---|---|
| Bare hands | Q | Flurry of Blows | 6 s | Three strikes in a heartbeat on your target, each 2 + attack level. |
| Bare hands | W | Palm Strike | 10 s | 3 + attack level, knocked back and stunned 1.2 s. |
| Bare hands | E | Dragon Rush | 8 s | Dash 5 m toward the cursor. Everything in your path takes 4 + attack level and is knocked back out of your way. |
| Bare hands | R | Hundred Fists | 45 s | A ring of golden light around you for 5 s: 3 + attack level a second to everything inside it. It moves with you. |
| King's spear | Q | Slash | 4 s | A flat horizontal cut toward the cursor with a step into it: 10 + attack level to everything in front. |
| King's spear | W | Crane Leap | 12 s | Leap up to 9 m to the cursor. Nothing touches you in the air. On landing, 6 + attack level within 3 m and a 2.5 s slow. |
| King's spear | E | Shadow Step | 18 s | Step 5 m toward the cursor and leave your shadow where you stood. For 5 s it copies your sweeps, Slash, Crane Leap and Spear Dance from where it stands, for the same damage. Press E again to step back to it. |
| King's spear | R | Spear Dance | 25 s | Six cuts in 3 s, each thrown a different way with a step, and a crossing flourish: every one 10 + attack level to everything within reach. |
| Claws | Q | Falling Star | 16 s | Beauty's star, thrown from his back: 10 + magic level within 4.5 m 1.4 s later, and 4 s of cold blue ground after it. The same key as on her feet, and hers to train — everything the Beast does himself is Attack or Defence, never Magic. |
| Claws | W | Rage | 7 s | Two bites and a swipe of the paw on your target, 5 + attack level each. |
| Claws | E | Rolling Thunder | 12 s | Three charges forward, back to back, five metres each: anything he goes through takes 4 + attack level, is thrown aside and stunned a second. E again during them and he breaks off into a leap: where he lands everything within 4.5 m takes 12 + attack level, is thrown a second into the air, and lies stunned 2 s more. |
| Claws | R | Jump Off | 1 s | Beauty drops down and the Beast keeps the health he has. |
| Great mace | Q | Skullcrusher | 7 s | 8 + attack level to your target and a second on the ground; half as much to everything within 3 m. |
| Great mace | W | Bloodlust | 20 s | For 6 s you swing 40% faster and every blow gives back a fifth of its damage as health. |
| Great mace | E | Bull Rush | 12 s | Charge 8 m toward the cursor. Anything in the way takes 5 + attack level, is thrown aside and stunned a second. |
| Great mace | R | Cataclysm | 45 s | Leap to the cursor and bring the mace down: 15 + attack level within 6 m, and the ground slows and bites for 4 s. |
| Spark | Q | Firebolt | 5 s | A bolt of fire at your target, 8 + magic level. |
| Spark | W | Frost Nova | 12 s | 3 + half your magic level to everything within 5 m, and they crawl for 3 s. |
| Spark | E | Blink | 10 s | Reappear up to 6 m toward the cursor, through any wall lower than 6 m. Not through the tomb's stone. |
| Spark | R | Meteor | 45 s | A rock where the cursor is, up to 12 m off, a second later: 15 + magic level within 4 m. |
| Lotus staff | Q | Starburst | 6 s | A fireball thrown at the cursor: 9 + magic level within 3 m, then five smaller bursts around it at 3 + half your magic level. |
| Lotus staff | W | Levitation | 14 s | Thrown at the cursor. Everything within 4 m floats helplessly for 3 s, taking 2 + a quarter of your magic level a second. The spot stays charmed for those 3 s: anything that walks in floats up too. |
| Lotus staff | E | Blink | 9 s | As the spark's Blink, but 8 m. |
| Lotus staff | R | Supernova | 45 s | Gather the sun over the cursor. A second later: 20 + magic level within 7 m, and the ground burns for 3 s. |
| Barrowroot staff | Q | Stone Spines | 7 s | Drive the staff into the ground: a line of rock spears bursts up toward the cursor, 15 m, one after another. Everything along it takes 12 + magic level and is thrown up off its feet. |
| Barrowroot staff | W | Grasping Dead | 14 s | Where you point, up to 22 m off, bone hands claw up out of the split ground. Everything within 3.8 m is held where it stands for 2.5 s (anything that walks in too) and crushed for 4 + magic level a second. The hands hold even the Sand King's dead, which nothing else stops, and the King himself for half as long. |
| Barrowroot staff | E | Burrow | 10 s | Sink into the earth and run under it toward the cursor, up to 12 m - nothing can touch you down there - and burst out: 8 + magic level to everything within 3.2 m, thrown back. |
| Barrowroot staff | R | Raise the Barrow | 60 s | The dead climb out of the ground round you - two at Magic 50, three at 60, four at 70, five at 80 - with blades in their fists and fight for you for 45 s: 120 + 3 a magic level of health each, 6 + half your magic level a blow. They go for what you fight and whatever fights you; raising again sends the last ones back. |
| Rimewing crossbow | - | Bolts of ice | 1.9 s | The ranger's crossbow from Madame Orra (130,000, Ranged 50). It reaches 25 m (a bow reaches 30), shoots 15% quicker than its 1.9 s, and gives +10 ranged damage: added to every bolt, grenade and peck it lands. Every shot is bolts of ice in a spread, like a shotgun: two at Ranged 50, three at 60, four at 70, five at 80. The middle one goes at your target for a full shot (base 16); the others strike the first thing in their way for two fifths of one, so up close they all find the same creature. Viper venom works on the middle bolt. |
| Rimewing crossbow | Q | Rime Grenades | 8 s | Grenades of ice (one at Ranged 50, two at 60, three at 70, four at 80) thrown like balls in a spread toward the cursor: each first comes down where you aimed (up to 16 m), then bounces and rolls on, and is often still rolling when it goes off; thrown at a wall it comes back off it. Two and a half seconds after it leaves your hand, or the moment a creature walks onto it, wherever it has got to, it bursts: 5 + half your ranged level to everything within 3.3 m, and 70% slower for 1.5 s. A moment later the ice bursts again, for as much. |
| Rimewing crossbow | W | Carrion Call | 15 s | A black bolt at the cursor, up to 30 m; their dark shadow falls on the ground there as soon as you loose it, and a murder of crows bursts out of where it goes in. For 5 s they wheel over the spot and drop on everything within 6.5 m: 1 + a quarter of your ranged level twice a second, and half pace while they do. |
| Rimewing crossbow | E | Double Dash | 6 s | The great bow's: roll toward the cursor, and again within 3 s. The cooldown starts after the second roll. |
| Rimewing crossbow | R | Nevermore | 50 s | You come apart into a storm of crows for 5 s. Nothing can touch you, you move half as fast again, and the crows tear at everything within 3.5 m of you: 3 + half your ranged level, more than twice a second, and what they tear at goes at half pace for 3 s. When it ends you come back together in a blast of frost: 25 + your ranged level to everything within 5.5 m, frozen where it stands for 1.5 s. |
| Thrown stones | Q | Volley | 6 s | Three stones at your target, each 2 + half your ranged level. |
| Thrown stones | W | Crippling Shot | 10 s | 4 + ranged level, and they limp for 4 s. |
| Thrown stones | E | Tumble | 5 s | Roll 3 m toward the cursor. |
| Thrown stones | R | Rain of Stones | 40 s | Six volleys in 3 s at everything within 8 m, each 3 + half your ranged level. |
| Lotus staff (Beauty) | W | Garden of Peace | 35 s | A garden ten metres square where you point, up to 30 m off, for 10 s: grass comes up, flowers open, butterflies come. You, your Beast and your allies standing in it mend 1.5% of their whole health a second plus 0.04% per Magic level, and anything hostile standing in it hits them 15% less hard plus 0.25% per Magic level (40% at most). At Magic 30 that is 27% of a bar over the garden and 22% less damage; at 60, 39% and 30%; at 100, 55% and 40%. It grows from the caster's Magic, whoever stands in it. Allies are your raid, and outside a raid your husband or wife. With the staff Beauty keeps R as Ride; riding, only Starburst goes up on Q. |
| Great bow | Q | Snap Shot | 6 s | Nocks two more arrows: your next shot within 5 s looses three full arrows instead of one, and the two extra make it move at half speed for 2 s. Ready it before a fight or during one. |
| Great bow | W | Skyfall | 12 s | An arrow loosed into the sky over the cursor (up to 26 m off) comes down as three waves of arrows over everything within 4.5 m: 3 + half your ranged level a wave, and they limp for 2 s. |
| Great bow | E | Double Dash | 6 s | Roll toward the cursor, and again within 3 s. The cooldown starts after the second roll. |
| Great bow | R | Phoenix Arrow | 40 s | One long draw (no holding the key) and the arrow catches fire. Loosed at the cursor, up to 40 m: 8 + your ranged level to everything on the way, and a burst of 20 + your ranged level within 4.5 m where you aimed. The way burns for 4 s: 2 + half your ranged level a second to whatever stands in or crosses it, and it moves at 40% of its pace. All of it 30% more than those numbers. Moving while drawing lets the string down. |
Marvah steel. Dagan the smith in Marvah sells each class weapon a tier up - the Marvah glaive (King's spear), the steel maul (great mace), the steel-limbed bow (great bow) and the steel-shod staff (Lotus staff), 18,000 gold each, your combat skill at 30 to wield. The kit on the bar is exactly the one above for the weapon it is made from; the base blow is heavier (15, 13, 9 and 10 against 10, 8, 5 and 6).
The war-megaphone. The Master of Marvah will sell his army, the Unspoken - all fifteen, as one thing - for 3,500,000 gold or a dragon's egg; his factor at the foot of his steps speaks for him once you have heard the price. What you are handed is a bronze speaking-trumpet. Wielded, its only ability is W, Call the Unspoken: they come at a run from out of the distance - or, in a tomb or a cave, step out of the walls all round you - in two trades: eight guards who stand close about you and fight only what comes within 15 m of you or has struck you in the last ten seconds, and seven hunters who go for anything hostile they can see. As men fall they keep it even - a hunter killed, a guard goes hunting; a guard killed, a hunter comes back - and the last man standing guards you. Each has 200 health, fights at Attack 30 with a spear, and can be killed. With nothing left to fight for a minute they form up and march off, and a man who cannot keep up - on a camel you are faster than he is - comes up out of the dust behind you rather than being lost.
What you bought is a company of fifteen, not a spell, and it is only as strong as you have left it. Calling is cheap: three minutes from the shout, and while they are still out a second shout only tells you they are already on the battlefield. Dying is dear: a man who is killed is thirty minutes coming back, and until he is back he does not answer, so shout for fifteen after a bad fight and six may come. The count of who will answer sits in the corner of the W socket and turns red when the company is short. The Master's factor will replace the fallen on the spot at 5,000 gold a man if you would rather not wait. Both waits are dates kept with your character, so they run on through weapon swaps, deaths and signing out. Everybody else in the place sees them come, fight and fall, and hears the call; and what they strike turns on them - the wild things of the shared world go for a soldier who has hit them exactly as they go for you.
The Storm Trident
Pale bone bound in black coral, three barbed tines, always wet. The Kraken drops it, one box in twenty, and anyone can fight with it, whatever their class: it trains what your class trains (Attack, Ranged or Magic), and every ordinary blow is a thrust, 3.6 m, base 18, that goes on through whatever stands in the line 2.5 m behind your target. It cannot be traded, and you can own one at a time: if a second comes out of a box it turns into two Kraken Hearts instead. Lose it and find another, and it is still yours as you left it.
Kraken Hearts (one box in six; they bank, and cannot be traded) are what it grows on. Open the trident's window with Upgrade on the trident, a click on a heart, or from Old Tamir at Driftmouth Cove, and spend a heart on one of five slots. The first heart in a slot unlocks it (until then it is greyed out on your bar), the next three make it stronger, and the fifth is a breakpoint that changes how it plays. Five hearts a slot, 25 in all, and they are spent for good: there is no taking one back. Collect them before you have a trident and none are wasted. The trident itself changes as it is fed: faint blue lights along the shaft at 5 hearts, glowing tines with water rising off them at 15, and at 25 the suckers down the shaft pulse and its thrusts leave a trail. Everyone sees how far yours has come.
| Slot | Ability | What it does | Ranks 2 to 4 | Rank 5 |
|---|---|---|---|---|
| Passive | Tidal Rhythm | Every ability that hits adds a tide stack (2 at most). Your next ordinary blow spends them all for 3 + a quarter of your level a stack, in a splash of water over everything within 3.2 m of the target. Stacks ebb after 8 s. | 3 stacks; more a stack (5, then 7) | Tsunami: a full stack sends a wave 10 m on through, striking whatever stands behind the target |
| Q | Thunderstrike | Call lightning down on the spot under the cursor, up to 17 m away: 14 + your level to everything within 2.6 m of it, so it need not land exactly, and a jolt that holds them a moment. What it strikes is marked 3 s for Riptide. 6 s. | Every rank a harder strike: (17 + level) x 1.06, (20 + level) x 1.13, (22 + level) x 1.21; reach 22, 28 and 34 m; 2.8 m; then what it strikes burns for 4 s (3 + a quarter of your level a second), and so does the ground: anything that walks into the fire catches it too; then a hotter fire (5 a second), 3 m, and 5 s | Twin Strike: (24 + level) x 1.3, reach 40 m, and a second bolt within 2 s of the first; the fire lasts 5 s |
| W | Eight-Armed Fury | Spin it while tentacles burst out of the water round you and strike 9.5 m outward one after another over 3 s (4 of them): 6 + half your level, a quarter more for each that has found the same one already. Then all slam down at once: 12 + your level within 9 m. You move at half pace and nothing slows you. 24 s. | 6, 7, then 8 tentacles; harder strikes and slam; 22, 20, then 18 s | Maelstrom: the slam leaves a whirlpool for 3 s that drags them in and wears them down |
| E | Riptide | Vault 8.5 m toward the cursor on a surge of water, over and through them: 5 + half your level, thrown aside, and the same again to everything within 3.5 m where you land. While you vault nothing can touch you: no blow, spell, venom, stun or throw. Aimed at something your Thunderstrike struck in the last 3 s, it carries you further, down beside it. 10 s. | 11 m; 9 + half level; 7.5 s | Two charges: vault twice in a row |
| R | Hurricane | A storm round you for 3 s, 5 m wide, that moves with you: everything in it takes 4 + half your level a second and is blown away from you. 21 s. | Each rank larger, longer and harder (6.2 m, 7.4 m, 8.6 m; up to 11 a second; 5 s; 17 s). From rank 3 small creatures (crabs, rats, scorpions and the like) are sucked in, flung round you, right where the trident reaches, and thrown out; from rank 4 it heals you while it blows, more for each creature in it | Eye of the Storm: 10.5 m and 6 s, 14 + half your level a second, huge and wild; creatures up to a man's size are caught up too, and go round for 2.6 s. 15.5 s |
Beauty uses the trident on her feet with the passive, Q, W and E; her R is always the Beast, so the trident's R (the Hurricane) takes no hearts from her: 20 hearts fills her trident, and it looks as grown at 20 as anyone's at 25. Riding him, his own kit is on the bar, but his Q is the trident's Thunderstrike, called down from his back with her Magic.
Gear by class
Everything each class can hold or wear, and what it does. Each table lists the class's own weapons and set first, then what anyone can wear. Base damage is before your level and your gear are added. "Attack" on gear adds straight onto your hit: every blow and every ability rolls between three quarters and all of its base + your level + your gear's attack, and percentage bonuses (the offensive style, "every blow 7% harder") multiply that. "Magic" on gear works the same, but only for spells. "Armour" takes a share off every blow that lands on you, a big share of small blows and a small share of big ones (see how fighting works); it is not your Defence level, which is your chance to dodge. Speed is how fast you move; attack speed is how often you strike. A whole set row is extra, on top of the pieces, for wearing all of them at once. Tools (axes, picks, the rod and the cage) are under Skills.
Jump to: Monk · Ranger · Wizard · Beauty and the Beast
Monk
| Item | Slot | What it gives | How to get it |
|---|---|---|---|
| Bare hands | Hand | Base 1, reach 1.8 m, a blow every 1.6 s. Attack. Always yours. | Nothing: the monk's own kit. |
| King's spear | Hand | Base 10, reach 4 m, a blow every 2.0 s. Attack. Every swing sweeps everything in front. +10% attack speed, 4% life steal. | Marla's shop in King's Port, 3,000 gold, once the King's quest is done. |
| Marvah glaive | Hand | Base 15, reach 4 m, a blow every 2.0 s. The King's spear's kit. +10% attack speed, 4% life steal. Attack 30 to wield. | Dagan the smith in Marvah, 18,000 gold. |
| War-megaphone | Hand | Its only ability is W: call the Unspoken, up to fifteen spearmen of 200 health each (eight guarding you, seven hunting, kept even as they fall). Three minutes between calls; a man who falls is thirty minutes coming back. Not much of a club (base 1). | The Master of Marvah's factor: 3,500,000 gold or a dragon egg. |
| Khamsin helmet | Head | +5 armour, +5% health, 3% life steal. | The Sand King, 1 in 30 a kill, monks only: one random piece of the set. |
| Khamsin bodyplate | Body | +10 armour, +5% health, +12% attack speed. | As the helmet. |
| Khamsin legs | Legs | +8 armour, +5% health, every blow 8% harder. | As the helmet. |
| Khamsin boots | Feet | +5 armour, +5% health, 16% speed. | As the helmet. |
| Whole set | — | Khamsin, all four: +18% attack speed, +4% speed, +4% life steal (and the pieces' +20% health). | All pieces worn at once. |
| Leather boots | Feet | +2 armour, 10% speed. | Build it: 4 leather and 2 rope (use rope on leather). 120 Construction xp. |
| Desert scarf | Head | +2 armour, 3% speed. | The Keeper's Key quest in Zafira. |
| Sandstrider sandals | Feet | +2 armour, 10% speed, 15% faster again on the sands, and no footprints. | The Cartographer's Debt: tell Yusra the truth about Kadim. |
| Kett's lamp helmet | Head | +1 armour, and it lights the ground around you underground and after dark. | The Deep Line: Durran gives it to you. |
| Bearfur hoodie | Head | +2 armour, 2% speed. | Bears (at night), 1 in 30 a kill for each piece. The mother bear drops one piece when Bob's Farm sends you after her; the quest rewards one. |
| Bearfur torso | Body | +4 armour, 2% speed. | As the hoodie. |
| Bearfur legs | Legs | +3 armour, 2% speed. | As the hoodie. |
| Whole set | — | Bearfur, all three: +5 attack. | All pieces worn at once. |
| Golden mask | Head | +6 armour. | The Sand King's sarcophagus, 1 in 9 a kill. |
| Royal cape | Back | +5 attack, 3% speed. | The King's quest reward. |
| Cloak of the Ninth Tide | Back | +5 to blows and spells, +10 armour, 5% speed; a quarter off all fire (burning floors, lava, dragonfire, fire thrown or cast). | The kraken's box, one in thirty. |
Ranger
| Item | Slot | What it gives | How to get it |
|---|---|---|---|
| Thrown stones | Hand | Base 1, reach 10 m, a blow every 1.8 s. Ranged. Always yours. | Nothing: the ranger's own kit. |
| Great bow | Hand | Base 5, reach 30 m, a blow every 1.6 s. Ranged. +20% attack speed, 6% speed. | Marla's shop in King's Port, 3,000 gold, once the King's quest is done. |
| Steel-limbed bow | Hand | Base 9, reach 30 m, a blow every 1.6 s. The great bow's kit. +20% attack speed, 6% speed. Ranged 30 to wield. | Dagan the smith in Marvah, 18,000 gold. |
| War-megaphone | Hand | Its only ability is W: call the Unspoken, up to fifteen spearmen of 200 health each (eight guarding you, seven hunting, kept even as they fall). Three minutes between calls; a man who falls is thirty minutes coming back. Not much of a club (base 1). | The Master of Marvah's factor: 3,500,000 gold or a dragon egg. |
| Vigil hood | Head | +5 armour, +12% attack speed. | The Sand King, 1 in 30 a kill, rangers only: one random piece of the set. |
| Vigil robe | Body | +8 armour, 5% speed. | As the hood. |
| Vigil bottom | Legs | +12% attack speed, 4% speed. | As the hood. |
| Vigil boots | Feet | +5 armour, 16% speed. | As the hood. |
| Vigil mantle | Back | +12% attack speed, 3% life steal. | As the hood. |
| Whole set | — | Vigil, all five: every attack does 24% more ranged damage. | All pieces worn at once. |
| Leather boots | Feet | +2 armour, 10% speed. | Build it: 4 leather and 2 rope (use rope on leather). 120 Construction xp. |
| Desert scarf | Head | +2 armour, 3% speed. | The Keeper's Key quest in Zafira. |
| Sandstrider sandals | Feet | +2 armour, 10% speed, 15% faster again on the sands, and no footprints. | The Cartographer's Debt: tell Yusra the truth about Kadim. |
| Kett's lamp helmet | Head | +1 armour, and it lights the ground around you underground and after dark. | The Deep Line: Durran gives it to you. |
| Bearfur hoodie | Head | +2 armour, 2% speed. | Bears (at night), 1 in 30 a kill for each piece. The mother bear drops one piece when Bob's Farm sends you after her; the quest rewards one. |
| Bearfur torso | Body | +4 armour, 2% speed. | As the hoodie. |
| Bearfur legs | Legs | +3 armour, 2% speed. | As the hoodie. |
| Whole set | — | Bearfur, all three: +5 attack. | All pieces worn at once. |
| Golden mask | Head | +6 armour. | The Sand King's sarcophagus, 1 in 9 a kill. |
| Royal cape | Back | +5 attack, 3% speed. | The King's quest reward. |
| Cloak of the Ninth Tide | Back | +5 to blows and spells, +10 armour, 5% speed; a quarter off all fire (burning floors, lava, dragonfire, fire thrown or cast). | The kraken's box, one in thirty. |
Wizard
| Item | Slot | What it gives | How to get it |
|---|---|---|---|
| Spark | Hand | Base 2, reach 10 m, a blow every 2.0 s. Magic. Always yours. | Nothing: the wizard's own kit. |
| Lotus staff | Hand | Base 6, reach 23 m, a blow every 1.8 s. Magic. Everything it throws explodes. | Marla's shop in King's Port, 3,000 gold, once the King's quest is done. |
| Steel-shod staff | Hand | Base 10, reach 23 m, a blow every 1.8 s. The Lotus staff's kit. Magic 30 to wield. | Dagan the smith in Marvah, 18,000 gold. |
| War-megaphone | Hand | Its only ability is W: call the Unspoken, up to fifteen spearmen of 200 health each (eight guarding you, seven hunting, kept even as they fall). Three minutes between calls; a man who falls is thirty minutes coming back. Not much of a club (base 1). | The Master of Marvah's factor: 3,500,000 gold or a dragon egg. |
| Mythos hoodie | Head | +4 armour, +4 magic. | The Sand King, 1 in 30 a kill, wizards only: one random piece of the set. |
| Mythos top | Body | +7 armour, +6 magic. | As the hoodie. |
| Mythos robe | Legs | +6 armour, +5 magic. | As the hoodie. |
| Sandals of still air | Feet | +3 magic, 14% speed, and you hover a hand above the ground. | As the hoodie. |
| Mythos cape | Back | 5% speed, spells come back 18% sooner. | As the hoodie. |
| Whole set | — | Mythos, all five: +12 magic. | All pieces worn at once. |
| Leather boots | Feet | +2 armour, 10% speed. | Build it: 4 leather and 2 rope (use rope on leather). 120 Construction xp. |
| Desert scarf | Head | +2 armour, 3% speed. | The Keeper's Key quest in Zafira. |
| Sandstrider sandals | Feet | +2 armour, 10% speed, 15% faster again on the sands, and no footprints. | The Cartographer's Debt: tell Yusra the truth about Kadim. |
| Kett's lamp helmet | Head | +1 armour, and it lights the ground around you underground and after dark. | The Deep Line: Durran gives it to you. |
| Bearfur hoodie | Head | +2 armour, 2% speed. | Bears (at night), 1 in 30 a kill for each piece. The mother bear drops one piece when Bob's Farm sends you after her; the quest rewards one. |
| Bearfur torso | Body | +4 armour, 2% speed. | As the hoodie. |
| Bearfur legs | Legs | +3 armour, 2% speed. | As the hoodie. |
| Whole set | — | Bearfur, all three: +5 attack. | All pieces worn at once. |
| Golden mask | Head | +6 armour. | The Sand King's sarcophagus, 1 in 9 a kill. |
| Royal cape | Back | +5 attack, 3% speed. | The King's quest reward. |
| Cloak of the Ninth Tide | Back | +5 to blows and spells, +10 armour, 5% speed; a quarter off all fire (burning floors, lava, dragonfire, fire thrown or cast). | The kraken's box, one in thirty. |
Beauty and the Beast
| Item | Slot | What it gives | How to get it |
|---|---|---|---|
| Sparks (Beauty) | Hand | Base 2, reach 15 m, a blow every 2.7 s. Magic. Always hers. | Nothing: her own kit. |
| Claws (the Beast) | Hand | Base 3, reach 2.8 m, a blow every 1.8 s. Attack. Always his. | Nothing: his own kit. |
| Lotus staff | Hand | Base 6, reach 23 m, a blow every 1.8 s. Magic; everything it throws explodes. Her kit with it: on foot Q Starburst, W the Garden of Peace (below), E Blink, and R is still Ride; riding, Q is Starburst thrown from his back and W E R are his. | Marla's shop in King's Port, 3,000 gold, once the King's quest is done (beside his royal barding). |
| Great mace | Hand | Base 8, reach 3 m, a blow every 2.2 s. Attack. Wounds close twice as fast. | No longer sold: the royal barding took its place on Marla's shelf. Anyone who still has one can hold it. |
| Steel maul | Hand | Base 13, reach 3 m, a blow every 2.2 s. The great mace's kit. Wounds close twice as fast. Attack 30 to wield. | Dagan the smith in Marvah, 18,000 gold. |
| War-megaphone | Hand | Its only ability is W: call the Unspoken, up to fifteen spearmen of 200 health each (eight guarding you, seven hunting, kept even as they fall). Three minutes between calls; a man who falls is thirty minutes coming back. Not much of a club (base 1). | The Master of Marvah's factor: 3,500,000 gold or a dragon egg. |
| Rosebound circlet | Head | +4 armour, +5 magic; the Beast hits for 5 more. | The Sand King, 1 in 30 a kill, Beauty only: one random piece of the set. |
| Rosebound bodice | Body | +8 armour, +5 magic; the Beast gets +7 armour. | As the circlet. |
| Rosebound gown | Legs | +7 armour, her sparks 18% quicker; the Beast strikes 12% more often. | As the circlet. |
| Rosebound slippers | Feet | +4 armour, 14% speed; the Beast carries 10% more health. | As the circlet. |
| Rosebound shawl | Back | +3 magic, spells back 12% sooner; 4% of every blow the Beast lands heals him. | As the circlet. |
| Whole set | — | Rosebound, all five: +7 magic; the Beast hits 24% harder and mends 2.2 times as fast. | All pieces worn at once. |
| Leather boots | Feet | +2 armour, 10% speed. | Build it: 4 leather and 2 rope (use rope on leather). 120 Construction xp. |
| Desert scarf | Head | +2 armour, 3% speed. | The Keeper's Key quest in Zafira. |
| Sandstrider sandals | Feet | +2 armour, 10% speed, 15% faster again on the sands, and no footprints. | The Cartographer's Debt: tell Yusra the truth about Kadim. |
| Kett's lamp helmet | Head | +1 armour, and it lights the ground around you underground and after dark. | The Deep Line: Durran gives it to you. |
| Bearfur hoodie | Head | +2 armour, 2% speed. | Bears (at night), 1 in 30 a kill for each piece. The mother bear drops one piece when Bob's Farm sends you after her; the quest rewards one. |
| Bearfur torso | Body | +4 armour, 2% speed. | As the hoodie. |
| Bearfur legs | Legs | +3 armour, 2% speed. | As the hoodie. |
| Whole set | — | Bearfur, all three: +5 attack. | All pieces worn at once. |
| Golden mask | Head | +6 armour. | The Sand King's sarcophagus, 1 in 9 a kill. |
| Royal cape | Back | +5 attack, 3% speed. | The King's quest reward. |
| Cloak of the Ninth Tide | Back | +5 to blows and spells, +10 armour, 5% speed; a quarter off all fire (burning floors, lava, dragonfire, fire thrown or cast). | The kraken's box, one in thirty. |
And for the Beast himself: three slots of his own (head, body, paws), worn from his menu. Only Beauty has a Beast, so only she can get these.
