Game Manual
Welcome to Crownfall. Survival is unlikely, but this guide might delay the inevitable.
Getting Started
Coven & Crown is a dark fantasy BBS-style RPG set in the crumbling city of Crownfall. It features text-heavy, atmospheric gameplay with turn-based combat, character progression, a player-driven economy, and optional PvP.
The Gameplay Loop
- Create an account and confirm your email, or use Sign in with Google to create or access an account in one step.
- Create a character — pick a class, allocate stats, and receive starter gear.
- Explore — move between zones and search for encounters.
- Fight — defeat enemies for XP, gold, and loot.
- Upgrade — buy better gear, bank your gold, level up.
- Manage your Nerve — stamina pool that regenerates over time and modifies rewards.
- Survive — death is punishing. Bank your gold. Salvage unwanted gear.
Character Name Rules
- 3–24 characters long.
- Letters, numbers, spaces, hyphens, and underscores only.
- Must be unique and pass the profanity filter.
Account Settings
Password-based accounts can use Settings in the top bar to change their password. You will need to enter your current password first; then Coven & Crown sends a secure link to your account email where you can choose a new one. Google-created accounts do not have a local password and should continue using Sign in with Google. Changing a password signs out other browser sessions. Sessions expire after 12 hours, and Log Out securely closes the current session.
Email-confirmation links expire after 24 hours. Sign in with Google verifies the account through Google and automatically confirms the matching Coven & Crown email. Administrators first submit their email and password (or Google sign-in) normally, then enter a six-digit authenticator code on a separate verification screen that expires after five minutes.
Your Character Sheet
Click your character name beside Logged in as in the top bar to open your complete character sheet. It summarizes progression, resources, base and effective attributes, abilities, possessions, ailments, PvP status, and Blackwood and Crownvault progress. Use Manage Inventory on the sheet when you want to equip, store, or use items.
Leaderboard & Private Messages
Select Leaderboard in the top bar to see characters ranked by level and then experience. Select another player's name to open a private-message composer; the resulting whisper is visible only to you and its recipient in the chat panel. Your own leaderboard name opens your character sheet.
Help & Feedback
Use User Manual in the top bar to open this guide in a new tab. Logged-in players can use Feedback to report problems; the report includes your account, character, page, and browser details so issues are easier to investigate. Contact, feedback, login, registration, and chat submissions are rate- and size-limited; if you receive a “Too many requests” response, wait for the displayed window before retrying.
Starting Gold
Every new character starts with a random amount of gold: 2–9 gold.
Classes
There are five classes. Each determines your combat style, stat bonuses, starter gear, and HP/MP growth per level.
| Class | Scaling Stat | Style | Stat Bonuses | HP/Lvl | MP/Lvl |
|---|---|---|---|---|---|
| Knight | Might | Heavy melee | Might +2, Grit +1 | +10 | +3 |
| Witch | Wits | Magic / Curses | Wits +2, Presence +1 | +6 | +8 |
| Thief | Guile | Quick attacks / Evasion | Guile +2, Wits +1 | +8 | +5 |
| Necromancer | Wits | Lifesteal / Siphon | Wits +2, Grit +1 | +7 | +7 |
| Alchemist | Wits | Acid / Utility / Crafting | Wits +2, Guile +1 | +7 | +6 |
Starting Stats (Level 1, Default Allocation)
| Class | HP | MP | Might | Guile | Wits | Presence | Grit |
|---|---|---|---|---|---|---|---|
| Knight | 28 | 10 | 10 | 8 | 8 | 8 | 9 |
| Witch | 20 | 18 | 8 | 8 | 10 | 9 | 8 |
| Thief | 22 | 14 | 8 | 10 | 9 | 8 | 8 |
| Necromancer | 24 | 18 | 8 | 8 | 10 | 8 | 9 |
| Alchemist | 20 | 16 | 8 | 9 | 10 | 8 | 8 |
Starter Gear
| Class | Weapon | Armor |
|---|---|---|
| Knight | Rusted Sword (Might +1, 2–4 dmg) | Worn Mail (Grit +1) |
| Witch | Crooked Wand (Wits +1, 1–4 dmg) | Threadbare Cloak (Presence +1) |
| Thief | Cheap Dagger (Guile +1, 1–3 dmg) | Dark Coat (Guile +1) |
| Necromancer | Bone Focus (Wits +1, 1–4 dmg) | Grave-Stained Robe (Grit +1) |
| Alchemist | Flask Belt (Wits +1, 1–4 dmg) | Stained Work Apron (Grit +1) |
Class Identity Paths
Each starting class has a unique, optional introductory storyline path available immediately after character creation. These short stories introduce your class-specific locations and teach a unique class non-combat action:
- Knight: Use Intimidate at Knights Keep to demand entry.
- Witch: Use Read Omen to interpret signs near the Witch Market Alleys.
- Thief: Use Pick Lock in Gutter Court.
- Necromancer: Use Speak With Dead in the Graveyard.
- Alchemist: Use Brew Tonic in the Alchemists Sanctum.
Completing a class identity path rewards you with 25 XP, a class-themed item or gold, a permanent completion marker, and non-combat action registration. You can postpone and resume these paths. Dismiss Permanently requires confirmation, abandons current progress, and prevents that class path from being offered again, including after changing away from the class and later returning. Changing class otherwise preserves completed paths, pauses unfinished paths for the old class, and offers the new class path.
The Alchemist path grants one Reagent Bundle. Brewing requires a carried bundle, so retrieve it from Tavern Storage first if it was delivered there because your carried inventory was full.
