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
You wash up on a small palm island with nothing. There is a grave a few steps from where you wake. Dig it twice. The first dig turns up a bronze axe, an old lighter and a coil of rope. The second, deeper, gives a carving knife, an iron pickaxe and a weathered map. That is your whole kit, and it is enough to cut wood, light a fire, break rock, carve rope and, in time, build a boat.
The 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. 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. |
| 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, 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 the 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 slowly on its own on dry land, four tenths of a point a second — under half a mid-game character in a minute, so food is worth carrying. 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. The ring on the right of the minimap is your air.
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.
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. 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 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, walk more than 40 m away, or something lays into you. 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: armour worth twice the hit halves it, so 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 in the Armour tab. 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 | Wizard only. 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. |
| 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. |
| 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. |
| Great bow | Q | Snap Shot | 6 s | A second full arrow at your target on the spot, and it moves at half speed for 2 s. |
| Great bow | W | Rapid Fire | 14 s | 70% more arrows in the air for 5 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 | Splitting Arrows | 40 s | For 8 s your arrows fly red: +8 damage, through into everything 12 m behind, and three at a time. |
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 thirty, as one thing - for one million 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 - and kill everything hostile they can see. Each has 200 health, fights at Attack 30 with a spear, and can be killed. With nothing left to fight for forty seconds 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 thirty, not a spell, and it is only as strong as you have left it. Calling is cheap: three minutes, counted from the moment the last of them marches off or falls, so a call spent on nothing costs you the three minutes and nothing else. 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 thirty after a bad fight and twelve 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.
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. Defence on a piece counts towards the share of each blow your armour turns aside — 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 +10 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 +15% attack speed, +3% movement speed and +3% life steal on top of what the pieces give; all five Vigil pieces make every ranged attack land 20% harder; all five Rosebound pieces give +6 magic, and make the Beast hit 20% harder and mend twice 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 defence, +6 attack and 15% more health again when all three pieces are on.
| Piece | Slot | Gives | Where it comes from |
|---|---|---|---|
| Leather boots | Feet | +2 defence, 10% speed | Built from 4 leather and 2 rope. Use rope on leather. |
| Desert scarf | Head | +2 defence, 3% speed | The Keeper's Key quest in Zafira. |
| Bearfur hoodie | Head | +2 defence, 2% speed. Set piece. | Bears, 1 in 30 per piece. The mother bear always drops one piece. Bob's Farm rewards one. |
| Bearfur torso | Body | +4 defence, 2% speed. Set piece. | As above. |
| Bearfur legs | Legs | +3 defence, 2% speed. Set piece. | As above. |
| Golden mask | Head | +5 defence | The Sand King's sarcophagus, one kill in four. |
| Royal cape | Back | +5 attack, 3% speed | The King's quest. |
| Mythos hoodie | Head | +3 defence, +3 magic. Wizard only. | The Sand King, 1 in 30, wizards only. One random piece of the five. |
| Mythos top | Body | +6 defence, +5 magic. Wizard only. | As above. |
| Mythos robe | Legs | +5 defence, +4 magic. Wizard only. | As above. |
| Mythos cape | Back | 4% speed, spells come back 15% sooner. Wizard only. | As above. |
| Sandals of still air | Feet | 12% speed, +2 magic, and you hover above the ground. Wizard only. | As above. |
| Khamsin helmet | Head | +4 defence, 2% life steal. Monk only. | The Sand King, 1 in 30, monks only. One random piece of the four. |
| Khamsin bodyplate | Body | +8 defence, +10% attack speed. Monk only. | As above. |
| Khamsin legs | Legs | +7 defence, +7% attack damage. Monk only. | As above. |
| Khamsin boots | Feet | +4 defence, 13% speed. Monk only. All four Khamsin pieces: +15% attack speed, +3% speed, +3% life steal. | As above. |
| Vigil hood | Head | +4 defence, +10% attack speed. Ranger only. | The Sand King, 1 in 30, rangers only. One random piece of the five. |
| Vigil robe | Body | +7 defence, 4% speed. Ranger only. | As above. |
| Vigil bottom | Legs | +10% attack speed, 3% speed. Ranger only. | As above. |
| Vigil boots | Feet | +4 defence, 13% speed. Ranger only. | As above. |
| Vigil mantle | Back | +10% attack speed, 2% life steal. Ranger only. All five Vigil pieces: +20% ranged damage on every attack. | As above. |
| Rosebound circlet | Head | +3 defence, +4 magic; the Beast hits for 4 more. Beauty only. | The Sand King, 1 in 30, Beauty only. One random piece of the five. |
| Rosebound bodice | Body | +7 defence, +4 magic; the Beast turns aside 6 more. Beauty only. | As above. |
| Rosebound gown | Legs | +6 defence, her sparks 15% quicker; the Beast strikes 10% more often. Beauty only. | As above. |
| Rosebound slippers | Feet | +3 defence, 12% speed; the Beast carries 8% more health. Beauty only. | As above. |
| Rosebound shawl | Back | +2 magic, spells back 10% sooner; 3% of every blow the Beast lands heals him. Beauty only. All five Rosebound pieces: +6 magic, the Beast hits 20% harder and mends twice as fast — and a briar of roses winds round his harness. | As above. |
