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.
- 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
Use Settings in the top bar to change your 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 password.
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.
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) |
Stats & Point-Buy
Five Core Stats
| Stat | Effect | Primary For |
|---|---|---|
| Might | Scales Knight physical damage | Knight |
| Guile | Scales Thief damage, flee 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). |
| Flee | Free | Escape attempt. Base 60% success, +5% per Guile above 10. 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% flee 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 1). Unarmed: 1–2 damage.
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.
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.
Additionally, successful PvE victories restore 5% of your maximum MP (with a minimum of 1 MP). This MP recovery does not apply to fleeing, 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; 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). Some physical abilities use your equipped weapon's damage and fall back to unarmed damage if the weapon is missing. 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 and dazes the enemy for 1 action, interrupting or reducing their next heavy attack. |
| Brace for Consequences | 5 | 5 | Applies a protective shield based on Grit and grants additional damage reduction for the next incoming attack. |
| Challenge Accepted | 7 | 4 | Deals 120% weapon damage and marks the enemy, causing them to take +15% damage from you but deal +10% damage to you for 2 turns. |
| 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 Wits-scaled spell damage (60% value) and applies Curse for 2 enemy actions (reduces their damage output by 15%). |
| Mirror Curse | 5 | 6 | Reflects 35% of post-mitigation damage from the next incoming attack back to the attacker. |
| Bad Luck, Specifically | 7 | 5 | Applies severe accuracy reduction for 2 enemy actions. If their attack fails, they have a chance to harm themselves. |
| 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 applies Exposed for 2 turns (causes the next Thief damaging action to deal +25% damage). |
| Exit, Poorly Witnessed | 5 | 5 | Grants +40% dodge chance and +30% flee chance until your next turn. Restores 2 MP if you successfully dodge an attack. |
| 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 light initial spell damage (40% value) and applies a damage-over-time decay effect for 3 enemy actions. |
| 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 shield based on Wits and Grit. If the shield is broken by damage, you 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 a chance to trigger a minor poison, reduce enemy armor, or deal extra damage. |
| Unlicensed Chemistry | 2 | 4 | Deals direct acid damage (110% Wits value) and applies Corroded for 2 enemy actions (reducing enemy defense). |
| Emergency Tonic | 5 | 5 | Heals yourself based on Wits, but inflicts a minor accuracy reduction for 1 turn. |
| Field Test | 7 | 4 | Applies a random beneficial mutation lasting 2 turns (+damage, +evasion, +defense, or +MP recovery). |
| Perfect Prototype | 10 | 8 | Deals 200% spell damage and applies a guaranteed secondary status effect (Poison, Blind, or Corroded). |
Ability Damage Tiers
| Unlock Level | Damage Multiplier |
|---|---|
| Level 1 | 1.0× |
| Level 2–4 | 1.2× |
| Level 5–6 | 1.5× |
| Level 7–9 | 1.8× |
| Level 10+ | 2.2× |
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
- Search the Blackwood / Crownvault: 1 Nerve per search, paid when you click the button.
- Hunt for Enemies: 1 Nerve, paid when you click the button.
- Combat victory / Flee / Defeat: 0 additional Nerve. The search or hunt already paid the cost.
- Boss encounters via Search: 1 Nerve total. The search paid; the boss 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 stacks maximum.
- Tavern storage: 100 stacks maximum. Safe from death.
- Stack size: 99 per stack (consumables and materials).
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 | ✓ |
| Strong Healing Tonic | +65 HP | 45g | ✓ |
| Grand Healing Tonic | +130 HP | 120g | ✓ |
| Mana Tonic | +25 MP | 20g | ✓ |
| Strong Mana Tonic | +50 MP | 60g | ✓ |
| Grand Mana Tonic | +100 MP | 150g | ✓ |
| Antidote | +20 HP, clears toxins | 25g | ✓ |
| Smoke Bomb | Instant flee 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 | Flat 50% 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+) |
| Stat/Class respec | 100g → 250g → 500g → 1,000g (escalating) |
| 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 a flat 50% 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 consumables and materials to the Healer at 50% of cost. 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. Sells Healing Tonics (15g), Mana Tonics (20g), Smoke Bombs (30g), and Lockpicks (25g) at fixed prices.
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. Cost escalates: 100g → 250g → 500g → 1,000g.
- Change Class: Switch to a new class (same escalating cost, shares the counter). Resets abilities and recalculates HP/MP.
- 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 ─── Blackwood Forest
│
└── 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 Exploration Events
When you "Search the Woods" in Blackwood, 1 Nerve is spent and one of these happens (weighted random):
- Combat (2/7 chance): Random enemy encounter.
- Shrine (1/7): Full HP/MP restore.
- Witch's Hut (1/7): Buy a Healing Tonic for 5 gold.
- Resource Find (1/7): A random crafting material.
- Nothing (2/7): Atmospheric flavor text.
- At Level 5+, there's a 25% chance any event is replaced by the boss.
Search cannot produce more than three non-combat events in a row; the next search is guaranteed to start an encounter.
Hunt for Enemies also costs 1 Nerve and always starts combat with a random Blackwood enemy. No additional Nerve is charged when you win, flee, or die.
Crownvault Exploration Events
Requires Level 5+. Events:
- Combat (2/6): Random Crownvault enemy.
- Sealed Ledger (1/6): Find a valuable Sealed Ledger item.
- Complaining Gold (1/6): Gain 25 gold, take 2 damage.
- Dusty Clerk (1/6): Find a Mana Tonic.
- Skeleton (1/6): Flavor text.
- At Level 8+, there's a 15% chance to face the Auditor of Bones boss.
Fast Travel
Use the Location button on your dashboard to fast-travel directly to any zone or city service, bypassing the normal connection graph.
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.
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
Alchemist class only. Craft consumables from gathered materials via your Inventory.
| 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 |
Material Sources
| Material | Source |
|---|---|
| Reagent Bundle | Enemy drops, Blackwood exploration |
| Grave Salt | Blackwood exploration |
| Witch Candle | Blackwood exploration |
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.
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. |
| /duel <player> | Issue a PvP challenge to a character at your current location. |
| /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 flee.
- Carry Smoke Bombs. They guarantee escape from combat — useful when outmatched.
- Sell materials at the Healer. Consumables and materials can be sold at the Healer for 50% 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 and returns you to refresh the action.