Class Special Areas & Advanced Trials
Each class-restricted location contains a named Advanced Chamber. Its entrance is revealed when you reach level 10 and complete that class's Class Identity Path. Permanently dismissing the path forfeits advanced access for that class.
| Class Special Area | Advanced Chamber | Advanced Trial |
|---|---|---|
| Knights Keep | Officer's Armoury | Combat Examination |
| Witch Market Back Alleys | Forbidden Stall | Ritual Sequence |
| Gutter Court | Hidden Workroom | Staged Infiltration |
| Crownfall Graveyard | Deep Crypt | Spirit Binding |
| Alchemists Sanctum | Prototype Chamber | Prototype Field Test |
Current availability: Advanced trials are not yet playable. Eligible characters can see their sealed Advanced Chamber, but cannot begin its trial or craft trial-gated advanced recipes yet.
Stats & Point-Buy
Five Core Stats
| Stat | Effect | Primary For |
|---|---|---|
| Might | Scales Knight physical damage | Knight |
| Guile | Scales Thief damage, disengage chance, and evasion | Thief |
| Wits | Scales magic damage for Witch, Necromancer, and Alchemist | Witch, Necro, Alchemist |
| Presence | Used for some armor bonuses | Witch |
| Grit | Reduces incoming enemy damage (mitigation) | Knight, Necromancer |
Effective Stat Calculation
Your effective stat = base stat + equipment bonuses − injury penalties (minimum 1).
Stat Modifier
The stat modifier formula is: (effective_stat − 10) ÷ 2 (rounded down). For example: stat 8 → −1, stat 10 → 0, stat 12 → +1, stat 14 → +2.
Point-Buy System
At character creation, you have 3 bonus points to spend. Stats range from 6 to 15 (before class bonuses). Your final stat = point-buy value + class bonus.
| Stat Value | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|
| Point Cost | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 9 |
Combat
Combat is turn-based. Each round you take one action, then the enemy acts.
Combat-log narration varies by enemy, progression tier, class ability, defense, intent, and status effect. Mechanical results remain explicit and color-coded: damage is red, healing and recovery green, MP costs violet, defense and shields parchment, and status effects gold. Labels such as Deals, Costs, and Applies ensure color is never the only cue.
Actions
| Action | Cost | Effect |
|---|---|---|
| Attack | Free | Weapon damage + stat modifier. 10% miss chance. |
| Defend | Free | Restores 2 MP, reduces incoming damage (+5 flat mitigation, then remaining damage halved), interacts with the displayed enemy intent, and triggers a class-specific defensive effect. You deal no damage. |
| Ability | MP | Class ability with tier-based damage multiplier. 10% enemy evasion. |
| Use Item | Free | Use a combat consumable (healing tonics, bombs, smoke bombs). Available items are grouped and sorted alphabetically. |
| Disengage | Free | Opens a penalty-free confirmation before attempting escape. Canceling does not use your turn. A confirmed attempt has a base 60% success chance, +5% per Guile above 10, and grants no rewards on success. |
Enemy Intent (Telegraphing)
Enemies in combat do not act randomly; they plan their moves in advance:
- Telegraphed Actions: Before you make your move, the enemy's next planned action is displayed in the combat interface. If the enemy survives your turn, it will execute exactly that action.
- Varying Intents: Enemy intents can include normal Attacks, Heavy Attacks, Guarding, Healing, Debuffs, Siphons (lifesteal), or unique Boss moves.
- Strategic Response: Use this telegraphed information to plan your round. For example, if you see the enemy preparing a devastating Heavy Attack, it is an excellent time to use the Defend action or apply a shield. If they are planning to Heal or Guard, you might want to launch your strongest attack to break through.
Class-Specific Defend Effects
Defending in combat activates a special preparation for the next round based on your class:
- Knight (Counterstance): Prepares a defensive stance. If the enemy uses an attack action on you this turn, you counter-attack to deal damage.
- Witch (Gather Malice): Focuses dark energy. Increases the duration of the next curse (debuff) you cast by 1 turn, or increases the damage of the next spell you cast by 20%.
- Thief (Vanish in Place): Steps into the shadows. Grants +25% dodge chance against the next incoming attack, +20% disengage chance, and restores 1 additional MP after a successful dodge.
- Necromancer (Grave Ward): Conjures a bone shield. Prepares a ward that converts 35% of damage prevented by Defend into a temporary shield, capped at 20% of maximum HP.
- Alchemist (Prepare Compound): Readies reagents. Infuses your next ability, granting +15% damage, +20% healing, +20% shield strength, or +10% siphon damage and healing.
Damage Formulas
Player attack: Random(weapon_min, weapon_max) + stat_modifier − enemy_defense (minimum 0). Unarmed: 1–2 damage before defense.
Enemy attack: Random(1, enemy_dmg_max) − your Grit modifier (minimum 1).
Player Evasion
You have a 5% + (Guile × 1%) chance to dodge any enemy attack entirely.
Poison and Corroded
- Poison: At the start of each affected turn, deals 5% of maximum HP (rounded up, minimum 1) for 2 triggers. It bypasses defense and shields but cannot reduce the target below 1 HP.
- Minor Poison: Uses the same rules but deals 3% of maximum HP (rounded up, minimum 1).
- Corroded: Reduces defense by 3 for the next 2 incoming damage attempts, before normal mitigation. Defense cannot fall below 0.
- Minor Corroded: Uses the same rules but reduces defense by 1.
- Reapplying the same effect refreshes it to its full duration instead of stacking. A major version replaces its minor version; a minor version cannot replace an active major version.
Other Combat Effects
- Dazed: Prevents the affected participant's next action.
- Blind: Reduces accuracy by 25% per affected attack attempt. Tonic Blind applies a 10% penalty. Bad Luck applies a 35% penalty and gives each miss a 25% self-damage chance.
- Cursed: Reduces outgoing damage by 15% for each affected damaging action. Hex Curse reduces it by 10%.
- Exposed: The applying character's next damaging action against that target deals +25% damage.
- Marked: The marker deals +15% damage to the target for 2 attacks, while the marked target deals +10% damage to the marker.
- Grave Decay: Deals 4% maximum HP at turn start for 3 triggers, bypassing defense and shields without reducing HP below 1.