| Item | Slot | What it gives | How to get it |
|---|---|---|---|
| Hide muzzle | Beast: head | +3 attack for him. | Bears (at night), 1 in 22 a kill, Beauty only: one random piece. |
| Hide barding | Beast: body | +3 armour for him. | As the muzzle. |
| Hide claw caps | Beast: paws | +2 attack, +1 armour for him. | As the muzzle. |
| Whole set | — | Hide harness, all three: +3 attack and +3 armour for him. | All pieces worn at once. |
| Leather headstall | Beast: head | +6 armour for him, and he mends 10% faster. | Build it: 6 leather and 4 rope, Construction 5. 220 Construction xp. |
| Royal barding | Beast: body | +12 armour for him, and 4% of every blow he lands heals him. | Marla's shop in King's Port, 3,000 gold, once the King's quest is done. |
| Deep iron chanfron | Beast: head | +10 armour, +4 attack for him. | Forge it on Durran's anvil after the Deep Line: 4 deep iron bars, Smithing 27. |
| Deep iron barding | Beast: body | +20 armour for him, and 10% more health. | Forge it: 9 deep iron bars and 4 leather, Smithing 27. |
| Deep iron war-claws | Beast: paws | +8 attack, +4 armour for him. | Forge it: 5 deep iron bars and 2 volcanic glass, Smithing 27. |
| Whole set | — | Deep iron, all three: +6 armour, +6 attack and 15% more health for him. | All pieces worn at once. |
| Dragon claws | Beast: paws | +6 attack for him, and he strikes twice as often (+100% attack speed). | Ashmaw's hoard, 1 in 50 a kill, Beauty only. |
Armour and worn gear
There are seven slots: hand, tool, head, body, legs, feet and back. Hand is what you fight with; tool is what you work with, and a tool has to be wielded there to be used at all — carrying an axe in your bag will not fell anything. The two are separate so you never have to put your weapon away to cut wood: you keep the bow in your hands and the axe on your belt, and the figure swaps to the axe for as long as the chopping lasts. Armour on a piece counts towards the share of each blow your armour takes off — see how fighting works. Speed bonuses multiply together. The bearfur set has a hidden bonus when all three pieces are worn: +5 attack on every blow, and all five Mythos pieces together are worth +12 magic. The Mythos set is for wizards only and its magic bonus is added to every spell the same way attack is added to a swing. The monk's Khamsin plate, the ranger's Vigil cloth and Beauty's Rosebound gown say what the whole set is worth on every piece's tooltip, and count the pieces you have on: all four Khamsin pieces give +18% attack speed, +4% movement speed and +4% life steal on top of what the pieces give (each Khamsin piece also carries 5% more health); all five Vigil pieces make every ranged attack land 24% harder; all five Rosebound pieces give +7 magic, and make the Beast hit 24% harder and mend 2.2 times as fast. Every Rosebound piece does something for him as well as for her — it is on the tooltip as "The Beast: ..." — and with the whole set on, rose petals come off her as she goes. His own deep iron plate (forged at Ashfall, below) is worth +6 armour, +6 attack and 15% more health again when all three pieces are on.
Every piece of armour, class by class, with what it gives and how to get it, is in Gear by class.
Skills
Twelve skills in two halves. The combat half is Defence and the one way of fighting your class was built for — Attack for a monk, Ranged for a ranger, Magic for a wizard, and both Attack and Magic for Beauty, since her sparks are hers and the Beast's claws are his. You are never shown a combat skill your class cannot train. The trades half — woodcutting, fishing, mining, smithing, carving, construction, business and farming — is the same for everybody. All of them are on the same curve: the first level costs 100 experience and each level after costs about 10.6% more than the one before, which puts level 50 at 130,000, level 60 at 357,000 and level 100 at twenty million. Past 100 the climb eases: 9% more for 101, less and less after, and only 0.2% a level by the end - level 110 is 50 million, 150 is 382 million, and 200, the top, is one billion. From about 150 on every level costs much the same, 11 to 13 million. At 200 the level stops but the experience keeps counting: on the highscores, of two players on the same level, the one with more experience is ahead. Hover a skill on your Character card to see how far the next level is.
| Skill | How to train it | What it does for you |
|---|---|---|
| Health | A third of all combat experience, plus quest rewards. | Your maximum health is your Health level. |
| Attack | Damage dealt with fists, claws, the axe, the spear or the mace in offensive style. | Added to every blow with those weapons. |
| Defence | Damage dealt with any weapon while in defensive style. | Takes a growing share off every hit you receive. |
| Ranged | Damage dealt with stones, the rope or the great bow. | Added to every stone and arrow. |
| Magic | Damage dealt with the spark or the Lotus staff. | Added to every spell. |
| Woodcutting | Wield the axe in your tool slot and click a tree. 12 xp a palm or evergreen log, 36 a yew log, 72 an oak log, 108 a birch log. Each level is 6% faster. A palm or an evergreen can come down all at once at a high level; every bigger tree gives at most a log every 0.6 seconds (the Grim Axe's second log comes on top). The Grim Axe, 20,000 gold from Madame Orra on the dunes, is 1.4 times as fast on top of that and throws a second log one cut in six; it wants Woodcutting 35 before you can wield it. | Yew trees need level 15, an oak level 28, a birch level 41. The Grim Axe can be wielded at 35. Logs build, burn and sell. |
| Fishing | Wield the lobster cage in your tool slot at the harbour water in King's Port. 40 xp a lobster, and a lobster takes 36 seconds on average at level 1. Each level is 6% faster, so the wait is half that by level 13 - but no fishing ever brings up more than a fish every 0.6 seconds. From Fishing 5, a fishing rod (the mother bear and the Rat Matriarch each leave one about one time in ten) fishes off any shore: wield it, click the water, and watch the float. A twitch is something mouthing the bait - leave it. When the float goes under, strike (Space, Enter, STRIKE or a click) within a second and a half, and you bring the fish in and swing it out. Too soon or too late and it is gone, and the float goes back out by itself. The cage is for gold, the rod for levels: roach from level 5 (junk, 2 gold, 50 xp), perch from 12 (11 gold, 70 xp) and bream from 21 (18 gold - more than a lobster - and 95 xp). Up to about Fishing 30 the rod gives more xp an hour than lobster; lobster always gives more gold. From Fishing 30, Bram Kessel's quest Past the Marker opens two more: bonito on his handline over the side of his row boat, at the reef or out in the blue (55 xp, about 11 seconds at level 30 and 6% quicker a level), and black marlin on the deepwater rod with a live bonito for bait. Marlin are caught by hand, not by the level: click Put a bait over and you cast it out to a new bit of water every time. Wait. Something may tap the bait and let it go - leave it. When one takes it, it runs and the reel screams - hands off. Then it jumps: strike while it is in the air (Enter, Space or the REEL button). Too soon and you pull the bait out of its mouth; too late and it spits the hook as it falls back in. Either way the bonito is gone and you put another over; nothing happens by itself. Hooked, the fish is brought in and gaffed aboard. Your level only shortens the wait for a take (about 14-26 seconds at 30, 4% quicker a level). 200 xp a fish. Fish for marlin from Bram's row boat past the Marker, or sail your own boat to the Marlin Deep - and watch the sky while you do. From Fishing 50, Old Maudie Tarrow's quest Nets at Herringholm teaches net fishing: cast from a rowboat, left for hours, hauled full of perch, roach, bream and now and then whitefish, and from 60 and 70 better fish (see Herringholm, and net fishing). | Lobster is the best everyday food and sells well. A black marlin fetches 150 at Marla's, and grilled it heals 20. |
| Mining | Wield the pickaxe in your tool slot and click a boulder. 1 to 4 stone ore, 15 xp each. A boulder takes 15 seconds on average to break with an iron pick at level 1; each level is 6% faster, so the wait is half that by level 13, down to no quicker than 0.6 seconds an ore (a boulder in 1.5 seconds, a piece of Ashfall's glass or iron in 0.6). The stone pickaxe works at two thirds of that pace and the steel one 40% faster than iron. Every piece of ore carries a one in seven chance of a lump of coal with it. Rocks reform in five minutes. | Ore builds chests and the lighthouse; coal makes lighters and banks the lantern's fire. |
| Smithing | Learnt from Durran Emberhand at the Mountain Forge on Ashfall, in The Deep Line. At the casting basin, ore runs down into bars (iron 80 xp, deep iron 190 at Smithing 25) and a pickaxe is tempered with volcanic glass (120 xp, Smithing 5). At the anvil, with the striking hammer in your tool hand, bars are forged into nails, picks and rail iron, a blow at a time. You only know the patterns you have been shown. | Your own picks: the tempered pickaxe (20% faster than iron) and, at 35, the dwarven pickaxe (60% faster). The quest's reward alone is 2,000 Smithing xp. |
| Carving | Hold the knife and click a palm for leaves (8 xp each). Use the knife on leaves to make rope (20 xp each). | Rope is in nearly every recipe. |
| Construction | Build things: a chest 100 xp, boots 120, the boat 500, a lobster cage 12, and every piece of material laid into the lighthouse. | Unlocks nothing by level yet; it is the record of what you have built. |
| Business | 30 xp for every visitor the lighthouse takes money from, wherever you are in the world. The Farmer's shop pays 3 xp per coin the moment Jim makes a sale. Farouk's glassworks pays 3 xp per coin the moment your logs land on his quay in Zafira. | How far ahead anyone will sign a contract with you, Master Gilles at the lighthouse, Oscar with the barrow and Ossi with the wagon alike: 3 sunrises, then 5 at level 15, 10 at 35, 15 at 57, 20 at 82 and 25 at 96, at 50 gold a sunrise. That is a cap on the whole contract, not a lump added each time; the same standard applies to every business deal to come. Darryl sells his tree plots at Business 10, 25 and 40, and Farouk deals from Business 22. |
| Farming | Two brown patches either side of the farm road just outside the west gate, cut into big squares: four by eight to the north, from the kerb back, and four by four to the south. Either crop grows in either field. Each square is one click: plow it into furrows, plant a seed in it (with both kinds in the bag you are asked which), and five minutes later the fruit shows on the plant and you harvest it. Farming xp: 5 for every square plowed, 3 for every seed planted, then 4 per potato, 5 per tomato, 25 per melon, 40 per cabbage and 52 per carrot picked. Melon seeds are Greta's at Farming 20, a coin each, and it takes Farming 20 to plant them: twenty minutes to grow, 1 to 5 melons from a square (the top rising from 2 at level 20 to 5 at level 29), and a quarter of them rot at level 20, halving every fifteen levels (one in eight at 35, one in sixteen at 50). Cabbage seeds are Greta's at Farming 39, two coins each, and it takes Farming 39 to plant them; they run the melon's numbers counted from 39 instead of 20, but thirty minutes to grow: 1 to 5 cabbages from a square (the top rising from 2 at level 39 to 5 at level 48), and a quarter rot at level 39, halving every fifteen levels. Carrot seeds are Greta's at Farming 66, ten coins each, and it takes Farming 66 to plant them; the same numbers again counted from 66, fifty minutes to grow: 1 to 5 carrots from a square (the top rising from 2 at level 66 to 5 at level 75), a quarter rotting at 66 and halving every fifteen levels. Planting asks whether to do this square or every plowed square in the field, which is then done one by one without another click. Seeds come from Greta the plower's seed box, a trader's window like Marla's: potato and tomato seed a coin for three, the dearer seeds by the piece, and the ones you are not yet farmer enough for shown locked with the level they want. Right-click a seed for amounts, among them one for every square of the two fields (48); right-clicking Greta herself offers the same for each seed you can buy. The tree plots north-west of the fields are Darryl's until you buy them: three squares, sold one at a time: 800 gold for the first, 1,500 for the second and 2,000 for the third, and he will not deal below Business 10 for the first, 25 for the second and 40 for the third. A plot is bare earth until you plow it, which is done in one go across the whole square for 40 Farming xp (and again after every felling). Two things take in them, one tree to a plot, and nothing about either can fail or rot. A yew grows from a yew acorn (75 gold from Darryl): Farming 18 to plant, 45 minutes to grow, 200 Farming xp to harvest, then Woodcutting 18 and an axe bring it down for 3 to 20 yew logs. An oak grows from an oak acorn (150 gold): Farming 32, an hour and ten minutes, 800 Farming xp to harvest, then Woodcutting 25 for 2 to 50 oak logs. Once a tree is down the plot is bare again and wants plowing. The pallets between the plots and the farm track hold timber the way the harvest boxes hold vegetables: click them with logs in the bag to stack them, click them empty-handed to take them back, and the woodpile grows with what is in it — a first armful shows straight away, and 500 logs fills both pallets to the top. The Grim Plow, 15,000 gold from Madame Orra on the dunes, turns, sows or gathers four squares at a stroke, brings in 10% more of what it gathers, and works a whole field from one click, walking you square to square; it wants Farming 35 before you can wield it. | Less of the crop rots: a third of it at level 1, a little less every level, down to one square in twenty. Bigger harvests: two from a square at level 1, one more every four levels, up to seven. |
Cooking gives no experience. It is done by using raw meat or a raw lobster on a lit fire, and it is worth doing anyway: cooked food heals, raw food does not.
The world
Three lands and the sea between them, west to east: Zafira and the Amber Sands, little Crab Island where you begin, and King's Land with its walled port. Press M for the map: drag it about, scroll to zoom in until every house, road, wall and pier shows, and point at a symbol for its name (the key under the sheet explains them; only lands and cities are written on it). Underground places, the rat cave and the tomb, sit off the map; you enter them by clicking their doors. The pyramid's door is walled up with brick until the Cartographer's Debt is paid.
Crab Island
The grave
Dig it once for your three tools: axe, knife and pickaxe. It only gives its goods once per account.
Palms and rocks
Palms give logs and, with the knife, leaves for rope. Boulders give stone ore. Both come back in time.
Crabs at night
They come up out of the sea after dark, one every twenty seconds or so, up to sixteen. Firelight keeps them off. Each drops raw crab meat; one in twenty a crab claw, which the fisherman wants.
The shore
Where the boat is built, twelve logs and twelve rope, plank by plank. The western jetty is where the big ships call once you have the King's leave.
King's Land
The main land. A road climbs from the harbour through King's Port to the castle on its mount; the country around it has farms, woods and a cave.
The harbour
Tobias the fisherman, who starts the lobster cage quest. Hilda the fishmonger, who buys lobster, crab, roach, perch, bream, bonito and black marlin at Marla's prices. The fishing water. The pier where ships tie up, and the headland where the lighthouse can be built. Two-thirds of the way down the east jetty, Bram Kessel sits mending a net beside a row boat that has not been out in months (Fishing 30 for his quest). Behind the fish stand, Hesk the ship-smith keeps an open forge: chain, hooks and anchors, and the odd special order. Once you have finished Past the Marker, his anvil is yours for any anvil work you know, so there is no need to sail to Ashfall for every piece (bars are still smelted at a basin). And gulls, on every post and roof and barrel of fish, and bobbing on the water; walk up to one and it goes.
King's Port
Darryl's three tree plots north-west of the two fields, where yews, oaks and birches can be grown, with a pallet beside them for the timber. Rashid's bead stall on the south-west crossroads, inside the walls: glass beads at 50 gold each, for builders who cannot yet sail to the desert. Marla's shop on the high street, once you have done her quest. The bank inside the south gate, where everything stacks and can be taken out as notes: click the counter or Aldous to open it, the rest of the house is just a house. Jim's plot on the east street, where the Farmer's shop goes up. Townsfolk who keep to the streets and talk. The King's Port guards.
St Alder's church
On the rise above the western shore, south of the farm road past the fields and Bob's farm: in through the lych-gate, up the path and through the porch. Father Ambrose keeps the candles lit; the pews, the paintings and the coloured glass are his. The graveyard round it has a stone for everyone the land has lost. Click a headstone to read it, a pew or a bench to sit on it (click anywhere to get up), the font to bless yourself, or the altar to kneel and pray. Parishioners come and go all day, sit a while, and leave flowers.
Saltmarsh End
A fishing hamlet at the western tip, past the end of the farm road: three thatched cottages on the slope above the beach, a net rack, a gutting table, a washing line and a skiff pulled up on the sand. Edda hangs the washing out, Garth mends nets, Joss carries the catch up to Ysolde at the table, Hamm hoes his cabbages, and the boy Wat runs between the doors. It is the first place the Saltreavers come.
The Saltreavers
Raiders off the sea. Now and then a horn sounds out on the water and the log says Saltreaver boats spotted off the west shore (or the south port): two or three skiffs pulling for the beach, eight to twelve men in all - a mate in each boat, a little tougher, and one captain. They run up on the sand and come for the people, who scream and run for their doors or cower where they are; anyone caught is knocked down and robbed - and that is anyone: Oscar at the fields, Ossi by his wagon, Hilda at her stall, Bob at his door, any townsman they come near. Only a child, and anyone out on a jetty or a pier, is left alone. The rest grab the sacks, barrels and crates by the doors and carry them to the boats.
The shore. A western raid lands under Saltmarsh End. A man goes up the farm road to the harvest boxes by the west gate, takes ten to twenty vegetables and tramples five to nine growing squares on the way back (the crop is lost; the square is bare earth again) - kill him and your vegetables drop where he falls. Two more go up to Bob's pen and kill his cows (Bob has new ones a quarter of an hour later); any cow out in the country near them is theirs too. A southern raid comes in from the south-west, past the ships at their berths, and goes for the quay.
Fire. Two of them carry burning torches - you see them coming across the water after dark. In the west the first sets a house alight a minute or so after landing: one of the Saltmarsh End cottages or Bob's farmhouse, a different one each time. A torch with its house burning sets a tree alight on the way: it burns where it stands, then falls in. A house burns for about two and a half minutes and falls in to a black, smoking ruin; once the raid is over and the people are back, two of them rebuild it over ten minutes, a timber frame first and the walls rising inside it.
The city. When the shore is done they make for the nearest gate of King's Port - the west gate from Saltmarsh End, the south gate from the quay - and into the streets, knocking down whoever they find; the other torch fires one of the city's houses just inside the gate. The bells ring and, half a minute later, the city guard turns out from the streets behind. The raiders stand a while; then - two of them down, the captain hurt, or their nerve gone - they break and run for the boats, and the guard sees them off as far as the gate. The King's two guards on their round outside the wall fight any raider who comes within twenty metres of them. Bears and raiders go for each other wherever they meet.
Most of them are there to raid, not to fight: the captain and about a quarter of the rest come for you if you are within a few strides; the others leave you be until you strike them. Anyone you save will thank you. Left alone, they are gone within nine minutes at the most. Then the people come out and drag in the ones who were knocked down, and a while later everyone is back at work, shaken but alive. A raid is your own: it comes once in every one to four hours you spend on King's Land - once in six to fifteen minutes while you carry a Lodge notice for them - and nobody else sees it.
Bob's farm
West of the city. Cows for beef and leather. Bob's quest sends you after the bears taking his herd.
The fields
The two brown patches just outside the west gate on the farm road: four by eight and four by four squares, either crop in either, Greta the plower at the gate end with seeds, the harvest boxes, and Oscar with his wheelbarrow. See Farming under Skills, and the Farmer's shop under Quests.
The woods
Evergreens and, deep in, rare yews. Bears after dark. The rat cave is under a rock arch north-west of the castle.
The castle
The guard at the gate turns you away until the King's quest opens. Inside: the King on his throne and the royal guard. In the lower ward, the gaol stair goes down to the King's dungeon: Hobb the gaoler, a drunk called Wat, and the orc in the end cell.
Zafira and the Amber Sands
Reached by ship from King's Port once the King has given you leave to sail west. A desert port and the dunes beyond it.
The bazaar
Yusuf the trader sells dates, salt, glass beads, saffron and silk, and buys food, logs, leather, scorpion tails, jackal pelts and sunstones. Buy what is cheap here, sell it to Marla.
The Keeper's tower
Idris the Keeper has lost his key, and his quest ends inside: behind the great door is the hall of merchants, marble and columns round a fountain where the rich of Zafira sit behind their silk, spice, gold and jewels; a ladder up through the hatch is the servants' floor and the royal apartment, inside the second tier; and up one more ladder, in the third tier, is the chamber of Sheikh Nazir ibn Hallam, the richest man in the dunes, who owns the city. The door stays open once he has seen you, and the terrace stair on the east face too.
The bank
West of the main street, between the square and the harbour lane: an adobe house with the coin sign. Nadir behind the counter keeps the same account as Aldous in King's Port, so what you bank in one city you can draw in the other.
The old well
The way down into the Underdune is a collapsed well in a back lot under the north wall, west of the gate, with the death chest beside it, and Vael standing by. The Hunter's Lodge's board for the Underdune stands by the well.
The dunes
Scorpions, whose sting poisons, and jackals in packs of three. Now and then a vulture turns high over the sands, day or night: it drops on a scorpion or a jackal below, and on anyone who walks right under it or strikes it - a dive, the talons, and up again, two or three times while you stay close. Tails and pelts sell at the bazaar. Climbing a dune is a fifth slower than level ground; coming down is full pace, and one descent in four the sand goes from under you and you stumble down it a fifth faster. You leave footprints in the sand, twenty metres of them behind you before they fade; the Beast leaves paws. The sandals of still air leave none, and neither does anything that has your feet off the ground.
Madame Orra
An old woman in a black hood who lives inside the ribcage out on the dunes, by a fire that never goes out. She buys nothing, and sells the Grim Axe, the Grim Plow an Ancient book and a Weather chart - and, to a monk or to Beauty, the Iron Jaguar Claws. They are the dearest goods in the game, and each one takes a job you have been clicking through for hours and does it for you. She will sell to anyone; whether you can use what you buy is your own affair.
The ribcage
Out in the sands east of the city, the skeleton of something enormous, half buried, its ribs arching seven metres over a walkway you can pass straight through. Somebody camped under the biggest ribs once: a cold firepit, bedrolls, an awning, jars. Under the ribs you are in shade, out of the sun and the wind.
The wreck
West of the city, hundreds of metres from any water, a full sailing ship lies heeled over in the dunes with her foremast down beside her. Nobody in Zafira will tell you how she got there.
