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Your traveller

Items

Every piece of gear, what it can be made of, the spells and properties it can carry, and the named rares.

What you wear

You wear 10 things at once: weapon, shield, helmet, body, legs, shoes, gloves, ring, ring and amulet. Open your pack with I and double-click a piece to wear it, or drag it onto the figure. Every traveller starts with a plain sword, bow and wand that are worth nothing and never drop when you die.

Gear

A piece of gear is a base, a material and a quality, such as a fine bronze sword. The base sets the range its damage or armor is rolled in. The table shows that range for a Plain piece in the poorest material.

PieceWorn asMade ofDamage or armorWeightValueNotes
SwordWeaponMetal20 to 28 damage2.5 kg40
BowWeaponWood15 to 21 damage1.2 kg40
WandWeaponWood13 to 19 damage0.6 kg40
Round shieldShieldWood6 to 10 armor3.5 kg30
CapHelmetLeather3 to 5 armor0.8 kg20
JerkinBodyLeather6 to 10 armor3 kg40
BreechesLegsLeather5 to 8 armor2.2 kg32
BootsShoesLeather2 to 4 armor1.2 kg18
GlovesGlovesLeather2 to 3 armor0.5 kg14
RingRingMetalNone0.05 kg30
AmuletAmuletMetalNone0.1 kg36
KazaghandBodyMetal10 to 15 armor4.5 kg70
Kazaghand trousersLegsMetal8 to 12 armor3.8 kg56
Tidewrought hauberkBodyMetal16 to 22 armor6 kg400Never drops on death. Made by a smith only
Tidewrought greavesLegsMetal13 to 18 armor5 kg340Never drops on death. Made by a smith only
RobeBodyCloth6 to 9 armor3.4 kg64Covers the legs too

The value shown is for a Plain piece in the poorest material in the middle of its range. A piece's value is set once when it is made and never changes. Gear never wears out and is never repaired.

Materials and quality

Each kind of gear is made of one family of material, and each family has four materials, poorest first. A better material multiplies the damage or armor of the piece.

Family× 1× 1.15× 1.3× 1.5
MetalCopperBronzeIronTidesteel
LeatherHideOilskinSealskinSharkskin
WoodAshYewBog oakIronwood
ClothHomespunFulled woolBoiled woolTidefelt

Quality multiplies it again.

QualityMultiplies byWhere it comes from
Crude× 0.85Drops and smiths
Plain× 1Drops and smiths
Fine× 1.12Drops and smiths
Superior× 1.25Drops and smiths
Masterwork× 1.4A smith only

A sword does 17 damage at its worst, Crude and in copper, and 59 at its best, Masterwork and in tidesteel. Value rises with the square of both multipliers. Cloth is thin against a blade and turns magic best: its armor counts 2.5 times against magic.

Worn spells

A piece can carry up to 6 spells, each in one of three strengths. A spell works for as long as you wear the piece and have mana. Each one draws 10 mana a minute for each step of its strength, so a spell of strength III draws 30. When your mana runs dry every spell goes dark, and they light again only when it is full.

SpellIIIIII
Vigor+5 health+10 health+15 health
Long Breath+5 stamina+10 stamina+15 stamina
Deep Well+5 mana+10 mana+15 mana
Tidewall+4 armor+8 armor+12 armor
Keen Edge+2% critical chance+4% critical chance+6% critical chance
Sure Hand+3 Blade, Bow and Wand+6 Blade, Bow and Wand+9 Blade, Bow and Wand
Steady Guard+3 Melee and Missile Defense+6 Melee and Missile Defense+9 Melee and Missile Defense
Quick Step+3 speed+6 speed+9 speed
Stone Back+3 strength+6 strength+9 strength
Mending+6 health a minute+12 health a minute+18 health a minute

Properties

A dropped piece can carry one property besides its spells. A property is part of the piece, so it draws no mana and never goes dark. Rings and amulets carry none.

PropertyFound onIIIIII
BalancedWeapons+3 to your skill with it+5 to your skill with it+8 to your skill with it
BitingWeapons+2% critical chance+3% critical chance+5% critical chance
ParryingWeapons and shields+3 Melee and Missile Defense+5 Melee and Missile Defense+8 Melee and Missile Defense
Blade-turningShields and armor+4 armor against blows struck in reach+7 armor against blows struck in reach+10 armor against blows struck in reach
Arrow-turningShields and armor+4 armor against arrows and other shots+7 armor against arrows and other shots+10 armor against arrows and other shots
WardedShields and armor+4 armor against magic+7 armor against magic+10 armor against magic
LightWeapons, shields and armorWeighs 20% lessWeighs 35% lessWeighs 50% less

Named rares

Very rarely a creature carries a named rare, and the whole realm hears who found it. Each is one fixed piece, the same whoever finds it: Superior, in the best material, at the top of its range. A smith's Masterwork of the same base is still stronger.