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. There is no cap. Hover a skill in the Skills tab 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 10% faster. The Grim Axe, 20,000 gold from Madame Orra on the dunes, is half again as fast on top of that and throws a second log one cut in four; it wants Woodcutting 35 before you can wield it. | Yew trees need level 18, an oak level 32, a birch level 45. 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 10% faster, so the wait is half that by level 9. 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 8% quicker a level), and black marlin on the deepwater rod, past the Marker only, on a live bonito for bait (Fishing 30). Once the quest is done this is semi-idle fishing: put a bonito over and the rod does the rest. At level 30 a try takes about a minute, and half the fish throw the hook and take the bonito with them; each level after is 7% quicker and 7% less likely to lose one (46.5% at 31, and so on). A fish landed and the next bonito goes over by itself; a fish lost and you click the sea to put another over. 200 xp a fish. (During the quest itself the marlin is fought by hand: hold Space, the mouse button or Reel to take line when it tires or sounds, and let go when it runs or jumps.) | 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 10% faster, so the wait is half that by level 9. 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 40 xp, deep iron 95 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 30, 15 at 50 and 20 at 70, 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 and 40 per cabbage 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. 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, a coin for three. The tree plots north-west of the fields are Darryl's until you buy them: three squares at 2,000 gold each, sold one at a time, 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 32 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 or gathers four squares at a stroke 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, the small 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.
The Island
The grave
Dig it twice for your tools and the map. 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, 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. 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.
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 dunes
Scorpions, whose sting poisons, and jackals in packs of three. 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 sells three things and buys nothing: the Grim Axe, the Grim Plow and an Ancient book. 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 and their captain; 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.
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), 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.
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, and he is killed only once: after that the gate is open to you for good, and your character remembers it.
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 |
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 the 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 the 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.
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 five 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.
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.
Quests
Ten 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 the 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. The marlin fight is real work (see Skills: Fishing), and a snapped line only means another bait. 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, 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. |
| 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. |
| 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, fifty 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. Every kill of the King is counted in your log as a kill-count, saved with your account.
- 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, 225 health each, hitting 9 to 21. 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: 2,500 health, 12 to 33 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 24 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 7% 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 (200 health, 4 to 12 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: 120 to 220 gold, two sunstones, a golden mask one time in four, a birch acorn one time in ten, and one time in thirty a piece of your own class's set: the Mythos cloth for a wizard, the Khamsin plate for a monk, the Vigil cloth for a ranger, the Rosebound gown for Beauty. A way opens in the far wall to climb out.
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.
- 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.
- 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 searches the chest by his bed for their own share: 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. Every kill is counted, like the Sand King's.
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. Blink cannot cross the cave's walls.
Creatures
| Creature | Level | Where | Health | Hits | Drops and notes |
|---|---|---|---|---|---|
| Crab | 2 | The 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 | Always a bearfur piece, a tooth and beef. Bob's quest. |
| Giant rat | 5 | The rat cave | 60 | 1 to 7 | Come back after 30 s. |
| Rat Matriarch | 23 | The cave's den | 340 | 8 to 18, lunge 24 | Guards the goblin ring. |
| 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 | 5 | The Amber Sands | 30 | Sting 4, poison 2 a second for 4 s | Scorpion tail half the time. |
| Jackal | 4 | The Amber Sands, packs of three | 22 | 4, fast | Jackal pelt a third of the time; a birch acorn one time in a hundred. |
| 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. |
| 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. |
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, 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 20, jackal pelts 35 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.