Heat and water
Out on the open sand by day you need water. You take a sip every two minutes without thinking about it, from whatever bottle is in your bag: three sips to a bottle, so a bottle is six minutes in the sun. Out of water, the sun bites for 2 every five to fifteen seconds and your pace slides to seven tenths over three quarters of a minute; it eases again out of the sun. Inside the walls, at night, underground, in the sea, on a deck or in the shade of the ribcage you need none. Water bottles are 15 gold from Marla, Yusuf, Rashid, Karim the water carrier at the well, or the sellers standing just inside each of Zafira's three landward gates; each bottle takes a slot of its own in the bag. An empty bottle fills itself when you stand by the well in Zafira's square or at either oasis. You can also drink from the bag whenever you like.
Sandstorms
About once a day, at no fixed hour, the horizon goes brown and a storm crosses the sands for one to three minutes. Inside it you see about seven metres, the minimap goes brown, and out on the open sand you walk two fifths slower and every fifteen to forty seconds the wind throws you a few metres in some direction for 2 true damage. The city walls and the ribcage keep the wind off you, though not the dust.
The far oasis
Out east, a huddle of palms round a pool, and Yusra the hermit's tent beside it. She sells water, and she has been waiting a long time for somebody to come. See the Cartographer's Debt under Quests.
The caravan, the bandit camp, the colossus
Three places the Cartographer's Debt takes you: two wagons dead in the north-west sands with vultures over them; a ring of tents round a fire in the south-west with a camel pen, eight bandits (level 30) and the Sandholder's captain (level 50), who hold it whether or not you are on the quest. They come after you as far as fifty metres from their posts, then run back to the camp and are whole again when they get there. Once every one of them is down the camp stays empty for 45 seconds, and then all of them are back; and in the east a stone hand the size of a house rising out of the dunes, a cold camp in its shade.
Your camel
Freed from the bandits' pen, she is yours for good. Click her to ride and again to climb down; she is half again your own pace and goes nowhere but the sands. Anything that needs your feet on the ground puts you down, she will not be mounted in a fight, and if you sail away she walks back to Zafira's north gate to wait.
The pyramid
The Sand King's Tomb, the game's raid. Four rooms, traps, the dead, and a boss with 2,500 health.
Samira's shop
On the main street just south of the square, under a little green-tiled dome: the apothecary's. Shuttered and padlocked until you have done Blackwater Proof; after it Samira sells, a flask of three doses at a time: anti-venom 2,000, health potion 5,000, Lionheart Elixir 7,000 (a dose: +17% damage for 2 minutes, red embers round you) and Ironbark Tonic 7,000 (a dose: +20% armour for 2 minutes, a brown light round you). A dose of either again while it is running starts its two minutes over. She also sells crates of Blackwater (10,000, ten drinks) - see Blackwater.
Blackwater
The cartel's spirit, made legal for the sea. A crate from Samira never goes in your bag: Samira asks you first, then it goes down to Zafira's quay. When your ship is in Zafira's harbour, two dockhands row it out in a harbour boat and hand it up onto her deck (side by side under the forecastle, between its stairs). A ship carries two crates at most. Anybody aboard can click a crate and take a bottle into their bag (the crate shows how many are left, 9/10 and so on); a bottle takes a bag slot of its own; drink it from the bag, at sea or anywhere but ashore in Zafira.
- Each drink lasts 3 minutes, and drinks stack: how drunk you are is how many are still running. In the last 30 seconds of each you sober slowly. The ring by the minimap shows how many.
- 1 drink (Tipsy): 1 in 10 fish you catch comes up with a second one. A little sway.
- 2 drinks (Drunk): 1 in 7. More sway; your walk wanders.
- 3 drinks (Wasted): 1 in 4. You stumble and walk at half pace, you can pass out for 5 seconds (about once a minute at most), and you can be sick - for 4 seconds you cannot attack or use an ability. You cannot take a fourth drink. Neither happens while you are at the wheel.
- The second fish counts for every catch: lobster, rod fish, bonito, black marlin, and every fish in a net when you haul it.
The glassworks. North-west of the bank, between the market and the harbour lane, Farouk's workshop stands against a brick beehive kiln with its mouth to the main street and smoke off its flue day and night; shelves of blown glass show through the arch. At night the city is lit from that kiln: glass lanterns blown in the workshop stand on adobe pillars down every street, and iron braziers burn round the market square, the harbour gate and the quay. While your wood is coming ashore and going into the fire they burn full and warm; with the furnace cold they drop to a low ember. His money bag for your wood sits on a stone beside him in the street, in front of the glassworks. See The wood trade under Trade and gold.
The harbour. Below the harbour gate the quay road runs along a stone wall with the water at its foot, and a long pier reaches out from it to the platform where the Amber Queen ties up in deep water, with a lesser jetty either side of it. Dhows lie at the east jetty and at anchor out in the basin, and rowing boats are tied up under the wall and at the jetties. Bashir the harbour master keeps his ledger at a table under a striped awning by the pier's foot; Sami and Yunus hump sacks from the heaps on the quay out along the pier to the ship all day; Old Nabil fishes off the pier's side, Umm Salma mends her nets in the boat tied up under the wall, and Tariq walks his camel Sabah up and down the quay road. Everyone can be talked to. When your timber lands, the ship's own deckhands carry it down the pier to the stack by the pier's foot and Farouk's slaves take it from there.
Marvah
The second city of the Amber Sands, on the north coast: a long walk or a camel ride north-west from Zafira, over the last big dune and down. Fired brick the colour of rust, roofs of copper gone green, soot down every wall from the smelter's two great stacks, spoil heaps taller than the houses outside the west wall. Marvah does not sell goods. It digs copper, and it sells people, and the one gate opens only to someone with business in that trade: see The Tally Ring under Quests.
The gate and the Unspoken
One gate, on the desert side, a bronze lattice you can see the street through. Before it, either side of the road, stands Marvah's army: the Unspoken, thirty men in three ranks of five a side, bronze helms, oxblood shields, spears dead upright. They do not speak, turn, or look at you. The Steward keeps the gate from a lectern by the east tower: no ring, no entry.
The waystation
Down a track south-west of the gate, in the lee of the dune: an awning with a ledger table, two pens, a well with a sweep, a cage wagon, buyers' tents. Hessem the broker works here, and offers everybody water before anything else. It is a customs shed, and as dull as one.
Inside
An ordinary town. The avenue runs from the gate across the parade ground, where more of the Unspoken line the way and the Master of Marvah keeps his balcony, to a platform over the harbour with the smithy on one side of the avenue and the ore exchange on the other. East of the parade ground is the market square - fruit, bread, copperware, cloth, fish, a fountain with good water that fills your bottles - with children playing tag round it and somebody always arguing about a price. The pens are on the street corners, and nobody looks at them. Behind the east lane, where no street goes, is the quarter cistern: a tank under four palms, benches, a tea arbour, the washing trough - where Marvah sits down.
The shafts
The west quarter: two timber headframes over the shafts, each wound by a whim that four men walk round all day; tubs on rails to a tip over the retaining wall; the smelter below with its three furnace mouths; a dressing floor under a copper lean-to where the ore is broken small and picked over; and a trestle that carries the waste out over the city wall to the top of the big heap. The shafts themselves are sealed under iron grilles for now.
The harbour
The whole north side of the city, two hundred metres of quay between two stone moles with a fire basket on a tower at the end of each. Five piers, four big ships alongside them - the Tally of Salt, the Green Widow, the Copper Wake and the slaver Tallyman - each worked by its own gang of porters up and down a gangplank, a tally clerk at the foot of every working pier, three treadwheel cranes, dhows and rowing boats at the lesser piers and at anchor, and one dhow always under sail across the harbour mouth. It is the busiest water in the game.
Dagan the smith
Steel, the only steel this side of the sea: a steel axe and pickaxe (Woodcutting and Mining 20), and for 18,000 gold each the four class weapons a tier up - the Marvah glaive, the steel maul, the steel-limbed bow and the steel-shod staff (your combat skill at 30). Each carries the kit of the weapon you already know and hits harder. He buys nothing.
The ore exchange
Across the avenue from the smith. Sells copper ingots at 30 (Marla pays 48 - a second trade route, north to east; the board holds 30 ingots at the most and gets 15 more an hour), coal at 24 and stone at 15; pays 12 for stone ore, 20 for coal, 26 for copper and 80 for sunstones.
After dark
Bronze lanterns on posts down every street, fire bowls at the gate and on the Master's steps, the two harbour lights, the forge and the furnace mouths. The smelter smokes day and night.
Walking in uninvited - round a mole, off a boat - gets you walked out again by the city guard, politely. A ring that is forged or stolen gets looked at by a guard now and then, at most once a visit, and mostly he waves you on; when he does not, you lose the ring and the gate, and need another.
Jadewater
A jungle island in the southern sea, south-west of Zafira, in two halves either side of a mountain. The eastern half is the one you land on: a horseshoe cove of white sand shut in by limestone walls, water you can count the pebbles through, and behind the beach a wall of forest. The mountain (Cloudcap) has a river coming off it over a fall; there is a delta of mud and mangrove in the south, a hill in the east whose seaward side is cut into terraces, and in the deep forest of the north-west, trees a house could stand inside.
The western half is the Tangle, and it is as big again: low, wet, and nothing but rainforest from shore to shore, so thick that from above you cannot see the ground. No road goes into it. (A fishing boat of your own does: Construction 20.) What goes into it is a river, the Coil: it comes out from under Cloudcap at a pool called the Kettle, winds the whole length of the Tangle in great loops, and reaches the sea in the bight between the two halves of the island. Arms leave it and join it - the Backwater to the north-west coast, the South Arm to the south, the Sister from the north-east, and Blackwater Creek, which you would not find unless you were looking - and all of it is slow, dark and deep enough to float a boat. A hunters' trail runs from the end of the delta's low path round the bight to the Coil's mouth, and stops there. On foot in the Tangle the limestone towers that stand up through the trees are the only things to steer by; the water is the easy way through.
Getting there. The quest Seeds from Nowhere opens it (Nasir the gardener, whose walled garden is inside Zafira in the north-east quarter, a little north of the east street; you need The Keeper's Key first). After it, Anan takes you in his longtail from Zafira's west jetty: 120 gold, there and back. You pay going; he waits at the cove's jetty and brings you home for nothing. If you die on Jadewater you wake on the sand of Pearl Cove.
The rain
It rains on Jadewater every afternoon, a little before or after the same hour, for about four minutes, and some nights there is a shorter shower. Everyone on the island is in the same rain. The light goes flat and a wind moves the treetops about a minute before. While it rains:
- You cannot see far, and the sun goes.
- The rivers rise. The fords on the low path across the delta go under, and so does the low ground beside the river; they stay up for a few minutes after the rain stops. The roads and their bridges stay dry.
- Fires go out, and nothing will light.
- Whatever is planted grows two and a half times as fast: the terrace crops, and the trees on Tam's plots. Plant before the rain.
- Constrictors come out in the wet; the stinging swarms are beaten down by it; the crocodiles come up with the flood.
The great trees
Two trees grow here and nowhere else, wild in the deep forest and on plots you can buy.
| Tree | Woodcutting | To fell | Logs | Farming (to plant) | Growing |
|---|---|---|---|---|---|
| Mahogany | 55 | 30 strokes, 4 stages, 70 xp a stroke | 25 to 120, 140 xp each | 60 | 6 hours |
| Yellow meranti | 85 | 90 strokes, 8 stages, 150 xp a stroke | 60 to 230, 300 xp each | 90 | 20 hours |
A stroke takes as long as a log does: at Woodcutting 50 a mahogany stroke takes about twice as long as a birch log at 37, and a meranti stroke at 85 is about a quarter quicker than that. They are felled in stages. Every stroke deepens a notch at the foot; past halfway a crack starts up the trunk and climbs with each stage. The cut stays in the tree: you, or anyone, can leave it and come back. On the last stroke it falls along its ride (stand to the side: under the trunk costs you over half your health). Then the trunk lies there, and you cut it up from the top end for its logs. The wild ones grow back after an hour and a half (mahogany) or three hours (meranti).
Tam's Clearing, up the Old Cut from the landing: Tam sells four tree plots, one at a time: the first for 5,000 gold at Business 50, the second 8,000 at 66, the third 12,000 at 80 and the fourth 20,000 at 96; and the seed (mahogany 1,500, meranti 6,000). A bed is plowed before it is planted, as Darryl's are in King's Land: click your plot to turn the whole of it (120 Farming xp), and again after every tree, because the roots tear the ground up when it falls. A plot's tree is yours alone; felling it pays 9,000 Farming xp for a mahogany and 30,000 for a meranti. In the middle of the clearing, between the four plots, is a timber stack for the logs. By the stack waits Lamai, an elephant with a big timber wagon, and her two handlers, Kiet and Pao. At Business 67, once Timber for Gullhaven has opened the timber pallet at Sawpit Landing, hire them from Kiet for 70 gold a sunrise (as many sunrises as your Business allows, like any contract; no Business xp): they load 25 logs at a time off the stack, meranti first, walk Lamai down the Old Cut road to Sawpit Landing, unload onto the pallet and come back for more.
The Stairs
The seaward side of the hill in the east, cut into terraces from the shore to the crest; its other side is forest like any other. Old Suri at the Stairfoot sells seedlings by the five (sugarcane is grown in Zafira now). Clear a bed, plant it, wait, pick.
Cilibi
Somewhere in Jadewater's jungle there is a little green flying thing with leaves for a crown and very big eyes: Cilibi, the forest's own small god. There is only ever one, it is on no map, and it drifts from flower to flower. Leave it be and it leaves you be.
Finding her. Listen. Each sign comes again about a minute after the last, so you can follow her as she moves:
- A laugh off in the trees: she is within about 120 metres.
- The jungle goes quiet and she sings: you are close, within about 50 metres. She stays where she is while she sings.
- She laughs and the world turns to a dream for a few seconds: she is within 20 metres. Look up.
Fighting her (level 80). She stings with seeds of light, drops you into the dream for a few seconds, calls a jaguar out of the trees or the apes down, and sometimes sings: hear the whole song and you wake somewhere else in the jungle and have to find her again. Killed, she is gone for two minutes, then there is another somewhere else.
The Cilibi seed. One kill in 120 leaves a seed (yours: it cannot be traded or sold). Wake it and a little one flies with you. It throws seeds at what you fight, and now and then puts it to sleep for three to seven seconds. Once every half hour, when a blow would kill you, it saves you instead: you fall and lie in its green dust, unable to move but untouchable, while it sings over you. When the song ends, every enemy within 30 metres is thrown 20 to 30 metres away (not the kraken, nor anything that cannot move), and you get up with half your health.
| Crop | Farming | Dry | xp each | Marla pays |
|---|---|---|---|---|
| Sugarcane | 30 | 12 min | 30 | 12 |
| Coffee | 45 | 25 min | 55 | 26 |
| Cacao | 55 | 40 min | 85 | 45 |
| Vanilla | 70 | 70 min | 160 | 110 |
What you hear
There is no music on Jadewater. What you hear is the forest: birds and insects by day, a different forest altogether at night, and a third for the half hour either side of dusk and dawn. The rain quietens all of it.
Jaguars
The jaguar (level 60) is the one thing on the island that hunts you, and by day you will never see one. Each keeps to ground of its own in the deepest forest - seven such grounds in the Tangle, two in the old forest of the north-west - and nothing marks them, on any map or on the land. Be on a jaguar's ground after dark and sooner or later it finds you: usually once to three times in a night.
- The warning. A low growl out of the dark, close by. That is all you get: a jaguar is never a dot on your map, and before it comes all there is to see of it is its eyes.
- Run at once and it lets you go. Stay within thirty paces of where you stood and five to ten seconds later it comes: flat out, a leap, and a first blow half as hard again as the ones that follow.
- It does not give up. It is faster than you are, and it fights until one of you is dead.
- What it leaves. Always its pelt. One kill in fifteen, a jaguar claw, whole.
To hunt them: find their ground (the growl tells you when you have), and wait there at night.
The apes of the Tangle
The jaguar has the Tangle's nights; its days belong to a troop of apes (each level 24, four to six of them). It is rare - twice in a day at the very most, and only while you are in under the deep forest's trees - but now and then they decide you are on their ground.
- The call. Somewhere off in the canopy one ape calls, and others answer. That is your warning, six to nine seconds of it. Get out from under the trees before they come - onto a river, out to the shore - and the calling falls behind you.
- The troop. They come hand over hand through the canopy, fast, and drop out of the branches all round you.
- The fight. Two press you at a time; the rest keep a ring, screaming and slapping the ground, and take their turn.
- Show them strength. Kill two and the troop weighs it up, once: half the time they have had enough, go back up into the trees and are gone. The other half, they stay to the last.
Nothing in the thick forest shows on the minimap - not the apes, not a snake, not the cartel's men. In there it is your eyes and your ears.
The Barrowroot staff
A wizard's earth staff: three roots grown round one another, opening at the head into a cage round a green stone, with pebbles turning about it. Madame Orra sells it, to wizards only, for 150,000 gold, and it takes Magic 50 to wield. Its blow is a stone flung off the head; its four are rock out of the ground, bone hands out of it, a way under it, and the dead up out of it to fight beside you (see the table above).
The Iron Jaguar Claws
Two jaguar claws and two bars of deep iron, forged on an anvil (Smithing 30, twenty-four blows, 1,400 xp; the pattern is Durran's, known once The Deep Line is done). A pair of gauntlets: deep iron over the back of each hand, three of the cat's claws along the knuckles. Or buy them from Madame Orra for 90,000 gold (she shows them only to monks and to Beauty). Wearing them takes Attack 50, on a monk's fists or the Beast's paws. Their E, the Pounce, goes in a poof of dust.
- A monk wears them on both fists. Short reach, but every blow is a rake across whatever is in front of him, one hand and then the other; he strikes 30% more often, and every blow lands 6 harder.
- Or they go on the Beast's paws (Beauty puts them on him): he strikes 30% more often in them, and every blow lands 6 harder.
| Key | Ability | What it does | Cooldown |
|---|---|---|---|
| Q | Uppercut | A step in, and the claws come up from the knee to over the head: a heavier blow, and whatever it catches is stunned for a moment. | 5 s |
| W | Hunt | For 9 seconds a red light burns off you: you run 60% faster and strike 60% more often. | 30 s |
| E | Pounce | Not a dash: you are gone from where you stand and there, up to 7.5 metres toward the cursor (past trees; not through walls), with the claws already coming across. | 8 s |
| R | Savage Mayhem | Ten rakes in three seconds - across, up, down and every way between - driving forward, the last with both hands and twice as hard. | 40 s |
Raincatch
There was a village on Jadewater called Raincatch. It is not at the foot of the Stairs, whatever the old charts say, and no road or path goes to it. People who have been up Blackwater Creek say there are men there now who are not villagers, that they are armed, and that they do not want to be found. Nobody who went to look has said what they are growing.
What else lives there
Constrictors (40) hang over the forest paths when it is wet; one takes a turn round you and you cannot move until it is hurt enough to let go. Stinging swarms (28) drift by the river on dry days; a weapon does almost nothing to them, but stand by a fire and they are gone. Crocodiles (52) lie in the delta's water the colour of the river, sunk to the eyes: you will barely see one, there is nothing to point at and nothing on the map until it moves, and it moves when you come within a few strides of the water. They come up with the flood.
On the forest floor (all three give way the undergrowth so you can see them once they show themselves). Pit vipers (25) lie coiled in the leaf litter of the thick forest with a leaf or two fallen across them. You do not see one: you tread on it, or beside it. It rears, and a moment later strikes - a moment is enough to be out of reach if you were already running - and its bite is venom for two minutes. They are rare: a day and a night of walking the deep forest meets about one. Bullet ants (7 each), a hand long, nest in the ground under the trees: a bare mound in a cleared patch. Come within ten metres of it and the whole nest - nine to fourteen of them - comes for you. Each dies of almost anything and bites hard for its size; six can get at you at once. Wandering spiders (16) hunt on foot by day and night, about as often as the apes come: one or two come out of the leaves near you, lift their front legs and show the red of their jaws, and then run at you. Their bite is venom too, forty seconds of it. Carry anti-venom from the Lodge.
Seeds. The big trees' seeds turn up on small things now: a mahogany seed off an ape, a spider, a cartel guard or a constrictor now and then, a yellow meranti seed very rarely - and most often off a pit viper. Elsewhere, a rat, a cow or a crab drops an oak, birch or yew acorn one time in fifty, and a rat a mahogany seed one time in 300; the Rat Matriarch drops the seed of any tree at all, mahogany and yellow meranti among them, one time in seven. Bears carry the odd oak or birch acorn, scorpions and jackals a birch acorn or (rarely) a mahogany seed.
In the heart of the forest, behind the Root Temple, there is a wall of living root and something breathing behind it. It is asleep. Leave it so.
A ship of your own: The Keel of Driftmouth
Ships are not built from the build menu: you finish one. At Driftmouth Cove, a little rocky inlet on the east coast of the Amber Sands, Old Tamir sits mending a net he does not need beside the black skeleton of the best ship he ever built. Twelve years ago the Sandholder's men burned her on the slip, because a ship that carries timber by sea makes his wood road worthless. His hands shake now. At Construction 25 he will teach you; you do the work. All told it is about 82,500 Construction xp: a builder who starts at 25 comes out of it near 45.
- The yard. Mend the slipway (20 logs, 4 iron bars), rebuild the sawpit (12 logs, 16 stone), build a steam box (10 logs, 5 iron bars), and strip the burnt timber off her keel.
- The long timber. Nothing on the desert coast grows long enough for a keelson. On Jadewater, Rafi's lumber crew at Sawpit Landing will mill it if you fell a mahogany giant and bring them twelve mahogany logs (or fell it for you, for 1,200 gold), and ship it to Driftmouth for 300 gold. The Sandholder hears of it: his enforcers and Captain Varek are waiting on the beach to burn it. Every man of them not fighting you puts a torch to the cargo. Varek carries a ledger.
- Building her, each stage on the slip for all to see (once she has a deck, a ladder goes up her side: click her and you climb up and get on with her masts, rigging and sails): keelson and ribs (16 mahogany logs, 4 iron bars), planking (40 mahogany logs), fastenings (96 iron nails), caulking (20 pitch, 30 oakum), deck and hold (30 mahogany logs, 6 iron bars), masts and rigging (12 yew logs, 40 rope), sails (24 sailcloth). Part loads are kept. Her timbers must be mahogany - Woodcutting 50, or bought from another player - though the yard's works take any logs. Pitch is smith's work: a bloom of Ashfall's sulphur rendered at any smith's basin, or in Tamir's kettle, gives two (Smithing 10, 45 xp). Oakum is carved, and it is slow: three ropes unlaid and picked apart with a knife make one hank (Carving 10, 40 xp).
- The night before. Keep watch with Tamir after dark. Saboteurs come down the cliff path with torches; those you are not fighting set her alight. Fill a bucket at the water's edge and throw it on the fire. A fire left burning too long damages a section, which wants 8 mahogany logs and 6 pitch to mend.
- The launch. At dawn Tamir hands you the mallet: knock out the four chocks and she goes down the slip into the bay. You name her. Take the helm and sail her out of the cove.
Afterwards Tamir stays on as the cove's shipwright: he brings your ship home to Driftmouth, repaints her band (200 gold) and gives her a new name (100 gold). Once you have finished the quest, a builder of Construction 45 can lay down a ship from scratch from the build menu, on any beach with deep water off it. She takes everything Tamir's ship did: 86 mahogany logs, 10 iron bars, 96 iron nails, 20 pitch, 30 oakum, 12 yew logs, 40 rope and 24 sailcloth, for 51,000 Construction xp as it goes in (one ship to a captain).
Click her to go aboard: from a shore or a pier within seventy metres you are rowed out; from the water you climb her ladder (starboard side, amidships); from your fishing boat you come alongside. Click her deck to walk it - the quarterdeck and the forecastle are up their stairs - and click the wheel to take her. W sets more sail (half, then all of it), S takes it in (and with it all in, held, backs her off a shoal), A and D put the helm over, Space leaves the wheel: she holds her course while you walk about. The bar at the foot of the screen shows her sail, her speed, the wind across her and the state of the sea, and has Go ashore and Over the side.
She sails by the wind, which blows the same way for everyone and veers slowly through the day. Across it she is fastest; running before it nearly as fast; close to it she labours, and dead into it she stops and her sails shiver - bear away. The more wind, the faster; a gale slows her again with the sea it raises. Left with nobody aboard, she comes up into the wind and lies there.
Friends can come aboard the same way and walk her deck as she sails; only her captain takes the wheel. She is seen by everyone near her.
Her captain can drop anchor (the bar at the foot of the screen): she takes her sail in and lies still, head to wind - until the anchor is weighed. At anchor out in deep water you can fish over her side: bonito on the handline anywhere out there, and far out from every land, black marlin with the deepwater rod and a bonito for bait (the same as at the Marlin Deep, Fishing 30). On her deck are four fish barrels (thirty fish each; anyone aboard may put raw fish in, her captain may take them out again), and a log pallet (sixty logs) for mending her. Her hull can be hurt now - by the kraken - and where it is she is sprung: planks started on her deck and the sea spurting through. Click one to mend her with a log off the pallet and a rope from your own bag. Let her hull run out and she goes down, with everyone aboard in the sea (to swim, or drown there like anyone else), and everything in her barrels and on her pallet with her. She is not lost for ever: Old Tamir at Driftmouth Cove raises a sunk ship and mends her for 30,000 gold, her name, colours, sails and beak as they were. Leave her out on the open sea with nobody aboard - killed out there, say, or gone off from her - and after a little while Tamir's men sail her home to the bay at Driftmouth Cove, where she was built; the same if you sign out at sea and are not back within ten minutes. Left off a shore, she stays where you left her. Tamir at Driftmouth Cove will dye her sails black with five kraken ink (and bleach them again for 200 gold), and set a kraken's beak on her bow.