- Braced: Reduces damage reaching the shield by 25% for the next incoming attack. Mirror Curse reflects 35% of damage actually taken from the next incoming attack and cannot deliver a killing blow.
- Field Test: Randomly grants +20% damage, +15% evasion, +2 defense, or 2 MP recovery for 2 relevant triggers.
Victory Rewards
Defeated enemies in PvE battles award XP and Gold, scaled by your current Nerve state and the level delta between you and the enemy. Fighting enemies far below your level yields drastically reduced rewards. Blackwood Expedition combat uses its own compressed XP schedule instead of the level-delta XP penalty; Gold still uses normal level-delta scaling.
Additionally, successful PvE victories restore 5% of your maximum MP (with a minimum of 1 MP). This MP recovery does not apply to disengaging, defeat, or PvP battles. The victory screen lists each XP, MP, and Gold gain on its own line.
Loot Drops
Two independent rolls on victory:
- Enemy-specific drop: Some enemies have unique drops at a fixed chance. Disabled for repeated boss kills.
- Rare gear drop: 5% base chance (modified by Nerve) to find a random weapon or armor within ±2 levels.
Combat Resume
If you refresh or lose connection during combat, the session persists. You'll be redirected back to the fight when you return.
Abilities
Each class has unique abilities unlocked at specific levels. You can equip up to 3 active abilities at a time. Newly learned abilities are auto-slotted if you have room. Open BOOK on the dashboard to manage the combat loadout; the book remains open after equipping or unequipping an ability so you can make several changes in sequence. Its main information button explains the system, while the information button beside each ability shows its full effect, MP cost, unlock level, and current slot status.
Abilities execute a variety of effects, such as dealing damage, healing HP, siphoning health, or applying shields. Each ability scales off its primary stat (Might, Wits, Guile, or Grit). Physical abilities use your equipped weapon's damage and fall back to unarmed damage if the weapon is missing. Damaging Witch, Necromancer, and Alchemist spells also gain weapon-derived spell power based on the equipped weapon's average damage; casting unarmed provides no weapon-derived bonus. Recasting a shield replaces its remaining strength instead of stacking it.
⚔️ Knight
| Ability | Level | MP | Description |
|---|---|---|---|
| Strike | 1 | 2 | Might-scaled attack. Deals 115% weapon damage. |
| Legal Objection | 2 | 3 | Deals 90% weapon damage, prevents the enemy's next action, and reduces a prepared heavy attack. |
| Brace for Consequences | 5 | 5 | Applies a Grit-scaled shield and reduces damage that reaches it by 25% for the next incoming attack. |
| Challenge Accepted | 7 | 4 | Deals 120% weapon damage and marks the enemy for 2 attacks. You deal +15% damage to them, but they deal +10% damage to you while marked. |
| Crownbreaker Blow | 10 | 8 | Deals 220% weapon damage. Deals bonus damage to guarding or shielded enemies and removes Guard. |
🔮 Witch
| Ability | Level | MP | Description |
|---|---|---|---|
| Hex | 1 | 2 | Deals Wits-scaled spell damage with a chance to apply a minor curse. |
| Personal Problem | 2 | 4 | Deals 60% spell damage and makes the enemy deal 15% less damage for its next 2 damaging actions. |
| Mirror Curse | 5 | 6 | Reflects 35% of post-mitigation damage from the next incoming attack back to the attacker. |
| Bad Luck, Specifically | 7 | 5 | Reduces accuracy by 35% for 2 attack attempts. Each miss has a 25% chance to harm the attacker. |
| Blood Price | 10 | 8 | Spends 10% of current HP to deal 225% spell damage. Enhanced by Gather Malice focus. |
🗡️ Thief
| Ability | Level | MP | Description |
|---|---|---|---|
| Cheap Shot | 1 | 2 | Deals 90% weapon damage with +20% critical strike chance. Gains +10% critical chance if the target is Exposed. |
| Knife With Intent | 2 | 4 | Deals 90% weapon damage and Exposes the target. Your next damaging action against it deals +25% damage. |
| Exit, Poorly Witnessed | 5 | 5 | Grants +40% dodge against the next incoming attack or +30% on the next disengage attempt. A successful dodge restores 2 MP. |
| Pocket Sand | 7 | 3 | Deals 50% weapon damage and blinds the enemy for 2 actions (-25% accuracy). |
| This Was Never Yours | 10 | 8 | Deals 175% weapon damage (deals +25% extra if enemy is below 30% HP). On kill, restores 3 MP and awards a small gold bonus. |
💀 Necromancer
| Ability | Level | MP | Description |
|---|---|---|---|
| Grave Touch | 1 | 2 | Deals Wits-scaled spell damage and siphons health, healing you for 20% of the damage dealt. |
| Bone Problem | 2 | 4 | Deals 40% spell damage, then Grave Decay deals 4% maximum HP at the start of the next 3 enemy turns. |
| Borrowed Pulse | 5 | 5 | Deals 120% spell damage and siphons health, healing you for 50% of the damage dealt. |
| Unpaid Mourner | 7 | 6 | Applies a Wits-scaled shield with an additional Grit bonus. If damage breaks it, restore 1 MP. |
| Someone Else's Funeral | 10 | 10 | Deals 210% spell damage. Deals +30% damage if target is below 25% HP, and restores 10% maximum HP if it kills. |
⚗️ Alchemist
| Ability | Level | MP | Description |
|---|---|---|---|
| Flask Toss | 1 | 2 | Deals Wits-scaled spell damage with an equal chance to apply Minor Poison, apply Minor Corroded, or deal 25% bonus damage. |
| Unlicensed Chemistry | 2 | 4 | Deals 110% spell damage and applies Corroded for 2 incoming damage attempts (-3 defense, minimum 0). |
| Emergency Tonic | 5 | 5 | Heals based on Wits, then reduces your accuracy by 10% for your next attack attempt. |
| Field Test | 7 | 4 | Randomly grants +20% damage, +15% evasion, +2 defense, or 2 MP recovery for the next 2 relevant triggers. |
| Perfect Prototype | 10 | 8 | Deals 200% spell damage and applies Poison or Corroded for 2 useful triggers. |
Ability Damage Multipliers
Each damaging ability uses the percentage written in its description. For caster spells, the spell base includes the ability's base roll, Wits modifier, and its weapon-derived spell-power contribution. The listed ability multiplier is applied next; status modifiers, defense (minimum 0 damage), damage reduction, and shields then resolve in that order. Physical abilities do not receive the spell-power contribution.