The Low-Water Blade

A captain of the old watch carried it. They say its edge shows only when the tide is out.

  • Superior tidesteel sword, 53 damage
  • Biting III: +5% critical chance
  • Keen Edge III: +6% critical chance
  • Sure Hand II: +6 Blade, Bow and Wand
  • Worth 1,481 gold

Gullcry

The string sings a moment before the arrow lands.

  • Superior ironwood bow, 39 damage
  • Balanced III: +8 to your skill with it
  • Sure Hand III: +9 Blade, Bow and Wand
  • Quick Step II: +6 speed
  • Worth 1,481 gold

The Wreckers' Candle

Wreckers set it on the rocks to call ships in. It has never burned down.

  • Superior ironwood wand, 36 damage
  • Balanced III: +8 to your skill with it
  • Deep Well III: +15 mana
  • Keen Edge II: +4% critical chance
  • Worth 1,481 gold

Stormdoor

The cellar door of a house the sea took, cut round and bound with rope.

  • Superior ironwood round shield, 19 armor
  • Arrow-turning III: +10 armor against arrows and other shots
  • Tidewall III: +12 armor
  • Steady Guard II: +6 Melee and Missile Defense
  • Worth 1,111 gold

The Pilot's Hood

Salt has stiffened it into the shape of someone else's head.

  • Superior sharkskin cap, 9 armor
  • Warded III: +10 armor against magic
  • Steady Guard III: +9 Melee and Missile Defense
  • Deep Well II: +10 mana
  • Worth 740 gold

The Harbor Warden's Coat

Its plates are stamped with a harbor mark that is on no chart.

  • Superior tidesteel kazaghand, 28 armor
  • Blade-turning III: +10 armor against blows struck in reach
  • Tidewall III: +12 armor
  • Vigor II: +10 health
  • Stone Back II: +6 strength
  • Worth 3,167 gold

Causeway Boots

They have crossed at low water more often than any ferry has at high.

  • Superior sharkskin boots, 8 armor
  • Light III: Weighs 50% less
  • Quick Step III: +9 speed
  • Long Breath II: +10 stamina
  • Worth 666 gold

The Ringer's Habit

Salt and years have felted it so hard that it stands up with nobody in it.

  • Superior tidefelt robe, 17 armor
  • Warded III: +10 armor against magic
  • Deep Well III: +15 mana
  • Mending II: +12 health a minute
  • Worth 2,369 gold

The Saltwife's Ring

A wedding band worn thin as wire. It has never tarnished.

  • Superior tidesteel ring
  • Vigor III: +15 health
  • Mending II: +12 health a minute
  • Worth 854 gold

Drowned Bell Charm

A bell the size of a thumbnail. It has no clapper and it still rings.

  • Superior tidesteel amulet
  • Deep Well III: +15 mana
  • Vigor II: +10 health
  • Steady Guard II: +6 Melee and Missile Defense
  • Worth 1,253 gold

Things you carry

ThingWeightValueWhat it is for
Brine coral0.2 kg2Broken from Brinebound. A smith's flux.
Tideglass shard0.1 kg12Needed to improve gear.
Abyssal plate1 kg150Taken from creatures of the far frontier. Needed for tidewrought armor.
Copper, Hide, Ash, Homespun scrap0.3 kg3Salvaged from gear. A smith works it into new pieces.
Bronze, Oilskin, Yew, Fulled wool scrap0.3 kg4Salvaged from gear. A smith works it into new pieces.
Iron, Sealskin, Bog oak, Boiled wool scrap0.3 kg5Salvaged from gear. A smith works it into new pieces.
Tidesteel, Sharkskin, Ironwood, Tidefelt scrap0.3 kg7Salvaged from gear. A smith works it into new pieces.
Scarabs and scrolls0.05 kgVariesA scarab is what a spell needs in your pack, and a scroll teaches a spell. See Spells.
Gem of Loss0.05 kgVariesLost in place of a piece of gear when you die. See Loot and death.

Potions restore a pool at once. Drinking any potion starts a wait of 20 seconds before you can drink another.

PotionRestoresWeakSteadyStrong
Mending draughtHealth255090
Runner's tonicStamina255090
Wellspring philtreMana255090

Your pack

A pack holds 60 separate things, whatever they weigh, and a stack of one thing holds up to 999. Gold weighs nothing. What you carry over your limit slows you. See Stats.

Drag a weapon, a piece to wear or a potion from your pack onto one of the quick squares at the foot of the screen. Keys 7 8 9 0 then wear the piece or drink one potion. Right-click a square to clear it.

A thing you drop lies in a bundle where you stood for 5 minutes, and anyone may pick it up at once.