The Kraken (level 175)
A raid fought from your own ship, made for a crew - though a very strong and very careful captain may win it alone. It is easier than Ashmaw, and far harder than the Sand King.
- Calling it. Sail into the far southern sea - south of every land but Jadewater, and well away from any shore - and drop anchor. Carry a barrel of fish to the rail (click the barrel, Empty it over the side) and pour it out. The fish float in a spreading slick for a minute or two; shoals come up into it, and sharks circle under it. Each barrel has its chance of bringing the kraken half a minute to a minute later: a third, for a full barrel of black marlin; less for a part barrel, or bonito, or lobster. It does not come near a shore.
- Its head rises out on one beam - crested and horned, its eyes burning yellow - and stays up the whole fight. From her deck it is out over the water: the work of bows and spells. Every blow on its head counts in full.
- Its arms do the harm. Three strike at her deck - one over each rail and one standing high over her middle - and each picks somebody aboard. Nothing marks where a blow will land: watch the arms. It lands where you were when the arm began it, so keep moving and most blows miss. An arm that rears up high comes down hard and slow; one that lifts a little whips down quick; one drawn back low out over the water is about to sweep right across her deck, harder to get out of, throwing whoever it catches four to seven metres along her; one that reaches over you, curling, is a grab.
- Grabbed, you are lifted off her deck - cut the arm through quickly and it drops you - and then thrown twenty or thirty metres out into the sea, where its sharks are. Click her to swim back to her side and climb aboard before your strength goes, or drown.
- Striking an arm hurts the kraken too, at 70% of a blow on its head, and wears the arm down: worn through, it is cut off, bleeds ink and sinks away, and grows back in 8 to 20 seconds. Arms have no health bars of their own. Bows hurt it most, but cutting arms is what protects the crew.
- The coils. Now and then two great thick arms come up and wrap round her fore and aft like a constrictor, and squeeze: her timbers scream and her hull goes fast - about 2% a second. Cut both off her before she breaks. If she breaks, she goes down and everybody aboard is in the sea, far from any shore, with the sharks - and she lies on the sea bed until Old Tamir raises her (30,000 gold).
- Her hull is shown under its health. Keep her mended - logs on her pallet and rope in your bags. Each arm holding her cracks her a little, and each blow on her deck a little more.
- It comes bigger for every hand aboard when it rises. Killed, a box floats up where it went down, and lines haul it aboard: each of you who hurt it opens it for your own share - gold, black marlin to fill the barrels again, kraken ink, and rarely the kraken's beak (one in eight), a leviathan pearl (one in twenty), or the Cloak of the Ninth Tide (one in thirty), a cape any class may wear.
The weather at sea
The sea between the lands has moods, the same for everyone: calm (glass, and at night the moon laid across it in a path of light - nights are mostly calm), fair, fresh (white horses everywhere) and gale. Within a few hundred metres of a coast the sea lies down; the harbours stay harbours. Now and then a storm is born out on the open sea and drifts across it down the wind, a tower of black cloud a few kilometres across, growing, raging and dying away over about an hour. You can see one from far off and run from it: it moves slower than you sail. Most come up from the south over the Marlin Deep, which sees the most of them; one rains on King's Land every three and a half hours or so, and its rain lasts most of an hour. Inside, the seas are mountains. In a calm, shoals of fish pass under you, and a ship under way is sometimes met by dolphins that ride her bow.
A fishing boat in a gale ships water when the seas take her on the beam; in a storm's heart she fills faster than you can bail - head her into the seas, or better, get out. Now and then a sea bigger than all the rest comes out of the rain: take it on the bow and she climbs it; anywhere else, she goes over. Foundered or capsized, she is gone for good, and you are in the water. On a ship in a storm the sea comes over her rail: when it is called, Space holds on. Caught unbraced, you are swept across her deck - and from near her lee rail, in the worst of it, over the side. Swim for her ladder.
A fishing boat of your own
At Construction 20 the build menu on any shore offers a fishing boat: 16 logs of any sort and 26 rope, laid in a piece at a time (she waits on the sand if you run short), 1,600 xp when she floats. She is not the boat that crosses by the chart: she is the one you steer. Click her to go aboard; W gets her under way, S slows and backs her, A and D put the helm over, Space steps ashore (into the shallows, on a shelving beach; twice asked, over the side to swim). At sea she goes under a tan lug sail at about three times walking pace; in a river she is poled, more slowly, and more or less finds the channel herself. She goes anywhere there is water under her - along a coast, across the open sea to another land, and up Jadewater's rivers, the Coil and its arms, which is the easy way through the Tangle. She will not leave the world, and she will not climb a beach. She stays where you leave her; if that is somewhere you cannot get back to, the build menu on any shore has her brought round. Other players see her under you.
Her boat. Every ship tows a little rowing boat on a line astern. Where she cannot come in (over a reef, up a shelving beach), anchor her and choose Into the boat on her bar: you climb down into it and row it yourself, W to pull, S to back, A and D to turn. It wants only a hand's depth of water. Space by a shore steps you out and pulls the boat up, where it waits for you (click it to row back out); Space by her side climbs you aboard, and the boat goes back on its line. While her boat is away from her and she is at anchor, she is never sailed home to Driftmouth.
Her firebox. At sea her speed comes from a little iron firebox aft, driving a paddle wheel on each side. It burns Emberpitch: 3 pitch and 1 volcanic glass, rendered together at any smith's basin (Smithing 17, 70 xp), make 5. Use Emberpitch from your bag beside her or aboard to pour it in: 20 fill her, and a full box is about five minutes of running hard (it burns only while W drives her; coasting, backing and poling cost nothing). The ring by your health shows what is left, and the log warns you at a tenth. With her fire out she still goes under sail, but a quarter as fast. In a river she is poled as before, fire or none. While the fire drives her, her sail is brailed up: the wheels do the work.
Wind and drift. A boat at sea that is not held drifts down the wind: about 1 knot in a calm, up to 4 in a gale. Your fishing boat drifts while you lie still in her; stepping ashore makes her fast, but go over the side and she drifts off without you. A ship drifts the same unless her anchor is down. When you are rowed ashore from your own ship, her crew let the anchor go first; over the side, they do not. Lying still close to land in your fishing boat, a line under her reminds you: Space to step ashore.
Ashfall
A volcano in the northern sea, north-west of King's Land: a black cone with a lake of fire in its crater and the south-west wall of that crater fallen away, a skirt of old flows and grey ash round its foot, a cove of black sand, a field of sulphur vents in the east and a headland of basalt columns in the west. Nothing grows there. Every other land in the game stays as it is. Ashfall does not: the island is on a timer, and it keeps that timer whether or not anybody is there.
Getting there. No ship calls and your own boat will not make it. Ned Pike rows it, from a little landing stage on the north-west shore of King's Land's western tip (past the church; the world map marks it). Fifty gold, there and back: you pay going, and he waits at the cove and rows you home for nothing, so nobody is ever stuck on the island for want of a coin. He will tell you what mood the mountain is in before you pay. He will not put out while it is erupting, but he will always take you off. If you die on Ashfall you wake on the cove beside him.
The mountain's round
A round takes between seventeen and twenty-five minutes, never the same twice, and goes through four things in order. Nothing on the screen tells you which: the ash, the shaking and the light in the rock do. Everybody on the island is in the same round at the same moment.
| Phase | How long | What happens |
|---|---|---|
| Dormant | 8 to 16 min | A mountain and nothing more: clear air, still ground, steam off the crater, the seams in the rock a dull red. The time to be there. Last round's flows stand as cold rock. |
| Swelling | 100 s | The ground starts to shake, the first ash comes down, the seams brighten, the vents in the Brimstones begin to blow. The empty beds glow, and burn through your boots: 3 damage a second while you stand in one - they can still be crossed, at a price. In the last half minute last round's flows, which are hollow shells by now, break up and fall in from the top down; dust out of their cracks is all the warning. Be standing on one and you go down with it. |
| Eruption | 140 s | The air turns to ash and you can see a stone's throw. Rock falls out of the sky, and nothing marks where: you see the bomb itself for the last second of its fall (2.7 m, a fifth of your health and a little more). Keep moving. The higher you stand, the more of it there is: down on the skirt, one every few seconds and most of them wide; on the top third of the mountain a hail of it, aimed, and nobody up there should expect to come down. The crater also throws gouts of lava that land at random anywhere on the cone, a fifth of your health if one lands on you, and lie molten where they fall for half a minute - across a path, as often as not. Lava comes down two or three of the beds, and sometimes the North Fall as well, from the vent to the sea. |
| Cooling | 5 min | The ash thins and the flows skin over, black on red. For roughly the first half they are still lava. After that they are new ground. |
Lava
Nothing stops you walking into it: a running bed, the lake in the crater, a gout of spatter on the path, a pool in the tubes. It comes to your hips. In it you move at three tenths of your pace and burn for 15 damage a second; out of it you go on burning for two seconds more, at 5 a second. Armour does nothing about any of it. (Spatter burns the same but is only ankle deep: it does not slow you.) A click that would take you through lava goes round it where there is a way round; click in it, or beyond it where there is none, and in you go.
The climb
The top of the cone - from a little over halfway up, all the way round, and the inside of the crater - is too steep to walk and is climbed: hands and feet, at a third of a walking pace, about a minute from where it steepens to the rim. Any face of it will go; so will the walls of the North Fall's gorge. The rim trail is still the easy way up when its bridge is there. From the rim you can climb down inside, to the lake. The sea cliffs, the crags lower down and the cut behind the forge are still cliffs. It is the most dangerous place on the island to be when she goes, and the climb down takes as long as the climb up.
The beds, and what a full one opens
There are five beds the lava keeps to. Empty, a bed is a gully you can walk down into and across. Running, it is lava to the hips (see above): crossable, and ruinous. Cold, it stands a little proud of its banks: a bridge over its own gully, and out past the shore a delta, land where there was sea. Which beds run is different every round and never the same two rounds running, so the island changes shape, and what you can reach changes with it.
The Fire Road
Out of the breach in the crater, south-west to the sea. Full, its delta reaches Glass Rock, an islet off the shore. But in the floor of this bed is the Sump, a mouth into the lava tubes that leads to the Geode, and while the Fire Road stands full the Sump is buried. One or the other, never both.
The North Fall
Down the back of the mountain. The rim trail - a ledge that leaves the mountain's east foot and winds round the back of the cone to the Lip, on the crater's edge - has to cross its gorge, and the only bridge there ever is over that is the North Fall itself, run and gone cold. It runs about three rounds in five. From the Lip you look down into the lake.
The Smith's Run, the Sister's Reach, the Organ Run
South-east past the forge; east from the Little Sister's crater; west to Organ Bay. Running, they cut the Brimstones, the north-east and the west of the island off from the cove. The tubes go under them.
The lava tubes
Five mouths - by the cove, in the west, by the Brimstones, in the north-east and the north-west - and the Sump. Tight, dark and hot, lit by the seams in their own walls, with the Gallery in the middle where a window has fallen out of the floor onto the mountain's fire (lava like any other: keep out of it). No ash falls down there and no rock: they are the way about during an eruption, and the dry way across a bed that is running. Nothing lives in them. Sulphur grows on the walls. The Geode's only other way out is a crack too tight to come back through.
The Deeps
Under the tubes there is another level, and it is not the same place twice over: older, bigger and hotter. Two ropes go down to it, one through a hole in the floor of the Gallery and one in the north-west chamber. From the foot of the Gallery rope the way runs to the Long Hall, and from there either east over the Ford - a river of lava, wall to wall; wade it and burn, or go the long way round - to the Forks, the Pit and the Furnace, round its great pool; or west to the Warren, the Sink (the other rope) and the Hoard. Ash orcs live down there, gone grey with it, and they come for you on sight: ash orcs (150 health, 4-17 a blow) hand to hand, and stone-throwers (100 health, 4-12 a rock, from fourteen metres) who keep their distance and back off if you close. Each band keeps to its own chamber and will not chase you far down a tube; killed, one is back in two and a half minutes. They carry 5-16 gold. You cannot climb a rope with orcs at your heels.
The Cinder Halls
Under the Deeps, down a long shaft out of the floor of the Hoard with somebody else's rope still tied at the top of it: what is left of a dwarf-hold the mountain burnt out long ago. The Broken Gate, the Cold Forges, a Hall of Pillars, the Vents round their pool, the orcs' Warrens, and the Chasm, with a river of fire across it wall to wall - wade it and burn, or go round by the Vents. The orcs here are charred black: cinder orcs (320 health, 9-27 a blow, level 29) and cinder shamans (230 health, who throw fire from sixteen metres). At the bottom of the halls, the Scorched Stair goes on down. They carry 12-31 gold.
The Wyrm's Road
The stair comes out on the road the wyrm himself uses: wide, scorched glass-smooth, the walls scored in long grooves by his claws. The Bone Field, the Fire Falls, the Narrows, and the camp of the Dragonsworn - orcs who worship the thing below and wear the scales he sheds: Dragonsworn (600 health, 15-38 a blow, level 46) and fire-callers (400 health, fire from eighteen metres). Now and then one of them has a wyrm scale on him, whole. At the far end is the Wyrm Gate, and in front of it the Scale-Warden: an orc grown to four metres in plate of the wyrm's own scales, 5,200 health, a maul that sweeps everything in front of him and throws it, and now and then a rush straight through you (level 141). He does not leave his gate. Killed, the gate is open to you while he is down; ten minutes after he falls he is back, standing in front of it the next time you come down the stair, so every raid on the wyrm goes through him first.
Ashmaw's Hall
Through the Wyrm Gate: a dwarf-king's great hall, forty metres to either side of the middle, thirty to the dark where the roof should be, two rows of pillars, the fallen drums of the ones that did not stand, two channels of fire down its length, a stepped dais at the far end with a broken throne on it - and the hoard, heaped round where Ashmaw, the Wyrm under the Mountain lies asleep on it. See the fight.
The Brimstones
A dozen vents in yellow ground, east of the Smith's Run, with sulphur growing round them. Asleep, they sigh. When the mountain stirs they blow, each to its own time, a jet of scalding steam (8% of your health every half second you stand in it). A vent draws breath for a second before it goes: the steam quickens. Learn the one you are standing beside.
The Mountain Forge
A terrace cut into the south-east flank, up the track from the cove: a spout of the mountain's own rock out of the back wall, a casting basin, a great anvil, a launder running along five cold hearths, and a lean-to with a lit window where Durran Emberhand lives - the last smith of the dwarves who cut the Deep Line. Only the master fire is lit when you first come. Help him, and all six are burning again. After the quest he trains you and keeps a bench (see Trade).
The Deep Line gate
Up the switchback north of the forge, a pair of iron doors in a face of cut rock between two stone guardians, rails running out of them to a winding drum and down an incline to a wrecked tub by the cove. Sealed from the inside, long ago. What is behind them - a station under the mountain, its river of fire, and the line north under the sea - is The Deep Line quest. Each player sees the gate as they have left it: sealed, open, or restored with its braziers lit.
The Organ
The western headland, whose cliffs are six-sided columns of basalt stepping down into the sea, with stacks of the same stone standing off it.
Mining, but hot
The flows are the glass. When a flow has gone cold enough to stand on, its crust - the black rock that shines under the moon - is volcanic glass. Wield a pick and click the crust: he breaks it out where you clicked, a slab at a time, and keeps at it, working the patch round him, until your bag is full or the flow falls in at the end of the next swelling. It never runs out while it is there. Slabs do not stack, so a full bag is a trip to the bank. (Without a pick the crust is ground like any other; with one, Walk here is always on the right-click menu.)
Iron stones. About one boulder in ten on Ashfall is an iron stone: the same dark rock, stained rust-brown and veined with it. Mine one like a tree is felled - it stays where it is and gives one ore at a time, one to eight in all, and then it is plain rock for five minutes until the iron shows again. Ore does not stack.
Glass and iron are slow on purpose, and every level after the first you can mine them at is 6% quicker; the steel pick is 40% faster than iron, the tempered pick you make in The Deep Line 20%, and the dwarven pick 60%. What you have taken is your own: nobody is racing anybody but the mountain.
| What | Mining | Where and when | Yield | Experience |
|---|---|---|---|---|
| Sulphur | 5 | Blooms beside the Brimstones' vents and in the tubes. Grows back six minutes after you pick it, and every eruption brings a fresh, fat bloom (two more a pick) that lasts through the cooling and a little after. | 1-3 | 30 each |
| Volcanic glass | 15 | The crust of any flow cold enough to stand on, from late in its cooling until it falls in at the end of the next swelling. 40 seconds a slab on average at Mining 15 with the iron pick. | 1 at a time, endless | 110 each |
| Iron ore | 21 | Iron stones, about one boulder in ten on the island. 45 seconds an ore on average at Mining 21 with the iron pick. Back five minutes after it is worked out. | 1-8 a stone, one at a time | 140 each |
| Iron ore (station) | 21 | Six veins in the walls of the Deep Line's station, once the track is being laid again. Back five minutes after a vein is worked out. | 3-8 a vein, one at a time | 140 each |
| Deep iron ore | 30 | Seven blue-grey veins in the old galleries past the station, once the Deep Line runs. 55 seconds an ore at Mining 30 with the iron pick. | 2-6 a vein, one at a time | 210 each |
The Nightcrown's country
The further north-east you go on Thornreach, the more dangerous it is. Anvilmere, the Thornwood, the Vale and the Veil Pool are safe; from about the Old Watcher on, gloam moths come for you out of the north-east; past the east pass Duskborn walk too, and under the Gloam they come in packs, with hollowed Rootwalkers among them - more of them, more often, and stronger the nearer you are to the Starfall Spire, the dead tree-tower in the heart of the Gloam. Go back south-west and they stop coming. The Spire's gate stands open: walk into it and you are on the terrace at the top, where Veyra the Nightcrown waits with four of her Duskborn. The game tells you as you cross into each deeper part of her country.
Gullhaven
A fishing village of driftwood on the beach of the Western Sound, Thornreach's west coast, with the Thornwood right behind it. Take the Elder Way, the Mossfolk's footpath, west from the Glimmerpool. Generations ago the Mossfolk let people settle the beach on one condition: never cut a living tree in Thornreach. Every great tree there was once one of them. The village has kept the pact and built everything from what the sea washes up. So no tree in Thornreach can be cut: the axe will not bite.
Last winter's storm wrecked half the village: families live in tents and under upturned boats, and the longhall is down. As timber comes in, the village rebuilds: the longhall in red mahogany (the quest), the families out of the tents and into the first mahogany cottages at 1,200 logs delivered (the quest's 150 count), a proper pier a ship can come alongside, a market on the green and gardens at 2,500, a timber sea wall, porches, lamps along the lane and a bank (Pell Saltpurse at the strongroom north of the hall, your one bank account as everywhere) at 6,000, and at 13,000 a thriving village: two-storey houses with flowers at the windows, a full market under bunting, and the Gull & Timber tavern, with a few of the old driftwood houses and the chapel kept as they were. Every player sees the village as their own deliveries have made it.
Selling timber. After Timber for Gullhaven, Reeve Oswin buys mahogany and yellow meranti brought up the beach: 64 gold a mahogany log and 272 a meranti log, paid into the money chest by his door. Carry logs up to the timber yard in your bag, or anchor your ship off the beach with logs lashed on her deck and choose Have your ship unloaded at the yard. Gullhaven's boats row out to her.
Timber by sea. From the quest's timber stage on, you have a pallet at Sawpit Landing on Jadewater, by Rafi's jetty (it holds 2,000 logs). A ship cannot cross the reef into Pearl Cove, so anchor outside it. Rafi's crew carry the logs down the jetty, raft them, tow them out over the reef and sway them up her side: up to 150 logs on her deck.
The Timber Contract (never required): Oswin's sailors crew your ship between your pallet and Gullhaven, up to 100 logs a trip. A round trip takes about 47 minutes (two crossings of about 16 minutes each, plus the loading and unloading), and the chest pays 72 gold a mahogany log and 296 a meranti log. Wages are 500 gold a sunrise, signed for on the same Business ladder as every other contract. To start it, anchor your ship off Gullhaven and agree with Oswin or at the contract ledger by the longhall. While it runs she is the crew's: you can board her and ride along, but you cannot steer her. You may build another ship in the meantime. She keeps sailing while you are signed out (up to a day), everybody online sees her at sea, and an empty pallet keeps her waiting off the landing. Now and then a squall slows her down or washes a few logs overboard. When the wages run out she is handed back off Gullhaven; end it early and anything on her deck goes back on the pallet. Once Gullhaven has its pier she comes alongside it to unload.
Herringholm, and net fishing
One cottage on a rocky bay on Thornreach's south-east coast, where the land comes down in grass and bare granite to the sea and low islands with pines on them lie out in the sound. Take the east road out of Anvilmere; where it bends north at the far side of the lake, a footpath goes off east through the meadows and down to the shingle at the head of the bay. Old Maudie Tarrow mends nets on a fish box by her door; her grandson Pyry is all over the beach. An old fishing rod leans on the back wall of her cottage: take it if you would rather fish with a rod (another stands there a few minutes later). The bay is shallow: anchor a ship out between the islands, where it is deep, and row in.
Maudie
After Nets at Herringholm she sells twine 8, net floats 6 and net sinkers 5 gold.
The rowboat
The Kittiwake lies at the end of the dock. Click her to row out (W pull, S back, A and D turn, Space onto the dock or a shore). She goes a little over a kilometre from the bay and no further. Pyry comes in the bow if you want him (ask him); step ashore away from the cove with him aboard and he rows her home. Without him she waits where you left her until you are next at Herringholm, when he has fetched her.
The smokehouse
Hang up to 40 fish on its rails, out of the fish barrel by its door, light it with a log of any wood (or two driftwood) for every ten fish, and in four minutes they are smoked: take them down an armful at a time. Each one smoked gives Fishing experience (about a sixth of what it gave in the net). Smoked fish heals, keeps, and is worth half as much again as raw.
Rökby
A hamlet of the north's folk up the east road, past the lake where the road turns north: five red cottages round a green with a maypole, a well with a sweep, a sauna, and people who have gone without smoked fish since Old Tarrow stopped bringing it. Brita Rönnqvist keeps a krog there - a little restaurant at tables on the green - and buys every smoked fish you bring her, at her price for each kind; what she buys goes into the krog's larder. Travellers come by on their own rounds to eat: the east road's wagoners, three dwarves from Anvilmere, a hunter from his camp up the road, a pedlar on her way round to Herringholm, and a traveller from the north by the Veiled Falls.
| Smoked fish | Brita pays |
|---|---|
| Perch, bream, whitefish | 20, 30, 40 |
| Flounder, cod, pike | 45, 50, 60 |
| Burbot, salmon, turbot | 70, 85, 100 |
| Roach | She will not buy it |
Pyry and the fish wagon
After Nets at Herringholm, hire Pyry from Old Maudie for 300 gold a sunrise (as long a contract as your Business allows). While he is on contract he takes the fish in the barrel by the smokehouse - up to fifty a load, the best first, no roach - smokes them (four minutes), loads them on Maudie's horse and wagon and drives them up the footpath and the east road to Rökby, about six minutes each way. The crates are stacked on the green and Henrik carries them into Brita's, one every forty seconds; for each one she puts its price into the money bag beside her. Go to Rökby and take the bag: the gold, and 1 Business experience for every gold. While Pyry is on contract he does not come out in the boat with you.
Net fishing
Learnt from Maudie in Nets at Herringholm (Fishing 50). After it, any net works anywhere - but only from a rowboat: Maudie's, or your own ship's boat (the one she tows). Never from the deck of a ship. In a rowboat, three buttons at the foot of the screen:
- Sound (with Old Tarrow's sounding line): the depth in metres where the boat lies, and what the tallow brings up off the bottom: clean sand, grey mud (deep), grit and shell (broken ground) or grit and weed (rough ground).
- Cast net: the boat lying still, in ten metres of water or more, at least fourteen metres from another of your nets. Its buoy marks it, on the water and on your world map. You can have one net out at Fishing 50, two at 55, three at 65 and four at 75. Four is the most.
- Haul net: alongside one of your buoys. It comes up with the catch still in it - a net full of fish, one space in your bag.
- Pick it: ashore at Herringholm, hang the full net on one of the two sets of net poles south of the cottage, past the fish racks and pick the fish out one by one, into your bag. Roach you toss aside as they come out, and the gulls fight over them. Each fish picked, roach too, gives its Fishing experience. When your bag is full, tip the fish into the fish barrel by the smokehouse door (it holds any number; not roach) and go back for the rest. A picked net can hang to dry, or come down into your bag.
Timing. A net fills over five hours, holds its best for two more, then loses 4% an hour to crabs and spoiling, never going below 30%. Hauled early, it has as much as it has had time to catch. It goes on fishing while you are signed out. Cast before bed and haul thirteen hours later: about three quarters of a full net.
