Z O R B U S
”You only live once, or so it seems. One life for yourself, or one for your dreams.”
"Ain't it fun when you know that you're gonna die young?"
Homepage
www.zorbus.net
Mail
Contents
Introduction..........................................................2
Credits.............................................................................3
Thanks............................................................................4
Feedback.........................................................................4
Saving and loading.........................................................5
Obituaries........................................................................5
Online leaderboard.........................................................5
Tournaments...................................................................5
Menus, settings, keybindings...............................6
Keyboard vs mouse vs controller...................................6
Menus.............................................................................6
Game menu.....................................................................6
Settings...........................................................................6
Fonts...............................................................................6
Keybindings....................................................................7
Fullscreen / Maximize screen.........................................7
Screenshots / Mapshots..................................................7
Help / Tutorial.................................................................7
Tiles / ASCII...................................................................8
Sound effects..................................................................8
Character..............................................................9
The rule system...............................................................9
Dice notation...................................................................9
Character sheet...............................................................9
Abilities........................................................................10
Ability checks.........................................................10
Body........................................................................11
Motion.....................................................................11
Mind........................................................................12
Spirit........................................................................12
Spirited learner........................................................12
Health............................................................................13
Stamina.........................................................................13
Experience....................................................................14
Skills.............................................................................15
Skill checks.............................................................15
Disable....................................................................16
Dodge......................................................................16
Magic......................................................................16
Melee.......................................................................17
Ranged....................................................................17
Search......................................................................17
Stealth.....................................................................18
Talents...........................................................................19
Combat talents........................................................20
Spell talents.............................................................24
Boost talents............................................................32
Utility talents...........................................................34
Resistances....................................................................38
Movement.....................................................................39
Action queue.................................................................39
Playable races...............................................................40
Gameplay...........................................................44
Stonesense....................................................................45
Friend or foe.................................................................45
Other markers....................................................45
Creature names and challenge rating................45
Log....................................................................45
Moving around..................................................46
Examine mode...................................................46
Bump actions.....................................................47
Autopilot / Level map.......................................48
Autoexplore to nearest unexplored location......49
Autopilot to next unlooted container.................49
Autopilot to next undisabled trap......................49
Map points.........................................................50
Blocking areas from autopilot...........................50
Automated blocked areas..................................50
Searching...........................................................51
Finding secret doors with autoexplore.........51
Resting...............................................................51
Disabling and setting traps................................52
Yelling...............................................................52
Shoot / reach / throw attacks.............................53
Using talents......................................................53
Marked creatures...............................................53
Getting items from the ground..........................54
Loot items from level........................................54
Items on ground.................................................54
Automatic item pick up.....................................54
Inventory...................................................55
All inventory commands...................................57
Reading books...................................................58
Quickslots..........................................................58
Combat......................................................59
Switching between weapon sets........................60
Melee attacks.....................................................60
Autoattack.........................................................60
Shoot / reach / throw attacks.............................61
Marked creatures...............................................61
Switching ammunition......................................61
Autoammo.........................................................61
Automatic weapon / ammunition equip............61
Weapon properties.............................................62
Weapon / shield statistics..................................63
Attack vs defense..............................................64
Damage..............................................................65
Critical hits........................................................65
Weapon set examples........................................66
Companions..............................................68
Recruiting creatures...........................................68
Taming animals.................................................68
Equipping companions......................................69
Commanding companions.................................70
Companion tactics.............................................72
Companion options...........................................72
Gameplay tips...........................................73
Scoring......................................................81
Uniques (spoilers).............................................82
Endgame (spoilers)...................................83
1
Introduction
A TRADITIONAL ROGUELIKE
Zorbus is a fantasy-themed, tile-based, turn-based, traditional roguelike game. Your goal is to delve
deep into a dungeon, find a portal to a mythical place called the Zorbus, where a mere mortal can
ascend to demigodhood. You can recruit other creatures along the way so you don’t have to
adventure alone.
Being a roguelike game, Zorbus creates the dungeon randomly so that every played game is slightly
different. The game uses permadeath, meaning that when a character dies, it really is permanent,
and the player must begin a new game. You can save the game, but the save file is deleted when
loaded. Zorbus does not have item identification or a hunger mechanic.
A LIVING DUNGEON
Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns,
adventures and lore.
The game tries to create a dungeon which feels alive, eventful, and rich in content. Something more
than just empty rooms and corridors. Diversely shaped levels with themed content (throne rooms,
prisons, hidden treasure caches, etc.) with good connectivity between the areas.
The dungeon denizens act intelligently, fight each other, flee when threatened, and try to gather their
friends to overcome a threat. Most creatures can use items, and can also pick them up from the
dungeon floor. Creatures are not silent either, but comment on things with speech bubbles.
The dungeon has dynamic lighting. There are light sources as dungeon furniture and in the hands of
creatures, and these both can be lit and unlit. Some creatures have darkvision. Creatures react to
light and sound.
RPG RULE SYSTEM
The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of
Dungeons & Dragons. Zorbus has races and experience levels but no character classes. On each
level up, you point buy skills and talents (mostly combat maneuvers and spells).
2
Credits
Game design and programming by [email protected].
BASS audio library by Un4seen developments.
Field of view algorithm by Adam Milazzo.
Idea for the dungeon building algorithm from an article by Mike Anderson.
Idea for the emotion / AI system from an article by Björn Bergström.
Lore books (Against the Giants, Blood War vol. II & III, Journal of an Astraloth Pathfinder,
Manual of the Planes, Saga of Svartr Aska) and lore suggestions by Helical Nightmares.
CREDITS FOR GRAPHICS
Tile graphics are from tilesets from various authors:
David E. Gervais, Henk Brouwer, Denzi, Alex Korol, Edger, Wan-ichi, So-Miya, Haruko Numata, Tatsuya, Kelly
Youngblood, Paul Pliska, John Harris, Dainokata, Zmy, M. Itakura, Pixelhack, Nevanda
Part of the graphic tiles used in this game is the public domain roguelike tileset "RLTiles":
http://rltiles.sf.net/.
I’ve created several tiles myself mostly by modifying existing ones.
I’m using icons from game-icons.net as symbols on the dungeon floors.
Ingame and manual art by Zyalin and Tony Forsman.
Old book image (”Old Blank Journal”) by goRillA-iNK / DeviantArt.
CREDITS FOR MUSIC & SOUND EFFECTS
Music and sound effects are mostly from opengameart.org, freesound.org, audiojungle.net, and
zapsplat.com by following people (I’m probably missing many):
adam-n, agaxly, alan mckinney, aldenroth, alineaudio, allen grey, ameangelofsin, artisticdude, audio alchemist,
bananaboatman33, biawinter, bolkmar, brand name audio, bsperan, cacti225, chairpepper, columbia23, cormi,
cylon8472, daalvinz, daxter31, dheming, drminky, drkvixn91, evil mind, funzerker, gabor-toro, georgisound, ghetty,
grubzyy, isteak, jaggedstone, jonrmohr, kamara creations, kenney, kinoton, kragdigital, litruv, littlerobotsoundfactory,
lucafrancini, lucasduff, madamvicious, martysonic, mattiagreyfox, mattyharm, melvinjaepel, miguetelo,
montblanccandies, mountain audio, mricken1, nanakisan, niittymaa, ohnobones, olivier girardot, onderwish,
osiruswaltz, peter gunder, phlair, prosoundfx, reitanna, robinhood76, scott lawlor, silverillusionist, skyclad sound,
smartsoundfx, sonic-boom, soundmorph, spookymodem, stephensaldanha, stormwave audio, suburbanwizard, sulainar,
syna-max, theuncertainman, toiletrolltube, vigilante audio, vlatkoblazek, whizzkid productions, wintuh, worldmaxter,
yurel, zagi2
Parts of songs whistled by Schmelz Berger are included.
3
Thanks
Big thanks for contributions, bug reports, suggestions, and promoting:
Adam Skinner, Aemar, Aoemica, Aeth, Another Dying / Jay, Anselmus, Bekhter, Benighted Alizar, Big Simple, Blind,
Boomaye, Cadex Emu, Casey, Claudio, Combatereak, Cookedpoo, Cowslanlr, Darth Canoli, David Mortin, DaviddesJ,
Decay, Del_Duio2, DirkB96, DJ Brian, Dr. Incompetent, Dynast, Elephantman, Emergent Mage, Estelle, Faeren,
Felipepepe, Fieri the Merry, FlyinJ, Freiling, FrigidRock, General_Jah, Getter77, Grey Lensman, Helical Nightmares,
Henrique_FB. Herr Harold, Horse, Horthas, Horvatii, Hover_Puppy, iC0n Gaming, InfuriatedBrute, Isen, JustV, Kazzy,
Kritical02, KurzedMetal, Kyzrati, Lagi, Lemon10, Lights, Lobotomist, Masterox, Maximum Break / Gidon, Mkok,
Morphix_314, Mr. Delightful, MTF, Namsan, Nazguth, Nookrium, Nopenope, OldMan, Paulius, Pieter Kirkham,
Pieceoftheuniverse, Pulshach, Random595, Rascal07, Renan, Robsoie, RPG Crawler, Shard1697, SleepyNarwhalz,
Smoke.b, Space Hamster Family, SplatterCat, Spathi, Styx_45, Suejak, Synth, Szary, The Gamers Hotspot, The Red
Knight, Tempe, Theo, Tone, Tony Forsman, Troubler, TT5074, Val_kryst, Vehementi, Vulkn, Vulpy, Wade the Scrapper,
WindshieldViper, YARD, Zero, ZeroAffex, Zhuo, ZLogic, ZXC, Zyalin
Feedback
Bug reports, suggestions, and other feedback can be mailed to [email protected].
When you send feedback, please mention the release number (seen in the main menu). If you report
a bug or other technical issue, also mention the operating system you are using.
If the game crashes, the game tries to save the state, and creates a crash report into the Crash”-
folder.
Screenshots ([F12]) or mapshots ([CTRL] + [F12]) might help when you report a bug.
4
Saving and loading
You can save your progress from the game menu which can be opened by pressing [ESC] in the
normal game view. This also quits the game.
A game can be continued by loading the game from the main menu. When you load a game, the
save file is also deleted!
Backing up save files is cheating!
Obituaries
An obituary is a text file reporting characters stats and milestone moments, created after a win or
death into the Obituary”-folder. Obituaries are not created by default, but this can be changed from
the settings. An obituary is always created if you win the game.
An obituary file named "Last character.txt" is always created, but overwritten when the next
character wins or dies. An obituary file named "Best character.txt" is created if the characters score
or experience points are higher than the points of any previous character.
Online leaderboard
Obituaries are automatically uploaded to the online leaderboard by default. This can be disabled
from the settings.
Character information after death is sent if the characters experience level is at least 3, and score or
experience points are higher than the points of any previous character. Characters that reach the
endgame are always sent.
The leaderboard is not updated in realtime.
The leaderboard can be accessed from the main menu, from the game’s homepage, or going directly
to wins.zorbus.net.
Tournaments
If there’s an active tournament running, you will see it as an option when you start a new game.
During a tournament, the main menu of the game also has a Tournament rules & leaderboard
button.
Saving the game is disabled in tournament mode. You have to play the game in one run, but it's ok
to just leave the game running, and continue later. The game clock pauses in the game menu or after
there is no user activity for 30 seconds.
Some of the character archetypes, playable races, or talents might be not available in tournament
games. You can also not create a fully random character.
5
Menus, settings, keybindings
Keyboard vs mouse vs controller
The game is meant to be played with the keyboard, but you can use the mouse for most of the stuff
as well. Using the mouse is probably most useful when first learning the game, as you can hover
over things to get tooltips.
You can also play the game with a game controller. The default controls are set for the Microsoft
Xbox Controller. Controller needs to be enabled from the settings.
Menus
Menu selector can be moved, and numerical values can be adjusted with [ARROW KEYS] or the
movement keys. Press [ENTER] to select the highlighted item. Press [TAB] to jump to the next
divided section of the menu.
Game menu
Pressing [ESC] in the game view opens the game menu where you can adjust settings and
keybindings, open the manual, save the game and quit.
Game menu can be entered with a controller by pressing [VIEW], then [MENU].
Settings
The settings menu can be accessed from the main menu and game menu. You can filter items in the
settings menu by writing a keyword.
Fonts
You can change the game font from the settings.
Some fonts to try out:
Asul: https://fonts.google.com/specimen/Asul
Try with font height 16, row height factor 110. Adjust interface zoom as wanted.
Convergence: https://fonts.google.com/specimen/Convergence
Try with font height 15, row height factor 110. Adjust interface zoom as wanted.
6
Keybindings
Most of the keybindings mentioned in this manual can be changed from the keybindings settings
which can be started from the main / game menu. You can set two different keybindings per action.
List (inventory, quickslots, talents) or menu keybindings can not be changed.
In the keybindings menu there are presets for default, WASD-, VI-, and DCSS-keybindings.
You can filter items in the keybindings menu by writing a keyword.
Press [DEL] on a keybinding to remove it.
Press [CTRL] + [H] to display current keybindings on a keyboard image. On this screen press a
binded key (on your keyboard) to see a longer decription of the command. Press [SHIFT], [ALT] or
[CTRL] to show bindings that require one of those of keys to be pressed.
Fullscreen / Maximize screen
Press [ALT] + [ENTER] to switch between windowed and fullscreen modes.
Press [ALT] + [BACKSPACE] to switch between maximized and minimized game screen.
Screenshots / Mapshots
By pressing [F12] you can take screenshots which are saved to the ”Screenshot”-folder.
[CTRL] + [F12] saves the dungeon map as a picture to the ”Screenshot”-folder.
If you win the game, a screenshot is automatically created.
Help / Tutorial
Press [H] to display current keybindings on a keyboard image. On this screen press a binded key
(on your keyboard) to see a longer decription of the command. Press [SHIFT], [ALT] or [CTRL] to
show bindings that require one of those of keys to be pressed.
The keyboard help can be opened from the main game view and from the keybindings screen.
If you open the keyboard help from the main game view, you can press [H] again to open the
tutorial.
Controller help screen can be opened from the game menu when you open it with a controller.
The tutorial can be opened from the game menu, or by pressing [H] twice from the main game view.
7
Tiles / ASCII
You can toggle between tile graphics and ASCII glyphs with [HOME].
ASCII glyphs are drawn with a system installed truetype font which can be changed from the
settings.