Leveling & Progression
The level cap is 25. Reaching an XP threshold makes you eligible for the next level but does not advance you automatically. Use Preview Level on the dashboard to review exact maximum HP and MP gains, ability unlocks, automatic ability-slot behavior, restoration, and whether the level grants attributes or items. Confirm advancement from that preview when ready for stronger encounters. Advancement processes only one level at a time and extra XP remains banked.
XP Table
| Level | Total XP | XP from Previous | Level | Total XP | XP from Previous | |
|---|---|---|---|---|---|---|
| 1 | 0 | — | 14 | 59,000 | 16,000 | |
| 2 | 100 | 100 | 15 | 80,000 | 21,000 | |
| 3 | 300 | 200 | 16 | 108,000 | 28,000 | |
| 4 | 650 | 350 | 17 | 145,000 | 37,000 | |
| 5 | 1,200 | 550 | 18 | 193,000 | 48,000 | |
| 6 | 2,100 | 900 | 19 | 255,000 | 62,000 | |
| 7 | 3,500 | 1,400 | 20 | 335,000 | 80,000 | |
| 8 | 5,700 | 2,200 | 21 | 438,000 | 103,000 | |
| 9 | 9,000 | 3,300 | 22 | 570,000 | 132,000 | |
| 10 | 14,000 | 5,000 | 23 | 738,000 | 168,000 | |
| 11 | 21,000 | 7,000 | 24 | 950,000 | 212,000 | |
| 12 | 30,500 | 9,500 | 25 | 1,215,000 | 265,000 | |
| 13 | 43,000 | 12,500 |
Milestone HP/MP Bonuses
In addition to per-level HP/MP gains, you receive bonus HP and MP at milestone levels:
| Level | Bonus HP | Bonus MP |
|---|---|---|
| 5 | +10 | +5 |
| 10 | +20 | +10 |
| 15 | +25 | +12 |
| 20 | +30 | +15 |
| 25 | +40 | +20 |
Progression Arcs
| Arc | Levels | Description |
|---|---|---|
| Beginner | 1–5 | Starter survival, basic gear, class identity. |
| Early Dungeon | 6–10 | Blackwood and Crownvault, first real bosses. |
| Midgame | 11–15 | Gallowsmere and Red Orchard, daily rhythm settles in. |
| Advanced | 16–20 | Ashmarket and Hollow Road, gear pressure rises. |
| Late Game | 21–25 | Crownfall Court, elite bosses, long-term rivalry. |
Nerve (Stamina Pool)
Nerve acts as a stamina pool that limits sustained grinding without blocking you from playing. Every character has the same maximum Nerve capacity of 30, regardless of level. Your Nerve pool regenerates automatically over real elapsed time (1 point every 30 minutes, online or offline) and fully refills at 4:00 AM Eastern Time.
Nerve States
| State | Condition | XP | Gold | Rare Drops |
|---|---|---|---|---|
| Steady | 16 to 30 remaining Nerve | 100% | 100% | 100% |
| Frayed | 1 to 15 remaining Nerve | 50% | 50% | 50% |
| Spent | 0 remaining Nerve | 25% | 25% | 25% |
Nerve Costs
- Begin Blackwood Expedition / Crownvault run: 1 Nerve at entry. Each Crownvault floor descent costs another 1 Nerve.
- Combat victory / Disengage / Defeat: 0 additional Nerve. The exploration entry already paid the cost.
- Boss encounters during exploration: The entry cost covers the encounter; the result adds nothing extra.
- When Nerve is Spent, you can still explore and fight normally, but rewards are reduced to 25% until it recovers.
Boss Repeat Protection
Killing the same boss again on the same day yields only 20% XP/Gold and disables all drops entirely.
Items & Equipment
Item Types
| Type | Stackable | Equippable | Notes |
|---|---|---|---|
| Weapon | No | Yes | Has min/max damage and a scaling stat. |
| Armor | No | Yes | Provides stat bonuses (typically Grit). |
| Consumable | Yes (max 99) | No | Healing tonics, bombs, smoke bombs. |
| Material | Yes (max 99) | No | Crafting ingredients and bounty proof items. |
Inventory Limits
- Carried inventory: 30 unequipped stacks maximum. Equipped items do not consume carried inventory slots.
- Tavern storage: 100 stacks maximum. Safe from death.
- Stack size: 99 per stack (consumables, materials, and treasures).
- Multi-Item Transfers: Deposit and withdraw stackable items in custom quantities, or move all items at once using bulk transfer buttons ("Deposit All" / "Withdraw All"). Scroll position is preserved automatically during transfers.
Equipment Requirements
Every carried equipment card shows the level and class or classes required to equip it. These requirements also apply to rare equipment recovered as loot.