What is in it. At its best a net holds about seventy fish at Fishing 50 (sixty to eighty), a few more with every level after, about a hundred by 99. It fills evenly over its five hours, so a net hauled at half time holds about half. Rough ground - by the rocks, round the islands, anywhere the bottom climbs fast - holds a third more fish, and the rock-loving ones, but nets snag there. A net that has been through a storm comes up a little fuller. Deeper water gives the better fish:
| Fish | Fishing | Where | Raw / smoked | Experience |
|---|---|---|---|---|
| Perch | 50 | Everywhere, two to thirty metres; the commonest, more by the rocks | 11 / 16 | 40 |
| Roach | 50 | The shallows, down to twenty metres. Nobody wants roach: it is not smoked, and neither Maudie nor Brita will take it | 2 / - | 25 |
| Bream | 50 | Soft bottoms, three to thirty metres | 18 / 25 | 55 |
| Whitefish | 50 | Four to forty metres, now and then | 20 / 30 | 60 |
| Flounder | 60 | Sandy bottoms, four to eighteen metres | 24 / 34 | 70 |
| Cod | 60 | Ten metres and deeper, rather over rough ground | 26 / 37 | 80 |
| Pike | 60 | Rough ground, two to sixteen metres | 30 / 43 | 85 |
| Salmon | 70 | Twelve metres and deeper | 44 / 62 | 120 |
| Burbot | 70 | Only over rough ground | 38 / 53 | 110 |
| Turbot | 70 | Fifteen metres and deeper | 52 / 72 | 140 |
Now and then something else comes up in the mesh: a tangle of kelp, driftwood, an old boot, a message in a bottle (about one haul in forty), or a pearl (about one in fifty; more over rough ground).
Drift. A net floats, and goes where the water takes it: in fair weather up to about 100 metres from where you cast it, in a storm up to 500. It stops for good in water too shallow for it, on the shore, or snagged on rough ground, and it never leaves the waters you cast it in. Its buoy goes with it, so look at the map before you row out.
Making a net (Carving 27, 450 xp): 24 twine, 6 net floats and 6 net sinkers, knife in your tool slot; use the twine. Floats are carved from driftwood (three to a piece; driftwood washes up along Herringholm's tideline, and comes up in nets), sinkers notched from flat stones off Herringholm's shingle (Carving 15).
Climbing, falling and the rivers
In Thornreach, ground too steep to walk is climbed: click beyond a cliff and you go up it hand over hand, about a metre of height a second (a route goes round a cliff when round is not much further). On the rock the ring by the map shows your grip, and it runs down, faster the sheerer the face; rest on a ledge and it comes back. Let it run out, or take a hard blow while you hang there, and you fall. A few metres costs nothing; every metre past that costs more, and twenty-six metres will kill you. Deep water at the bottom breaks a fall. Swim in a river and the current carries you downstream - and over a waterfall, if you let it, into the pool below.
Boats and ships
Your boat. Use rope on logs to open the build menu. A boat needs 12 logs of any sort and 12 rope, is built on the shore plank by plank, and can be left half done and finished later. Board it and the sea chart opens; pick a heading. It carries you between Crab Island and King's Port, and it moves to wherever you sail so it is always tied up where you are.
The big ships call at Crab Island's western jetty, King's Port and Zafira. They are the only way to the desert. The pier guard at King's Port turns you back until the King's quest is done. A passage costs 75 gold, paid to the master when you choose where to go (your own boat and your own ship sail free).
Marvah's ships. Two big ships lie either side of King's Port's pier head: the Sunward Lady, for Zafira, and Marvah's own Tally of Iron, which sails straight to Marvah's great pier. At Marvah the Tally of Salt carries you back to King's Port. Marvah's ships take only those Marvah has counted: the purser at the Tally of Iron's plank turns you away until you have done the Tally Ring. When the orcs come in the King's quest she stands out to sea until it is over.
Ned Pike's skiff is the only way to Ashfall: fifty gold there and back, from his stage on the north-west shore of King's Land's western tip. See Ashfall.
The crossing. Setting a heading no longer puts you straight on the far quay. The fade comes up at sea: about ten seconds on the deck under sail, with the run of it while she goes - the ship's waist between her two castles, with the master at the wheel and two hands who will talk, or the planks of your own boat with the swell level with your knees. A second fade puts you ashore. A crossing is yours alone; nobody else sees it, and a game saved on the way wakes at the quay you were bound for. Sailors say that one crossing in ten is not as quiet as the others, and takes the best part of a minute; that the ones who have seen why do not talk about it ashore; and that whatever it is, it has so far only been curious. Once you have killed the kraken yourself, your crossings are quiet.
Bram's row boat. Tied up beside him on the east jetty in King's Port. During his quest it takes you out to the wreck on the reef; after it, click her to row out to the reef for bonito or past the Marker for marlin, and use Row home to come back. You row her yourself, so she is slow, and she is yours alone: nobody else sees the trip.
The Marlin Deep. Open water south of every land, on your own boat's chart (and the world map) once Past the Marker is done. Choose it and she sails out for half a minute into the deep blue, hands her sail and lies to the swell; then it is the same as past the Marker: Put a bait over, Fish for bonito (with Bram's handline), and Sail home, which takes you back to wherever she was tied up.
Storms at sea. Lying out for marlin, at the Marlin Deep or past the Marker, every seven to fifteen minutes of it the weather turns. It comes slowly: first a black wall of cloud standing up out of the horizon with rain hanging under it and lightning you cannot hear yet, about two minutes off. Then its edge comes overhead, the sun goes, the swell gets up and the thunder arrives. Then the rain: that is the sign to go home. Turning for home is always in time - the storm holds where it is and is behind you by the quay. Stay, and the sea keeps getting up until one bigger than the rest rolls the boat over. Nobody hauls you out: you drown, and the sea keeps every fish in your bag, raw or cooked. You wake as after any death, and the boat is found drifting and towed home.
Quests
Eleven quests, tracked in the Quests tab, which also counts your quest points. A blue question mark on the minimap is a quest waiting to be picked up; a yellow mark is where the one you are on points.
| Quest | Start | What you do | Reward |
|---|---|---|---|
| Fisherman's lobster cage | Tobias at the harbour, King's Port. No requirements; do this first. | Bring him a crab claw from Crab Island's night crabs. He builds you a cage. Fish a lobster off the harbour and bring it back raw. | 100 gold, 100 Fishing xp, the lobster cage and Fishing itself. 1 point. |
| Past the Marker | Bram Kessel on the east jetty, King's Port. Needs Fishing 30; below that he will only tell you to come back when you can tell a mackerel from a bonito by the pull. | He has fished these waters forty years and never landed a black marlin, and he wants one more try. The rod first: three yew logs for the blank, and a marlin reel from Hesk the ship-smith (250 gold, or forge it yourself on his anvil at Smithing 15 from two iron bars). The only line that will hold went down with the Gull's Mercy on the reef inside the Marker: take his row boat out to her, climb into her flooded hold past the crabs and the moray, and find the spool, and her master's log in the cabin at the stern. Read the log. Bring both to Bram, then three live bonito on his handline from the reef's edge. Then he rows you out past the Marker into the deep blue, and you bait up and wait. Bram teaches you the strike: hands off while it takes the bait and runs, strike while it is in the air (see Skills: Fishing), and a miss only means another bait from his well. What comes up for the first fish is the rest of the story. It does not want the boat. It wants what is on your line, and while it eats it is not hunting, so bait over again and land the next one before it has finished (about three minutes, bite and all; Bram will tell you how it is getting on). Take too long and it comes back for that one too. | 15,000 Fishing xp, the deepwater rod, black marlin fishing past the Marker, the row boat for fishing trips, the Marlin Deep on your own boat's chart, and your marlin on a board on the jetty. 2 points. |
| The Shopkeeper | Marla on the high street. | Bring her 12 cooked beef. Cows are at Bob's farm; cook the beef on a fire. | 120 gold on delivery, and Marla trades with you from then on. 1 point. |
| Bob's Farm | Bob, west of the city. | Kill the five bears after his herd. Then find the mother bear asleep in the woods behind the castle, wake her, and put her down. 600 health, a bite, a stomp and a spike attack, each telegraphed. | 300 Attack, 300 Defence, 200 Health xp and a piece of bearfur. 1 point. |
| The King's quest | The castle guard. Needs the three above finished. | Ask the King's leave to see the prisoner. Take his seal down the gaol stair to Hobb the gaoler and talk to the orc in the end cell. Fetch its clan's ring from the end of the rat cave and bring it back, then tell the King what it says. When you give the word you are taken straight down to the road, where you stand with the King's guard while the orcs row in along the whole coast in longboats and wade ashore, and bring down the three orc brutes that walk out of the sea twenty seconds later. Go back to the King. | 1,000 Health xp, the royal cape, leave to sail west, and a special weapon your class can buy from Marla — 3,000 gold, and she only shows you your own. 2 points. |
| The Keeper's Key | Idris at the foot of the tower, Zafira. | Ask the three witnesses in the market who took the key. Corner Hakim behind the stalls. Return the key. Idris has the great door of the tower opened: go in, through the hall of merchants, up the ladder past the servants' floor, and up again to present yourself to Sheikh Nazir ibn Hallam at the top. | 300 Magic, 300 Defence, 200 Health, 200 Construction xp, the desert scarf from the Sheikh's own hand, and the great door (and the terrace stair) open for good. 1 point. |
| Blackwater Proof | Corporal Saad, kneeling by a stung camel driver just inside Zafira's west gate. Needs The Keeper's Key and Seeds from Nowhere. | There is no anti-venom left in Zafira, and Samira the apothecary has vanished (a dose of your own saves the camel driver). Ask Huda the weaver beside Samira's shuttered shop; lean on Faisal the waterseller inside the harbour gate (500 gold, or a threat) for a bottle of his "jungle water"; show it to Sheikh Nazir at the top of the tower; confront Anan on the west jetty. He takes you up Blackwater Creek to Raincatch from Pearl Cove's jetty, between sunset and sunrise only (you can also push through the Tangle on foot). At Raincatch: nine cartel guards (level 20) and Sakda the Brewmaster (level 35, 945 health). At half his health he drinks a Lionheart Elixir (+17% damage), at a quarter an Ironbark Tonic (+20% armour); he stands still for a moment each time he drinks. Die there before he does and you wake at Pearl Cove with the guards back at their posts; Anan takes you up again after dark. His keys free Samira; his ledger goes to the Sheikh. | 3,000 gold, Samira's shop opened (potions and crates of Blackwater), Raincatch empty for good. 3 points. |
| The Cartographer's Debt | Yusra the hermit at the far oasis in the east of the sands. Needs the Keeper's Key done and two water bottles in the bag. | Take Kadim's compass: the dial by the minimap points where he last wrote. Follow it to the wrecked caravan in the north-west, fight off the four vultures and search a wagon for his journal. The arrows are bandit-fletched: their camp is in the south-west, eight men and a captain whose sweeping blade is shown on the ground for a second before it lands (step out of the red). Get into the captain's tent by force, or wait for a sandstorm, in which bandits see no further than a few strides, and slip between the tents; the chest holds the second fragment and a ledger, and the pen gate frees the camels. The ledger names the buried colossus in the east: ride out to it and search the camp in the shade of the stone hand for Kadim, his notes and the last fragment. Bring them to Yusra and tell her the truth or a kinder lie. | 900 Attack, 900 Defence, 600 Magic, 700 Health xp; Kadim's map, whole, which opens the walled-up door of the pyramid; a camel of your own; and, for the truth, Kadim's Sandstrider sandals and the better half of Yusra's stock. 2 points. |
| The Tally Ring | The Steward at Marvah's gate, on the north coast of the Amber Sands. No requirements. | He turns you away: no ring, no entry. Hessem the broker at the waystation will cut you one for 50,000 gold, or for a favour - bringing back Ila, a surveyor who walked off from his pens and is sheltering in a survey cairn she built herself, six hundred metres east along the shore of the bay. She is out of water, she knows why you have come, and she asks you for nothing. Three roads from there, and none is rewarded over another: walk her back to the waystation; tell her to go, and get a ring another way - the drunk buyer's pocket at the waystation (better odds at night; caught, you are put out on the road and must wait a couple of minutes), or a copy cut by the smith's boy at his lean-to against the wall east of the gate for 6 stone ore, 2 coal, 300 gold and a day's wait; or kill Hessem and take his own (his two guards object). Show the ring to the Steward and the lattice rises. Cross the parade ground, where you will overhear what the Unspoken cost, and talk to the smith - or, if you brought her back, to Ila at the shafts. | 1,800 Defence, 900 Mining and 600 Business xp, and Marvah: the steel smith, the ore exchange, the harbour. 2 points. What became of Ila stays as you left it. |
| Timber for Gullhaven | Reeve Oswin Marr in Gullhaven, on Thornreach's west beach. Needs Woodcutting 50, Farming 60, Business 50, and The Keel of Driftmouth and The Deep Line finished. | Old Hobb tells you of the Mossfolk's pact. Elder Thessaly Barkveil comes out of the trees to explain it, or arrives sooner if you set an axe to one of the marked trees. Wenna Driftwright's idea: mahogany from Jadewater, which no pact covers. Bring 150 mahogany logs by ship. Thessaly inspects the timber, then asks what you gave back: buy a plot from Tam at Tam's Clearing (his first: 5,000 gold, Business 50) and plant a mahogany in it (Farming 60; for this, Tam sells the seed at 500 gold). Make the iron at Brannoc Ironpot's forge in Anvilmere with your own hands (Smithing 20): 200 nails and 10 iron brackets on his anvil, from bars you smelt in his furnace (37 bars: 17 for the nails, 20 for the brackets). Then raise the longhall with Wenna in four steps (foundation beams, frame, walls, roof beam: about 36,000 Construction xp), and celebrate at the fire on the beach. Afterwards Wenna gives you Wenna’s Driftwood Gull, blessed by Thessaly: use it from your bag to fly to Gullhaven’s longhall or to Tam’s tree farm on Jadewater: a few seconds holding it up while green fairy dust gathers round you (walking or a blow breaks it off). It carries you, not cargo: never with logs in your bag (timber still goes by ship), not in a fight, and once every 15 minutes. | 15,000 Construction, 20,000 Woodcutting, 25,000 Farming and 8,000 Smithing xp. Gullhaven buys your timber, and the Timber Contract opens. Wenna’s Driftwood Gull. 3 points. |
| Nets at Herringholm | Old Maudie Tarrow at Herringholm, the cottage on the bay on Thornreach's south-east coast. Needs Fishing 50; below that she sends you away. Bring four logs, two pitch and about 200 gold for twine. Steps ask Construction 20 and Carving 27. | Mend her late husband's rowboat (planks and pitch over the hole, four thole pins carved from a log) and turn her over with Pyry. Knot a net at Maudie's side from twine, driftwood floats and stone sinkers. Take the boat out with Pyry and the sounding line and sound the shallows, deep open water and rough ground; cast your net, and leave it. Haul it when it has soaked a while; she shows you how to hang it on the poles and pick it, and the fish go into the barrel by the smokehouse until there are thirty perch, bream or whitefish (not roach) in it. Smoke them, and take fifteen smoked fish up the east road to Brita Rönnqvist in Rökby. | Net fishing, anywhere from a rowboat; your net and the sounding line; the Herringholm rowboat and smokehouse, and Pyry; Maudie's stock; Brita buys smoked fish in Rökby, and Pyry and the wagon can be hired to cart it there. 18,000 Fishing, 3,000 Carving and 2,500 Construction xp. 2 points. |
| The Deep Line | Durran Emberhand at the Mountain Forge on Ashfall. Needs Mining 21. | Smelt him a bar and forge him nails, and he will talk about the gate. Forge a pick and temper it; he gives you the station key and his nephew Kett's spare lamp helmet. Through the gate, down the incline, breaking the sealed rock as you go and crossing the river of fire when the mountain lets it crust. Find Kett in the signal box. Beat Gorrak the Railbreaker in the station yard, with Kett running loaded carts at him down the old track (pull the bell; the cart takes a fifth of his health and staggers him, and Kett needs about half a minute to load another). Forge the spikes, a coupling and a wheel, mend the cart and lay the last rails over the river while it is crusted. Then ride the line. | 2,000 Smithing xp, 3 points, the lamp helmet, the tempered pick, Durran's shop and teaching, the minecart (an ore deposit and quick rides up and down the line), and the deep galleries. |
| Farmer's shop | Jim, beside an empty plot on the east street of King's Port. No requirements. | Talk to Jim twice to take his deal. Build the shop on the plot: 10 stone ore and 25 palm logs, clicked in a piece at a time while the walls rise (700 Construction xp when it stands). Greta the plower on the farm road west of the city gives you twenty potato and twenty tomato seeds. Plow squares in either field and plant the seeds, wait five minutes, harvest square by square. Bring the vegetables back and fill the shop's boxes, or hand them to Jim. | 100 Business, 200 Farming and 200 Construction xp. From then on the townsfolk queue at the shop and buy at two coins a vegetable; every sale Jim makes gives you 3 Business xp a coin on the spot, wherever you are (melons fetch ten coins, so 30 xp each), and the money bag on the counter holds the takings. Right-click the boxes outside to check what is left in them and what it is worth. The harvest boxes by the road at the fields, three open crates for potatoes, tomatoes and melons, hold as much as you put in, and the heap in each shows how much is there. On contract, Oscar the boy with the wheelbarrow parks his barrow beside them and carries the harvest over by the armful, twenty-five a trip, then wheels it in at the west gate to the shop, backs up to each crate out front and tips that crop in, and comes back for the rest, so the shop fills as fast as he can walk. He signs on the same terms as Gilles at the lighthouse: 50 gold a sunrise, 3 sunrises ahead to begin with and up to 20 as Business rises (see Skills), and when the contract runs out the harvest waits in the boxes until you hire him again. 1 point. |
| King's Port lighthouse | Master Gilles on the flat of the headland above the harbour. | Not a quest in the tab but a civic work. Click the site with materials in your bag and you lay them in a piece a second, as the Farmer's shop goes up. Three phases: foundations (60 ore, 40 evergreen logs, 20 rope), the tower (120 ore, 60 evergreen logs, 30 rope), the lantern (30 yew logs, 40 glass beads, 20 rope, 10 coal, 5 old lighters). Real items, not notes. | Construction xp for every piece plus 500, 1,200 and 2,500 on finishing each phase. Then it is a business: see below. |
The raid and the cave
The Sand King's Tomb
Under the pyramid in the Amber Sands. Click the dark doorway between the two sphinxes to go in. Nobody goes down without putting 2,000 gold into the iron-bound death chest by the right-hand post. Climb out alive and you get it back. Die down there and the tomb keeps the 2,000 - and everything you wore and carried goes into the death chest. You wake beside it (with an arrow over it while it holds your things), open it, and take your things back. Every kill of the King is counted in your log as a kill-count, saved with your account.
When the King falls, every member opens their own sarcophagus, and beside it is the raid's board: everyone who was down there, how much damage they did in the raid (to anything - the dead, the mummies, the King) and how much they took. A chance at a rare piece of your class's set needs 400 damage of your own in the raid; the board tells you whether you made it. The piece is always one you have not got - not in your bag, worn, banked or in the death chest - until you hold the whole set; after that any piece can come again.
- The hall of pillars. The way in and the way out. Click the steps to climb out at any time.
- The trap corridor. Four dart plates on the floor, marked as discs: step on one and darts cross the corridor a moment later. Five unmarked spike spots: a click, then spikes slam out of both walls. Both deal 2 true damage, which armour cannot reduce. Keep walking and they miss.
- The hall of the sleepers. Four mummies, 259 health each, hitting 10 to 24. They do not slow and do not stun. The door to the King does not open until all four are dead.
- The burial chamber. The Sand King: 2,875 health (1,500 more for every extra member of a party), 14 to 38 a blow, and he calls each trick a second before it lands. "Off my floor" is the lift: you are held helpless in the air for three seconds. "The sands answer me" is the storm: a ring appears around him and bites for 28 a second later, so step out of it. "Burn" is the floor: for eight seconds every tile you stand on glows red the moment you stop and bursts into flame 0.8 seconds later; it burns five seconds for 8% of your whole health a second, as true damage, so keep moving. At half health he raises two more mummies, at half their health. Three skeletons stand about his throne and throw stones (230 health, 5 to 14 a stone, from up to 14 metres; two more for every extra member of a party). Killed, they lie in a heap of bones, and 20 to 70 seconds after the last one falls he raises them again: he calls it, lifts his hands and stands still for two and a half seconds while the dark gathers on the bones, and they get up whole.
- The sarcophagus. When he falls his lid slides open on your own share: gold every time, then each line of the table below rolled on its own, so one kill can bring several or none of them. The worst kill is the gold alone. In a party every member opens a sarcophagus of their own. A way opens in the far wall to climb out.
| Drop | How many | Chance |
|---|---|---|
| Gold | 120–219 | Every kill |
| Sunstone | 1–3 | 1 in 4 |
| Golden mask | 1 | 1 in 9 |
| Birch acorn | 2 | 1 in 10 |
| Oak acorn | 3 | 1 in 10 |
| Mahogany seed | 1 | 1 in 10 |
| Raw black marlin (bank notes) | 3–7 | 1 in 10 |
| Shard of the Before (Vael's currency) | 1 | 1 in 10 |
| Yellow meranti seed | 1 | 1 in 20 |
| Yew acorn | 6 | 1 in 20 |
| Desert junk: a jackal pelt, 1–2 scorpion tails or 1–3 glass beads | one of them | 1 in 2 |
| A piece of your own class's set: Mythos (wizard), Khamsin (monk), Vigil (ranger), Rosebound (Beauty) | 1 | 1 in 30 |
Ashmaw, the Wyrm under the Mountain
A dragon, twenty-seven metres from nose to tail, level 350. Asleep on his hoard until somebody comes within twenty-odd metres of him or lands a blow; then the eye opens, the gold pours off his back, and he gets up. He is the same wyrm for everybody online: everyone in his hall fights him together, and he grows with the party that wakes him - 45,000 health for one, and 16,000 more for every other player down there (up to ten). His scales take a share of every blow, as armour does. Very hard to kill alone below level 100 - unless you bring the Unspoken with you.
- His fire. He rears back and draws it in - you can see it glowing through the scales of his throat and chest - and then pours it out, sweeping his head across the hall from one side to the other. Anyone the stream touches who has nothing between them and his mouth burns: a quarter of their health every half second, and armour does not help. Get behind a pillar, or one of the fallen drums. The fire splashes on the stone and goes round it; where it hits, the stone glows. It comes every twenty-odd seconds, sooner as he tires, and it is a wider torrent now, fifty-odd metres long, swept a third of the way round him.
- The cover does not last. Every second of his fire on a pillar or a stone wears it: it splits and the splits run with fire, then it blackens, then it gives - a pillar's middle melts out and the rest comes down in pieces, a fallen stone slumps into slag - and it shelters nobody after. Hide behind something and he knows: the breath comes narrow and slow, straight at your cover, and burning rock chips at it too. A pillar lasts two or three of his breaths. Everything stands again when a new wyrm is on the hoard, or when he has gone back to sleep.
- Fire at a distance. He does not chase you round his hall: stand off out of reach of his teeth and he spits fire at you, every few seconds (35-60; a pillar in the way stops it and is chipped by it), and now and then throws burning rock at everybody at once (55-90).
- Burning ground. Wherever burning rock lands, the floor burns for a while - 3% of your health every half second you stand in it - and it sets you alight: out of it, you burn on for a few seconds more.
- He fights what fights him. The Unspoken, soldiers, the Beast: he turns on them with teeth, claws and tail when they crowd him, and burns them as readily as you. They do not wake him, though, and cannot keep him awake on their own.
- Teeth and claws. In front of him: a bite (150-240) and a sweep of his wing-claw across one side (95-170, and it throws you).
- The tail. Stand behind him and it comes round: 90-160, and it throws you a long way.
- Underneath him. Get in between his legs and he rears up and stamps: 90-150 to everything under him, and it throws you out. There is nowhere on him that is safe.
- The wings. Crowd round him and he rears up and beats them: everybody near is blown away across the floor - out from behind whatever they were hiding behind - and once he is angry, the fire follows straight after.
- The dais. At two-thirds of his health, and again at a third, he leaps up onto the dais at the far end, out of reach of anything but arrows and spells, and from up there pours fire over the whole hall and throws burning rock down onto the floor (the floor glows where it will land; it burns for a while after). Then he comes down again, and the floor shakes where he lands.
- His rage. Near the end he stops talking and fights: everything comes quicker.
- If everyone leaves or dies, he goes back to his bed after a while and sleeps, and his wounds close. Killed, he lies dead for ten minutes before another wyrm is on the hoard.
- The hoard. Everyone who put a blow into him since they last died or left his hall searches the chest by his bed for their own share - the one a shaft of light comes down onto from the roof when he dies: 3,000-7,000 gold, three to six wyrm scales, three kills in ten one of Ashmaw's fangs, for a Beauty one kill in 50 his dragon claws for her Beast - and one kill in 130, a dragon egg. The claws and the egg are only a chance for whoever has done 5,000 damage to him; dying or leaving the hall wipes what you have done, so a player who falls and runs back down starts again from nothing. Every kill is counted, like the Sand King's. Once you have emptied your share, the raid is over: the mountain puts you out on the black sand of Cinder Cove, by the ferryman.
Your own dragon
The egg hatches. Carry one of Ashmaw's eggs in your bag and it slowly comes alive: eight hours of play with it on you, and it cracks a little more as it goes (you can see the cracks on it in your bag, and Inspect tells you how far along it is). In the bank it goes cold and waits. What comes out is a small dragon, blue, green or red by chance: Iskaryn if it is blue, Vaelmyr if green, Drazhkael if red. One dragon a person: a second egg lies still while you have one.
- It grows over twenty hours of play - wherever it is except the bank.
- A hatchling walks at your heel and bites at whatever you are fighting. Right-click it to pick it up (it sleeps in your bag, still growing); Put down (or drop it) to let it out again. Bank it and it stops growing.
- At about a third grown it can fly and is too big to carry. It keeps to the sky after that: press F to call it, from far off. In a fight it comes down on your enemies in passes of fire; with nothing to fight it keeps you company for a minute and goes back to the sky. The older it is, the harder it hits.