Some fonts to try out:
Ubuntu: https://design.ubuntu.com/font
IBM Plex Mono: https://fonts.google.com/specimen/IBM+Plex+Mono
C64 Pro: https://style64.org/c64-truetype
Sound effects
You can mute / unmute the sound effects with [END]. Volume levels and other sound related
options can be configured from the settings.
8
Character
The rule system
The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of
Dungeons & Dragons. Zorbus has races and experience levels but no character classes. On each
level up, you point buy skills and talents (mostly combat maneuvers and spells).
Dice notation
The game uses tabletop RPG dice notation to represent numeric ranges for weapon damage, effect
amounts, duration, and many other things. If you are not familiar with it, and want to know more,
check this Wikipedia article: https://en.wikipedia.org/wiki/Dice_notation.
Character sheet
Pressing [C] in the main game view or during level up opens the character sheet. The ability-, skill-
and resistance-values are your current values with all modifiers from equipment and temporary
effects active.
Press movement keys up / down to switch between companions. Movement keys left / right switch
between abilities / skills / resistances and talents / equipment screens.
9
Abilities
Your basic character is measured by four abilities, two physical (Body, Motion), and two mental
(Mind, Spirit).
An ability modifier is calculated from each ability. These are modifiers to your Health, Stamina and
skills. Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16:
+3, and so on).
Ability scores can be permanently increased by selecting ability boosting talents at level ups, by
drinking elixirs, and from interacting with thrones and wells.
Ability checks
Following situations require an ability check (automatically handled by the game):
Body-check when trying to force a furniture (doors, chests) open.
Body-check when trying to move through a restraining map effect (web, slime).
Mind-check when trying to use magic devices (scrolls, wands, etc.).
The formula for an ability check is:
d20 + ability modifier
vs
difficulty
If the result is equal or higher than the difficulty then the ability check was successful.
10
Body
Body describes your physical strength and fitness.
Your Health-points are modified with Body: for each level of the character, the characters Body-
modifier is added.
When you make a melee attack, your Body-modifier is added to the damage. If you wield a weapon
two-handed, 1.5 x Body-modifier is added. With thrown weapons, 0.5 x Body-modifier is added.
Note that while damage made in combat is modified by Body, the combat skills Melee and Ranged
are modified with Motion. Most warriors need both to survive.
Body determines how much you can carry. Items like heavy armor may have Body-requirements.
Motion
Motion describes your speed, dexterity, agility, reflexes, and balance.
The higher your Motion-ability is, the faster you act: things take less time to do.
Key-ability in following skills: Disable, Dodge, Melee, Ranged, Stealth
Max Motion: Some armors might restrict your movement. This is listed as Max Motion in the item’s
description. Max Motion is the maximum Motion you can have with the armor equipped.
Load Motion modifier: a negative modifer to Motion if you are carrying too much stuff.
11
Mind
Mind describes your intelligence, reasoning, learning, memory, and observing.
With high Mind-ability you learn quickly: you gain more skill points and learn talents more often
when you reach a new experience level. Mind of at least 6 is needed to be able to read books and
scrolls.
Key-ability in following skills: Magic, Search
Spirit
Spirit describes your willpower, might, self-control, and charisma.
Your Stamina-points are modified with Spirit: for each level of the character, the characters Spirit-
modifier is added.
Using talents consume Stamina.
You can have max Spirit-modifier (calculated from the base, unadjusted Spirit-value) + 1 recruits at
a time (minimum is 1 even if Spirit-modifier is negative). Clones and constructs (golems, statues)
are not counted as real recruits. High Spirit-value helps to control animated and summoned
creatures, and also helps to succeed in animal taming.
Spirit is used when checked whether you can overcome someone in a battle of wills.
When casting spells, a positive Spirit-modifier helps to overcome skill check penalties from being
surrounded by adjacent hostile creatures. A negative modifier further increases the penalties.
Spirit-modifier from the base ability value adjusts item prices in shops (+-10% per modifier, max +-
30%).
Spirited learner
Spirited Learner is a talent that can be chosen only on the 1st experience level and only during
ability adjustment. It costs 1 talent point.
You might not be the smartest but you sure are spirited. You learn new things by hard work and
sheer determination. With this talent, Spirit-ability is used for skill and talent point progression
instead of Mind.
Note that even with this talent, Magic- and Search -skills still retain Mind as their key ability, and
all spell talents have a Mind requirement. Mind of at least 6 is needed to be able to read.
12
Health
When Health goes down to zero, your character dies. A random amount of Health is gained through
level ups. For each level of the character, the characters Body-modifier is added. If a characters
Body-modifier changes permanently or temporarily, Health-points are recalculated.
Health is regained automatically, but not when fighting or using talents, unless you have some
means of Health regeneration. Potion of Healing restores Health.
The game has a low Health warning popup dialog that blocks all commands. The dialog is visible
for the configured duration or until closed with [ESC], [SPACE], [ENTER], or left mouse click. The
dialog can be configured from the settings.
You can disable the dialog when it’s visible with [DEL] or [CTRL] + [W]. You can disable or re-
enable the dialog with [CTRL] + [W] in normal game mode.
There are also options for flashing the Health bar and / or the UI frame when at low Health or
poisoned.
Stamina
Using talents consume Stamina. A random amount of Stamina is gained through level ups. For each
level of the character, the characters Spirit-modifier is added. If a characters Spirit-modifier
changes permanently or temporarily, Stamina-points are recalculated.
Stamina is regained automatically, but not when fighting or using talents, unless you have some
means of Stamina regeneration. Potion of Endurance restores Stamina.
13
Experience
You get experience from completely exploring the dungeon level, defeating monsters, finding secret
doors, finding and disabling traps. After gaining enough experience points, you gain an experience
level.
From defeating creatures you will get experience points depending on how much damage you did to
the creature compared to its full Health. If you defeat it completely by yourself, you will get the full
amount of experience. If someone else finishes a creature that you have previously damaged, you
will get part of the experience, even if the creature is not currently seen on the screen. A log entry is
made if a creature dies outside of your view (”x dies elsewhere. (n XP)”).
You will get 50% of the experience points based on damage that your companions have made,
including animated, summoned, and charmed creatures. You will get 100% if you have the Team
Spirit talent.
You will get 25% of the experience points based on damage made by your companions’ followers,
mostly animated or summoned creatures. You will get 50% if you have the Team Spirit talent.
You don’t get experience points from animated or summoned creatures that have a blue Health bar.
These creatures area animated or summoned by other creatures, or created by some other source
after the initial level generation.
You don’t get experience points from locks or traps disabled by a companion.
14
Skills
Skills are automatically used according to the situation. Descriptions of skills can be seen when
creating or leveling a character. You can also see a list of all skills and their descriptions from the
Zorbupedia which can be accessed during character creation, level up, and from the game menu.
When you reach a new experience level you get skill points that you can divide as you wish, or save
for later level ups. Skill points can only be used on level ups.
Raising a skill by one rank costs skill points equal of the new rank. E.g. it costs 4 points to raise
your Melee-skill from 3 to 4.
Maximum rank of a skill is your current level + the key-ability modifier. Modifiers from your
characters race might however initially set a skill above the maximum rank.
Skill checks
Many actions in the game require a skill check (automatically handled by the game).
Examples where skill checks are used:
combat (Dodge, Melee, Ranged), picking a lock (Disable), casting a spell (Magic)
A skill total value is calculated (can be seen on the character sheet):
skill total = skill base + key-ability modifier + equipment modifiers + temporary modifiers
The formula for a skill check is:
d20 + skill total
vs
difficulty
If the result is equal or higher than the difficulty then the skill check was successful.
15
Disable
Disable is used for disabling locks and traps. It is also used when setting up traps with trapkits.
If no hostile creatures are seen, you are trying to disable at your full skill level. There is no need to
repeatedly try to disable something if your skill level hasn't improved even temporarily. If there are
hostiles nearby, disabling is done with negative modifiers.
Disabling is hard in poor light, even if you have darkvision, so it's best to keep your lantern on
when using this skill.
Key-ability: Motion
Dodge
Dodge is used for avoiding damage from melee attacks, ranged attacks, spells, and traps. Dodge is
also used when a creature tries to move past other creature (swapping places with it).
If your Dodge-skill is higher than your Melee-skill, you try to dodge attacks instead of trying to
parry them. If you don't have a melee-item or a shield equipped, Dodge is always used to determine
if you can avoid an attack.
If you plan to emphasize melee combat then skill points are better spent in the Melee-skill.
If you plan to use ranged weapons even in close combat then Dodge-skill will be of use when
avoiding attacks.
Key-ability: Motion
Magic
Magic is used for casting arcane spells. Spell-talents have Magic-skill requirements. You need at
least 2 points in Magic to be able to select spells as talents.
When using the Magic-skill, every adjacent hostile creature increases the skill check difficulty by 1.
A positive Spirit-modifier decreases the difficulty by one creature per modifier point. A negative
Spirit-modifier further increases the difficulty by the modifier amount.
Key-ability: Mind
16
Melee
Melee is used for melee attacks made with weapons.
Note that while damage made in combat is modified by the Body-ability, the key ability for the
Melee-skill is Motion.
Key-ability: Motion
Ranged
Ranged is used for ranged combat, shooting and throwing projectiles.
Key-ability: Motion
Search
The dungeon is filled with secret doors and traps. Search-skill is used to detect these. Search-skill is
also used in perception checks to detect creatures hiding in darkness.
There is no dedicated search-command, you automatically search around you in 2 step radius when
you move or rest. If there are no hostile creatures seen, Search-skill operates at full level so there is
no need to repeatedly try to detect something. If there are hostiles nearby, searching is done with
negative modifiers.
Secret doors and traps get more difficult to detect as you get deeper into the dungeon. Most of the
best treasure is either in the hands of powerful creatures or hidden in secret caches. Putting some
skill points to Search-skill is recommended.
There is no need to manually walk around the dungeon to search for remaining hidden areas. Once
autoexplore no longer finds anything to explore, it will check if your Search-skill is high enough to
detect any of the possibly existing secret doors on the map. If something is found, autoexplore
autopilots you to the found secret door. You may want to boost your Search-skill with items,
potions, or talents, even temporarily, for better results.
Key-ability: Mind
17
Stealth
Stealth is used for determining how silently and unseen a creature can act.
Moving, opening a door, fighting, and almost every other action causes noise that may attract
nearby creatures. Stealth-skill is used to check how silently these actions are performed.
Stealth can also be used for hiding in dark areas, preferably near corners, or among plants and fungi.
Hiding is ruined if some lightsource casts light to these map tiles so no lightsource can be equipped.
After an attack made from a neighboring tile, an unseen attacker is always marked visible to the
defender. For attacks made from distant tiles, a Search vs Stealth skill check is made to determine if
an unseen attacker is seen. A spotted creature can move to a new position to try to gain stealth
again.
Key-ability: Motion
18
Talents
Talents are your special features.
Talents have requirements that must be filled before they can be gained. When your skills are
compared against talent’s skill-requirements the base skill values are always used (without ability
modifiers or effects from equipment).
Most talents scale according to your abilities and skills, so they usually remain useful as your
character gets more powerful.
Your Mind-modifier determines how fast you gain talents.
Descriptions of talents can be seen when creating or leveling a character. Normally only talents
whose requirements are filled are shown, but by unchecking the option Info / Hide unavailable all
the talents and their requirements can be seen. You can also see a list of all talents and their
descriptions from the Zorbupedia which can be accessed during character creation, level up, and
from the game menu.
You can save talent points for later use, but the points can only be used on level ups.
You can gain extra talent points from elixirs and from interacting with thrones and wells.
19
Combat talents
Bloodlust
Required abilities: Body 12, Spirit 12
When you kill a creature with a melee or a ranged attack, your Stamina gets restored by 10% of your max
Stamina, and you gain a temporary 1d4 point boost to your Body-ability for 11-20 rounds. The ability effect
does not stack with other temporary ability effects.
Charge
Required skills: Melee 3 Action cost: 1.2 rounds
Stamina-cost: 8
Skill-check: Melee: 1
You take one step towards a target creature, and make a melee attack with +3 modifier. You will cause 50%
more damage on hit if you are wielding a weapon with the shafted-property. The talent's action cost is used
instead of the weapon's action cost.
Polearms (bardiche, glaive, halberd, ranseur), spears (spear, shortspear, trident), hoopaks, and urgroshs are
shafted weapons, but staves are not.
Close Combat Ranged
Required abilities: Motion 14
Required skills: Ranged 2
Allows you to make ranged attacks against close creatures.
Dualshot
Required abilities: Motion 12
Required skills: Ranged 3
Action cost: 1.2 rounds
Stamina-cost: 8
Skill-check: Ranged: 1
Range: Weapon range (max 8)
You make two shooting attacks against a single target with -4 / -2 modifiers to hit. The talent's action cost is
used instead of the weapon's action cost.
Dualstrike
Required skills: Melee 3 Action cost: 1.2 rounds
Stamina-cost: 8
Skill-check: Melee: 1
You make two attacks against a single target with -4 / -2 modifiers to hit. The talent's action cost is used
instead of the weapon's action cost.
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Dualwield
Required abilities: Motion 14
Required skills: Melee 3
Allows you to wield a weapon in both hand. Main attack is made with -2 modifier to-hit, off-hand attack
with -4 modifier to-hit. Same modifiers are also used for defense. The first weapon gets the Body-modifier
added normally to the damage, but the second gets only half if the modifier is positive.
Great Reach
Required abilities: Body 12, Motion 12
Required skills: Melee 2
Allows you to make reach attacks with two-handed weapons that have the great-property (falchion, greataxe,
greatclub, greatflail, greatmace, greatsword, maul).
Holy Warrior
Can be chosen only on the 1st experience level
Required abilities: Spirit 12
Disallowed talents: Morbid Fascination of
Undeath
Spiritual upbringing enables you to channel holiness to attacks against evil-aligned creatures. 1 point of
holy-damage is added to melee and ranged attacks made with weapons. The damage is increased to 1d2 once
you reach experience level 12 and your adjusted Spirit-ability is at least 16. Only evil-aligned creatures are
affected. Holy damage is doubled against most undead creatures. Stacks with holy damage from weapons
and from temporary effects.
Improved Melee
Criticals
Required abilities: Body 12, Motion 12
Required skills: Melee 3
You gain a +4 critical attack modifier to melee attacks. When you score a critical hit, you do 25% extra
damage (stacks with the base 50% extra from critical hits and extras from other sources).
