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.
Piece
Worn as
Made of
Damage or armor
Weight
Value
Notes
Sword
Weapon
Metal
20 to 28 damage
2.5 kg
40
Bow
Weapon
Wood
15 to 21 damage
1.2 kg
40
Wand
Weapon
Wood
13 to 19 damage
0.6 kg
40
Round shield
Shield
Wood
6 to 10 armor
3.5 kg
30
Cap
Helmet
Leather
3 to 5 armor
0.8 kg
20
Jerkin
Body
Leather
6 to 10 armor
3 kg
40
Breeches
Legs
Leather
5 to 8 armor
2.2 kg
32
Boots
Shoes
Leather
2 to 4 armor
1.2 kg
18
Gloves
Gloves
Leather
2 to 3 armor
0.5 kg
14
Ring
Ring
Metal
None
0.05 kg
30
Amulet
Amulet
Metal
None
0.1 kg
36
Kazaghand
Body
Metal
10 to 15 armor
4.5 kg
70
Kazaghand trousers
Legs
Metal
8 to 12 armor
3.8 kg
56
Tidewrought hauberk
Body
Metal
16 to 22 armor
6 kg
400
Never drops on death. Made by a smith only
Tidewrought greaves
Legs
Metal
13 to 18 armor
5 kg
340
Never drops on death. Made by a smith only
Robe
Body
Cloth
6 to 9 armor
3.4 kg
64
Covers 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
Metal
Copper
Bronze
Iron
Tidesteel
Leather
Hide
Oilskin
Sealskin
Sharkskin
Wood
Ash
Yew
Bog oak
Ironwood
Cloth
Homespun
Fulled wool
Boiled wool
Tidefelt
Quality multiplies it again.
Quality
Multiplies by
Where it comes from
Crude
× 0.85
Drops and smiths
Plain
× 1
Drops and smiths
Fine
× 1.12
Drops and smiths
Superior
× 1.25
Drops and smiths
Masterwork
× 1.4
A 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.
Spell
I
II
III
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.
Property
Found on
I
II
III
Balanced
Weapons
+3 to your skill with it
+5 to your skill with it
+8 to your skill with it
Biting
Weapons
+2% critical chance
+3% critical chance
+5% critical chance
Parrying
Weapons and shields
+3 Melee and Missile Defense
+5 Melee and Missile Defense
+8 Melee and Missile Defense
Blade-turning
Shields and armor
+4 armor against blows struck in reach
+7 armor against blows struck in reach
+10 armor against blows struck in reach
Arrow-turning
Shields and armor
+4 armor against arrows and other shots
+7 armor against arrows and other shots
+10 armor against arrows and other shots
Warded
Shields and armor
+4 armor against magic
+7 armor against magic
+10 armor against magic
Light
Weapons, shields and armor
Weighs 20% less
Weighs 35% less
Weighs 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
Thing
Weight
Value
What it is for
Brine coral
0.2 kg
2
Broken from Brinebound. A smith's flux.
Tideglass shard
0.1 kg
12
Needed to improve gear.
Abyssal plate
1 kg
150
Taken from creatures of the far frontier. Needed for tidewrought armor.
Copper, Hide, Ash, Homespun
scrap
0.3 kg
3
Salvaged from gear. A smith works it into new pieces.
Bronze, Oilskin, Yew, Fulled wool
scrap
0.3 kg
4
Salvaged from gear. A smith works it into new pieces.
Iron, Sealskin, Bog oak, Boiled wool
scrap
0.3 kg
5
Salvaged from gear. A smith works it into new pieces.
Tidesteel, Sharkskin, Ironwood, Tidefelt
scrap
0.3 kg
7
Salvaged from gear. A smith works it into new pieces.
Scarabs and scrolls
0.05 kg
Varies
A scarab is what a spell needs in your pack, and a scroll
teaches a spell. See
Spells.
Gem of Loss
0.05 kg
Varies
Lost 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.
Potion
Restores
Weak
Steady
Strong
Mending draught
Health
25
50
90
Runner's tonic
Stamina
25
50
90
Wellspring philtre
Mana
25
50
90
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
7890
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.