- Full grown - fifteen metres of it - it lands beside you when you call. Space or right-click it and Mount to climb on. S takes it up (the higher it goes, the slower it climbs), W dives and flies fast, A and D turn. With neither held it glides, slowly losing height, and comes in to land. Dive or glide into the ground and it lands on its feet; on the ground W walks it on and S takes off again. Space jumps off - safely on the ground, but from high in the air you fall, and a long fall kills. It will not fly out over the open sea.
- Hold the left mouse button to breathe fire at the ground under the cursor, and drag to sweep it across whatever is down there. Five seconds of fire and it has to draw breath.
- Its fire is napalm: it sticks where it falls and burns for eight seconds, and whatever walks in it is set alight and burns on for a few seconds after. It grows with your own strength. Nothing else in the game does as much.
- Up there its hide is between you and everything: four times your health. High in the air nothing on the ground can reach you; fly low and blows land on the dragon. Brought down, it throws you off and goes away to heal for a few minutes.
- Married? Your husband or wife can ride behind you: Space beside your dragon while it is on the ground, and off again (Space) once it has landed.
The rat cave
Under the rock arch in the woods north-west of the castle. Six rooms: the mouth, a tunnel, a bend, the nest, a crawl, and the Matriarch's den where the goblin ring sits on its plinth. Fifteen giant rats in packs, 60 health each, hitting 1 to 7, which come back half a minute after they die, so it is a place to train as well as to raid. The Rat Matriarch guards the ring: 340 health, hitting 8 to 18. She hisses and shows a red line on the floor a second before she lunges down it for 24, so step aside. At 60% and 30% health she shrieks and three rats come out of the walls. She comes back four minutes after she dies. Blink cannot cross the cave's walls.
Creatures
| Creature | Level | Where | Health | Hits | Drops and notes |
|---|---|---|---|---|---|
| Crab | 2 | Crab Island, at night | 20 | Claw 5 after a long wind-up, bite 2 | Raw crab meat; a crab claw one time in twenty. Afraid of fire. |
| Reef crab | 3 | The Gull's Mercy, on the reef | 22 | 1 to 2 | Raw crab meat half the time. Back again every time you row out. |
| Moray eel | 9 | The Gull's Mercy's flooded hold | 48 | 3 to 6, struck from the water after it rears back | Keeps to its corner by the cargo; it only bites what comes close. |
| Cow | 3 | Bob's farm | 100 | 0 to 3 | Raw beef; leather one time in seven. |
| Bear | 8 | King's Land woods, at night | 150 | Maul 8, telegraphed by rearing up | Raw beef; a bear tooth 1 in 15; each bearfur piece 1 in 30. Faster than you can run: fires and doors matter. |
| Mother bear | 20 | Asleep behind the castle | 600 | Bite 7, stomp 8 with a 2 s stun, spikes 9 | Beef; for Bob's quest's kill, a bearfur piece and a tooth as well. She is always in her den and back 45 seconds after she falls; any other time she leaves now and then a tooth, an acorn (one in five), a mahogany seed (one in sixty) or a fishing rod (one in ten). |
| Giant rat | 5 | The rat cave | 60 | 1 to 7 | Come back after 30 s. Online the cave is everybody's: the same rats for everyone in it, and a kill is the one who struck the last blow's. |
| Rat Matriarch | 23 | The cave's den | 340 | 8 to 18, lunge 24 | Guards the goblin ring. Back a minute after she dies - online, one wait for everybody. Any tree's seed one time in seven; a fishing rod one time in ten. |
| Saltreaver | 9 | Off the boats, on King's Land's west shore and at the harbour | 94 | 4 to 9 | 6 to 15 gold; now and then a bundle of noted crab meat or bonito; an acorn one time in sixty. |
| Saltreaver mate | 14 | One in each boat | 134 | 6 to 14 | 20 to 34 gold; noted catch more often; acorns, and a mahogany seed one time in 250. |
| Saltreaver captain | 26 | One in each raid | 432 | 8 to 17 | 90 to 149 gold, always a bundle of noted catch, any tree's seed one time in six. A hard notice on the Lodge board. |
| Orc | 9 | The harbour battle | 80 | 0 to 14 | The King's quest. |
| Orc archer | 10 | The harbour battle | 80 | 5 to 10 at 20 m | Keeps its distance. |
| Orc brute | 51 | Out of the sea, the King's quest (three) | 1,000 | A great mace, 22 to 42 to everyone up to 7.5 m in front of it, every 3.5 s; throws them back 3 to 5 m. In a rage, now and then (never within 10 s of the last), a head-down rush of 7 m: 26 to 46 to all in its way, thrown 8 m | Six metres tall. The King's quest ends when all three are down. |
| Scorpion | 16 | The Amber Sands | 100 | Sting 12, poison 4 a second for 4 s | Scorpion tail half the time. |
| Jackal | 15 | The Amber Sands, packs of three | 80 | 12, fast | Jackal pelt a third of the time; a birch acorn one time in a hundred. |
| Vulture | 18 | Over the wrecked caravan in the north-west of the Amber Sands, four at a time | 85 | 14, quick | They circle until you come close, then drop at you. Each is back 1 to 4 minutes after it falls. |
| Ape | 24 | Jadewater's Tangle, by day, four to six at a time | 94 | 16 to 36, two of them at you at once | They call first, then come through the canopy. Kill two and half the time the troop leaves. See Jadewater. |
| Everything in the Underdune | 6 to 95 | Under the Amber Sands | - | - | Twenty-seven kinds on six floors: see the Underdune. |
| Mummy | 23 | The tomb | 225 | 9 to 21 | Neither slowed nor stunned. |
| The Sand King | 73 92 for three | The tomb | 2,500 | 12 to 33, storm 24 | See the raid. |
| Rootwalker | 36 | Thornreach's Thornwood | 700 | A sweep of the arm, 15 to 32 | Leaves you be unless struck. Heartwood. |
| Thornwarden | 97 | Deep in the Thornwood (two at most) | 4,800 | A felled log, or its locked fists, brought down on the ground in front of it (8.5 m, a dark half-circle shows where): 34 to 60 and thrown 4 to 7 m | Thirteen metres of bearded old wood. Leaves people be unless struck, and goes for the Nightcrown's creatures on sight. Three heartwood. |
| Gloam moth | 6 to 26 | Thornreach's north-east, from the Old Watcher on; stronger the nearer the Starfall Spire | 80 to 315 | A swoop, 4 to 9 at the edge of her country, up to 4.5 times that at the tower | The Nightcrown's. Two or three at a time. |
| Duskborn | 26 to 93 | Thornreach's north-east, past the east pass and under the Gloam; stronger the nearer the Starfall Spire | 300 to 1,170 | A blade, 10 to 22 at the edge, up to 45 to 99 at the foot of the tower | The Nightcrown's soldiers: they come out of the north-east for you, in packs under the Gloam. Four of her guard, level 102, stand on the Spire's terrace. |
| Hollowed Rootwalker | 71 to 100 | Thornreach's north-east | 1,570 to 2,240 | A sweep, 14 to 28 times its strength (up to 3.2) | A walker she has emptied: grey, and it fights. Heartwood. |
| Veyra, the Nightcrown | 400 | The terrace on top of the Starfall Spire, in the heart of the Gloam | 40,000 +10,000 a player | Bolts of shadow 60 to 95; the black crown, 110 to 160 to everyone in the ring when it closes; below half health she drinks 15 a second from anyone within 12 m | She wakes when somebody comes up, calls Duskborn out of the dark, and settles again, whole, a minute after the terrace is empty. Killed, the terrace is empty for fifteen minutes. |
| King's knight and archer | 18 / 15 | Fight beside you at the harbour | 170 / 180 | 7 to 14 / 5 to 10 | On your side. Your blows will not hurt them. |
The Underdune
The Amber Sands sit on a buried civilisation, and every floor down is older than the one above it: cisterns and cellars from a city a few centuries gone, the market that city was built over, something that tunnelled up under that, a temple on a lake of brine, sand fused to glass by a single stroke of lightning - and at the bottom, stone that was cut before there were people to cut it. So the levels climb as you go down. Every trip down is a descent, a raid of your own: the creatures stand thick, nothing you kill comes back while you are down there, and you go on down only over a floor you have cleared.
The way in. The old well, in a back lot under Zafira's north wall just west of the gate: the ground gave way under it, and a rope goes down the shaft. Beside it is the death chest: nobody goes down without putting 2,000 gold in it. It is on the world map.
A descent. Each floor has a way down at its far end, and it stays shut until every creature on the floor is dead; the place card in the corner counts how many are left, and the shut way down says which rooms they are in. Nothing you kill comes back while you are down there. And nothing gives up on you: once one is after you, it follows you anywhere on its floor, through the doorways, until one of you is dead. There is no going back up a floor: every way up is the way out.
Out alive, by the way up on any floor, and the 2,000 gold is yours again; the floors fill behind you, and the next descent starts fresh. Die, and the Underdune keeps the gold: you wake beside the death chest with nothing on you, and everything you wore and carried is in the chest to take back. Every descent starts at the first floor: come up for anything, and you clear your way down again from the top. Nothing down here is shared: other players on a floor can be seen, but your creatures are your own.
| Floor | Levels | What it is | What lives there |
|---|---|---|---|
| 1. The Cisterns | 5 to 20 | Arched brick, black water to the ankle, lamps still burning in the niches. A pillared cistern, a settling tank, a pump room; at the far end the breach, where the desert came in. | Silt rats, cistern bats, brickcrawlers, drowned labourers - and Old Tallow. |
| 2. The Buried Bazaar | 20 to 40 | A whole market under drifted sand: shopfronts, stalls with their awnings caught mid-fall, sand still coming through the roof in threads. The grave-pickers camp in the caravanserai. | Dust hounds, wrapped wardens, grave-pickers, sand-shades - and the Pale Warden at the sunk gate. |
| 3. The Hive | 40 to 55 | The brick stops. Round bores, walls of resin and comb, beds of eggs, and a ticking everywhere. | Borer drones, soldiers, spitters, brood nurses - and the Queen, in her chamber. |
| 4. The Salt Temple | 55 to 70 | A lake of brine, a white shore, and across it a temple crusted with salt: forecourt, nave, cloisters, sanctum. | Brinekin, salt wraiths, brine worms, temple keepers. |
| 5. The Glass Deep | 70 to 85 | Green-black glass with the lightning still in it. Everything rings when it is struck. At its heart, the strike itself. | Fulgurite golems, mirrorlings, storm husks, glass sentinels. |
| 6. The Before | 85 and up | Enormous dressed stone with no tool marks, lines let into the floor, and no light but the lamp you carry. At the end, a door - and behind it, when the floor is cleared, Ysmeer. | The Unlit, stone titans, jinn-fire, whispers - and Ysmeer, the Hand Behind the Door. |
What lives down there
Each kind has one thing about it to learn; the game tells you the first time you meet it.
| Creature | Level | Floor | Health | Hits | What to know |
|---|---|---|---|---|---|
| Silt rat | 6 | The Cisterns | 31 | 2 to 4, every 1.6 s | Fodder, in packs of three to six: wake one and you have woken its camp. |
| Cistern bat | 9 | The Cisterns | 29 | 3 to 7, every 1.6 s | Hangs overhead, out of a blade's way; comes down through you every couple of seconds and goes back up. Strike as it passes, or use anything with reach. |
| Brickcrawler | 14 | The Cisterns | 134 | 6 to 14, every 2.4 s | Its head plates turn two thirds of any blow struck from in front. It is slow to turn: get round behind it. |
| Drowned labourer | 18 | The Cisterns | 166 | 12 to 26, every 3.3 s | Slow, and a full second winding up - walk out from under the pick. |
| Old Tallow | 22 | The Cisterns | 620 | 16 to 32, every 3 s | Named. The foreman of the pump room, twice a man's size. Back ten minutes after he falls. A Lodge bounty. |
| Dust hound | 24 | The Buried Bazaar | 94 | 8 to 18, every 1.6 s | Eyeless, half sand, three at a time, and faster than you. |
| Wrapped warden | 31 | The Buried Bazaar | 270 | 15 to 33, every 2.4 s | Every six to eight seconds its shield goes up for two (the rim shows gold): a blade on a raised shield does nothing and the spear comes back at you. Arrows and spells get half through. |
| Grave-picker | 27 | The Buried Bazaar | 202 | 8 to 17, every 1.25 s | A living thief. Quick knives; every ten seconds or so a smoke bomb, and he is behind you with a knife that goes in deep. |
| Sand-shade | 35 | The Buried Bazaar | 211 | 17 to 38, every 2.4 s | A blade does a fifth of its work on it - except for two seconds after it has struck, when it has had to take shape. Magic does more than half as much again, always. |
| The Pale Warden | 38 | The Buried Bazaar | 1,020 | 27 to 57, every 2.6 s | Named. Captain of the sunk gate. Everything a warden does, harder. Back ten minutes after he falls. A Lodge bounty. |
| Borer drone | 40 | The Hive | 150 | 11 to 24, every 1.8 s | Many and weak: they come at you in numbers. Venom: a bite from any borer - drone, soldier, nurse or the Queen - poisons you one time in five, 4 to 8 a second for six seconds. More bites do not stack it; each one that poisons starts the six seconds over. |
| Borer soldier | 50 | The Hive | 792 | 16 to 35, every 2.4 s | Plated: nine times the armour of anything else here, so small quick blows do next to nothing and heavy ones get through. Magic ignores most of the plate. |
| Spitter | 45 | The Hive | 229 | 23 to 51, every 2.4 s | Sits on the wall and does not leave it. Spits where you stand; the acid lies there four seconds. Keep moving, or go up to it. |
| Brood nurse | 46 | The Hive | 312 | 12 to 26, every 2.4 s | Keeps away from you and mends the worst-hurt borer near her, 7% of its health a second. Kill her first. |
| The Borer Queen | 60 | The Hive | 2,512 | 22 to 50, every 2.6 s | In her chamber on every descent. Calls four drones every fifteen seconds, lays a strip of acid where you are standing (shown a second ahead), and bites. |
| Brinekin | 58 | The Salt Temple | 486 | 30 to 67, every 2.4 s | A spear with reach, and every ten seconds a thrown net: caught, you move at a fifth of your pace for two and a half seconds. |
| Salt wraith | 64 | The Salt Temple | 534 | 34 to 76, every 2.4 s | A ghost in a crystal shell. The shell (half its health again, three times the armour, and spells slide off it) has to be broken before the ghost can be touched. |
| Brine worm | 68 | The Salt Temple | 743 | 33 to 74, every 2.4 s | Lives in the brine lake and comes up out of it every few seconds: struck while it is up. Once it is after you it stays up. Within a few paces of the water a ring shows where it will strike, a second ahead; further off it spits brine, which lies where it lands. |
| Temple keeper | 62 | The Salt Temple | 389 | 33 to 73, every 2.4 s | Stands off at ten paces and raises a pillar of salt under you: a white ring, one second. Caught in it, you are slowed by half for two. |
| Fulgurite golem | 77 | The Glass Deep | 1,197 | 26 to 57, every 2.4 s | Slow and heavy. When it dies it shatters, and the shards lie where it stood for seven seconds, cutting through armour. Kill it and step off. |
| Mirrorling | 72 | The Glass Deep | 598 | 39 to 86, every 2.4 s | A second after you hit it, it throws 60% of your hardest blow of the last few seconds back at you, as a bolt aimed at where you stood. Step aside. |
| Storm husk | 79 | The Glass Deep | 654 | 26 to 57, every 2.4 s | Every other husk within nine paces adds 40% to the one that strikes. Fight them apart. |
| Glass sentinel | 81 | The Glass Deep | 871 | 44 to 98, every 2.4 s | Does not move. A thin red line down the room shows where the beam will be, a second ahead; the beam hits for more than half as much again. Kill it, or cross between shots. |
| The Unlit | 90 | The Before | 742 | 40 to 88, every 1.8 s | Moves only while your back is to it; watched, it stands (and takes half damage). They come in threes to fives, and you cannot watch them all. |
| Stone titan | 95 | The Before | 3,179 | 46 to 104, every 2.6 s | A mountain of health, and slow. Its slam is shown on the floor nearly a second and a half ahead. |
| Jinn-fire | 92 | The Before | 606 | 51 to 113, every 2.4 s | Throws fire that burns on where it lands, and is somewhere else every few seconds. |
| Whisper | 88 | The Before | 581 | 49 to 108, every 1.7 s | Cannot be seen until it is seven paces off, and never shows on the minimap. You hear it first. |
| Ysmeer, the Hand Behind the Door | 110 | Behind the door | 14,100 | 30 to 67, every 2.2 s | The door at the end of the last room goes down when everything else on the Before is dead; step into her hall and it rises behind you until one of you is dead. She keeps her distance and throws motes of the dark, and in turn: a cage of light round you - its square is marked on the floor two seconds before the walls close, so be outside it by then and it holds nothing; inside, crossing its walls burns and throws you back in, and its floor lights in squares, half at a time, that burst; the squares - the floor round you lit in four-metre squares, about half of them, a second and a half ahead (the dark ones are safe); and the fold - a ring under you and one beside her: still in yours when it closes and you are at her feet, with her palm coming down round her. A blink takes you out through the cage's wall (a wizard's Blink, Worldline, Slipstream...); a dash or a charge only takes you as far as the wall. At a quarter of her health two glass sentinels come up out of the floor either side of her hall: like the ones on the fifth floor they take aim at you with a red line before the beam - keep off it, or break them. Where she falls a casket comes up out of the floor: 4 to 15 Shards of the Before, 900 to 1,800 gold - and for a wizard, one time in 200, a piece of the Hollow Sky (Nadir or one of the five pieces). Take everything and shut it, and you are carried up to the old well. |
What comes up out of it
- Off the creatures, nothing but now and then a Shard of the Before (below): no coins, goods or seeds. The descent's loot is Ysmeer's casket.
- Shards of the Before, off anything on any floor, the deeper the likelier: 1 in 200 on the Cisterns, 1 in 100 in the Buried Bazaar, 1 in 50 in the Hive, 1 in 25 in the Salt Temple, 1 in 13 in the Glass Deep, 1 in 6 on the Before. Ysmeer always leaves 4 to 15. And anywhere in the Amber Sands above ground - the dunes, the towns, the Sand King's tomb - anything you kill leaves one, one time in 500. The Hunter's Lodge sells them for bounty marks, ten for 10 marks. They cannot be traded or sold: Vael, the hooded figure beside the old well, takes them, and shows each class only its own set: a wizard the Hollow Sky (and Nadir), a ranger Aether's Edge (and Meridian), a monk the Infinite (and Aeon). The prices are the same for all three: boots 1,000 shards, cloak 1,500, helm 2,000, legs 3,000, body 3,500 and the weapon 4,000.
Bounty Hunts
Quests tell stories; a bounty is a hunting job that comes round again. The Hunter's Lodge stands outside King's Port's south gate, on the grass where the lighthouse road turns off the harbour road - a log hall with antlers over the door - and Hesper Vane keeps it. There is no bounty skill: what grows is your reputation with the Lodge, and with it your rank.
- Wanted signs stand at fixed places (they are on the world map, with the region's tier on the notice and a pip for each tier you have been paid for). Somebody keeps most of them; in the back of beyond there is only a board and a chest.
- Three tiers a sign. Easy: a number of something common. Medium: a number of something tougher. Hard: a named target or a rare beast. A board of the region's second tier (the Shepherd's) wants a Rookie, one of the third (the well's, the Sawpit's) a Tracker; King's Land's is open to everyone.
- Every board at once. You can work all the boards at the same time. To begin with you carry one notice from each board; the Lodge's stores sell room for a second and a third from the same board, for good, so that you can hunt a board's easy, medium and hard notices together. A finished notice is carried until you go back and are paid.
- Take a notice, kill, come back. Click the board or talk to whoever posted it. Only kills made after you take a notice count, each one is told in the log - [Bounty] Desert jackal killed - 2/15 - and when the count is made you go back to the sign to be paid. Online, everybody who struck a creature gets the credit for it - except in the rat cave, which everybody shares: there a kill is only the one who struck the last blow's.
- What it pays. Bounty marks, experience in your class's fighting skill, gold, reputation - and now and then something left with the bounty (a seed, a sunstone).
- They come round. Easy and medium notices change every day at midnight UTC, hard ones every three days. Each tier of each sign has a small pool of jobs and a different one is drawn each time, the same for every player. A notice you have already taken stays the job it was until you are paid.
- The featured sign. One sign a day has a star chalked on it and pays half as many marks again - to those of Stalker rank.
| Region tier | Where | Easy | Medium | Hard |
|---|---|---|---|---|
| 1 | Crab Island, King's Land | 1 | 2 | 3 |
| 2 | The Amber Sands | 2 | 4 | 8 |
| 3 | Jadewater; the Underdune | 4 | 8 | 15 |
| 4 | (not yet posted) | 6 | 12 | 25 |
| 5 | (not yet posted) | 8 | 16 | 35 |
Marks are the numbers above. Experience is 400 for each mark, times the region's tier; gold 25 for each mark, times the tier; reputation 10 for each mark.
| Sign | Where | Easy (one of) | Medium (one of) | Hard (one of) |
|---|---|---|---|---|
| The Lodge board tier 1 | Hesper Vane, at the Lodge outside King's Port's south gate | 20 crabs; 30 cows; 15 rats | 6 bears; 9 bears; 12 Saltreavers (any of them) | The Rat Matriarch, five or seven times; the Saltreaver captain; the mother bear 8 to 16 times |
| Shepherd's plea tier 2, Rookie | Old Bashir, in Zafira's market square | 40 jackals (they are out at night); 60 scorpions (by day); 90 of either; 30 vultures, over the wrecked caravan or turning high over the dunes - about half an hour's work | Raid the bandit camp 10 to 14 times (a raid is every man and the captain down; the camp is manned again 45 seconds after) | The Sand King, 4 to 7 times |
| The well board tier 3, Tracker | A board and a chest by the old well in Zafira | Clear the first two floors in one descent | Clear the first four floors in one descent | Clear all six floors and kill Ysmeer behind the door, in one descent |
| The Sawpit's reckoning tier 3, Tracker | Mali, at Sawpit Landing on Jadewater (after Seeds from Nowhere) | 17 to 25 apes; 40 to 70 bullet ants; 15 to 20 wandering spiders; 30 to 40 stinging swarms | 40 crocodiles; 10 to 13 jaguars | The kraken 4 to 7 times (from your ship, out at sea); Cilibi |
Rank
Marks are what you spend; reputation is what you keep. King's Land's board is open from the first day; the Shepherd's wants a Rookie, the well board and the Sawpit's a Tracker. It decides what the Lodge's stores will sell you (below). Each rank has its own emblem, worn before your name where everybody can see it, and the Lodge keeps a chest for you at each new one.
| Rank | Reputation | Opens | The chest |
|---|---|---|---|
| Unranked | - | Where everybody starts, and stays for about a day's work. No emblem. | - |
| Rookie | 30 | A bronze arrowhead. | 300 gold, 1 mark |
| Tracker | 170 | A steel arrowhead and chevron. | 1,000 gold, 3 marks |
| Hunter | 700 | A gold broadhead. | 5,000 gold, 8 marks |
| Stalker | 2,600 | The featured sign's bonus. An eye in a violet diamond. | 10,000 gold, 20 marks |
| Legend | 11,000 | A gold star in a laurel wreath. From Stalker it is two or three weeks of clearing most of the boards most days. | 20,000 gold, 50 marks |
| Apex | 30,000 | Three claw marks on a blood-red medallion. About six weeks on from Legend at the same pace. | 50,000 gold, 100 marks |
| Ninth Tide | 100,000 | The last of the Lodge's honours: the ninth wave breaking under a gold moon. About five months on from Apex, clearing most of the boards most days. | 100,000 gold, 200 marks |
The Lodge's stores
Hesper Vane's shelves, at the Lodge: ask her what your marks will buy. Each rank can buy everything the ranks below it can. Marks buy convenience, style and company - never the best gear in the game - and nothing bought with them can be traded. You carry one notice from each board until you buy room for more of the same board's here; there is no limit on how many boards you work at once.
| Rank | For sale | Marks | What it does |
|---|---|---|---|
| Rookie | Health potions (two flasks) | 1 | Three doses a flask. A dose: +300% health regeneration for 100 seconds - a green light stands round you and a ring by the minimap counts it down. |
| Rookie | Anti-venom (one flask) | 1 | Three doses. A dose ends any venom or poison in you at once, and for 5 minutes none takes hold. |
| Rookie | Hunter's telebooks (two) | 1 | Read one and, four seconds later, you are standing at a wanted sign - any sign you have already stood at. Not underground, not with blows landing. |
| Rookie | Shards of the Before (ten) | 10 | Ten Shards of the Before, for Vael at the Underdune's old well. |
| Rookie | Combat scroll | 1 | 2,000 xp when you open it: your fighting skill or Defence, you choose. |
| Rookie | Bear bait | 1 | Set it down out in King's Land's country: for two minutes bears come to it one after another, by day as well as by night. |
| Rookie | Gold magnet | 10 | Yours for good: gold your kills let fall goes straight to your bag (to your bank's coffer if the bag is full). |
| Rookie | Combat charm | 12 | Opened, it gives one of six lasting gifts, and they stack: 3% quicker basic attacks, 0.5% life steal, 4% shorter cooldowns (each takes 4% off what is left), 3% more health, 7% quicker mending, 3% faster on your feet. How many you may buy grows with rank: 2 as a Rookie, then 3 more as a Tracker, 5 more as a Hunter, 8 more as a Stalker, 12 more as a Legend, 20 more as an Apex and 25 more at the Ninth Tide - 75 in all, whenever you buy them. And very rarely, one kill in ten thousand, a creature one of your notices wants leaves a charm behind: those are over and above the 75. |
| Rookie | A second notice | 7 | Yours for good: carry two notices from the same board at once. |
| Rookie | A third notice | 7 / 14 | Yours for good: carry all three of a board's notices at once. 7 marks once you have the second; 14 if you buy it first. (The old second-notice writs are gone: any you had were changed back into their mark.) |
| Rookie | Weapon lamp | 10 | Yours for good. A horn lantern at your belt, lit whenever a weapon is in your hand: light round you and more ahead of you, where it is dark. The Bounties tab puts it out and lights it. |
| Rookie | Emote: the hunter's salute | 20 | Weapon hand up high, the other fist on your chest. From the Bounties tab, or /salute in the chat. |
| Rookie | A Lodge crow | 60 | A pet. In your bag until you let it fly; then it rides your shoulder while you stand or go slowly and flies beside you when you run. It pecks at what you fight, once every 2.2 seconds, and nothing can hurt it. And it carries letters: click it to renew anybody's contract from wherever you are - the coin comes out of your bag, or out of your bank if the bag is short - and it is gone for thirty seconds. |
| Tracker | Engraving | 80 | Cut into the weapon in your hand when you pay: +20% damage with that weapon against whatever your notices name. |
| Tracker | Emote: the trophy hold | 30 | A horned skull, up over your head. /trophy |
| Tracker | Ape bait | 2 | Under the Tangle's trees on Jadewater: a troop comes for it within moments, by night as well as by day. |
| Tracker | Jaguar bait | 2 | In Jadewater's thick forest: for three minutes jaguars come to it one after another, wherever that is and whatever the light. Each still growls first. |
| Hunter | Emote: the whetstone | 40 | A stone drawn along your weapon, with sparks, until you move. /sharpen |
| Hunter | A jaguar | 180 | A pet, on a collar. A young one: it heels, lies down when you stand about, and goes for whatever you fight - a pounce, then its teeth about every 1.9 seconds. Not the Beast: smaller, and nobody rides it. Nothing goes for it. |
Venom. A pit viper's bite, or a wandering spider's, on Jadewater: you move 40% slower and it takes 5 to 20 health every 10 to 15 seconds, armour or no armour, until it runs out (two minutes for the viper, forty seconds for the spider). Your health arc turns dark green for as long as it lasts. Anti-venom ends it.