Improved Ranged
Criticals
Required abilities: Motion 12
Required skills: Ranged 3
You gain a +4 critical attack modifier to ranged attacks. When you score a critical hit, you do 25% extra
damage (stacks with the base 50% extra from critical hits and extras from other sources).
Melee Elemental
Damage
Required skills: Magic 2, Melee 3
Adds 1 point of random (acid, cold, fire, or lightning) elemental damage to melee attacks. Damage is
increased to 2 points at experience level 11, to 3 points at level 16, and to 4 points at level 21. Stacks with
elemental damage from weapons and from temporary effects.
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Multishot
Required skills: Ranged 3
Required talents: Dualshot
Action cost: 2 rounds
Stamina-cost: 8
Range: Weapon range (max 8)
Max targets: 1 + 1 per 4 Ranged
You make shooting attacks against multiple enemies (1 attack + 1 per every 4 points of Ranged-skill).
There's a cumulative -2 modifier to hit starting from the second attack. Targets are chosen automatically. The
talent's action cost is used instead of the weapon's action cost.
In gameplay, the talent is enabled when your current Ranged-skill is high enough for at least 2 targets, and
there are at least 2 hostile targets that can be shot at (the lines of fire to them must to be clear).
Multistrike
Required skills: Melee 3
Required talents: Dualstrike
Action cost: 2 rounds
Stamina-cost: 8
Max targets: 1 + 1 per 4 Melee
You make melee attacks against multiple surrounding enemies (1 attack + 1 per every 4 points of Melee-
skill). Targets are chosen automatically. The talent's action cost is used instead of the weapon's action cost.
Ranged Elemental
Damage
Required skills: Magic 2, Ranged 3
Adds 1 point of random (acid, cold, fire, or lightning) elemental damage to ranged attacks. Damage is
increased to 2 points at experience level 11, to 3 points at level 16, and to 4 points at level 21. Stacks with
elemental damage from weapons and from temporary effects.
Retreat Strike
Required skills: Melee 3 Action cost: 1 rounds
Stamina-cost: 8
Skill-check: Melee: 1
You make a melee attack against an opponent, and retreat in the opposite direction.
Seeker Shots
Required abilities: Motion 15
Required skills: Magic 3, Ranged 5
With this talent you can target any creature that you see within your shooting weapon's range. There's a -3
modifier to attack per each obstacle in the line of fire. Can not be used with Dualshot or Multishot. Can not
be used to shoot at suspicious furniture or traps.
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Shield Bash
Required abilities: Body 13, Motion 13
Required skills: Melee 3
With this talent you automatically make an extra attack with an equipped shield when making a melee
attack.
Also allows you to make throw attacks with a shield that has the returning-property.
Strengthened Shots
Required abilities: Body 12, Motion 14
Required skills: Ranged 3
Your Body-modifier is automatically added to damage with shooting attacks.
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Spell talents
Acid Cloud
Required abilities: Mind 12
Required skills: Magic 6
Action cost: 2 rounds
Stamina-cost: 20
Skill-check: Magic: 12
Area of effect: Cloud
Range: 3 + 1 per 6 Magic, max 8
Duration in rounds: 3 + 1 per 10 Magic
Amount: Acid: 2d6+2
Conjures forth a cloud of acid that deals acid-damage to creatures in the area.
Animate Dead
Required abilities: Mind 12
Required skills: Magic 3
Disallowed talents: Soothing Solitude
Action cost: 2.5 rounds
Stamina-cost: 8
Skill-check: Magic: 10
Range: 3 + 1 per 3 Magic, max 8
Max targets: 1 + 1 per 5 Magic
Bones and corpses around the spellcaster rise up as living dead and follow the spellcaster until destroyed. If
a spellcaster tries to animate or summon too many creatures he may lose control of them, and they may turn
against him. High Spirit-value helps controlling animated and summoned creatures. Animated skeletons can
be equipped.
Animate Greater Dead
Required abilities: Mind 14
Required skills: Magic 8
Required talents: Animate Dead, Morbid
Fascination of Undeath
Disallowed talents: Soothing Solitude
Action cost: 2.5 rounds
Stamina-cost: 15
Skill-check: Magic: 15
Range: 3 + 1 per 3 Magic, max 8
Max targets: 1 + 1 per 7 Magic
Bones and corpses around the spellcaster rise up as living dead and follow the spellcaster until destroyed. If
a spellcaster tries to animate or summon too many creatures he may lose control of them, and they may turn
against him. High Spirit-value helps controlling animated and summoned creatures. Animated skeletons can
be equipped.
Banishment
Required abilities: Mind 12
Required skills: Magic 7
Action cost: 2.5 rounds
Stamina-cost: 15
Skill-check: Magic: 14
Range: 4 + 1 per 3 Magic, max 8
Max targets: 2 + 1 per 7 Magic
Banishes hostile summoned creatures.
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Blink
Required abilities: Mind 12
Required skills: Magic 2
Action cost: 1.7 rounds
Stamina-cost: 3
Skill-check: Magic: 7
Teleports the spellcaster to a random nearby location. Your companions are also teleported near to you.
Camouflage
Required abilities: Mind 12
Required skills: Magic 2
Action cost: 2 rounds
Stamina-cost: 8
Skill-check: Magic: 7
Duration in rounds: 20 + 2 per Magic
Amount: 10 + 1 per 2 Magic
Increases the spellcaster's Stealth-skill.
Chain Lightning
Required abilities: Mind 12
Required skills: Magic 8
Action cost: 1.5 rounds
Stamina-cost: 15
Skill-check: Magic: 15
Area of effect: Chain
Range: 4 + 1 per 4 Magic, max 8
Max targets: 2 + 1 per 7 Magic
Amount: Lightning: 2d8 + 1 per Magic
Launches damaging lightning bolts to multiple enemies. Does not damage friendly creatures.
Charm
Required abilities: Mind 12
Required skills: Magic 3
Disallowed talents: Morbid Fascination of
Undeath, Soothing Solitude
Action cost: 2 rounds
Stamina-cost: 8
Skill-check: Magic: 10
Area of effect: Single
Range: 3 + 1 per 3 Magic, max 8
Duration in rounds: 1d30+70 + 10 per
Magic
This spell tries to charm a single creature. A charmed creature is friendly towards the spellcaster, and follows
him for the duration of the spell. A charmed creature's Health-bar changes slowly from green to red as the
charm starts to wear off.
Clairvoyance
Required abilities: Mind 12
Required skills: Magic 2
Action cost: 2 rounds
Stamina-cost: 5
Skill-check: Magic: 7
Reveals creature locations in explored areas of the current dungeon level.
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Confusion
Required abilities: Mind 12
Required skills: Magic 4
Action cost: 2 rounds
Stamina-cost: 10
Skill-check: Magic: 11
Range: 3 + 1 per 3 Magic, max 8
Duration in rounds: 1d10+10 + 2 per
Magic
Max targets: 2 + 1 per 5 Magic
This spell confuses seen hostile creatures. They won't recognise friend from foe, and usually end up fighting
each other.
Disrupt Undead
Required abilities: Mind 12
Required skills: Magic 4
Required talents: Morbid Fascination of Undeath
Action cost: 2 rounds
Stamina-cost: 10
Skill-check: Magic: 11
Range: 3 + 1 per 3 Magic, max 8
Duration in rounds: 1d10+10 + 2 per
Magic
Max targets: 2 + 1 per 5 Magic
This spell confuses seen hostile undead. They won't recognise friend from foe, and usually end up fighting
each other. Unique undead, liches, dracoliches, and nightwalkers are immune to this effect.
Energy Bolt
Required abilities: Mind 12
Required skills: Magic 2
Action cost: 1.5 rounds
Stamina-cost: 3
Skill-check: Magic: 7
Area of effect: Bolt
Range: 4 + 1 per 2 Magic, max 8
Amount: Energy: 2d4 + 2 per 3 Magic
Launches a damaging bolt of energy to a single target.
Fire Ball
Required abilities: Mind 12
Required skills: Magic 6
Action cost: 2 rounds
Stamina-cost: 15
Skill-check: Magic: 12
Area of effect: Ball
Range: 5 + 1 per 3 Magic, max 8
Amount: Fire: 3d8 + 1 per Magic
Target area explodes into a 3x3-sized damaging ball of fire.
Fire Wall
Required abilities: Mind 12
Required skills: Magic 4
Action cost: 1.7 rounds
Stamina-cost: 10
Skill-check: Magic: 12
Area of effect: Wall
Range: 4 + 1 per 3 Magic, max 8
Duration in rounds: 10 + 1 per Magic
Amount: Fire: 2d6
Conjures forth a wall of fire that damages creatures in the area.
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Frost Ray
Required abilities: Mind 12
Required skills: Magic 4
Action cost: 1.7 rounds
Stamina-cost: 10
Skill-check: Magic: 7
Area of effect: Ray
Range: 3 + 1 per 2 Magic, max 8
Amount: Pierce: 2d5 + 1 per 2 Magic,
Cold: 2d5 + 1 per 2 Magic
Conjures forth a sharp tipped ray of ice which deals both piercing- and cold-dmaage to all creatures in its
area.
Holy Burst
Required abilities: Mind 12
Required skills: Magic 5
Disallowed talents: Morbid Fascination of
Undeath
Action cost: 1.5 rounds
Stamina-cost: 12
Skill-check: Magic: 11
Area of effect: Seen hostiles
Range: 5 + 1 per 4 Magic, max 8
Max targets: 2 + 1 per 6 Magic
Amount: Holy: 2d6 + 2 per 3 Magic
Launches bolts to multiple enemies, dealing holy-damage meaning that only evil-aligned creatures are
damaged. Most undead creatures take double damage from this spell. This spell is disabled in quickslots and
talents list when there are no evil creatures seen.
Ice Storm
Required abilities: Mind 12
Required skills: Magic 6
Action cost: 2 rounds
Stamina-cost: 15
Skill-check: Magic: 13
Area of effect: Ball
Range: 5 + 1 per 3 Magic, max 8
Amount: Blunt: 1d8 + 1 per 2 Magic,
Cold: 1d8 + 1 per 2 Magic
The 3x3-sized target area is bombarded with an ice storm, dealing both blunt- and cold-damage.
Knock
Required abilities: Mind 12
Required skills: Magic 3
Action cost: 2 rounds
Stamina-cost: 10
Skill-check: Magic: 10
This spell can open locked doors and containers. It is automatically used by selecting the dialog option when
facing a locked furniture.
Lightning Bolt
Required abilities: Mind 12
Required skills: Magic 5
Action cost: 1.5 rounds
Stamina-cost: 12
Skill-check: Magic: 12
Area of effect: Bolt
Range: 4 + 1 per 4 Magic, max 8
Amount: Lightning: 3d6 + 1 per Magic
Launches a lightning bolt that deals lightning-damage to a single target.
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Mass Charm
Required abilities: Mind 12
Required skills: Magic 6
Disallowed talents: Morbid Fascination of
Undeath, Soothing Solitude
Action cost: 2 rounds
Stamina-cost: 12
Skill-check: Magic: 13
Area of effect: Seen hostiles
Range: 3 + 1 per 3 Magic, max 8
Duration in rounds: 1d20+30 + 3 per
Magic
Max targets: 2 + 1 per 6 Magic
This spell tries to charm several creatures. A charmed creature is friendly towards the spellcaster, and
follows him for the duration of the spell. A charmed creature's Health-bar changes slowly from green to red
as the charm starts to wear off.
Poison Cloud
Required abilities: Mind 12
Required skills: Magic 4
Action cost: 1.7 rounds
Stamina-cost: 10
Skill-check: Magic: 11
Area of effect: Cloud
Range: 4 + 1 per 3 Magic, max 8
Duration in rounds: 3d4 + 1 per Magic
Conjures forth a cloud which inflicts poison to creatures in the area.
Possession
Required abilities: Mind 12
Required skills: Magic 6
Action cost: 2 rounds
Stamina-cost: 20
Skill-check: Magic: 13
Area of effect: Single
Range: 3 + 1 per 3 Magic, max 8
Duration in rounds: 1d50+80 + 2 per
Magic
This spell tries to take control of a single creature for the duration of the spell. The player will get experience
points from defeated creatures. If the possessing creature is hurt, the control is broken. Use the Break
Possession talent from the quickslots to end the possession.
Rapid Regroup
Required abilities: Mind 12
Required skills: Magic 3
Required talents: Blink, Natural Leader
Action cost: 1.5 rounds
Stamina-cost: 25
Skill-check: Magic: 9
This spell teleports your companions from the current level near to you.
Simulacrum
Required abilities: Mind 12
Required skills: Magic 10
Action cost: 2 rounds
Stamina-cost: 30
Skill-check: Magic: 17
This powerful spell conjures forth a clone of the spellcaster. This comes with a price as the spell permanently
consumes 5% of the spellcaster's Health and Stamina. The clone is born without any items, but it can pick
and equip items from the ground. You can access the clone's inventory and equipment through the creature
interaction dialog. A cloned creature will not advance in experience levels. You can have only one clone at a
time, a second clone will turn against you. Clones are not counted as real recruits.
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Stoneskin
Required abilities: Mind 12
Required skills: Magic 5
Action cost: 2 rounds
Stamina-cost: 12
Skill-check: Magic: 11
Duration in rounds: 20 + 2 per Magic
Amount: 3 + 1 per 7 Magic
Stoneskin turns the spellcaster's flesh as hard as stone granting resistance against blunt-, pierce- and slash-
damage. This stacks with armor and other items that grant resistance.
Summon Animals
Required abilities: Mind 12
Required skills: Magic 2
Disallowed talents: Morbid Fascination of
Undeath, Soothing Solitude
Action cost: 2.5 rounds
Stamina-cost: 6
Skill-check: Magic: 7
Duration in rounds: 1d20+30 + 2 per
Magic
Max targets: 1d2+1
Summons forth 1d2+1 animals that follow the spellcaster for the duration of the spell. The type of the
summoned animal depends of the spellcaster's Magic-skill. If a spellcaster tries to animate or summon too
many creatures he may lose control of them, and they may turn against him. High Spirit-value helps
controlling animated / summoned creatures.