Rarity Tiers
Item cards identify rarity with the written tier, a diamond marker, a colored name, and a slim left border. Common uses muted parchment, Uncommon uses poison green, and Rare uses Coven violet, so rarity remains readable without relying on color alone.
| Item Level | Rarity |
|---|---|
| 1–3 | Common |
| 4–7 | Uncommon |
| 8–10 | Rare |
| 11–15 | Epic |
| 16–20 | Relic |
| 21–25 | Crownforged |
Consumables
| Item | Effect | Cost | Combat? |
|---|---|---|---|
| Healing Tonic | +40 HP | 15g | ✓ |
| Healing Tonic+ | +65 HP | 45g · Level 8 | ✓ |
| Healing Tonic++ | +130 HP | 120g · Level 18 | ✓ |
| Mana Tonic | +25 MP | 20g | ✓ |
| Mana Tonic+ | +50 MP | 60g · Level 8 | ✓ |
| Mana Tonic++ | +100 MP | 150g · Level 18 | ✓ |
| Antidote | +20 HP, clears toxins | 25g | ✓ |
| Smoke Bomb | Instant disengage from combat | 30g | ✓ |
| Basic Bomb | 28 damage | 40g | ✓ |
| Blackpowder Bomb | 70 damage | 120g | ✓ |
| Crownfire Bomb | 140 damage | 300g | ✓ |
| Lockpick | Thief tool | 25g | ✗ |
Economy & Gold
How You Earn Gold
| Source | Amount |
|---|---|
| Combat victories | Enemy gold × Nerve × level delta modifiers |
| Bounty turn-ins | 20–150 gold (fixed per bounty) |
| Bank interest | 1% of banked gold per 24 hours (min 1g) |
| Crownvault events | 25 gold (also deals 2 damage to you) |
| Player market sales | Sale price − 5% tax |
| Selling to Healer/Blacksmith | 40% of item's base cost (unequipped gear only, min 1g) |
| Municipal Rat Confirmation | 25 gold (once per daily key, level 3+, if both carried & banked gold < 10) |
| Corpse recovery | Recovering previously lost gold |
How You Spend Gold
| Sink | Cost |
|---|---|
| Blacksmith gear | 50 × level² (weapons), 45 × level² (armor) |
| NPC consumables | 15–300 gold (fixed) |
| Healer clinical treatment | Free (level 1–2), missing HP/MP (1g per 5) & injuries (15g each) (level 3+) |
| Attribute reallocation | 100 gold |
| Class change | 500 gold |
| Name amendment | 75 gold |
| Corpse recovery (Registrar) | 20 + (level × 5) gold, ×2 for Crownvault |
| Death (permanent) | 10% of carried gold destroyed |
| Market tax | 5% of sale price |
City Services
Blacksmith
- Buy weapons and armor (level-gated — you can't buy gear above your level).
- Shop listings are grouped as Available, Requires Higher Level, and Already Owned. Owned items appear last with subdued styling.
- Sell eligible unequipped gear for 40% of its base cost (minimum 1 gold).
- Salvage unwanted unequipped weapons and armor into crafting and progression materials.
- Option to "Buy & Equip" for immediate use.
Healer
- Clinical Restoration: Restores missing HP (1g per 5 HP), missing MP (1g per 5 MP), and cures afflictions (15g each). Free for levels 1–2.
- Sell Supplies: Sell one unit or all carried stacks of the same consumable, material, or treasure to the Healer at 40% of cost. Each button shows the total Gold payment, and supplies are listed alphabetically by name.
Bank
- Deposit/Withdraw gold freely.
- Banked gold is safe from death — you cannot lose it.
- Interest: 1% every 24 hours (minimum 1 gold). Collected manually via button.
Player Market
- List items for sale at your chosen price. Suggested price shown (Blacksmith sell × 1.2).
- Buyers pay full price. Sellers receive price minus 5% tax.
- Listings expire after 24 hours — items return to your storage.
- You can cancel listings to get items back.
Apothecary (NPC Shop)
Located on the Market page. Its canonical inventory includes Healing Tonic and Mana Tonic at level 1, their + tiers at level 8, their ++ tiers at level 18, plus Smoke Bombs and Lockpicks. The server enforces every displayed level requirement. Fungible carried supplies appear as one alphabetically sorted sell option with their combined quantity, even when crafting provenance keeps separate internal records.
Tavern
- Atmosphere & Rumors: Draw from more than 40 mechanical hints and pieces of local gossip covering Crownfall's major activities and destinations.
- Storage: Store items safely (up to 100 stacks). Storage items are never lost on death.
- The Tavern has its own local chat channel.
Office of Corrections
- Respec Stats: Reallocate your point-buy stats for 100 gold.
- Change Class: Switch to a new class for 500 gold. Resets abilities and recalculates HP/MP.
- Amend Name: Change your public character name for 75 gold, subject to the same availability and content rules as character creation.
- Public Record: Successful attribute, class, and name corrections are announced on the Notice Board in the Registrar's customary bureaucratic style.
- Corpse Recovery: Pay the Registrar to retrieve a corpse from anywhere: 20 + (level × 5) gold, doubled for Crownvault. Inflicts a random injury.
Municipal Rat Confirmation (Emergency Work)
- Emergency Payout: Destitute adventurers level 3 and above can perform emergency work for the municipality by counting rats in the City Square.
- Level Requirement: You must be level 3 or higher. Levels 1–2 are covered by Crownfall's newcomer protections (free healing, protected death).
- Gold Eligibility: Available only when both your carried gold and banked gold are strictly below 10 gold.
- Combat Lock: Blocked during active combat sessions.
- Daily Limit: Limited to exactly one claim per game day (resets at 4:00 AM Eastern time rollover).
- Reward: Awards exactly 25 gold added directly to your carried gold.
Exploration & Zones
The game world is a connected graph of locations. Select Location on the dashboard to open the full-screen travel map, or use the local navigation buttons. Major districts use restrained accent colors and background washes as orientation cues, while their written names and descriptions remain the authoritative location indicators.