Trade and gold
Marla in King's Port buys anything with a value at that value and sells it back at 30% over, always at least a coin more. Her shelves hold only what players have sold her, shared by everyone in the world, and nothing keeps: whatever a player sells her is cleared off her shelf five hours after it was sold, so the shop never fills up with everybody's leftovers (pointing at a thing on her shelf says when the oldest of it goes; buying takes the oldest first). The exceptions are what she always has in: water bottles at 15, rope at 8, and the King's four weapons at 3,000 gold each after the King's quest.
Hilda at the harbour buys lobster, crab, roach, perch, bream, bonito and black marlin, raw or cooked, at Marla's prices, so you need not walk up the hill with a bag of fish.
Yusuf's bazaar in Zafira sells dates for 5, salt 4, glass beads 14, saffron 40 and silk 60. He buys raw lobster at 25 and cooked at 30, crab meat 10 and cooked 14, palm logs 10, evergreen 14, yew 30, beef 8 and cooked 12, leather 20, scorpion tails 32, jackal pelts 48 and sunstones 90. Marla pays 32 for beads, 90 for saffron and 130 for silk, so carrying the bazaar's goods east is the game's trade route. His shelves run out, though, and they are your own shelves, not shared: 20 silk, 25 saffron and 60 each of beads, dates and salt at the most, filling again at 10 silk, 12 saffron and 30 of each of the others an hour whether you are there or not (pointing at a ware says when the next comes in). A full stall carried to Marla is about 4,450 gold of profit, and it comes back at about 2,200 an hour. Water never runs out.
Madame Orra in the ribcage on the dunes sells the Grim Plow for 15,000, the Grim Axe for 20,000, the Ancient book for 10,000 and the Weather chart for 10,000; monks and Beauty also see the Iron Jaguar Claws for 90,000 (Attack 50 to wear them, on a monk's fists or the Beast's paws). Wizards also see the Barrowroot staff for 150,000 (Magic 50 to wield it). Rangers also see the Rimewing crossbow for 130,000 (Ranged 50 to wield it) and Viper venom for 60,000: Use it once and every arrow you loose from then on, from any bow, poisons what it hits for half its damage again over 4 s. The poison's numbers float up dark green. A new arrow on a poisoned creature starts the 4 s again with the stronger dose; the poison does not stack. Fixed prices, endless stock, and she takes nothing in trade — gold only. Nothing else in the game costs anything like this much, so plan on a few thousand logs or a lot of saffron.
Marvah. Dagan the smith sells steel and buys nothing: the steel axe 5,000, the steel pickaxe 5,500, the four steel weapons 18,000 each. The ore exchange sells copper ingots at 30 (Marla pays 48; 30 on the board at the most, 15 more an hour), coal 24 and stone ore 15, and pays 12 for stone ore, 20 for coal, 26 for copper and 80 for sunstones - half again Marla's price for what you mine. Hessem the broker will sell a tally ring outright for 50,000. The Master's factor sells the Unspoken for 3,500,000, a replacement trumpet for 1,000, and a replacement for each of your fallen soldiers at 5,000 a man.
Durran Emberhand at the Mountain Forge, once the Deep Line runs, sells iron bars at 140, striking hammers at 60 and nails at 9, and pays 66 for iron ore, 78 for an iron bar, 145 for deep iron ore, 175 for a deep iron bar, 50 for volcanic glass, and fair money for rail iron and tempered picks. He does not buy swords.
Other gold. The lobster cage quest pays 100, the Shopkeeper 120 and 500 more for the Farmer's shop, and the Sand King's sarcophagus 120 to 220.
The lighthouse business. Once it stands, Master Gilles will keep it for you: trim the wick, take the money at the door, keep the business afloat. Every contract in the game, his included, only runs down while you are signed in: sign out and it waits for you. He keeps the light booked a stretch of days ahead, counted in sunrises — 3 to begin with, 5 at Business 15, 10 at 35, 15 at 57, 20 at 82, 25 at 96. That figure is the most he will ever have on the clock: renew with days still to run and he signs only for the ones missing (at Business 35 with 5 left, he signs 5 more), and with a full contract he will not sign at all until it has run down. The fee is 50 gold a sunrise however many you buy, so his opening contract is 150 gold and the longest is 1,000. Those are the game's standard contract terms: Oscar at the fields signs on exactly the same ones. While the contract runs, about three people a minute climb up from the port, hand him ten gold at the door and spend ten seconds inside looking at the lamp turn. Every one of them is 30 Business xp to you wherever you are, and the money goes in the leather pouch on the stone by the door. Click the pouch to take it. When the contract runs out the trade stops until you hire him again.
The wood trade. Farouk the glassmaker keeps a beehive kiln north-west of the Zafira bank, and a glass furnace eats more wood than the desert grows. Talk to him and seal a deal — he will not deal below Business 22 — and from then on he pays twice what Marla pays for every log that lands on his quay — palm 8, evergreen 12, willow 20, yew 30, oak 32, mahogany 60, and 40 for birch — into a money bag on a stone beside him, and every coin is 3 Business xp the moment the load lands, wherever you are. Click the bag to take the gold. Getting the wood there is Ossi the carter's job: he sits on his chopping block by your log pallet in King's Land with Bramble, his bay cob, and a timber wagon. Once you have the deal he signs on the standard contract terms (50 gold a sunrise, 3 sunrises ahead to begin with and up to 20 as Business rises), and while it runs he loads the wagon off the pallet, ten logs a trip and the cheap wood first, a few seconds after you last stacked it. He drives the farm road, in at the west gate, down the high street and out of the south gate to the quay, and leaves the load by the ship's pier. The crew carries it aboard, the ship takes two minutes to cross, the Amber Queen's two deckhands, Pell and Dario, carry it down the pier to the stack on the Zafira quay, and Farouk's two slaves, Musa and Tahir, carry it up from there six logs to the armful and stack it on the woodpile beside the kiln; the furnace burns through the pile a log every few seconds, flaring as each goes in. With nothing to carry the deckhands loaf on the pier head and the slaves sit on their bench. A load already on the wagon, on the quay or at sea is still delivered and paid for if the contract runs out; nothing new is loaded until you hire him again. The pallet only fills with what you stack on it, so the trade is as big as your axe work.
The bank in King's Port holds any amount of anything, and it is the same bank wherever you open it: Aldous in King's Port, Nadir in Zafira, and Orsa Ledgerhand in Anvilmere, Thornreach's dwarf village, just south of the square. Take things out as themselves or as notes: a note is a whole stack on one slip of paper that takes one bag slot and does nothing until it is turned back at a bank. The foreman and the quest givers want the real thing, not notes. You can also build a storage chest anywhere for 4 ore, 8 palm logs and 2 rope.
Making things
| To make | Do this | Needs |
|---|---|---|
| A fire | Use the lighter on any logs in your bag. It burns for a while; add logs to keep it going. Yew burns longest. | Lighter, logs |
| Cooked food | Use raw crab meat, beef, lobster, bonito or black marlin on a lit fire. Cooked crab meat heals 4, roach 4, beef 6, perch 8, lobster 10, bream 11, bonito 14, grilled marlin 20; the fields' vegetables are the everyday food. | A fire, raw food |
| Rope | Hold the knife and click a palm for leaves, then use the knife on the leaves. One leaf makes one rope. | Knife, palm leaves |
| A fishing net | Knife in your tool slot, use the twine (Carving 27, 450 xp). Twelve rows, the floats on the head-rope, the sinkers on the foot. Learnt from Maudie at Herringholm. | 24 twine, 6 net floats, 6 net sinkers |
| Net floats, net sinkers | Carve driftwood into three floats (Carving 15, 22 xp); notch flat beach stones into sinkers, one each (Carving 15, 14 xp a pair). | Knife, driftwood or flat stones |
| Smoked fish | Herringholm's smokehouse: up to forty net fish at a time, a log (or two driftwood) for every ten, four minutes. | Raw net fish, wood |
| The build menu | Use rope on logs of any sort, rope on leather, or stone ore on logs. | Rope and logs or leather, or ore and logs |
| A boat | From the build menu, standing near the sea. Built plank by plank; walk away and come back whenever. Any wood does, and the cheapest in your bag goes in first. | 12 logs of any sort, 12 rope |
| A storage chest | From the build menu, everything in hand at once. | 4 stone ore, 8 palm logs, 2 rope |
| Leather boots | From the build menu. | 4 leather, 2 rope |
| An old lighter | From the build menu. 25 Construction xp. | 1 coal, 1 stone ore, 1 log of any sort |
| A carving knife | From the build menu: a flake knapped off the stone and bound to a haft. 18 Construction xp. The same knife the grave gives you. | 1 stone ore, 1 log of any sort |
| A stone axe | From the build menu. 35 Construction xp. Cuts at two thirds the pace of bronze. | 2 stone ore, 2 logs of any sort |
| A stone pickaxe | From the build menu. 50 Construction xp. Breaks rock at two thirds the pace of iron. | 3 stone ore, 2 logs of any sort |
| A yew | Plant a yew acorn in a tree plot at Farming 18. 45 minutes, and it cannot fail. 200 Farming xp to harvest. | 1 yew acorn, and a plot (800 gold from Darryl for the first, at Business 10) |
| An oak | Plant an oak acorn in a tree plot at Farming 32. An hour and ten minutes, and it cannot fail. 800 Farming xp to harvest. | 1 oak acorn, and a plot (800, 1,500 and 2,000 gold from Darryl, at Business 10, 25 and 40) |
| A birch | Plant a birch acorn in a tree plot at Farming 45. Two hours, and it cannot fail. 2,000 Farming xp to harvest, and the tallest tree in the land to cut: 10 to 70 logs at Woodcutting 37. | 1 birch acorn, and a plot |
| An iron bar | At a casting basin (Durran's, or Kett's crucible in the station). 5 seconds, 80 Smithing xp. Deep iron at Smithing 25: 190 xp. | 1 iron ore (or deep iron ore) |
| Nails, picks, rail iron | At an anvil, the striking hammer in your tool hand, a blow at a time. Nails (12 to the bar, 30 xp), an iron pickaxe (3 bars, 150 xp, Smithing 3), rail spikes (4 to the bar), a rail coupling (2 bars), a cart wheel (3 bars; the three at Smithing 6). | Iron bars |
| A tempered pickaxe | At the casting basin, Smithing 5. 120 xp. | An iron pickaxe, 2 volcanic glass |
| A dwarven pickaxe | On Durran's anvil after the Deep Line, Smithing 35. 22 blows, 900 xp. Mining 35 to wield. | 5 deep iron bars, 3 volcanic glass |
| A marlin reel | On Hesk's anvil in King's Port, the striking hammer in your tool hand, while Past the Marker wants one. Smithing 15, 14 blows, 360 xp. Or pay him 250 gold and he makes it. | 2 iron bars |
| A lobster cage | After Tobias's quest. Eat a cooked lobster and keep its claw; use the claw on a log of any wood. | Lobster claw, any logs |
| The lighthouse | Click the site on the headland with the materials in your bag, phase by phase. | See the quests table |
Every item
Value is what Marla pays for one. Prices at the bazaar differ; see Trade. Green names are uncommon, violet are rare. Where to get it is the shortest honest answer for each thing — who sells it, what drops it, or what you have to do. The filter searches that column too, so typing bazaar, Marla or tomb lists everything from there.
| Item | Type | Value | What it is for | Where to get it |
|---|---|---|---|---|
| Stone axe | Tool, held | 26 | Cuts trees at two thirds the pace of bronze. Knapped stone lashed to a green haft, and it costs nothing but the materials. | The build menu: 2 stone ore, 2 logs of any sort. |
| Bronze axe | Tool | 60 | Cuts trees, wielded in the tool slot. It is not a weapon and cannot be swung at anything. | The grave on Crab Island. |
| Grim Axe | Tool | 10000 | A reaper's axe. Wielded in the tool slot it fells a tree 1.4 times as fast, and one cut in six comes away with a second log without costing the tree anything. Woodcutting 35 to wield it — you can buy and carry it sooner, you just cannot take it in hand. | Madame Orra, in the ribcage on the dunes. |
| Grim Plow | Tool | 7500 | A reaper's plow. Wielded in the tool slot it turns, sows or gathers four squares at a stroke, gathers 10% more, and one click works a whole field on its own, walking you from square to square. Farming 35 to wield it. | Madame Orra, in the ribcage on the dunes. |
| Ancient book | Read once | 5000 | Read it and it is gone, but Home appears on your ability bar for good: B takes you back to wherever you were last blessed. It will not read until you have been blessed somewhere, so it cannot be wasted. Seven seconds standing still, and a blow landing breaks it off. | Madame Orra, in the ribcage on the dunes. |
| Weather chart | Read | 5000 | Keep it in your bag and the world map (M) gets a Weather button, or Read the chart to open it. It shows the storms where they are, with a dashed track to where each will be in 15 minutes and a dotted ring where one is gathering; arrows for the wind, longer where it blows harder; and the waters: bonito in the open sea (at anchor, handline), black marlin further out in the deep blue (deepwater rod), and the kraken's water in the far south, hatched in red. Lobster and the rod's roach, perch and bream come off any shore. The corner says where the wind is from, how hard it blows where you stand, what the open sea turns to next and how far off the nearest storm is; point at the sea for what it is doing there and what you can catch. | Madame Orra, in the ribcage on the dunes: 10,000 gold. |
| Steel axe | Tool | 2400 | Fells a tree a quarter again as fast as bronze, and one cut in ten brings a second log. Woodcutting 20 to wield. | Dagan the smith, Marvah: 5,000 gold. |
| Steel pickaxe | Tool | 2600 | Breaks stone 40% faster than iron. Mining 20 to wield. | Dagan the smith, Marvah: 5,500 gold. |
| Marvah glaive | Weapon, monk | 9000 | The King's spear a tier up: its whole kit, base blow 15, swings 10% more often, 4% life steal. Attack 30. | Dagan the smith, Marvah: 18,000 gold. |
| Steel maul | Weapon, the Beast | 9000 | The great mace a tier up: its whole kit, base blow 13, wounds close twice as fast. Attack 30. | Dagan the smith, Marvah: 18,000 gold. |
| Steel-limbed bow | Weapon, ranger | 9000 | The great bow a tier up: its whole kit and reach, base blow 9. Ranged 30. | Dagan the smith, Marvah: 18,000 gold. |
| Steel-shod staff | Weapon, wizard | 9000 | The Lotus staff a tier up: its whole kit, base blow 10. Magic 30. | Dagan the smith, Marvah: 18,000 gold. |
| Copper ingot | Trade good, stacks | 48 | Marvah's copper in the bar. Bought cheap where it is cast, sold dear across the sea. | The ore exchange, Marvah: 30 gold. |
| Tally ring | Quest | 0 | Opens Marvah's gate. Keep it in your bag; lose it and the gate comes down again. | The Tally Ring: from Hessem, a drunk's pocket, the smith's boy, or Hessem's hand. |
| Provisional tally ring | Quest | 0 | A broker's blank. Opens nothing until Hessem cuts it. | Hessem the broker, when you take his favour. |
| Ila's survey notes | Quest | 0 | The deep galleries, surveyed, with a blue line ruled across them where the water stands. Keep them. | Under a stone just inside Ila's cairn. |
| A surveyor's neck ring | Quest | 0 | Proof, for Hessem. | Ila, if you kill her. |
| War-megaphone | Weapon, any class | 0 | W calls the Unspoken: up to fifteen spearmen, 200 health each (eight guarding you, seven hunting, kept even as they fall). Three minutes between calls, counted from the shout; a man killed is thirty minutes coming back. | The Master's factor in Marvah: 3,500,000 gold, or a dragon egg. |
| Dragon egg | Treasure | 0 | The one thing the Master of Marvah cannot already buy - or keep it, and it hatches (your own dragon). | Ashmaw's hoard, one kill in 130. |
| Old lighter | Tool | 30 | Lights logs into a fire. Built from a coal, a stone ore and any log; the lantern wants five. | The build menu: 1 coal, 1 stone ore, 1 log of any sort. The first boulder a new character breaks always gives coal. |
| Carving knife | Tool, held | 15 | Cuts leaves from palms; carves leaves into rope. | The grave on Crab Island. After that, the build menu: 1 stone ore, 1 log of any sort. |
| Stone pickaxe | Tool, held | 35 | Breaks boulders at two thirds the pace of iron. | The build menu: 3 stone ore, 2 logs of any sort. |
| Iron pickaxe | Tool, held | 230 | Breaks boulders for stone ore. | The grave on Crab Island. |
| Coil of rope | Material, stacks | 6 | Boats, chests, boots, the lighthouse. Use it on logs to build. | Carve palm leaves with the knife, or buy it from Marla at 8 gold — she never runs out. |
| Palm leaves | Material, stacks | 2 | Carve into rope. | Cut them off a palm on Crab Island with the knife. |
| Palm logs | Material | 4 | Fires, the boat, chests, lighters. | Chop a palm on Crab Island with the axe. |
| Evergreen logs | Material | 6 | Burn longer than palm. The lighthouse foundations and tower. | Chop an evergreen in the woods of King's Land. |
| Oak logs | Material | 16 | Burn long and steady. Woodcutting 25. | Cut an oak you grew on a tree plot — 2 to 50 of them. There is no other oak in the world. |
| Birch logs | Material | 15 | 108 Woodcutting xp a log. Farouk pays 40. Woodcutting 37. | Cut a birch you grew on a tree plot — 10 to 70 of them. |
| Yew logs | Material | 15 | Burn longest. The lighthouse lantern. Woodcutting 15. | Rare evergreens deep in King's Land woods, or a yew you grew on a tree plot. Woodcutting 15. |
| Stone ore | Material | 8 | Chests, lighters, stone tools and the lighthouse. | Hold the pickaxe and break a boulder, on either land. |
| Sulphur | Material, stacks | 18 | Brimstone. For whatever the Mountain Forge turns out to want of it. | The vents of the Brimstones on Ashfall, and the tubes under it. Mining 5. |
| Volcanic glass | Material, a slot each | 45 | Black glass off a cold lava flow. Tempers a pickaxe at the Mountain Forge, and goes into the dwarven pick. (What was obsidian is volcanic glass now.) | The crust of Ashfall's cold flows. Mining 15. |
| Iron ore | Material, a slot each | 60 | Dark stone veined with rust. Runs down into an iron bar at a casting basin. | Iron stones on Ashfall, and veins in the Deep Line's station. Mining 21. |
| Deep iron ore | Material, a slot each | 130 | Blue-grey, heavy, cold to the touch however long it has been in the bag. | The galleries past the Deep Line's station. Mining 30. |
| Iron bar | Material, a slot each | 70 | Smithing's stock in trade. | Smelted from iron ore; Durran sells them at 140. |
| Sandstone | Material, a slot each | 4 | A builder's stone. Nothing wants it yet. | Outcrops all over the Amber Sands, with a pick (Mining 8): lone stones here and there in the dunes, and a few big faces - one just north of Mirazul's camp - where there is much more. |
| Deep iron bar | Material, a slot each | 160 | For the dwarven pickaxe. | Smelted from deep iron ore, Smithing 25. |
| Iron nails, rail spikes | Material, stacks | 6 / 9 | What a smith starts on; what holds a rail to its sleeper. | Forged at an anvil. |
| Rail coupling, cart wheel | Material, a slot each | 130 / 210 | The Deep Line's own parts. | Forged at an anvil, Smithing 6. |
| Striking hammer | Tool | 0 | Wield it to work at an anvil. | Durran gives you one; he sells them at 60. |
| Tempered iron pickaxe | Tool | 360 | 20% faster than iron, and breaks the sealed rock under the mountain. | Tempered at the casting basin, Smithing 5. |
| Dwarven pickaxe | Tool | 1200 | 60% faster than iron. Mining 35 to wield. | Forged on Durran's anvil, Smithing 35. |
| Deep iron plate (for the Beast) | Beast gear | 420–950 | Smithing 27 for all three: chanfron (4 bars), war-claws (5 bars + 2 glass), barding (9 bars + 4 leather). | Forged on Durran's anvil once the Deep Line is done. Anyone can forge it; only Beauty's Beast can wear it. |
| Kett's lamp helmet | Head | 0 | +1 armour. Lights the ground round you underground, and above it after dark. | Durran gives it you in The Deep Line. |
| Station key | Quest item | 0 | Opens the Deep Line's gate. Durran turned it sixty years ago. | The Deep Line. |
| Coal | Material, stacks | 14 | Off the boulders with the stone, one time in seven. Lighters and the lighthouse lantern. | Out of the same boulders: one chance in seven on every piece of ore. |
| Leather | Material, stacks | 18 | Boots. From cows. | Kill a cow in King's Land — one hide in seven. |
| Gold coins | Money, stacks | 1 | Spent at Marla's and the bazaar. | Selling to Marla or Yusuf, quests, kills, and your own businesses. |
| Raw crab meat | Food, raw | 5 | Cook it. | Crabs, on Crab Island's shore after dark. |
| Cooked crab meat | Food | 8 | Heals 4. | Use the raw meat on a lit fire. |
| Raw beef | Food, raw | 6 | Cook it. Marla's quest wants twelve cooked. | Cows in the fields of King's Land. |
| Cooked beef | Food | 10 | Heals 6. | Use the raw beef on a lit fire. |
| Raw lobster | Food, raw | 13 | Cook it, or hand it to Tobias. | Use the lobster cage on the water off the quay. |
| Cooked lobster | Food | 16 | Heals 10 and leaves its claw. | Use the raw lobster on a lit fire. |
| Raw roach | Food, raw | 2 | Junk fish. Cook it. | The fishing rod, off any shore (Fishing 5). |
| Cooked roach | Food | 4 | Heals 4. | Use the raw roach on a lit fire. |
| Raw perch | Food, raw | 11 | Cook it. | The fishing rod, off any shore (Fishing 12). |
| Cooked perch | Food | 14 | Heals 8. | Use the raw perch on a lit fire. |
| Raw bream | Food, raw | 18 | Cook it. | The fishing rod, off any shore (Fishing 21). |
| Cooked bream | Food | 22 | Heals 11. | Use the raw bream on a lit fire. |
| Bonito | Food, raw | 15 | Live bait for marlin; or cook it. | Bram's handline over the side of a boat lying still: at the reef, past the Marker, or at the Marlin Deep. |
| Cooked bonito | Food | 19 | Heals 14. | Use a bonito on a lit fire. |
| Black marlin | Food, raw | 150 | Sell it, or grill it. | The deepwater rod past the Marker or at the Marlin Deep, on a live bonito, at Fishing 30. |
| Grilled marlin | Food | 165 | Heals 20. | Use a black marlin on a lit fire. |
| Raw whitefish | Food, raw | 20 | Smoke it, or sell it. (Perch, roach and bream out of a net are the rod's own: see Fishing.) | A net, from Fishing 50. |