Summon Celestial
Required abilities: Mind 12
Required skills: Magic 10
Disallowed talents: Morbid Fascination of
Undeath, Soothing Solitude
Action cost: 2.5 rounds
Stamina-cost: 25
Skill-check: Magic: 17
Duration in rounds: 1d20+30 + 2 per
Magic
Summons forth a celestial that follows the spellcaster for the duration of the spell. If a spellcaster tries to
animate or summon too many creatures he may lose control of them, and they may turn against him. High
Spirit-value helps controlling animated / summoned creatures.
Summon Elemental
Required abilities: Mind 12
Required skills: Magic 8
Disallowed talents: Soothing Solitude
Action cost: 2.5 rounds
Stamina-cost: 15
Skill-check: Magic: 15
Duration in rounds: 1d20+30 + 2 per
Magic
Summons forth a random elemental that follows the spellcaster for the duration of the spell. If a spellcaster
tries to animate or summon too many creatures he may lose control of them, and they may turn against him.
High Spirit-value helps controlling animated / summoned creatures.
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Summon Spiders
Required abilities: Mind 12
Required skills: Magic 5
Disallowed talents: Morbid Fascination of
Undeath, Soothing Solitude
Action cost: 2.5 rounds
Stamina-cost: 12
Skill-check: Magic: 12
Duration in rounds: 1d20+30 + 2 per
Magic
Max targets: 1d2
Summons forth 1d2 spiders that follow the spellcaster for the duration of the spell. If a spellcaster tries to
animate or summon too many creatures he may lose control of them, and they may turn against him. High
Spirit-value helps controlling animated / summoned creatures.
Teleport to Tracked
Required abilities: Mind 12
Required skills: Magic 3
Required talents: Tracking
Action cost: 1.5 rounds
Stamina-cost: 15
Skill-check: Magic: 8
Teleports the spellcaster next to a tracked creature.
Tracking
Required abilities: Mind 13, Spirit 13
Required skills: Magic 2
Action cost: 1.5 rounds
Stamina-cost: 10
Skill-check: Magic: 7
Area of effect: Single
Range: 6
Duration in rounds: 100 + 10 per
Magic
This spell forms a mental link between the spellcaster and the target. The spellcaster knows exactly where
the target is for the duration of the spell (the target is marked on the navi- and autopilot maps). The target
also glows as if wielding a lightsource, making hiding in darkness impossible. Only one creature can be
tracked at a time. The latest targeted creature always becomes the target. The tracking link to a creature
breaks if the spellcaster enters another dungeon level or Carillo.
True Seeing
Required abilities: Mind 12
Required skills: Magic 4
Action cost: 2 rounds
Stamina-cost: 10
Skill-check: Magic: 11
Duration in rounds: 50 + 3 per Magic
Amount: 5 + 1 per 4 Magic
Increases the spellcaster's Search-skill by 5 + 1 point for every 4 points of Magic-skill.
Wail of the Banshee
Required abilities: Mind 12
Required skills: Magic 9
Action cost: 1.5 rounds
Stamina-cost: 30
Skill-check: Magic: 16
Area of effect: Seen hostiles
Range: 4 + 1 per 4 Magic, max 8
Max targets: 2 + 1 per 7 Magic
Amount: Sonic: 3d8+10 + 1 per Magic
The spellcaster emits a terrible scream that deals sonic-damage to seen hostiles.
30
Web
Required abilities: Mind 12
Required skills: Magic 3
Action cost: 1.7 rounds
Stamina-cost: 6
Skill-check: Magic: 7
Area of effect: Cloud
Range:
Duration in rounds: 6 + 1 per 3 Magic
Conjures forth a 3x3-sized area filled with a sticky web that restrains movement.
31
Boost talents
Great Body I
Required abilities: Body 1
Permanently increases Body-ability by 1 point.
Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16: +3, and so on).
Your current Body-score is listed in parentheses after the ability requirement.
Great Body II
Required minimum level: 6
Required abilities: Body 1
Required talents: Great Body I
Permanently increases Body-ability by 1 point. Stacks with Great Body I.
Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16: +3, and so on).
Your current Body-score is listed in parentheses after the ability requirement.
Great Motion I
Required abilities: Motion 1
Permanently increases Motion-ability by 1 point.
Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16: +3, and so on).
Your current Motion-score is listed in parentheses after the ability requirement.
Great Motion II
Required minimum level: 6
Required abilities: Motion 1
Required talents: Great Motion I
Permanently increases Motion-ability by 1 point. Stacks with Great Motion I.
Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16: +3, and so on).
Your current Motion-score is listed in parentheses after the ability requirement.
32
Great Mind I
Required abilities: Mind 1
Permanently increases Mind-ability by 1 point. This does not affect previously gained skill or talent points.
Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16: +3, and so on).
Your current Mind-score is listed in parentheses after the ability requirement.
Great Mind II
Required minimum level: 6
Required abilities: Mind 1
Required talents: Great Mind I
Permanently increases Mind-ability by 1 point. Stacks with Great Mind I. This does not affect previously
gained skill or talent points.
Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16: +3, and so on).
Your current Mind-score is listed in parentheses after the ability requirement.
Great Spirit I
Required abilities: Spirit 1
Permanently increases Spirit-ability by 1 point.
Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16: +3, and so on).
Your current Spirit-score is listed in parentheses after the ability requirement.
Great Spirit II
Required minimum level: 6
Required abilities: Spirit 1
Required talents: Great Spirit I
Permanently increases Spirit-ability by 1 point. Stacks with Great Spirit I.
Even ability scores starting from 12 result in positive ability modifiers (12: +1, 14: +2, 16: +3, and so on).
Your current Spirit-score is listed in parentheses after the ability requirement.
33
Utility talents
Animal Friend
Can be chosen only on the 1st experience level
Required abilities: Spirit 12
Disallowed talents: Morbid Fascination of
Undeath, Soothing Solitude
You have an extraordinary connection with animals. Wild animals mostly leave you alone, and you can try to
tame them as pets. In addition to normal animals also direphants, griffons, owlbears, treants, and unicorns
can be tamed. High Spirit value helps to succeed in animal taming. Taming can be attempted from the
interaction dialog.
Animal companions are leveled up to your experience level after taming them, and they get their Health,
Stamina, Dodge-skill, and natural attacks boosted when you level up.
Die Hard
Required abilities: Body 13, Spirit 13
Required talents: Health Surge
When your Health goes down to zero, all of your remaining Stamina-points are automatically converted to
some Health to prevent you from dying.
Evasion
Required abilities: Motion 12
Required skills: Dodge 4
A creature with this talent can avoid all damage from damaging effects targeted on him if he passes a Dodge-
skill check.
Expert Enchanter
Required abilities: Mind 13
Required skills: Magic 2
Normally you can safely enchant a weapon with 4 enchantments, and every enchantment point above 4
decreases the enchantment chance by 15 percentage points. Plusses, extra elemental damage points,
holy-/returning-/vampiric-properties, and on-hit effects count as enchantments.
When enchanting an armor, every enchantment point decreases the enchantment chance by 15 percentage
points.
With this talent you can safely enchant weapons with 9 enchantments. Every enchantment point above 9
decreases the enchantment chance by 15 percentage points. This talent enables armor enchanting without
any restrictions.
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Expert Trapper
Required abilities: Motion 12, Mind 12
Required skills: Disable 2
Normally you can set traps to nearby tiles only, but with this talent you can set traps on tiles up to distance 3.
Setting a trap never fails and takes only half the time it would normally take to set. Traps set by you are
harder to avoid, and possible damage or duration is increased by 50%. You will also gain a +4 bonus to
Disable-checks when disabling traps, and a +4 bonus to hit when trying to spring a trap from afar with a
reach or ranged attack.
Health Surge
Required abilities: Body 12, Spirit 12 Action cost: 1.5 rounds
When activated, all of your remaining Stamina-points are converted to some Health-points. The amount that
the talent will heal is listed after its name in the quickslots panel and in the talent list.
Lone Wolf
Can be chosen only on the 1st experience level
Required abilities: Spirit 12
Disallowed talents: Natural Leader, Soothing
Solitude
You have always acted alone, and that is your strength.
You get a +1 bonus to all abilities, but can never recruit or tame other creatures.
You can animate, summon, and charm creatures, activate golems and statues, and have a clone of yourself.
Morbid Fascination of
Undeath
Can be chosen only on the 1st experience level
Required abilities: Mind 12, Spirit 12
Required skills: Magic 1
Disallowed talents: Holy Warrior, Animal Friend,
Natural Leader, Soothing Solitude
You feel at home among the dead and the living dead. Your demeanor and affinity to the dead can be off-
putting to others.
You gain a +3 bonus to necrotic resistance.
You are later able to learn the Animate Greater Dead and Disrupt Undead talents.
Stats of your undead companions get boosted everytime you descend to the next dungeon level. Skeletons
and skeleton warriors animated by you are equally good in both melee and ranged combat, and their tactics
can be adjusted.
Normally you will get 50% of the experience points based on damage that your undead companions have
made, but with this talent you will get 100%.
You can not recruit, tame, summon, or charm living creatures. You can animate, summon elementals,
activate golems and statues, and have a clone of yourself.
You can not learn talents or use items that summon living creatures or deal holy-damage.
Positive Spirit-modifier does not adjust prices in shops.
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Natural Leader
Can be chosen only on the 1st experience level
Required abilities: Spirit 10
Disallowed talents: Lone Wolf, Morbid
Fascination of Undeath, Soothing Solitude
Normally you can have max Spirit-modifier (calculated from the base, unadjusted Spirit-value) + 1 recruits
at a time (minimum is 1 even if Spirit-modifier is negative). This talent increases that amount by 2. Clones
and golems are not counted as real recruits. This does not affect animated or summoned creatures.
One with Darkness
Can be chosen only on the 1st experience level
Required skills: Search 1, Stealth 1
You have an extraordinary knack to be fully functional in complete darkness. You gain darkvision of 8 tiles,
+3 to Stealth-checks when trying to remain unseen in darkness, +5 to perception checks to detect creatures in
darkness, +5 to attack rolls against creatures that don't see you (stacks with the normal +10 bonus, also a
bonus to score critical hits). When you score a critical hit, you do 25% extra damage (stacks with the base
50% extra from critical hits and extras from other sources).
Silver Spoon
Can be chosen only on the 1st experience level
Wealthy family provides better starting equipment:
Family Blade
2 x Potion of Blink
2 x Potion of Healing
Wand of Energy Bolt
Wand of Summon Animals
Carillo Express card
200-300 zorbits
You will also receive item deliveries from your family. These will be placed in the Silver Spoon chest in the
main area of Carillo. A new delivery is available each time after you have descended to an even-numbered
dungeon level (2, 4, 6, 8, 10). After you have descended to dungeon level 6, a recruitable butler golem will
be delivered to Carillo.
Soothing Solitude
Can be chosen only on the 1st experience level
Required abilities: Spirit 12
Disallowed talents: Lone Wolf, Morbid
Fascination of Undeath, Natural Leader
You are a hermit, a true loner. You want to do everything stubbornly by yourself, trust no one, and can't stand
the company of others.
You get a +2 bonus to all abilities, but can only have a clone of yourself in your company.
You can not recruit, tame, animate, summon, or charm creatures, and can not activate golems or statues.
You can use trapkits that animate or summon creatures as the created creatures are not added to your party.
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Speed Burst
Required abilities: Body 12, Motion 12, Spirit
12
Stamina-cost: 10
Duration in rounds: 2d6+10
This talent boosts movement speed by 4 for the duration. Using this talent is a free action (doesn't take time).
Spirited Learner
Can be chosen only on the 1st experience level
and only during ability adjustment
Required abilities: Spirit 12
You might not be the smartest but you sure are spirited. You learn new things by hard work and sheer
determination. With this talent, Spirit-ability is used for skill and talent point progression instead of Mind.
Note that even with this talent, Magic and Search skills still retain Mind as their key ability, and all spell
talents have a Mind requirement. Mind of at least 6 is needed to be able to read.
Squirm
Required abilities: Motion 14
A creature with this talent can squirm past other creatures more easily. It also gives a bonus when trying to
squirm through a restraining map effect (web, slime).
Stonesense
Can be chosen only on the 1st experience level
You have an extraordinary sense about the dungeon layout. A progress bar is added under the experience bar
showing how much you have explored of the current dungeon level. The bar will turn green when you have
completely explored the level. The green bar will appear even if you don't have this talent.
You will get +1 to Search-checks when trying to detect secret doors, +2 to Search-checks when trying to
detect living statues. Rogue saints (recruitable living statues) are stronger when you have this talent.
Team Spirit
Required abilities: Mind 12, Spirit 13
Required talents: Natural Leader
Normally you will get 50% of the experience points based on damage that your companions have made,
including animated, summoned, and charmed creatures. With this talent you will get 100%.
Normally you will get 25% of the experience points based on damage made by your companions' followers,
mostly animated or summoned creatures, but with this talent you will get 50%.
Veil of Darkness
Required skills: Magic 2
Required talents: One with Darkness
Action cost: 1.5 rounds
Stamina-cost: 9
When activated, you emit a burst of darkness which extinguishes seen lightsources within 15 tile radius.
Environment lightsources (torches, braziers, etc.) and lightsources carried by creatures are affected.
Creatures whose lightsources are extinguished won't be able to relight them for a small duration.
37
Resistances
Creatures have several resistance values against different kinds of damage.
Blunt-, pierce-, and slash-resistances protect against physical attacks. Wearing armor boosts these
resistances.
Elemental resistances protect against acid, cold, fire, and lightning. These can be boosted mostly by
wearing special equipment.
When a creature is damaged, the resistance value is subtracted from the damage amount.
Some creatures might be very resistant or even immune to certain damage types.
38
Movement
Movement describes a creature’s movement speed.
Creature’s race determines the base value to which Motion-modifier is added. Equipment or
temporary effects might further adjust it.
Action queue
Each action has a duration in time units. Action durations are in the range of 15-40.
Moving, melee attacks, ranged attacks, and picking items take 15 time units.
Equipping or unequipping an item takes 30 time units.
Motion affects all actions.
Starting from game release 47, item / talent speeds are hidden from the player, replaced with Action
cost and APR.
Moving
Next possible time to act = Current time + Action duration - Movement
Interacting with map elements
Next possible time to act = Current time + Action duration - Motion-modifier
Combat
Next possible time to act = Current time + Action duration + Item speed - Motion-modifier
Talents (talent speeds already include the action duration)
Next possible time to act = Current time + Talent speed - Motion-modifier
39
Playable races
Aasimar
Aasimars are humans with a significant amount of celestial blood in their ancestry.