World Map
City Square ─── Tavern
│
├── Blackwood Gate [Expeditions]
│
└── Streets
├── Arena Lobby ─── Arena Pit
├── Witch Market Alleys (Witch only)
├── Crownfall Graveyard (Necromancer only)
├── Gutter Court (Thief only)
├── Knights Keep (Knight only)
├── Alchemists Sanctum (Alchemist only)
└── Crownvault Gate ─── The Tax Crypts (Level 5+)
Combat Zones
| Zone | Enemy Levels | Boss | Boss Level |
|---|---|---|---|
| Starter (City Square) | 1–5 | — | — |
| Blackwood Forest | 3–8 | The Thing Wearing a Ranger | 6 |
| The Tax Crypts (Crownvault) | 5–11 | The Auditor of Bones | 10 |
| Gallowsmere | 10–15 | The Fen Executor | 15 |
| Red Orchard | 13–18 | The Red Widow of Harvest | 18 |
| Ashmarket | 16–21 | The Saint of Bad Bargains | 21 |
| Hollow Road | 19–24 | The Cart of Last Rides | 24 |
| Crownfall Court | 22–25 | The Uncrowned Thing | 25 |
Blackwood Expedition System
The Blackwood now uses a multi-depth expedition system instead of the old Search/Hunt actions.
Starting an Expedition
- Travel to Blackwood Gate from City Square.
- Click Begin Expedition to spend 1 Nerve and enter the forest.
- If you already have an active expedition, click Resume Expedition instead.
- Closing an expedition combat result returns you directly to the expedition interface.
Expedition Flow
- Choose from three paths. Each path has unique properties that affect encounters, alert gain, retreat difficulty, landmark discovery, and elite spawn rates.
- Paths form a branching network. The routes available after your first choice depend on what you chose — choosing Old Ranger Trail leads to different follow-up paths than choosing Briar Patch.
- If the forest cannot offer three connected routes forward, one or more choices may appear as a Detour — a collapsed side trail that still leads deeper but was not the intended path.
- Some paths favour certain character classes. When your class has an affinity for the current path, class-specific stat challenges become easier.
- Each path advances your depth by 1 and triggers an encounter (combat, clue, obstacle, resource, NPC, or strange).
- During clue, obstacle, strange, and some NPC encounters, choices show the effective stat used and its current value. When the normal and class-specific approaches use the same stat, only the stronger class option is shown. A successful class approach states the exact effect prepared for the next battle, including its strength and duration.
- Passing a stat challenge grants a small Nerve-scaled XP reward immediately. Resource and trade encounters instead provide items or other concrete benefits.
- Hover over a stat-check choice to see a short explanation of the approach that choice represents.
- Newcomer expeditions always culminate in a level-appropriate final combat, where advantages prepared by earlier class choices take effect.
- After resolving an encounter, choose to Push Deeper, Camp, or Retreat.
- After resolving the encounter at your maximum depth, choose Complete Expedition to return safely to the gate with your results.
- Before choosing the first path, use ← Return at the top of the expedition screen. It refunds the entry Nerve and creates no expedition result. After progressing, Abandon Expedition returns you to the gate and destroys pending loot.
Forest Alert
The forest grows more hostile as your Alert meter fills. Higher alert means tougher encounters, elite enemies, camp ambushes, and harder retreats. Alert rises with each action and can be lowered by successfully resolving clues.
Camping
Each expedition grants 1 camp use. Camping recovers HP and MP but may trigger an ambush at high alert levels. Newcomers (Level 1–2) are guaranteed a safe first camp.
Retreat & Loot
- All normal and rare loot collected during the expedition is pending until you retreat successfully and claim it at the gate.
- Retreat success depends on depth, alert, and level. Failed retreats may lose some pending loot or deal damage.
- Death destroys all pending loot.
- Abandoning the expedition destroys all pending loot.
- Claiming the final pending item automatically closes the results panel. Dismiss Results appears only when an expedition ended with no loot to claim.
Forest Knowledge (FK)
Discovering landmarks, solving clues, and defeating elites awards Forest Knowledge (FK), a persistent stat that tracks your experience with the Blackwood. Accumulating FK unlocks structural gameplay benefits:
- 10 FK (Clue Preview): Displays the exact Difficulty Class (DC) next to choices that perform stat checks (e.g., Apply your Wits · DC 10).
- 20 FK (Path Danger Labels): Displays the path's actual danger rating (Low, Medium, High). Below 20 FK, all paths are masked as Danger: Unknown.
- 50 FK (Improved Camp Choices): Unlocks custom camping styles:
- Concealed Camp: Recovers 60% of base camp healing, with half the normal ambush risk.
- Standard Camp: Recovers 100% of base camp healing, with normal ambush risk.
- Comfortable Camp: Recovers 140% of base camp healing, but increases ambush risk by 20% (1.2x).
- 80 FK (Boss Tracking): Displays the numerical forest alert value and current tier. In addition, when Alert reaches 70 or higher, it displays a warning indicating that the boss may intercept the expedition at 85 Alert.
Depth Caps
Your maximum depth depends on your level: Level 1 reaches depth 2, Level 2 reaches depth 3, Level 3–4 reaches depth 4, and Level 5+ reaches the full depth of 5. A full level-1 completion awards 3 XP and 12 Gold, with encounter and combat rewards earned in addition. Blackwood is early-game content: it remains available after level 5, but its XP and Gold become progressively less competitive as you outlevel its enemies.
Morality and Standing
Every character has a persistent Moral Standing reflecting their choices in Blackwood and the Crownvault. Actions of cruelty, greed, theft, or betrayal decrease your morality score, while acts of compassion, honesty, or assistance increase it. Your Moral Standing determines how the world perceives you (ranging from Saintly to Monstrous) and has persistent, character-level narrative consequences that survive completed expeditions and runs. Morality is independent from Heat: Morality reflects choice quality, whereas Heat reflects legal exposure and official notoriety.
- Saintly: Score ≥ 75
- Honorable: Score 30 to 74
- Decent: Score 10 to 29
- Unremarkable: Score -9 to 9
- Self-Serving: Score -10 to -29
- Corrupt: Score -30 to -74
- Monstrous: Score ≤ -75
Difficulty Class (DC) and Checks
Stat checks determine the outcome of risky actions during exploration. You can view an explanation of the audited Difficulty Class mechanics by clicking the focusable (?) information button next to checks. The system resolves all checks with the formula d20 + stat modifier ≥ DC, where stat modifier = (effective stat - 10) // 2 using floor division. Success triggers positive results, while failure can deal damage, raise alert, or alter narrative paths.