| Raw flounder, cod, pike | Food, raw | 24, 26, 30 | Smoke it, or sell it. | A net, from Fishing 60. |
| Raw salmon, burbot, turbot | Food, raw | 44, 38, 52 | Smoke it, or sell it. | A net, from Fishing 70. |
| Smoked perch, bream, whitefish | Food | 16, 25, 30 | Heals 9, 11, 12. Brita in Rökby pays 20, 30, 40. | Herringholm's smokehouse. |
| Smoked flounder, cod, pike | Food | 34, 37, 43 | Heals 12, 13, 14. Brita in Rökby pays 45, 50, 60. | Herringholm's smokehouse. |
| Smoked salmon, burbot, turbot | Food | 62, 53, 72 | Heals 16, 15, 18. Brita in Rökby pays 85, 70, 100. | Herringholm's smokehouse. |
| Fishing net | Gear | 232 | Cast from a rowboat in ten metres of water or more. It does not wear out. | Knot it yourself (Carving 27), or from Nets at Herringholm. |
| Twine | Material (stacks) | 6 | Twenty-four knot a net. | Maudie at Herringholm, 8 gold. |
| Net float, net sinker | Material (stacks) | 4, 3 | Six of each go on a net. | Maudie (6 and 5 gold), or carve driftwood and flat stones. |
| Driftwood, flat stone | Material (stacks) | 2, 1 | Carve into net floats and sinkers. | Herringholm's tideline and shingle; driftwood comes up in nets too. |
| Sounding line | Tool | 0 | Take a sounding from a rowboat: the depth, and the bottom. | Maudie, in Nets at Herringholm. |
| Pearl | Valuable (stacks) | 400 | Sell it. | A net, about one haul in fifty; more over rough ground. |
| Message in a bottle | Read | 5 | Read it. Somebody wrote it a long way off. | A net, about one haul in forty. |
| Old boot, tangle of kelp | Junk | 1 | Nothing much. | A net. |
| Rum | Food | 15 | Heals 10. | Nothing in the world drops it at present. |
| Water bottle | Drink, one to a slot | 6 | Three sips. Out on the desert sand by day one sip goes every two minutes; without water the sun wears you down. Does not stack: pack as many as the walk needs. | Marla, Yusuf, Rashid, Karim at the well or the gate sellers, 15 gold; refills free at the well or an oasis. |
| Empty bottle | Drink, one to a slot | 1 | What a water bottle leaves. Fills itself when you stand by the well in Zafira's square or at an oasis. | Drink a water bottle dry. |
| The Keeper's key | Quest | 0 | Hakim's loot. Carry it back to Idris at the foot of the tower and he takes it from you. | Corner Hakim behind the market stalls during the Keeper's Key. |
| Kadim's compass | Quest | 0 | Its needle points at the last place Kadim wrote, and the dial beside the minimap shows it while the compass is in your bag. | Yusra, at the start of the Cartographer's Debt. |
| Map fragment | Quest, stacks | 0 | A third of Kadim's map. Three make the whole. | Yusra, the bandit captain's chest, and Kadim himself. |
| Kadim's journal, the bandit ledger, Kadim's notes | Quest | 0 | The story of what happened to the caravan, read by inspecting them. | The caravan wreck, the captain's chest, the colossus. |
| Kadim's map | Quest | 0 | The Amber Sands, whole, with the pyramid's door marked. Having it is what takes the brick out of that door. | Yusra, at the end of the Cartographer's Debt. |
| Sandstrider sandals | Armour, feet | 1,400 | +2 armour, 10% quicker anywhere and 15% quicker again on the sands, and no footprints behind you. | Yusra, for telling her the truth. |
| Potato seeds | Seeds, stack | 0 | One plants a square of either field. From Greta, a coin for three. | Greta the plower, by the fields west of the city: a coin for three. |
| Tomato seeds | Seeds, stack | 0 | One plants a square of either field. From Greta, a coin for three. | Greta the plower: a coin for three. |
| Potato | Food, stacks | 2 | Heals 2. The Farmer's shop sells them at two coins. | Grow it: plow a square, plant a seed, harvest it five minutes later. |
| Tomato | Food, stacks | 2 | Heals 3. The Farmer's shop sells them at two coins. | Grow it in either field, as potatoes. |
| Melon seeds | Seeds, stack | 0 | One plants a square of either field. From Greta at Farming 20, a coin each; Farming 20 to plant. | Greta, at Farming 20: a coin each. |
| Cabbage seeds | Seeds, stack | 0 | One plants a square of either field. From Greta at Farming 39, two coins each; Farming 39 to plant. | Greta, at Farming 39: two coins each. |
| Carrot seeds | Seeds, stack | 0 | One plants a square of either field. From Greta at Farming 66, ten coins each; Farming 66 to plant. | Greta, at Farming 66: ten coins each. |
| Oak acorn | Seeds, stack | 0 | One plants a tree plot. Farming 32, an hour and ten minutes to grow. | Darryl, at the tree plots north-west of the fields: 150 gold each. |
| Birch acorn | Seeds, stack | 0 | One plants a tree plot. Farming 45, two hours to grow. | Darryl, 500 gold each, but only once you are Farming 45; before that, drops only: the Sand King's sarcophagus (two) one time in ten, a jackal one time in a hundred. |
| Yew acorn | Seeds, stack | 0 | One plants a tree plot. Farming 18, 45 minutes to grow, 200 Farming xp. | Darryl, at the tree plots: 75 gold each. |
| Melon | Food, stacks | 10 | Heals 6. The Farmer's shop sells them at ten coins, 30 Business xp each. | Grow it from melon seeds. Twenty minutes in the ground. |
| Cabbage | Food, stacks | 15 | Heals 8. The Farmer's shop sells them at fifteen coins, 45 Business xp each. | Grow it from cabbage seeds at Farming 39. Thirty minutes in the ground. |
| Carrot | Food, stacks | 25 | Heals 10. The Farmer's shop sells them at twenty-five coins, 50 Business xp each. | Grow it from carrot seeds at Farming 66. Fifty minutes in the ground. |
| Dates | Food, stacks | 12 | Heals 3. Bazaar goods. | Yusuf at the Zafira bazaar. |
| Salt | Trade good, stacks | 9 | Bazaar goods; worth more the further it travels. | Yusuf at the Zafira bazaar. |
| Glass beads | Trade good, stacks | 32 | Bazaar goods; the lighthouse lantern needs 40. Rashid sells them in King's Port at 50 apiece if you cannot yet sail. | Yusuf at the bazaar, cheapest; or Rashid's stall on King's Port's south-west crossroads at 50 gold each. |
| Saffron | Trade good, stacks | 90 | Bazaar goods, bought for 40. | Yusuf at the bazaar, 40 gold. |
| Silk | Trade good, stacks | 130 | Bazaar goods, bought for 60. The best margin in the game, but Yusuf has 20 at the most and gets 10 more an hour. | Yusuf at the bazaar, 60 gold. |
| Scorpion tail | Drop, stacks | 24 | Yusuf pays 20 for the venom. | Scorpions in the Amber Sands, by day. Half of them carry one. |
| Jackal pelt | Drop | 36 | Yusuf pays 35. | Jackal packs in the Amber Sands, after dark. |
| Crab claw | Drop | 25 | Tobias wants one for the cage. | Crabs on Crab Island's shore at night. |
| Lobster claw | Drop, stacks | 12 | With a log, a new lobster cage. | Left behind when you eat a cooked lobster. |
| Bear tooth | Drop, stacks | 40 | Worth keeping, or selling. | Bears in King's Land woods at night — one in fifteen. |
| Sunstone | Drop, stacks | 60 | From the tomb. Yusuf pays 90. | The Sand King's Tomb, under the desert pyramid. |
| Goblin ring | Quest item | — | From the rat cave, for the orc in the King's dungeon. | The rat cave, in King's Land. |
| Lobster cage | Tool, held | — | Fish lobster at the harbour water. Cannot be sold. | Tobias at the harbour, for finishing the lobster cage quest. |
| Fishing rod | Tool, held | 120 | Roach from Fishing 5, perch from 12, bream from 21, off any shore: strike when the float goes under. | The mother bear and the Rat Matriarch, 1 in 10 each. |
| Bram's handline | Tool, held | — | Fish for bonito over the side of the row boat. | Bram Kessel, during Past the Marker. He lets you keep it. |
| Deepwater rod | Tool, held | — | The only rod that can hold a black marlin. Cannot be sold. | Bram Kessel, for finishing Past the Marker. |
| Marlin reel | Quest | — | Bram's rod needs it. | Hesk the ship-smith: 250 gold, or his anvil at Smithing 15. |
| Spool of marlin line | Quest | — | The last of its kind in these waters. | A stove-in crate in the Gull's Mercy's hold. |
| Captain's log | Read | — | The last days of the Gull's Mercy. Bram keeps it. | The sea chest in her master's cabin. |
| Leather boots | Feet | 90 | +2 armour, 10% speed. | The build menu: 4 leather, 2 rope. |
| Desert scarf | Head | 400 | +2 armour, 3% speed. | The Keeper's Key quest, from Idris at the Zafira tower. |
| Bearfur hoodie | Head | 220 | +2 armour, 2% speed. Set of three gives +5 attack. | Off a bear, one kill in thirty. Each piece rolls separately. |
| Bearfur torso | Body | 320 | +4 armour, 2% speed. Set piece. | Off a bear, one kill in thirty. |
| Bearfur legs | Legs | 260 | +3 armour, 2% speed. Set piece. | Off a bear, one kill in thirty. |
| Golden mask | Head | 900 | +6 armour. | The chest at the end of the Sand King's Tomb: a quarter of runs. |
| Royal cape | Back | 900 | +5 attack, 3% speed. | The King's quest. |
| Cloak of the Ninth Tide | Back | 12000 | +5 to blows and spells, +10 armour, 5% speed; a quarter off all fire (burning floors, lava, dragonfire, fire thrown or cast). Any class may wear it. | The kraken's box, one in thirty. |
| King's spear | Weapon, monk | 2,300 | Marla sells it for 3,000. Reach 4 m, base 10, sweeps. +10% attack speed, 4% life steal. | Marla, 3,000 gold, once the King's quest is done. She only shows you your own class's weapon. |
| Royal barding | Beast gear, body | 2,300 | Marla sells it for 3,000. +12 armour, and every blow of his gives him back a 25th of it. | Marla, 3,000 gold, once the King's quest is done. Beauty and the Beast only — it stands where the great mace used to. |
| Leather headstall | Beast gear, head | 170 | +6 armour, and he mends a tenth faster. | Built: 4 rope, 6 leather, Construction 5. |
| Hide muzzle / barding / claw caps | Beast gear | 240–320 | The hide harness: +3 attack; +3 armour; +2 attack and +1 armour. All three worn together add +3 attack and +3 armour again. | Off bears, about 1 in 22, for Beauty only. |
| Great bow | Weapon, ranger | 2,300 | Marla sells it for 3,000. Reaches 30 m, 20% attack speed, 6% speed. | Marla, 3,000 gold, once the King's quest is done. Ranger only. |
| Lotus staff | Weapon, wizard or Beauty | 2,300 | Marla sells it for 3,000. Reaches 23 m, base 6, explosions. In Beauty's hands W is her Garden of Peace, R stays Ride, and riding only its Starburst goes up on Q. | Marla, 3,000 gold, once the King's quest is done. Wizards and Beauty. |
| Mythos hoodie | Head, wizard | 6000 | +4 armour, +4 magic. | Rare off the chest at the end of the Sand King's Tomb. |
| Mythos top | Body, wizard | 9000 | +7 armour, +6 magic. | Rare off the Sand King's chest. |
| Mythos robe | Legs, wizard | 8000 | +6 armour, +5 magic. | Rare off the Sand King's chest. |
| Mythos cape | Back, wizard | 8000 | 5% speed, 18% cooldown reduction on spells. | Rare off the Sand King's chest. |
| Sandals of still air | Feet, wizard | 7,000 | 14% speed, +3 magic, hover. | Rare off the Sand King's chest. |
| Khamsin helmet | Head, monk | 6,000 | +5 armour, +5% health, 3% life steal. | Rare off the Sand King's chest. |
| Khamsin bodyplate | Body, monk | 9,000 | +10 armour, +5% health, +12% attack speed. | Rare off the Sand King's chest. |
| Khamsin legs | Legs, monk | 8,000 | +8 armour, +5% health, +8% attack damage. | Rare off the Sand King's chest. |
| Khamsin boots | Feet, monk | 7,000 | +5 armour, +5% health, 16% speed. | Rare off the Sand King's chest. |
| Vigil hood | Head, ranger | 6,000 | +5 armour, +12% attack speed. | Rare off the Sand King's chest. |
| Vigil robe | Body, ranger | 8,000 | +8 armour, 5% speed. | Rare off the Sand King's chest. |
| Vigil bottom | Legs, ranger | 7,000 | +12% attack speed, 4% speed. | Rare off the Sand King's chest. |
| Vigil boots | Feet, ranger | 7,000 | +5 armour, 16% speed. | Rare off the Sand King's chest. |
| Vigil mantle | Back, ranger | 8,000 | +12% attack speed, 3% life steal. | Rare off the Sand King's chest. |
| Rosebound circlet | Head, Beauty | 6,000 | +4 armour, +5 magic; +5 attack for him. | Rare off the Sand King's chest. |
| Rosebound bodice | Body, Beauty | 9,000 | +8 armour, +5 magic; +7 armour for him. | Rare off the Sand King's chest. |
| Rosebound gown | Legs, Beauty | 8,000 | +7 armour, +18% attack speed; he strikes 12% more often. | Rare off the Sand King's chest. |
| Rosebound slippers | Feet, Beauty | 7,000 | +4 armour, 14% speed; +10% health for him. | Rare off the Sand King's chest. |
| Rosebound shawl | Back, Beauty | 8,000 | +3 magic, 12% cooldown reduction; 4% life steal for him. | Rare off the Sand King's chest. |
| Wyrm scale | Material, stacks | 900 | A scale off Ashmaw's hide, still warm. What it is good for, nobody knows yet. | Ashmaw's hoard (3-6 a kill); now and then off a Dragonsworn; three off the Scale-Warden. |
| Ashmaw's fang | Trophy | 22,000 | A tooth as long as your forearm. | Ashmaw's hoard, three kills in ten. |
| Dragon claws | Beast gear, paws | 60,000 | Ashmaw's talons in sheaths of his scales. +6 attack, and the Beast strikes twice as often (+100% attack speed). | Ashmaw's hoard, one kill in 50 - Beauty only. |
| Dragon egg | Trophy | 250,000 | Warm all the way through, and not still. Carried in the bag it hatches after eight hours of play (your own dragon). | Ashmaw's hoard, one kill in 130. |
| Dragon hatchling | Your dragon | 0 | Your newly hatched dragon, asleep in your bag. Put down to let it out. | Hatched from a dragon egg. |
| Deep iron chanfron | Beast gear, head | 800 | +10 armour, +4 attack. | Forged on Durran's anvil: 4 deep iron bars, Smithing 27. |
| Deep iron war-claws | Beast gear, paws | 1100 | +8 attack, +4 armour. | Forged: 5 deep iron bars and 2 volcanic glass, Smithing 27. |
| Deep iron barding | Beast gear, body | 1900 | +20 armour, +10% health for him. All three deep iron pieces: +6 armour, +6 attack and +15% health again. | Forged: 9 deep iron bars and 4 leather, Smithing 27. |
Music and sound credits
The music and sound effects are the work of these people, who share them for free. Tracks and sounds under a Creative Commons Attribution licence (CC BY) are credited here as their licences ask; the rest are public domain (CC0) and credited because they deserve it.
| What | By | Licence |
|---|---|---|
| "Morning", "Windswept" and "Evening" (Crab Island) | Kevin MacLeod, incompetech.com | CC BY 4.0 |
| "Woodland Fantasy" (King's Land) | Matthew Pablo, matthewpablo.com | CC BY 3.0 |
| "In Tranquil Spring" Composed by Jonathan Shaw (King's Land) | Jonathan Shaw, jshaw.co.uk | CC BY 3.0 |
| "Frozen Star", "Heart of Nowhere", "Wizardtorium" (Thornreach); "Lost Frontier", "Metaphysik" (the Gloam) | Kevin MacLeod (incompetech.com) | CC BY 4.0 |
| "RPG - The Cavern of Wonders" (Thornreach) | HitCtrl, OpenGameArt | CC BY 3.0 |
| "Distant Plains" (Thornreach) | Yubatake, OpenGameArt | CC BY 4.0 |
| "Annalisa Loeffler screams 03" (a Saltreaver raid) | pushkin (CC0), from "Female screams" by congusbongus, OpenGameArt | CC BY 3.0 |
| "Child Scream" (a Saltreaver raid) | Mike Koenig, SoundBible.com | CC BY 3.0 |
| "Battlecry" (the Saltreavers coming ashore) | spookymodem, OpenGameArt | CC BY 3.0 |
| "Townsperson See" (a Saltreaver raid) | xathien, Steampunk Fantasy Voices, OpenGameArt | CC0 |
| "Rising Moon" (night) | RandomMind, OpenGameArt | CC0 |
| "Midnight Tale" (night) | Kevin MacLeod (incompetech.com) | CC BY 4.0 |
| "Fantasy Music - Night Town" (night) | Angus Macnaughton, OpenGameArt | CC BY 4.0 |
| "Desert City" (Zafira) | Kevin MacLeod (incompetech.com) | CC BY 4.0 |
| "Shifting Sands of Ma-Kali" (Zafira) | HitCtrl, OpenGameArt | CC BY 3.0 |
| "Crusade" (Marvah) | Kevin MacLeod (incompetech.com) | CC BY 4.0 |
| "Tranquil Fields (Eastern)" (the dunes), "Celtic Whispers" (King's Land) | Alexander Nakarada (CreatorChords), creatorchords.com; royalty-free music by free-stock-music.com | CC BY 4.0 |
| "Jewel Of Nekhen" (the dunes) | WombatNoisesAudio, SoundCloud | CC BY 3.0 |
| "Desert" (the dunes) | Alex-Productions, onsound.eu | CC BY 3.0 |
| "Night In The Desert" (Zafira at night) | Tausdei, OpenGameArt | CC BY 4.0 |
| "Caves of Sorrow" (caves) | Alexandr Zhelanov, soundcloud.com/alexandr-zhelanov | CC BY 3.0 |
| "Forgotten Tomb" (caves and the tomb) | kindland, OpenGameArt | CC0 |
| "Return of the Mummy" (the Sand King's tomb) | Kevin MacLeod (incompetech.com) | CC BY 4.0 |
| "Curse of the Scarab" (the Sand King) | Kevin MacLeod (incompetech.com) | CC BY 4.0 |
| "Dunnere, Chained Lord of the Cursed Sand" (the Sand King) | Philémon Weber (Helmet), OpenGameArt | CC BY 4.0 |
| "Epic Boss Battle" (boss fights and battles) | Juhani Junkala, OpenGameArt | CC0 |
| "Battle Themes" (boss fights and battles) | Alexandr Zhelanov, soundcloud.com/alexandr-zhelanov | CC BY 4.0 |
| "Battle Theme A" (boss fights and battles) | cynicmusic, OpenGameArt | CC0 |
| Weapon swings, bow shots, arrow hits, fire spells, lightning, the campfire | JC Sounds, Fantasy SFX Pack Vol 1 and Nature Ambient Pack Vol 1 | CC BY 4.0 |
| The level-up jingle, "Won!" | spuispuin, OpenGameArt | CC BY 4.0 |
| Blows, coins, the bag and the bank, and the ring of steel in mining | Kenney, kenney.nl | CC0 |
| Spells | artisticdude and rubberduck, OpenGameArt | CC0 |
| Splashes | ezwa (cut by qubodup) and rubberduck, OpenGameArt | CC0 |
| Ashmaw's roar, growls, breath, wings and sleep, and his fire breaking on stone; the kraken's voice and breathing beside the ship; and the music of the wreck that opens a new game, "Escape Raft" by Jon Bjork | Epidemic Sound | Epidemic Sound licence |
| Ashmaw's fight music: "Howling Hell" and "Final Frontier" | Jon Bjork and Hampus Naeselius, Epidemic Sound | Epidemic Sound licence |
| Ashmaw's bite, steps, landing, falling rock, spit and cinder volley, and the draw of breath | Layered from Wikimedia Commons (a lion by த*உழவன், a tiger by schots, an alligator, Yellowstone grizzlies from the U.S. National Park Service / MSU Acoustic Atlas, Jennifer Jerrett, monster growls by stilgar), OpenGameArt (trazzz123, Darsycho, VishwaJai, mieki256, rubberduck), Kenney, and Joseph Sardin, BigSoundBank.com | CC0 / public domain |
| Chopping wood, the sandstorm's wind and gusts, the smith's anvil and the quench | Joseph Sardin, BigSoundBank.com | CC0 |
| Mining: a pick hitting rock | spookymodem, OpenGameArt | CC BY 3.0 |
| The Beast's snarls and roars | "Christopher the Lion at Franklin Park Zoo (January Edition)" by baziliscus, via Wikimedia Commons | CC BY 3.0 |
| The Beast's growls and one of his snarls | "Bear Growls" (U.S. Fish & Wildlife Service), OpenGameArt, and "angry-tiger" by schots, via Wikimedia Commons | CC0 |
| The Beast's bites | Grizzly bear vocalizations, Yellowstone National Park Sound Library (NPS / Montana State University Acoustic Atlas) | Public domain |
| Creatures: a bear's roar | "Bear" by Mike Koenig, SoundBible | CC BY 3.0 |
| Creatures: a bear's growl | "Bear growl" by Shizhao, Wikimedia Commons | CC BY 3.0 |
| Creatures: a scorpion's death crunch | "Crunching Bones" by spookymodem, OpenGameArt | CC BY 3.0 |
| Creatures: cows, crabs, bears, jackals, scorpions | BigSoundBank (Joseph Sardin); Yellowstone and Katmai (U.S. National Park Service); U.S. Fish & Wildlife Service; Zabuhailo, Richard001 (Wikimedia Commons); qubodup, pauliuw (OpenGameArt) | CC0 / public domain |
| Lighting a fire | AntumDeluge, OpenGameArt | CC0 |
| The Deep Line's cart on its rails | "Hand lever rail trolley" by Work With Sounds / Konrad Gutkowski, Wikimedia Commons (cut to a loop, made mono) | CC BY 4.0 |
| The open sea on a crossing | Piotrek Zyla, open-sea waves from the stern of a sailing catamaran near Sicily, radio aporee | Public domain |
| A ship's timbers creaking | Creaking floating tree on the river Warta by maciej janasik; creaking pine on contact microphones by Peter Cusack, radio aporee | Public domain |
| What is heard under the ship | Humpback whale song from Stimpert A, Peavey L, Friedlaender A, Nowacek D (2012), PLOS ONE, doi:10.1371/journal.pone.0051214 - excerpt, slowed down | CC BY 2.5 |
| What is heard under the ship, the rest | American alligator bellow, U.S. Fish & Wildlife Service; waves thumping inside a sea cave (Grotte del Bue Marino) by maciej janasik and water gulping in a rock cavity (Coz-Pors) by Yponomeutaneko, radio aporee; waves on a cliff by Joseph Sardin, BigSoundBank | Public domain / CC0 |
| Gulls at the harbour: the calls and the harbour's sound | avphillips (pdsounds, via Wikimedia Commons, public domain); Sonothèque ADVL (xeno-canto, CC0); "Gulls on the harbor", Joseph Sardin, BigSoundBank.com | Public domain, CC0 |
| Past the Marker: oars, the reel, the line parting, a fish breaking water | Joseph Sardin, BigSoundBank.com | CC0 |
| The Marker's bell | "WWS IcebreakerKunashipsbell" by Work With Sounds / Museum of Municipal Engineering, Wikimedia Commons (cut and levelled) | CC BY 4.0 |
| A small boat's timbers straining | JC Sounds, Pirate Pack Vol 1 (excerpts) | CC BY 4.0 |
| Something heavy and wet on the gunwale; a knife | Independent.nu and qubodup (Iwan Gabovitch), OpenGameArt; Joseph Sardin, BigSoundBank.com | CC0 |
| Jadewater: the rainforest by day, at night, and at dusk and dawn; the jaguar's growl and its roars; the apes' call and the troop arriving | Epidemic Sound | Epidemic Sound licence |
| The Underdune: whispers, the Hive's ticking, glass ringing | Made for the game (synthesised: tools/sound-manifests/underdune-synth.py) | Our own |
| Wenna's Driftwood Gull taking flight, and Lamai the elephant's trumpet | Epidemic Sound | Epidemic Sound licence |
| Storm at sea: the thunder, far off and close to | Epidemic Sound | Epidemic Sound licence |
| A house burning (the Saltreavers' fires) | Epidemic Sound | Epidemic Sound licence |
| The music while the game loads and on the sign-in page: "Wicked Games" | Philip Ayers, Epidemic Sound | Epidemic Sound licence |
| Zafira: "Narayan Narayan" (instrumental) | Palace on Wheels, Epidemic Sound | Epidemic Sound licence |
| At sea, 60 metres or more from any land, by the weather: "Ever Forward" (Francis Wells) in a calm, "Treasure Hunt" (Helmut Schenker) in a calm or a moderate wind, "Kingdom of Pride" (Dian Shuai) when the wind is up, "Ride of the Golden Bloom" (Dian Shuai) in a gale or a storm; "Adventures Ahead" (Christoffer Moe Ditlevsen) and "Travelers" (Chronos) in any | Epidemic Sound | Epidemic Sound licence |
| The wreck of the Halcyon: the kraken's growl, its cry when a shot lands, the hull before it breaks, an arm coming down on the deck | Epidemic Sound | Epidemic Sound licence |
| Storm at sea: heavy and light rain, the gale in the rigging, breaking seas | Joseph Sardin, Axeline T. and Dorian Clair, BigSoundBank | CC0 |