Health per level: 1d8
Stamina per level: 1d8
Ability modifiers: Spirit +2
Darkvision: 5 tiles
Odour: Moderate (hostile creatures can track by scent)
Talents: Natural Leader
Centaur
Centaurs have the upper body of a human and the lower body and legs of a horse.
Health per level: 1d8
Stamina per level: 1d8
Skill modifiers: Disable -1, Ranged +1, Stealth -3
Darkvision: 5 tiles
Movement modifier: 2
Odour: Strong (hostile creatures can track by scent)
Talents: Charge, Animal Friend
Dwarf
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal.
Though they stand head shorter than an average human, dwarves are so broad and compact that they
can weigh as much or more. Their courage and endurance are also easily a match for any of the
larger folk.
Health per level: 1d8
Stamina per level: 1d9
Ability modifiers: Body +2, Motion -1, Mind -1, Spirit +1
Skill modifiers: Disable -1, Magic -1, Melee +1, Search +2
Darkvision: 5 tiles
Odour: Moderate (hostile creatures can track by scent)
Talents: Shield Bash, Stonesense
40
Elf
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and
members of many other races. They are slightly shorter and more slender than humans on average.
Health per level: 1d8
Stamina per level: 1d8
Ability modifiers: Body -2, Motion +2
Skill modifiers: Ranged +1, Search +1, Stealth +1
Darkvision: 5 tiles
Odour: Strong (hostile creatures can track by scent)
Talents: Close Combat Ranged, Animal Friend
Gnome
Gnomes resemble small humans, and usually have the same proportions as the typical human adult.
Health per level: 1d8
Stamina per level: 1d8
Ability modifiers: Body -2, Mind +2
Skill modifiers: Disable +2, Magic +1
Darkvision: 5 tiles
Odour: Moderate (hostile creatures can track by scent)
Talents: Squirm
Half-orc
Half-orcs are as tall as humans but more muscular. They can be little slow-minded.
Health per level: 1d9
Stamina per level: 1d9
Ability modifiers: Body +3, Motion -1, Mind -2, Spirit +1
Skill modifiers: Disable -2, Magic -2, Melee +1, Search -1
Darkvision: 5 tiles
Odour: Moderate (hostile creatures can track by scent)
Talents: Bloodlust, Great Reach
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Half-troll
Half-trolls are the result of genetic mingling between a humanoid, usually human and a troll. Half-
trolls regenerate Health faster than other races.
Health per level: 1d9
Stamina per level: 1d9
Ability modifiers: Body +4, Mind -4
Skill modifiers: Disable -3, Magic -5, Search -3
Resistances: Poison +3
Darkvision: 5 tiles
Odour: Moderate (hostile creatures can track by scent)
Talents: Die Hard, Health Surge
Halfling
Halflings resemble small humans, and usually have the same proportions as the typical human
adult.
Health per level: 1d8
Stamina per level: 1d8
Ability modifiers: Body -3, Motion +3, Spirit +1
Skill modifiers: Disable +1, Dodge +2, Stealth +2
Darkvision: 5 tiles
Odour: Moderate (hostile creatures can track by scent)
Talents: Evasion, Expert Trapper, Squirm
Human
Humans are the most adaptable and ambitious people among the common races.
Health per level: 1d8
Stamina per level: 1d8
Extra skill points per level: 1
Extra talent points at 1st level: 1
Odour: Moderate (hostile creatures can track by scent)
42
Minotaur
Minotaurs are tall, muscled humanoids with the head of a bull.
Health per level: 1d9
Stamina per level: 1d9
Ability modifiers: Body +3, Mind -3, Spirit +1
Skill modifiers: Disable -2, Magic -2
Darkvision: 5 tiles
Odour: Strong (hostile creatures can track by scent)
Talents: Charge, Great Reach, Gore
Saurial
Saurials are intelligent bipedal lizards descended from creatures similar to dinosaurs.
Health per level: 1d8
Stamina per level: 1d8
Ability modifiers: Body +2, Motion -2, Mind -2, Spirit +2
Skill modifiers: Disable -2
Resistances: Blunt +1, Pierce +1, Slash +1, Poison +3
Darkvision: 5 tiles
Odour: Mild (hostile creatures can track by scent)
Talents: Camouflage
Tiefling
Tieflings are humans with a significant amount of fiendish blood in their ancestry.
Health per level: 1d8
Stamina per level: 1d8
Skill modifiers: Magic +1
Resistances: Fire +5
Darkvision: 5 tiles
Odour: Moderate (hostile creatures can track by scent)
Talents: Expert Enchanter, Fire Ray
43
Gameplay
44
Stonesense
If your character has the Stonesense talent then there’s a fourth bar on the upper left corner showing
how much of the current level has been explored. The bar will turn green when you have
completely explored the level. The green bar will appear even if you don’t have the talent.
Friend or foe
Creatures with a green Health bar are friendly, ones with red are hostile. Creatures with a blue
Health bar are hostile, summoned creatures. Some creatures get gradually more hostile, indicated by
their Health bar color slowly turning from green to red.
A question mark (”?”) on a creature means that it can not currently see you.
A letter ”Z” on a creature means that it is sleeping.
A letter ”R” on a creature means that it is wielding a ranged weapon. ”r” means that it is wielding a
reach weapon (can attack from distance 2, one step away).
Other markers
Furniture containers are marked with green corners if you haven’t yet checked their contents.
Suspicious furniture (a red "!" on the object) are disguised mimics, living statues, and such.
Traps are marked on the map with a red ”T”.
Creature names and challenge rating
When you see a creature type for the first time, its name is shown on top of it for a few game
rounds. The color of the name indicates its challenge rating, ranging from ”harmless” (yellow) to
”deadly” (red). A creature's rating is updated when its or your stats change.
Just remember that while there are quite a lot of calculations behind the rating, it still is just a rough
estimate.
Examine mode [TAB] and fire mode [F] show the ratings of all seen creatures.
Log
Last messages are shown on the top of the log (this can be changed from the settings). Messages
that happened after your last move are shown in color, older messages are greyed.
Press [L] to display the log in a viewer.
Press [CTRL] + [C] in the log viewer screen to copy the text to clipboard.
You can write a keyword in the log viewer screen to filter lines containing that keyword.
45
Moving around
Use [ARROW KEYS] or [NUMPAD] to move the character around. Note that you can move in 8
directions. If you use [ARROW KEYS], you can move diagonally by pressing [SHIFT] plus the
[ARROW KEY].
You can walk continuously at direction by pressing [CTRL] plus the movement key. The walk is
interrupted by walls, furniture, items, found secret doors, traps, and hostile creatures.
Examine mode
Press [TAB] to enter examine mode where you can examine map elements and creatures with a
cursor. Pressing [TAB] again cycles between seen creatures. With [C] you can toggle the view
centering around the target cursor. You can press [F] in examine mode to enter ranged attack mode
or [P] to enter autopilot mode.
46
Bump actions
Most interaction in Zorbus is done by bumping (moving) into things like creatures or furniture.
Hostile creatures
Bumping into a hostile creature makes a melee attack against it. You can try to displace (swap
places with) a hostile creature by bumping into them with [CTRL] pressed.
Friendly creatures
Bumping into a friendly creature swaps places with it. Friendly creatures can be interacted with by
bumping into them with [CTRL] pressed. A dialog of possible actions is shown. This way you can
recruit creatures, remove recruited from the party, or attack friendly creatures.
If you want to attack a friendly creature this way, you need to have a melee weapon in your active
weapon set. Otherwise the option to attack is not available in the dialog.
Closed doors and closed containers
Bumping into closed doors or closed containers opens them. If a door or a chest is locked, and you
don’t have a proper key, a dialog of possible actions is shown.
Looting furniture containers
Furniture containers (open chests, tables, weapon racks, bookcases, altars, etc.) can be looted by
bumping into them. Containers are marked with green corners if you haven’t yet checked their
contents.
Closing doors
You can close doors by bumping diagonally to the wall right of the door looking from where your
character is standing. So if you are facing a door from the south of it then you bump to northeast,
but if you are facing it from the north then you bump southwest (the wall right of the door looking
from where you are standing). This can be disabled from the settings. Alternatively you can use
[ALT] + direction.
Lightsources
Torches and other lightsources can be lit and unlit by bumping into them.
Stairs and teleporters
Stairs and teleporters can be used by bumping into them.
Thrones and wells
These can be interacted with by bumping into them. This can result in a harmful or beneficial effect.
Traps
If you have found a trap (marked on the map with a red ”T”), bump into it to get a dialog of
possible actions.
47
Autopilot / Level map
Pressing [P] shows an overview of the map. Select a destination and press [ENTER] to autopilot
there.
Movement keys can be used to move the target cursor. Move the target cursor by 10 tiles with
[CTRL] + arrows / numpad.
Map point keys [1] - [9] quickly select a destination point.
[D] autopilots straight to the nearest stairs down.
[S] autopilots straight to the teleporter to Carillo (shop hub level).
[C] cycles through locked doors and unlooted furniture containers. You can autopilot to next
unlooted container directly from the main game mode with [CTRL] + [C].
[W] cycles through wells, thrones, and switches.
[T] cycles through discovered traps. You can autopilot to next unlooted trap directly from the main
game mode with [CTRL] + [T].
[X] sets the target cursor at the currently tracked creature.
[F1] - [F4] to filter portals / notes / map points / companions.
[F5] to toggle all / none.
[INS] or [F11] to toggle the companion list.
[CTRL] + [INS] or [CTRL] + [F11] to toggle the viewing of expendable companions (constructs /
animated / summoned / charmed companions).
[CTRL] + [1] - [CTRL] + [F10] to order companion 1 - 20 to travel to the location marked by the
cursor.
[DEL] or [NUMPAD 0] to order a command to all companions.
[CTRL] + [DEL] or [CTRL] + [NUMPAD 0] to order a command to all expendables (constructs /
animated / summoned / charmed companions).
Autopilot is interrupted if a hostile creature is seen, a secret door is found or a trap is sprung.
Autopilot remembers the last target location so if it gets interrupted then you can just press [P] and
[ENTER] to continue towards the destination.
Autopilot shows the taken path with green dots if the autopilot was successful, in red dots if it was
interrupted (creature seen, trap or secret door found, etc.).
48
Autoexplore to nearest unexplored location
Press [E] to autoexplore to nearest unexplored location directly without entering the autopilot mode.
Autoexplore tries first to completely explore the current room you are in.
Autoexplore takes you just to the nearest unexplored tile and not further. As your line of sight and
possible lightsource reveals new areas you can use the command again to explore further.
Autoexplore shows the taken path with green dots if the autopilot was successful, in red dots if it
was interrupted (creature seen, trap or secret door found, etc.).
Autoexplore picks up items that you would normally autopick, first from the current area that you
are in, then after nothing to explore is found on the dungeon level, any remaining items from the
whole level.
Press [CTRL] + [E] to continuously autoexplore. This mode keeps exploring until a hostile creature
is seen, something is detected, a trap is sprung, or until the whole dungeon level is explored.
Autopilot to next unlooted container
Press [CTRL] + [C] to autopilot to next unlooted container directly from the main game mode.
Autopilot to next undisabled trap
Press [CTRL] + [T] to autopilot to next undisabled trap directly from the main game mode.
49
Map points
By pressing [M] you can set a map point. Map points are automatically set by default. This can be
changed from the settings. If you have set all 9 map points then the next set map point replaces the
closest map point.
Blocking areas from autopilot
Autopilot, especially autoexplore, can lead to dangerous situations. You might end up surrounded in
an area with creatures that get gradually more hostile towards you. Therefore theres a command to
block an area from autopilot.
Autoexplore will ignore blocked areas, and autopilot will not try to find paths through them.
Continuous walk will not work on blocked areas.
Press [O] to toggle your current area as blocked / unblocked.
You can also use the key from the examine mode [TAB], where pressing [O] toggles the block of
the area under the target cursor. Press [F5] to show / hide blocked areas.
In the map view [V], blocked areas are shown in red. In this view you can point an area with the
mouse, then press [O] to toggle the block. The autopilot view [P] functions similarly, but here you
can also move the target cursor with the movement keys. The autopilot view is not usable when
hostile creatures are seen.
Press [CTRL] + [O] to clear blocks from all areas.
Automated blocked areas
If the setting Auto block dangerous areas from autopilot (under Autopilot in the settings) is on,
the game automatically blocks an area from autopilot if there are creatures in the area that get
gradually more hostile towards you.
If the setting Auto clear blocks from cleared areas is on, automated blocks are removed from
areas that are clear of the original creatures that caused the block. Note that the creatures might still
be alive, not just in the blocked area. A block is removed only if it’s set automatically. Blocks set by
the player need to be cleared manually.
Both of these settings are on by default.
50
Searching
The dungeon is filled with secret doors and traps. Search-skill is used to detect these.
There is no dedicated search-command, you automatically search around you in 2 step radius when
you move or rest.
If there are no hostile creatures seen, Search-skill operates at full level so there is no need to
repeatedly try to detect something. If there are hostiles nearby, searching is done with negative
modifiers.
Most of the best treasure is either in the hands of powerful creatures or hidden in secret caches.
Secret doors and traps get more difficult to detect as you get deeper into the dungeon. Putting some
skill points to Search-skill is recommended.
Finding secret doors with autoexplore
There is no need to manually walk around the dungeon to search for remaining hidden areas. Once
autoexplore [E] no longer finds anything to explore, it will check if your Search-skill is high enough
to detect any of the possibly existing secret doors on the map. If something is found, autoexplore
autopilots you to the found secret door. You may want to boost your Search-skill with items,
potions, or talents, even temporarily, for better results.
Negative modifiers from equipment or poor light to Search-skill are not taken into account when
autoexplore is used to detect secret doors. So you don't have to unequip your helmet even if it has a
negative Search-modifier. This only applies to searching with autoexplore.
If one of your companions has a higher Search-skill than you then it is used with autoexplore to
detect secret doors. You can give equipment to companions to boost their Search.
Resting
By pressing [Z] or [NUMPAD 5] you rest for one round.
By pressing [S] or [NUMPAD DIVIDE] you rest until fully healed or until interrupted by hostile
creatures. If you already are at full Health you rest for 100 rounds, until one of your companions
reaches full Health, or until interrupted. Resting can be stopped by pressing any key.