Madame Orra in the ribcage on the dunes sells the Grim Plow for 15,000, the Grim Axe for 20,000 and the Ancient book for 10,000. 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), 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 1,000,000, 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 72 for iron ore, 105 for an iron bar, 150 for deep iron ore, 240 for a deep iron bar, 78 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. He keeps the light booked a stretch of days ahead, counted in sunrises — 3 to begin with, 5 at Business 15, 10 at 30, 15 at 50, 20 at 70. 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 30 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, oak 20, yew 30, 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. 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, beef 6, lobster 10, 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 |
| 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 (2,000 gold from Darryl, Business 10 for the first) |
| 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 (2,000 gold from Darryl, Business 10, 25 and 40 for the three) |
| 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 45. | 1 birch acorn, and a plot |
| An iron bar | At a casting basin (Durran's, or Kett's crucible in the station). 5 seconds, 40 Smithing xp. Deep iron at Smithing 25: 95 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 | 12 | 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 the Island: dig it once. |
| Grim Axe | Tool | 20000 | A reaper's axe. Wielded in the tool slot it fells a tree half again as fast, and one cut in four 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 | 15000 | A reaper's plow. Wielded in the tool slot it turns or gathers four squares at a stroke, 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 | 10000 | 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. |
| 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 thirty spearmen, 200 health each. Three minutes between calls, counted from when they leave; a man killed is thirty minutes coming back. | The Master's factor in Marvah: one million gold, or a dragon egg. |
| Dragon egg | Treasure | 0 | The one thing the Master of Marvah cannot already buy. | Nobody has found one yet. |
| Old lighter | Tool | 45 | Lights logs into a fire. Built from a coal, a stone ore and any log; the lantern wants five. | The grave, first dig. After that, the build menu: 1 coal, 1 stone ore, 1 log of any sort. |
| Carving knife | Tool, held | 35 | Cuts leaves from palms; carves leaves into rope. | The grave on the Island: dig it a second time. After that, the build menu: 1 stone ore, 1 log of any sort. |
| Stone pickaxe | Tool, held | 14 | Breaks boulders at two thirds the pace of iron. | The build menu: 3 stone ore, 2 logs of any sort. |
| Iron pickaxe | Tool, held | 70 | Breaks boulders for stone ore. | The grave, second dig. |
| Weathered map | Tool | 30 | Sea charts, used from your boat. | The grave, second dig. |
| 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 the Island with the knife. |
| Palm logs | Material | 4 | Fires, the boat, chests, lighters. | Chop a palm on the 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 | 10 | Burn long and steady. Woodcutting 32. | 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 45. | Cut a birch you grew on a tree plot — 10 to 70 of them. |
| Yew logs | Material | 15 | Burn longest. The lighthouse lantern. Woodcutting 18. | Rare evergreens deep in King's Land woods, or a yew you grew on a tree plot. Woodcutting 18. |
| 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 | 70 | 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 | 95 | Smithing's stock in trade. | Smelted from iron ore; Durran sells them at 140. |
| Deep iron bar | Material, a slot each | 210 | 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 | 420 | 20% faster than iron, and breaks the sealed rock under the mountain. | Tempered at the casting basin, Smithing 5. |
| Dwarven pickaxe | Tool | 3200 | 60% faster than iron. Mining 35 to wield. | Forged on Durran's anvil, Smithing 35. |
| Deep iron plate (for the Beast) | Beast gear | 4,200–9,500 | Chanfron (Smithing 38, 4 bars), war-claws (42, 5 bars + 2 glass), barding (46, 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 | Defence 1. 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 the Island 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. |
| Bonito | Food, raw | 8 | Live bait for marlin; or cook it. | Bram's handline over the side of his row boat, at the reef or past the Marker. |
| Cooked bonito | Food | 11 | 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, on a live bonito, at Fishing 30. |
| Grilled marlin | Food | 165 | Heals 20. | Use a black marlin on a lit fire. |
| 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 defence, 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 4. 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 6. 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. |