Crownvault Dungeon
At Level 5+, enter the persistent 25-floor Crownvault through its Gatehouse. Each five-floor wing has branching rooms, fog of war, hazards, treasures, combat rooms, and a fixed wing boss.
- On wider screens, the Gatehouse divides progression from run results and places its Return control prominently in the header, while every dungeon room keeps its active room and paths beside the floor map and scrollable ledger. Current floor, run progress, Nerve state, Audit Pressure, camp uses, HP, and MP remain together in the dungeon header. Smaller screens stack the main panels into one column.
- Discovered rooms directly connected to your current position can be selected on the floor map to move there. Current, unknown, non-adjacent, locked, and sealed rooms remain non-clickable. Entering an unresolved hostile room blocks its exits until you fight or flee.
- Room actions appear as equal-height buttons in the order Descend, Camp, then Retreat. Camp shows its remaining uses beneath its label, and Retreat shows the number of items it will secure. Moving between rooms, camping, retreating, and Crownvault combat cost no additional Nerve. A new floor costs 1 Nerve but reward multipliers stay locked at whatever your Nerve state was when the run began.
- Every normal floor places a hostile checkpoint somewhere on the route to the stairs, and every floor contains at least one decision event. Decision events display their available choices as equal-size cards and offer concrete tradeoffs rather than a d20 check, including choices involving healing, Gold, Audit Pressure, Unfiled Assets, or a service key. Locked treasure rooms are optional branches. If one exists and you have no key, an earlier A Key Without an Owner event offers a one-use brass service key. Taking or carrying a key reveals and highlights an available sealed treasury on the map, while the header tracks your run-wide key count. Using a key opens one locked room automatically; without one, you may still risk that room's stat check.
- Restorative items (such as Healing Tonics, Mana Tonics, Elixirs, and Restoratives) can be used directly from your carried supplies outside combat during active Crownvault runs and Blackwood expeditions. Items cannot be used if your resource is already full, and combat-only items (such as Smoke Bombs and offensive flasks) remain restricted to active combat.
- Audit Pressure increases during exploration, camping (+2), and combat (+3). Higher pressure tiers active consequences: Under Review (+2 DC, 10% camp penalty, +10% elite chance), Formal Audit (+3 DC, 25% camp penalty, +20% elite chance), Seizure Warning (+4 DC, 35% camp penalty, +35% elite chance), and Final Notice (+5 DC, 50% camp penalty, 100% guaranteed elite enemies). The active pressure level, tier name, current penalty summary, and next tier threshold are visible in the dungeon header status banner.
- When an enemy thief or trickster flees from battle, the encounter resolves cleanly and the dungeon room is marked resolved. You receive 25% partial escape XP (modified by Nerve state and level delta), but no gold or loot. Returning to the room does not create a replacement enemy.
- Camping is available in any room outside active combat and restores base 50% of maximum HP and 50% of maximum MP, reduced by your current Audit Pressure tier penalty (up to 50% reduction at Final Notice). Each camp adds 2 Audit Pressure and consumes one of the run's two camp uses. Camping remains unavailable throughout a run that was started with Spent Nerve.
- Special drops and room treasure remain Unfiled Assets until you retreat or secure a safe exit after defeating a wing boss. Repeat boss victories reward 50% XP (guaranteed to exceed highest regular and miniboss enemy XP in the same wing) and 20% gold.
- After Crownvault combat ends, its victory, defeat, or escape results remain on screen until you choose Continue; active runs then return directly to the resolved dungeon room.
- Characters within a wing's recommended level range receive full XP and Gold from its randomly assigned enemies without weak-enemy penalties. Overleveled characters revisiting an earlier wing still receive normal level-difference reductions. Nerve and repeat-boss modifiers continue to apply.
- At a cleared wing boundary, either secure your assets and complete the run or spend 1 Nerve to continue into the next wing.
- Death moves Unfiled Assets to the Crownvault corpse record for recovery.
- While a run is active, city services, travel, training, Arena, PvP, and unrelated combat are unavailable. Crownvault actions, its bound combat, chat, presence, and logout remain available.
- Boss victories permanently record the boss and unlock the next wing checkpoint. Terminal run history remains at the Gatehouse after results are acknowledged.
Fast Travel
Use the Location button on your dashboard to fast-travel directly to available districts and city services. Expedition interiors such as the Blackwood Forest are entered only through their gate activity.
Death & Consequences
Under Level 3 (Protected)
- 10% of carried gold lost permanently.
- HP set to 50% of max. Teleported to City Square.
- No corpse dropped. All items retained.
Level 3+ (Full Penalties)
- 10% of carried gold lost permanently (destroyed).
- 25% of carried gold placed on your corpse.
- All carried and equipped items placed on your corpse.
- Items in Tavern storage are safe.
- HP set to 50% of max. Teleported to City Square.
Corpse Recovery
| Method | Cost | Injury? | Requirement |
|---|---|---|---|
| On-Site Recovery | Free | No | Travel back to the zone where you died |
| Registrar (Corrections) | 20 + (level × 5) gold (×2 for Crownvault) | Yes (random) | Available from anywhere |
Injuries
Injuries are persistent stat penalties applied when you use the Registrar for corpse recovery. Multiple injuries stack.
| Injury | Effect | Stats Affected |
|---|---|---|
| Shaky Hands | −2 Might, −2 Guile | Might, Guile |
| Grave Chill | −2 Wits | Wits |
| Bruised Ego | −2 Presence | Presence |
| Crownfall Limp | −2 Grit | Grit |
Curing Injuries
Injuries can be treated via Clinical Restoration at the Healer, costing 15 gold per active injury (free for levels 1–2).