By pressing [D] or [NUMPAD MULTIPLY] you rest until Stamina is fully restored or until
interrupted by hostile creatures. If you already are at full Stamina you rest for 100 rounds, until one
of your companions reaches full Stamina, or until interrupted. Resting can be stopped by pressing
any key.
By pressing [V] or [NUMPAD SUBTRACT] you rest until both you and your companions are fully
healed and restored.
51
Disabling and setting traps
If you have found a trap (a red ”T” on the map), you can try to disable it by bumping into it. If a
Disable-skill check is successful then the trap is disabled. If you fail badly then the trap may spring.
You might gain a trapkit after successfully disabling a trap. Trapkits can also be found.
Trapkits can be used to set traps on the dungeon floor or on closed doors. Use trapkits like any other
devices from the inventory screen. You can also quickslot trapkits. Disable-skill check is made to
see if you are successful. You can safely walk over floor traps set by you, and can also disable them
and regain the trapkit automatically without a Disable-skill check.
Traps can not be set if an unfriendly creature can see you.
In some situations you may want to intentionally spring a known trap, for example Animate,
Confusion, Dismiss, or Summon traps. Bump at a known trap to open the trap dialog, then select to
spring the trap. You can also spring traps from afar by making a reach / ranged attack at them. Traps
that affect a single creature do nothing when sprung from afar.
If you spring your own Animate or Summon trap, then the created creatures will be friendly towards
you, and attack creatures that are hostile towards you. Animated creatures without a master will
eventually turn hostile against everyone.
Yelling
You can try to attract creatures towards you with the yell-command [Y].
52
Shoot / reach / throw attacks
Press [F] to make a shoot, reach, or throw attack depending on the current weapon and distance to
target. Pressing [F] again cycles between hostile targets. Press [ENTER] to proceed.
Using talents
Pressing [X] opens the talent list. Select the wanted talent with [ENTER]. You might need to select
a target. In most cases it is easier to use quickslots for fast talent use.
Creatures with yellow cornes lines can be targeted with the last used talent by pressing [T].
Marked creatures
Creatures marked with red corners can be attacked with a shoot or a reach attack by pressing [R].
The command automatically swaps to the other weapon set if it has a shooting weapon and the
active weapon set does not, and the nearest hostile creature is at least minimum distance away.
Minimum distance can be adjusted from the settings.
Throw attacks are also possible if the weapon has the returning-property.
Creatures marked with yellow cornes lines can be targeted with the last used talent by pressing [T].
53
Getting items from the ground
Pick up items from the ground with [G]. If there’s more than one item, the inventory screen is
popped up.
Loot items from level
By pressing [SPACE], a loot list is opened with all items from the explored areas on the level. Items
on the floor and items from opened / checked furniture containers are included. Select an item on
the list with [SPACE] or [ENTER], you will be autopiloted to the item, and the item will be picked
up.
Press [CTRL] + [ENTER] on an item to mass pick up all items of same type, for example
ammunition, coins, or potions. Mass pick up is not available for all item types.
If you press [CTRL] + [ENTER] when the selector is on top position, you will mass pick up all
items from the dungeon level that would normally be autopicked.
If the autopiloting gets interrupted, you can restart it with [P] and then accepting the target location
with [ENTER].
Note that if you haven’t checked the contents of a furniture container, then the items from it are not
included in the list.
When the loot list is opened, it is sorted by distance to the item. You can press [F10] to switch
between distance sorted / grouped list.
You can filter items by a keyword by holding down [SHIFT], and writing the wanted search word.
You can for example write ”armor” to filter all armor or ”+1” to show all items with +1
enchantment. Type "0" to filter coins, special or unique items, and devices (potions, wands, etc.).
This command can also be used instead of [G] if there’s just one item under you, and you want to
check the description of the item before picking it up.
Items on ground
If you are standing on a floor tile which has items then the right sidepanel lists them. You can
switch between the items view and the quickslots view with [BACKSPACE].
Automatic item pick up
The character automatically picks up gold, keys, potions, wands, scrolls, and ammunition for the
currently equipped shooting weapon, if there are no hostile creatures seen, and the character is not
encumbered. Same rules apply when looting containers.
54
Inventory
Equipment / inventory can be opened by pressing [ENTER] or [I].
Encumbrance is shown in the right upper corner of the inventory screen. If you carry too much you
get a penalty to Motion (also shown on the character sheet as Load Motion mod).
You can filter items in the inventory with a keyword by holding down [SHIFT], and typing the
wanted search word. In addition to letters, you can for example type ”+2” to filter items with +2
enchantment, or ”3+” to filter items with at least +3 enchantment. Type "0" to filter coins, special or
unique items, and devices (potions, wands, etc.).
You can disable inventory letter selection (the letter shown before each item) from the settings, if
the letters interfere with custom movement keybindings (like VI-keys), or if you want to filter items
just by typing a keyword without holding down [SHIFT].
55
Equipping an item quickly from the backpack
Press [ENTER] to open backpack, move to a wanted item. You should see a green arrow pointing to
the equipment slot where the item would fit. Press [ENTER] to equip. [ESC] closes the inventory.
Dropping items
Press [DEL] on an item to drop it.
Sorting the items by time acquired
[F10] to sort the items by time acquired. Newest items are displayed first.
Switching ammunition is a free action
Switching equipment takes time, but switching ammunition does not. In most cases it is easier to
switch ammunition with [Q] in the main game view / when choosing a target in ranged attack mode.
Comparing item properties
Press [INS], [NUMPAD DIVIDE], or [CTRL] + [BACKSPACE] to toggle the compare mode.
Move the selector to a backpack item to compare it against a similar equipped item.
Adjusting stack size
Movement keys left / right to adjust the amount of the current item. [CTRL] pressed to adjust the
amount by 10, [ALT] pressed to adjust the amount by 50.
With the mouse, use [SHIFT] pressed + mouse wheel up / down, [CTRL] pressed to adjust the
amount by 10, [ALT] pressed to adjust the amount by 50.
Switching between companions in inventory
Press [CTRL] + up / down or [NUMPAD MINUS] / [NUMPAD PLUS] to switch between
companions. [CTRL] + left / right can be used when the selector is at top position (not shown).
Exchanging items with companions
[CTRL] + [TAB] or [NUMPAD 0] switches between equipment & backpack- and item exchanging
-modes.
56
All inventory commands
The item selector is moved with the movement keys. [HOME] / [END] moves the selector to top /
bottom of the list. [PAGE UP] / [PAGE DOWN] moves the selector to top / bottom of the current
page of items or to previous / next page if already at top / bottom of the current page.
[ESC] closes the inventory. You can also close with [ENTER] when the selector is at the top
position (not visible).
[TAB] to switch between the lists. You can also switch between lists with movement keys left / right
when the selector is at the top position (not visible).
[SPACE] to select / unselect the current item.
[0] - [9], [A] - [Z] to select / unselect items in the backpack or when looting.
[0] - [9], [A] - [G] in the equipment list jumps to a wanted slot (if there is an item equipped) /
unequips it (if selector is already on the slot, and there is an item equipped) / equips an item (if the
slot is empty). When equipping to a slot, the right side list shows proper items for that slot. Select
wanted item with [ENTER].
[CTRL] + [A] to select all. [CTRL] + [C] to clear selection.
Movement keys left / right to adjust the amount of the current item. [CTRL] pressed to adjust the
amount by 10, [ALT] pressed to adjust the amount by 50.
[ENTER] on a wearable or wieldable item equips it to a slot with the green arrow.
[ENTER] on a device (potion, wand, book, trapkit, etc.) uses it.
[ENTER] when looting items from the ground or from a container picks up current or selected
items.
[ENTER] when in shop buys / sells selects the current item if not selected.
[DEL] in the backpack drops items to ground. In the equipment list in unequips the item.
[F1] - [F9] to filter item types (armor, weapons, devices, etc.).
[F10] or [NUMPAD MULTIPLY] to sort the items by time acquired.
[CTRL] + up / down or [NUMPAD MINUS] / [NUMPAD PLUS] to switch between companions.
[CTRL] + left / right can be used when the selector is at top position (not shown).
[INS], [NUMPAD DIVIDE], or [CTRL] + [BACKSPACE] to toggle the compare mode which
makes it easier to compare an equipped item and a backpack / shop item.
[CTRL] + [TAB] or [NUMPAD 0] to switch between equipment & backpack- and item exchanging
-modes.
[CTRL] + [ENTER] to directly equip an item when looting. Some item types can not be equipped
when hostiles creatures are seen.
57
Reading books
If you find a book, you can press [CTRL] + [ENTER] to read it without picking it up.
Press [CTRL] + [C] in the book reading screen to copy the text to clipboard.
You can write a keyword in the book reading screen to filter lines containing that keyword.
Press [TAB] in the book mode to switch between configured book font and plain text font.
Quickslots
Quickslots are listed in the right sidepanel in the main game view.
Press the key shown on the left of the assigned item to use it. If a quickslot is not listed you can
press the key to assign something to that slot.
If the quickslotted talent or device requires a target, you can keep pressing the same key to cycle
between creatures.
Items (devices), equipment, and talents can be assigned to quickslots. You can for example assign
your lantern to a quickslot so that you can easily lit or unlit it. The lantern must first be equipped,
and then assigned to a quickslot.
Press [CTRL] + [ENTER] or [DEL] in the main game view to open the quickslot manager. Pressing
[ENTER] on the items or talents on the right list sets them to empty quickslots on the list on the left.
You can also press [ENTER] on a quicskslot to empty it or to assign something to it. [CTRL] + [C]
clears all quickslots. [CTRL] + [D] clears quickslots, but preserves those set by player. [DEL] to
disallow / allow auto-quickslotting of selected type. [CTRL] + [A] to toggle auto-quickslotting of
all listed usable items and talents.
By default, devices and talents are automatically assigned to free quickslots. This can be changed
from the settings.
If you are standing on a floor tile which has items then the right sidepanel lists them. You can
switch between the items view and the quickslots view with [BACKSPACE].
You can automatically rearrange the quickslots if you open the quickslot manager, press [CTRL] +
[C] or [CTRL] + [D] to clear the quickslots, and then exit the manager [ESC]. Auto set quickslots
setting must be on.
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Combat
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Switching between weapon sets
By pressing [W] you can switch between the two weapon sets. The weapon sets are set in the
equipment / inventory screen.
Melee attacks
Bumping into a hostile creature makes a melee attack against it.
Autoattack
By pressing [A] you automatically approach and attack nearest seen hostile creature with a melee
weapon or a reach weapon. You can use autoattack just for approaching, so you can use it to chase
down a creature, or to narrow the range to it for a ranged attack, spell, etc.
Autoattack automatically swaps to the other weapon set if it has a melee weapon and the active
weapon set does not, and there's a hostile creature next to you. This can be disabled from the
settings.
If no openly hostile creature is seen, a target creature is selected from those who get gradually more
hostile against you.
Autoattack ignores creatures in areas blocked from autopilot.
Autoattack is disabled if your current Health is under 30% of max Health (the percentage can be
changed from the settings).
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Shoot / reach / throw attacks
Press [F] to make a shoot, reach, or throw attack depending on the current weapon. Pressing [F]
again cycles between hostile targets. Press [ENTER] to proceed.
Marked creatures
Creatures with red corners can be attacked with a ranged or reach attack by pressing [R].
The command automatically swaps to the other weapon set if it has a shooting weapon and the
active weapon set does not, and the nearest hostile creature is at least minimum distance away.
Minimum distance can be adjusted from the settings.
Throw attacks are also possible if the weapon has the returning-property.
Switching ammunition
You can quick switch ammunition for the current shooting weapon with [Q]. This is a free action
(doesn’t take time).
Autoammo
When autoammo is enabled, the best ammunition against a target is automatically selected.
Autoammo tries to restrain, poison, or otherwise select an ammunition that the creature is most
vulnerable to. Ammunition of Dismiss or Explosion are not used, but ammunition of Slime and
Poison are. Setting Autoammo uses anchoring & withering controls the use of ammunition of
Anchoring and Withering. Autoammo automatically selects extinguish ammunition if the target
cursor in the ranged attack mode is on a furniture lightsource.
You can toggle autoammo with [CTRL] + [Q] from the main game mode or from the ranged attack
mode.
A green ”AA” text is shown in the weapon set box when a shooting weapon and autoammo is
active.
Automatic weapon / ammunition equip
After you have thrown a weapon, a similar item from the backpack is automatically equipped to the
same equipment slot. Thrown weapons are automatically picked up (if no hostile creatures are
seen), and re-equipped if you are still unarmed.
After you have shot your last ammunition from your quiver equipment slot, a similar type of
ammunition from the backpack is equipped to the quiver slot.
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Weapon properties
Great is a property on some big two-handed weapons. A creature can make reach attacks
(see below) with such weapon if it has the Great Reach talent or some item that grants the
talent.
Reach means that you can make a reach attack against a creature standing at distance 2, one
step away. All shafted weapons (polearms, spears, hoopaks, urgroshs) and staves have this
property.
Returning means that the weapon magically returns to the wielders hand after thrown.
Shafted weapons deal 50% more damage on hit when Charge talent is used. Polearms,
spears, hoopaks, and urgroshs are shafted weapons, but staves are not.
Two-handed means that you need two hands to use a weapon, can not wield a shield or a
second weapon in that weapon set. A weapon wielded two-handed in melee gets 1.5 x Body-
modifier added to the damage.
Vampiric means that on a successful damaging hit the weapon’s wielder is healed depending
on the damage amount. Constructs (statues, gargoyles, golems, etc.) or undead can not be
drained.
Versatile means that a weapon can be used both one- and two-handed. Like with two-handed
weapons, a versatile weapon wielded two-handed in melee gets 1.5 x Body-modifier added
to the damage. A versatile weapon is automatically used two-handed if the other hand is
empty.
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Weapon / shield statistics
Attack and defense values include all current ability-, skill- and other modifiers. Separate values are
calculated for melee / throw / shoot attacks and melee / ranged defense. Ranged defense is only
used with shields.
Inventory item statistics for one-handed and versatile weapons are calculated with an off-hand
shield in use. The actual statistics can differ when weapons are dualwielded or when a versatile one-
handed weapon is used two-handed. Second character sheet page shows the actual in-use values.
Item’s enchantment means the possible ”plus” after the item’s name (+1, +2, and so on).
Only shields have Total ranged defense skill listed.