| 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 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 12. 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 16. 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. |
| Dates | Food, stacks | 12 | Heals 6. 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. | Yusuf at the bazaar, 60 gold. |
| Scorpion tail | Drop, stacks | 14 | Yusuf pays 20 for the venom. | Scorpions in the Amber Sands, by day. Half of them carry one. |
| Jackal pelt | Drop | 25 | Yusuf pays 35. | Jackal packs in the Amber Sands, after dark. |
| Crab claw | Drop | 25 | Tobias wants one for the cage. | Crabs on the Island 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. |
| 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 defence, 10% speed. | The build menu: 4 leather, 2 rope. |
| Desert scarf | Head | 400 | +2 defence, 3% speed. | The Keeper's Key quest, from Idris at the Zafira tower. |
| Bearfur hoodie | Head | 220 | +2 defence, 2% speed. Set of three gives +5 attack. | Off a bear, one kill in thirty. Each piece rolls separately. |
| Bearfur torso | Body | 320 | +4 defence, 2% speed. Set piece. | Off a bear, one kill in thirty. |
| Bearfur legs | Legs | 260 | +3 defence, 2% speed. Set piece. | Off a bear, one kill in thirty. |
| Golden mask | Head | 900 | +5 defence. | 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. |
| 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. Turns aside 12, 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 | 340 | Turns aside 6, 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 defence, and 2 attack 1 defence; all three worn together add 3 of each 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 | 2,300 | Marla sells it for 3,000. Reaches 23 m, base 6, explosions. | Marla, 3,000 gold, once the King's quest is done. Wizard only. |
| Mythos hoodie | Head, wizard | 4,000 | +3 defence, +3 magic. | Rare off the chest at the end of the Sand King's Tomb. |
| Mythos top | Body, wizard | 6,000 | +6 defence, +5 magic. | Rare off the Sand King's chest. |
| Mythos robe | Legs, wizard | 5,000 | +5 defence, +4 magic. | Rare off the Sand King's chest. |
| Mythos cape | Back, wizard | 5,000 | 4% speed, 15% cooldown reduction on spells. | Rare off the Sand King's chest. |
| Sandals of still air | Feet, wizard | 7,000 | 12% speed, +2 magic, hover. | Rare off the Sand King's chest. |
| Khamsin helmet | Head, monk | 6,000 | +4 defence, 2% life steal. | Rare off the Sand King's chest. |
| Khamsin bodyplate | Body, monk | 9,000 | +8 defence, +10% attack speed. | Rare off the Sand King's chest. |
| Khamsin legs | Legs, monk | 8,000 | +7 defence, +7% attack damage. | Rare off the Sand King's chest. |
| Khamsin boots | Feet, monk | 7,000 | +4 defence, 13% speed. | Rare off the Sand King's chest. |
| Vigil hood | Head, ranger | 6,000 | +4 defence, +10% attack speed. | Rare off the Sand King's chest. |
| Vigil robe | Body, ranger | 8,000 | +7 defence, 4% speed. | Rare off the Sand King's chest. |
| Vigil bottom | Legs, ranger | 7,000 | +10% attack speed, 3% speed. | Rare off the Sand King's chest. |
| Vigil boots | Feet, ranger | 7,000 | +4 defence, 13% speed. | Rare off the Sand King's chest. |
| Vigil mantle | Back, ranger | 8,000 | +10% attack speed, 2% life steal. | Rare off the Sand King's chest. |
| Rosebound circlet | Head, Beauty | 6,000 | +3 defence, +4 magic; +4 attack for him. | Rare off the Sand King's chest. |
| Rosebound bodice | Body, Beauty | 9,000 | +7 defence, +4 magic; +6 defence for him. | Rare off the Sand King's chest. |
| Rosebound gown | Legs, Beauty | 8,000 | +6 defence, +15% attack speed; he strikes 10% more often. | Rare off the Sand King's chest. |
| Rosebound slippers | Feet, Beauty | 7,000 | +3 defence, 12% speed; +8% health for him. | Rare off the Sand King's chest. |
| Rosebound shawl | Back, Beauty | 8,000 | +2 magic, 10% cooldown reduction; 3% 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. | Ashmaw's hoard, one kill in 130. |
| Deep iron chanfron | Beast gear, head | 4,200 | Turns aside 10, +4 attack. | Forged on Durran's anvil: 4 deep iron bars, Smithing 38. |
| Deep iron war-claws | Beast gear, paws | 5,200 | +8 attack, turns aside 4. | Forged: 5 deep iron bars and 2 volcanic glass, Smithing 42. |
| Deep iron barding | Beast gear, body | 9,500 | Turns aside 20, +10% health for him. All three deep iron pieces: +6 defence, +6 attack and +15% health again. | Forged: 9 deep iron bars and 4 leather, Smithing 46. |
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 |
|---|---|---|
| "Path to Lake Land" (the Island) | Alexandr Zhelanov, soundcloud.com/alexandr-zhelanov | CC BY 3.0 |
| "Pleasant Creek" (the Island), "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 |
| "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 growl, one of two | "Dragon growl", Fantasy Sound Effects Library, Little Robot Sound Factory, littlerobotsoundfactory.com, via OpenGameArt; pitched down and trimmed | CC BY 3.0 |
| Ashmaw's roars, fire, wings, bite, steps and the rest | 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 |