PvP & Arena
Arena Duels (Safe)
- 100% safe. No corpse, no gold loss, no item loss.
- Winner receives 50 XP.
- Challenge via the Arena UI or the
/duel <name>command. Recipients can Accept or Decline from the Arena or their dashboard challenge notice.
World PvP (Lethal)
- Available in non-safe zones only.
- Loser drops a full corpse (gold + all carried items). 10% gold permanently lost.
- Initiator gains Heat and Threat.
Brackets
You can only challenge players within a +/- 3 level range of your current level.
New Player Protection
Characters under level 3 with PvP protection enabled cannot be challenged. Protection is permanently disabled for both players once a challenge is accepted.
Safe Locations
PvP is blocked in: City Square, Tavern, Bank, Healer, Office of Corrections, Market, Arena Lobby, and the Blacksmith.
Crafting
Each class has a workshop at its restricted class location. Travel there and select Enter Workshop to craft class goods, refine compatible materials, apply a charged combat preparation, or complete the location's once-daily job.
On wider screens, workshop panels are arranged in two columns; on smaller screens, they stack into one column. Use ← RETURN at the top to return to your district.
Alchemists craft their eleven established consumable recipes at the Alchemists Sanctum; the recipe ingredients have not changed. The other class workshops offer their own basic recipes. Advanced recipes and trials are not yet available, even when the chamber's level and Class Identity requirements are met.
Workshop Rules
- Only the matching class can enter a class workshop.
- Crafting and preparations consume carried, unequipped ingredients.
- Replacing a preparation discards all of its remaining charges.
- Death removes one quarter of remaining preparation charges, rounded up; corpse recovery does not restore them.
- Crafted provenance follows items through market sales and corpse recovery.
| Recipe | Ingredients |
|---|---|
| Healing Tonic | 2× Reagent Bundle |
| Mana Tonic | 1× Reagent Bundle + 1× Witch Candle |
| Antidote | 1× Reagent Bundle + 1× Grave Salt |
| Basic Bomb | 2× Reagent Bundle + 1× Grave Salt |
| Smoke Bomb | 1× Reagent Bundle + 1× Witch Candle |
| Healing Tonic+ | 2× Ledger Scrap + 1× Reagent Bundle |
| Mana Tonic+ | 2× Registrar Ink + 1× Witch Candle |
| Healing Tonic++ | 2× Probate Decree + 1× Grave Salt |
| Mana Tonic++ | 2× Debt Ledger Page + 1× Sovereign Wax |
| Blackpowder Bomb | 2× Tax Seal + 1× Erased Parchment |
| Crownfire Bomb | 2× Arrears Notice + 1× Final Judgment Scroll + 1× Royal Decree |
Material Sources
| Material | Source |
|---|---|
| Reagent Bundle | Enemy drops, Blackwood exploration |
| Grave Salt | Blackwood exploration |
| Witch Candle | Blackwood exploration |
| Ledger Scrap / Tax Seal | Crownvault Wing I (The Tax Crypts) |
| Erased Parchment / Registrar Ink | Crownvault Wing II (The Dead Registry) |
| Probate Decree / Contested Will | Crownvault Wing III (The Probate Labyrinth) |
| Arrears Notice / Debt Ledger Page | Crownvault Wing IV (The Vaults of Arrears) |
| Royal Decree / Sovereign Wax / Final Judgment Scroll | Crownvault Wing V (The Crown's Final Accounts) |
Bounties
Turn in proof-of-kill items at the Market for gold rewards. Requires the matching material item in your inventory; contracts you cannot currently claim have disabled Claim buttons.
| Bounty | Proof Item | Reward |
|---|---|---|
| Clear Mud Goblins | Goblin Ear | 30g |
| Harvest Thorn Imp Horns | Imp Horn | 35g |
| Hunt Tax Crows | Crow Feather | 20g |
| Purge The Ranger Thing | Ranger Shreds | 150g |
Chat & Social
Chat Channels
- Global: Visible to all players (when not at the Tavern).
- Tavern: Only visible to players at the Tavern.
- Messages appear in Local Chat immediately after they are submitted; the panel also checks periodically for messages from other players.
Slash Commands
| Command | Effect |
|---|---|
| /help | Lists available commands. |
| /who | Lists active characters. |
| /whisper <player> <msg> | Send a private message visible only to you and the recipient. A confirmation appears after successful delivery. |
| /duel <player> | Issue a PvP challenge in the Arena or an unsafe location. Town safe-zone rules match the Challenge button. |
| /hex <player> | Cast a hex (unsafe zones only, generates Heat/Threat). |
News Feed
The dashboard shows recent game news — player deaths, PvP and Arena victories, boss kills, bounty completions, corpse recoveries, rare loot, and system announcements. Automatic notices vary their wording while always stating the relevant names, locations, rewards, losses, or recovered belongings.
Who's Online
The dashboard shows players who have been active in the last 5 minutes. The global navigation also displays a broader Players Online count for players active within the last 15 minutes.
Tips & Advice
- Bank early, bank often. Carried gold is lost on death. Banked gold is safe and earns interest.
- Salvage unwanted gear. Break down off-class or low-level gear at the Blacksmith to get materials.
- Watch your Nerve. If it runs low or becomes spent, your rewards are reduced, but you can keep exploring and fighting.
- Store valuable items. Items in Tavern storage survive death. Keep backup gear there.
- Use the Defend action when you're low on HP and waiting for an opportunity to heal or disengage.
- Carry Smoke Bombs. They guarantee escape from combat — useful when outmatched.
- Sell supplies at the Healer. Consumables, materials, and treasures can be sold at the Healer for 40% of their value.
- Alchemists should gather materials. Crafting potions and bombs is cheaper than buying them.
- Don't fight enemies too far below your level. Rewards are drastically reduced when the level gap is large.
- Retry an expired form. If a page remains open long enough for its security token to expire, the game rejects that submission safely, refreshes the token, and returns you to retry the action.