Action cost = How many base rounds it takes to attack with the weapon
APR = Attacks per base round
DPR = Average damage per base round
CRIT = Critical attack modifier
Total melee attack skill = Melee-skill + item’s melee attack modifier + item’s enchantment
Total melee defense skill = Melee-skill + item’s melee defense modifier + item’s enchantment
Total throw / shoot attack skill = Ranged-skill + item’s ranged attack modifier + item’s enchantment
Total ranged defense skill = Melee-skill + item’s ranged defense modifier + item’s enchantment
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Attack vs defense
Following formulas are used to determine whether an attack hits:
MELEE ATTACK
d20 + item’s Total melee attack skill
vs
d20 + item’s Total melee defense skill
or
d20 + Dodge-skill
THROW / SHOOT ATTACK
d20 + item’s Total throw / shoot attack skill
- distance modifier
vs
d20 + item’s Total ranged defense skill
-5 if throwing attack / -15 if shooting attack
or
d20 + Dodge-skill
-5 if throwing attack / -15 if shooting attack
If the total attack is lower than 8 (10 for ranged) then the attacker completely misses the target.
If the total attack is at least 8 (10 for ranged), and higher than the total defense then the attack is a
hit.
The defending creature always uses the best possible method to defend itself. If it has no melee
weapon or shield equipped then it always tries to avoid the attack (Dodge-skill is used). If it has a
weapon and a shield or two weapons equipped, then the one with better Total melee defense skill is
used.
If the defender can not see the attacker, the attacker gets a +10 attack bonus. One with Darkness
talent adds an extra +5.
If the defender is sleeping, the attack roll for melee attacks is an automatic 20, ranged attacks get a
+10 attack bonus.
When the defender is surrounded by more than one hostile creature, every adjacent hostile creature
above one decreases the defense by 2.
After an attack made from a neighboring tile, an unseen attacker is always marked visible to the
defender. For attacks made from distant tiles, a Search vs Stealth skill check is made to determine if
an unseen attacker is seen. A spotted creature can move to a new position to try to gain stealth
again.
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Damage
Weapons can usually deal either blunt-, pierce-, or slash-damage. Only the best damage type against
the target is used if a weapon can deal several types of damage.
Weapon damage consists of:
Base damage (damage dice) + item’s enchantment + Body-modifier
For example, a shortsword +2 deals 1d6 points of base damage, enchantment adds 2 points, and
then the modifier from Body is added.
Critical hits
Very successful attacks in combat are called critical hits.
A critical hit happens when the total attack value is much higher than the total defense value (at
least 22 higher for melee, at least 35 higher for ranged). Total attack and total defense values are
adjusted with critical attack modifier and critical defense modifier.
Some items and talents boost your critical hit chance (see the critical attack modifier and critical
defense modifier values). You can protect against critical hits by wearing heavier armor and a
helmet. Some creatures are immune to critical hits.
A critical hit does 50% more damage. Affects all damage element types (physical, cold, fire, etc.).
Improved Melee Criticals and Improved Ranged Criticals talents add an extra 25%.
One with Darkness talent adds an extra 25% if the defender can not see the attacker.
If the defender is sleeping, critical hits do 100% extra damage, but this does not stack with above
modifiers.
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Weapon set examples
These modifiers can be seen when you hover over values on the weapon page of the character sheet.
Only one-handed weapon equipped
If the item has the versatile-property, then the weapon is automatically used two-handed,
and gets 1.5 x Body-modifer added to the damage if the modifier is positive. Otherwise
Body-modifier is added to the damage.
One-handed weapon and shield equipped
The weapon gets Body-modifier added to the damage.
If you have the Shield Bash talent, you automatically make an attack with the shield too. The
shield attack is made with a -3 modifier. If your Body-modifier is positive, half of it is added
to the damage made with the shield. If negative, the full modifier is added. The slower
(higher speed value) of the two item speeds is used when determined how much time your
attack takes.
Two one-handed weapons equipped
You need the Dualwield talent to attack with two weapons.
Attacks are made with -2 and -4 modifiers to main- and off-hand. Same modifers are also
used for defense.
For the main-hand, Body-modifier is added to damage. For the off-hand, half of positive
Body-modifier is added, the full modifier if it is negative.
The slower (higher speed value) of the two item speeds is used when determined how much
time your attack takes.
Two-handed weapon equipped
Gets 1.5 x Body-modifier added to the damage if the modifier is positive. Otherwise Body-
modifier is added to the damage.
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Throwable item equipped
When thrown, half of positive Body-modifier is added to damage, full modifier if the
modifier is negative.
You need the Dualwield talent to throw two weapons at the same time. Dual throw attacks
are made with -2 and -4 modifiers to main- and off-hand.
If you have a shield with the returning-property and the Shield Bash talent, you can make
throw attacks with the shield with a -3 modifier to off-hand, or with -2 and -5 modifiers to
main- and off-hand if you have returning items in both hands.
If you make a throw attack with both hands, then for the off-hand, 1/4 of positive Body-
modifier is added, the full modifier if it is negative. The slower (higher speed value) of the
two item speeds is used when determined how much time your attack takes.
An item with the returning-property returns to your hand when thrown. If you have two
throwable items equipped, and only one of them has the returning-property, then only that
weapon gets thrown.
Projectile weapon equipped
Projectile weapons are always two-handed.
If you have the Strengthened Shots talent, or if the weapon has the feature, positive Body-
modifier gets added to the damage.
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Companions
Recruiting creatures
Friendly creatures can be recruited to the party by first talking to them (bump against them with
[CTRL] pressed), then selecting recruit from the menu if recruiting is possible. Recruited characters
can be removed from the party by first talking to them, then selecting remove from the menu. You
can see the stats of the creature by selecting character sheet from the menu.
You can have max Spirit-modifier + 1 recruits at a time (minimum is 1 even if Spirit-modifier is
negative). Clones and constructs (golems, statues) are not counted as real recruits.
You will get 50% of the experience points based on damage that your companions have made,
including animated, summoned, and charmed creatures. You will get 100% if you have the Team
Spirit talent.
You will get 25% of the experience points based on damage made by your companions’ followers,
mostly animated or summoned creatures. You will get 50% if you have the Team Spirit talent.
When you level up, all recruited / recruitable creatures are also automatically leveled up.
Recruitable creatures that you haven’t yet recruited go to Carillo (the trading demiplane) after you
descend deeper into the dungeon from their initial dungeon level.
If one of your companions has a higher Search-skill than you then it is used with autoexplore to
detect secret doors. You can give equipment to companions to boost their Search.
You can see the stats of your companions by first opening the character sheet with [C], then
pressing movement keys up / down to switch between companions. Movement keys left / right
switch between abilities / skills / resistances and talents / equipment screens.
Taming animals
If you have the Animal Friend talent, you can try to tame wild animals. If you succeed in taming an
animal, it will follow you like a recruited creature. High Spirit helps the taming check. In addition
to normal animals also direphants, griffons, owlbears, treants, and unicorns can be tamed. Centaurs
and elves get the talent automatically.
Animal companions are leveled up to your experience level after taming them, and they get their
Health, Stamina, Dodge-skill, and natural attacks boosted when you level up.
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Equipping companions
You can enter exchange mode or companion’s equipment from the interaction dialog after bumping
at them, but also from your personal inventory.
In inventory:
[CTRL] + up / down or [NUMPAD MINUS] / [NUMPAD PLUS] to switch between companions.
[CTRL] + left / right can be used when the selector is at top position (not shown).
[CTRL] + [TAB] or [NUMPAD 0] to switch between equipment & backpack- and item exchanging
-modes.
If your newly recruited companion is poorly equipped, and you really don’t have anything suitable
in your inventory, use the level loot command ([SPACE]) to see a list of items on the current
dungeon level. You can filter the item list by writing a keyword.
It's usually enough to just transfer an item to a companion, which will then automatically equip it if
it's ranked higher than the currently equipped item.
Companions won't change equipped items that are set by the player in companions' equipment lists.
Ammunition is an exception.
If a companion runs out of ammunition, there’s a red ”A” (for arrows) or ”B” (for bullets) indicator
on the bottom right corner of the companion’s image in the companion list.
Animated skeletons can be equipped!
You can give enchantment scrolls to companions, and then use them from their inventories. Your
Mind-ability and possible Expert Enchanter talent will be used when reading the scroll.
A Flask of Poison or a Flask of Slime can be given to a companion who will then automatically use
it.
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Commanding companions
[INS] or [F11] to toggle the companion list above the quickslots. [CTRL] + [INS] or [CTRL] +
[F11] toggles the viewing of expendable companions (constructs / animated / summoned / charmed
companions). These can also be toggled in the examine and autopilot modes.
The command key is in red if a companion is poisoned.
A direction arrow and distance is shown if you can’t see your companion. The arrow is red if there
are hostile creatures near the companion.
The autopilot map [P] shows the locations of unseen companions.
Commanding companions is a free action (does not take time). Don’t do it if it feels like too much
micromanagement. Just remember it as an option for tricky situations.
[CTRL] + [1] - [CTRL] + [F10] to change the behavior of a companion.
[DEL] or [NUMPAD 0] to order a command to all companions.
[CTRL] + [DEL] or [CTRL] + [NUMPAD 0] to order a command to all expendables (constructs /
animated / summoned / charmed companions).
In the examine mode you can also use [1] - [0] to command companions 1 - 10 without the need to
press [CTRL].
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The possible companion behaviors are:
FOLLOW (follow player, attack nearby creatures, default behavior)
REGROUP (follow player closely, prefer ranged attacks and talents)
STAY (stay at current location, attack nearby creatures)
TRAVEL (travel to an explored location, then STAY there)
TARGET (attack a hostile creature, then FOLLOW after target is dead)
HANDLE (disable / force a lock, or disable a trap, then FOLLOW)
The HANDLE-behavior can only be set when neither the player or the companion sees hostile
creatures. The companion tries to handle the lock / trap only once, then behavior is set to FOLLOW.
There must be a clear path to the destination.
Companions in FOLLOW-behavior will try to disable or force a lock after your failed attempt if
there’s one with better Body-ability or Disable-skill nearby, and neither the player or the companion
sees hostile creatures. The same method (disable / force) will be used. You can change this behavior
from the settings.
In main game mode you can order companions to either FOLLOW you, REGROUP towards you, or
to STAY at their current location.
In examine mode [TAB] you can order companions to TRAVEL to a wanted explored location, to
TARGET (attack) a hostile creature, or to HANDLE a lock or a trap. Move the target cursor over an
explored location, a creature, or a lock / trap, then change the behavior.
In autopilot map mode [P] you can order companions to TRAVEL to a wanted explored location.
Point the location with the movement keys or mouse cursor, then change the behavior.
If you command all companions to HANDLE a trap or a lock, the companion best suited for the job
will be chosen.
There must be a clear path to the target when issuing a HANDLE command.
You won’t get experience points from locks or traps disabled by a companion.
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In REGROUP-behavior companions try to stay close to you, melee attack only nearby creatures,
use ranged attacks or talents against distant creatures, and blink away only if surrounded.
There are two behavior-related settings that are both on by default:
Companion auto regroup-behavior
Companions will automatically enter REGROUP-behavior from FOLLOW-behavior when
they need to flee. Does not affect animated, summoned or charmed companions.
Companion auto follow-behavior
Companions will automatically enter FOLLOW-behavior from REGROUP-behavior when
in full Health, in at least half Stamina, and no hostile creatures have been seen for some
time. This affects only companions that have automatically entered the REGROUP-behavior
(see the setting above).
Companion tactics
There are 3 tactics modes available: DEFAULT, RANGED, and MELEE ONLY.
When in RANGED tactics mode, companion tries to maintain distance to enemies, and mostly use
ranged weapons.
RANGED tactics is indicated with a yellow ”R” letter on the companion image in the companion
list, MELEE ONLY with a ”M”.
[ALT] + [1] - [0] to change tactics of companion 1 - 10.
[ALT] + [DEL] to change tactics of all companions.
Companion options
On the second page of a companion’s character sheet are some options to control more of the
companion’s behavior. You can for example set an option that a companion won’t animate or
summon creatures.
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Gameplay tips
A rogue, not a hero
Don't get obsessed with the starting ability scores! The scores are not set in stone, they will get
better as you progress through the game. The game can be won with any of the archetype
characters, which most of have their abilities set by the point buy -method.
Ability scores can be permanently increased by selecting ability boosting talents at level ups, by
drinking elixirs, and from interacting with thrones and wells.
The same goes with talent progression. You can gain extra talent points from elixirs, thrones, and
wells.
The first dungeon level
Warriors should immediately search around for a better armor and a better weapon.
Light and darkness matter a lot! Turn off your lantern and nearby lightsources to rest or flee in
darkness. Try to find isolated places to rest, close doors leading to the area. A question mark (”?”)
on a creature means that it can not currently see you.
Positioning is important. Don't get surrounded! Retreat to corridors or around a corner, so that only
one monster can possibly hit you. You start with a staff that can make reach attacks, so you can hit
monsters 1 tile away.
You have to flee every now and then. You start with a Potion of Blink, use that when in a hopeless
situation. You have to anticipate dangerous situations before it's too late.
Most of the 1st dungeon level creatures don't have ranged weapons but you do, so make that count.
Most animals and mindless creatures can’t open doors, so you can bar their way by closing doors
behind you. Most animals are not outright hostile, but might gradually get so, incicated by their
Health bar color slowly turning from green to red. Crocodiles can be lethal to 1st level characters
but they’re slow, so avoid them until your first level up.
A level up on the first dungeon level is always guaranteed, as long as you get most of it explored.
Before descending to the 2nd dungeon level, make a trip to Carillo. You should have found enough
coins to buy Potions of Blink / Healing / Antidote.
Remember, you’re a rogue, not a hero. There’s no need to kill everything, at least until you’re better
prepared for it.
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Hidden treasures
Most of the best treasure is either in the hands of powerful creatures or hidden in secret caches.
Putting some skill points to Search-skill is recommended.
When a dungeon level is completely explored, a green Stonesense bar will appear under the XP bar,
and you will gain extra experience points. The green bar will appear even if you don't have the
Stonesense talent.
There is no need to manually walk around the dungeon to search for remaining hidden areas. Once
autoexplore no longer finds anything to explore, it will check if your Search-skill is high enough to
detect any of the possibly existing secret doors on the map. If something is found, autoexplore
autopilots you to the found secret door. You may want to boost your Search-skill with items,
potions, or talents, even temporarily, for better results.
Carillo, the trading demiplane
There are teleporters to Carillo, the trading demiplane, on all dungeon levels. You can recognize
these by the dice-symbol painted on the floor. Carillo has shops where you can trade items, and a
tavern where you can hear the latest rumours. Carillo also has empty containers where you can
store your items. Recruitable creatures that you haven’t yet recruited eventually come here.
If you have already discovered the teleporter to Carillo on your current map level, you can use
autopilot command to automatically travel to the teleporter. This can also be used on the Carillo
level itself to get back to the teleporter ([P] for autopilot, then [S] for shop teleporter).
The shops on the Carillo level are automatically set to map points 1-3, so you can use autopilot to
quickly enter these shops ([P] for autopilot, then [1], [2], or [3] and [ENTER]).
If an item found in the dungeon has a value listed in the top-right corner in its description, then it
can be sold in the shops for that amount.
Carillo can be a safe haven to catch a breath. There are items in the game that teleport you directly
to the Carillo teleporter, even if you haven't yet found its location on the current dungeon level. If
you are in a difficult situation and don't have any companions, go to Carillo to see if there's anyone
there that can be recruited. New recruitable creatures appear there every now and then.
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Don’t get cocky, kid!
Death is always lurking around the corner.
Don’t get overconfident, and don’t get bored! Just because you cleared a dungeon level so easily
doesn’t mean that you are automatically the uncrowned king of the next level.
Slow down when you are in a difficult situation.
If you start playing sloppily and without concentration, you will eventually end up dead.
Save the game, continue after a break or on some other day. Don’t waste a good run.
Positioning is important... don’t get surrounded!
When defending against a melee or a ranged attack, every adjacent hostile creature above one
decreases your defense by 2. When facing multiple enemies, try to combat them in narrow areas
instead of wide open spaces.
Getting surrounded by hostile creatures affects spellcasting too! When using the Magic-skill, every
adjacent hostile creature increases the skill check difficulty by 1. A positive Spirit-modifier
decreases the difficulty by one creature per modifier point. A negative Spirit-modifier further
increases the difficulty by the modifier amount.
Always have means to escape! It's ok to flee. Don't just stand there waiting for the killing blow!
Remember that you can try to displace (swap places with) a hostile creature.
No pockets in a shroud… use your items!
It’s fine to hoard potions and wands, but remember also to use them when needed, and better to do
that a bit too early than a bit too late.
Rest in peace… and darkness!
Close nearby doors and / or unlit any nearby lightsources (including your own lantern) before
resting. Most creatures in the dungeon have darkvision, but they can’t see very far with it. Quickslot
your equipped lantern so that it is easy to unlit and lit. Hide near walls, preferably in corners, or
among plants and fungi. A question mark (”?”) on a creature means that it can not currently see you.
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Health Surge
Invest a talent point to Health Surge. You need Body and Spirit of at least 12. When activated, all of
your remaining Stamina-points are converted to some Health-points. The amount that the talent will
heal is listed after its name in the quickslots panel and in the talent list. Half-trolls get the talent for
free.
Health Surge and Potions of Endurance
If you are at low Health and Stamina, don’t have Potions of Healing, but have the Health Surge
talent and Potions of Endurance, drink them to restore Stamina, then use the talent.
Stuck in web or slime
You can try to attack even when stuck in web or slime. A Body-check is made to determine if you
can struggle through the restraining effect. The Squirm talent gives a bonus to this check. The
strength of map cloud effects decrease each round, making it a bit easier to get free. Potion of
Mobility gives temporary immunity to restraining effects. Use a Potion of Blink or the spell Blink
for an immediate escape. An advanced option is to replace a cloud effect with a less harmful one,
for example conjuring Fire Wall on a web effect.
Dualwielding / Shieldbashing
To dualwield (to wield a weapon in each hand), you need the Dualwield talent. Equip the second
weapon from the equipment side in the equipment / inventory screen.
Also check the Shield Bash talent which enables to make an additional attack with a shield.
Dwarves get this talent for free.
Descriptions of talents can be seen when creating or leveling a character. Normally only talents
whose requirements are filled are shown, but by unchecking the option Info / Hide unavailable all
the talents and their requirements can be seen. You can also see a list of all talents and their
descriptions from the Zorbupedia which can be accessed during character creation, level up, and
from the game menu.
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Getting locked doors and chests open
A key is automatically used if it fits a lock. Keys don’t vanish after use. Keys are randomly placed.
By design it’s not guaranteed that a key for a certain dungeon level is created.
Keys are automatically picked up when you walk on them or use autoexplore.
If you don’t have a key, you can try to disable the lock (a Disable-skill check is made), or try to
force it open (a Body-ability check is made). If no hostile creatures are seen, you are operating at
your full ability / skill level, so there’s no need to repeatedly try to do the same thing unless the
ability / skill used improves even temporarily. You can boost your Disable-skill or Body-ability with
items. Motion-ability is the base ability for Disable so anything that affects Motion also affects
Disable.
A magical Knock can open locks. It’s available as a talent and as a wand.
If one of your companions is better at disabling / forcing, the companion will automatically try with
the same method that you failed with. For example, golems are strong, and can force most locks
open.
Carry spare equipment for companions
As you descend deeper into the dungeon, you will find a lot of loot, a lot more that you can equip
on your character. Instead of dropping or selling unused equipment, carry some spare items with
you to give to recruited creatures. Heavier items like armor can be stored in Carillo.
Give Disable-skill boosting items to a companion
If you have found items that boost the Disable-skill, but don’t want to wear them or don’t have
room in your equipment setup for them, give them to a companion with the highest Motion-ability.
Then, when needed, command the companion to disable a lock or a trap. They will also do that
automatically after your failed attempt if their Disable-skill is higher than yours.
Use the level loot feature to find items
After clearing a dungeon level there will typically be hundreds of items on the floor. Use the level
loot feature to find wanted items, and to autopilot to them. You can filter items in the level loot list
by typing a wanted keyword. In addition to letters, you can for example type ”+2” to filter items
with +2 enchantment, or ”3+” to filter items with at least +3 enchantment. Type "0" to filter special
items, unique items, and devices (potions, wands, etc.). With level loot you can mass pick up items
of same type.
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Anchoring
Anchoring creates a dimensional anchor around the target that prevents the target from blinking or
teleporting for the duration of the effect.
Withering
Withering creates a necrotic field around the target that prevents the target from regenerating Health
or Stamina (naturally, by talents, or by items) for the duration of the effect. Potion of Life removes
withering effect targeted against the drinker (map-wide withering effect is unaffected).
Tracking
Tracking forms a mental link between the attacker and the target. The attacker knows exactly where
the target is for the duration of the effect (the target is marked on the navi- and autopilot maps). The
target also glows as if wielding a lightsource, making hiding in darkness impossible. Only one
creature can be tracked at a time. The latest hit creature always becomes the target. The tracking
link to a creature breaks if the attacker enters another dungeon level or Carillo. Drinking a Potion of
Nondetection negates any tracking link to the drinker.
Returning to your original location after being teleported by a trap
If you spring a teleport trap, you can use autopilot [P] to get back to your original location if you
have the areas between the original and current location explored. Autopilot automatically sets the
target location to your former location if you’ve been teleported by a trap.
Intentionally springing traps
In some situations you may want to intentionally spring a known trap, for example Animate,
Confusion, Dismiss, or Summon traps. Bump at a known trap to open the trap dialog, then select to
spring the trap. You can also spring traps from afar by making a reach / ranged attack at them. Traps
that affect a single creature do nothing when sprung from afar.
If you spring your own Animate or Summon trap, then the created creatures will be friendly towards
you, and attack creatures that are hostile towards you. Animated creatures without a master will
eventually turn hostile against everyone. Remember that traps can not be set if an unfriendly
creature can see you.
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Combat tips
Use examine mode to see challenge ratings of seen creatures. Just remember that while there are
quite a lot of calculations behind the rating, it still is just a rough estimate.
There’s no need to kill everything! It’s perfectly fine to leave a creature alone, avoid it, or flee from
it. If you come across an area with creatures that seem too dangerous, leave them alone for now.
Return to the location at better time. You can block dangerous areas from autoexplore with [O].
You don’t get experience from creatures summoned by other creatures, so in most cases it’s best to
ignore the summoned creatures, and try to take out the summoner quickly.
Always have means to escape! It’s ok to flee. Remember that you can try to displace (swap places
with) a hostile creature by bumping into them with [CTRL] pressed.
Use reach attacks with weapons that have the reach-property (polearms, spears, staves, hoopaks,
urgroshs, some unique weapons). Your character starts with a staff so you have a reach weapon in
your hands right from the beginning. If you learn the Great Reach talent, you can make reach
attacks with weapons with the great-property.
Try to finish fleeing creatures with ranged attacks / talents before they warn their friends about you.
Recruit creatures! They will be of great help especially if they can cast spells. Remember to update
their equipment with better ones. Give them special ammunition and Potions of Blink / Healing /
Antidote / Mobility.
Tame animals if you have the Animal Friend talent (centaurs and elves get the talent automatically).
Remember that in addition to normal animals also direphants, griffons, owlbears, treants, and
unicorns can be tamed.
Some creatures are more vulnerable to certain elements. For example, most undead and fiends
(demons, devils, and toadaloths) take double damage from holy weapons.
Buy special ammunition from Carillo. Even a couple of arrows or bullets might make a difference
in the early dungeon levels.
Enchant your weapon with scrolls. Scrolls can be used to increase the weapon’s enchantment, to
add element damage, or to add a special properties. No need for saving the scrolls for ”later use”, as
you can separate enchantments back to scrolls by using a Scroll of Disjunction. The game always
has two Disjunction scrolls, both on sale at the shops in Carillo.
Use Flask of Poison / Slime to coat your weapon / ammunition. Flasks can be given to companions
who will then automatically use them.
Enable autoammo. Autoammo tries to restrain, poison, or otherwise select an ammunition that the
creature is most vulnerable to. Ammunition of Dismiss or Explosion are not used, but ammunition
of Slime and Poison are. Setting Autoammo uses anchoring & withering controls the use of
ammunition of Anchoring and Withering.
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Try to break big groups of enemies before attacking them directly. Charm, Confusion, and Dismiss
are great effects for this, found in talents, items, and trapkits.
Potion of Speed, the Speed Burst talent, weapons / ammunition coated with Slime are means to
handle enemies that are faster than you.
Set traps on floor tiles or on closed doors. Trapkits can be used when unfriendly creatures can't see
you. Yell [Y] to attract creatures towards you to spring the trap.
You can use "ranged attack and retreat" tactics if you set behavior to REGROUP and tactics to
RANGED on all characters. Can be very useful in some situations, like when retreating from a
group of oozes that would otherwise destroy the party with their acid attacks.
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Scoring
The score consists of 5 categories: map exploration, creature defeating, two types of unique
defeating, and the ascension type. Score can be seen after a game has ended, and in more detailed
form in the obituary file.
Once you have completely explored a dungeon level, the map / autopilot screen shows how many
creatures that count for score are remaining on the level. You can use autoexplore to get to them.
1. Exploration
Max points for map exploration is 10000. Points are awarded per dungeon level, depending on how
much of the map you have explored. Each level has a fixed max points amount, ranging from 100
(1st dungeon level) to 3000 (Zorbus).
2. Creatures defeated
Max points for creature defeating is 10000. Points are awarded per dungeon level, depending on
how many of the creatures you have defeated. Each level has a fixed max points amount, ranging
from 100 (1st dungeon level) to 3000 (Zorbus). Uniques are not included in this category.
Some creatures, mostly friendly ones, do no count for score. This is indicated when examining a
creature in the examine mode.
3. Uniques defeated, dungeon
There are 16 uniques in the 10 dungeon levels. Examining a creature in the examine mode indicates
if it counts as an unique. Max points for the dungeon uniques is 10000, 625 points per unique
defeated. See the next page for a list of uniques (spoilers).
4. Uniques defeated, demiplanes
There are total 16 uniques in the demiplane levels (Carillo, Zorbus). Examining a creature in the
examine mode indicates if it counts as an unique. Max points for demiplane uniques is 40000, 2500
points per unique defeated. The avatars of the gods are included in this category. See the next page
for a list of uniques (spoilers).
5. Ascension
If you manage to beat the game and ascend, you will get points depending on the ascension type:
25000 for demigod, 50000 for god, 100000 for overgod. This amount is multiplied by a factor if
playtime is under certain amount: 5 hours for demigod, 6 hours for god, 7 hours for overgod.
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Uniques (spoilers)
List of uniques that count for score.
Dungeon
Unique Dungeon level
Kobold tribe leader 2
Goblin king 3
Rat queen 3 - 6
Hobgoblin warlord 4
Lord Kricerius 4 - 10
Dungeon Master 5 - 10
Magyarix 5 - 10
Marabellix 5 - 10
Dagonoth archpriest 6
Duergar king 7
Drow matron mother 8
Drow weapon master 8
Company leader 9
Myconid Lord 9 - 10
Fire giant king 10
Archlich 10
Demiplanes
Unique Demiplane
Cosander Carillo
Avatars 1-8 Zorbus
Atropal Zorbus
Demogorgon Zorbus
Dendar the Night Serpent Zorbus
Kas Zorbus
Kezef the Chaos Hound Zorbus
The Chained God Zorbus
The Robed Figure Zorbus
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Endgame (spoilers)
Dungeon structure
The dungeon is 10 levels deep. The portal to Zorbus is on level 10. In addition to the normal
dungeon levels, there are two special levels: the shop hub level and the final Zorbus level.
Levels 1, 2, 5, 7, and 9 are 96 x 96 sized, the rest are 128 x 128 sized.
Ascension
There are 3 different ascension types: demigod, god, and overgod.
If you ascend to demigodhood, your character and companions will be saved to the Zorbus level as
NPCs.
If you get to Zorbus wth another character, and challenge a god to a duel, your former character and
former companions will help you in the fight.
If you manage to beat a god’s avatar, your character will take its place in the pantheon. Your
companions will ascend to demigodhood.
The ultimate ending is your character becoming the overgod. If you challenge the overgod, the
pantheon is always reset meaning that your previously ascended characters will be gone from the
Zorbus!
The shrines in the dungeon and the Deities & Demigods book reflect changes in the pantheon.
The names of the gods are scrambled from roguelike developer names.
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