adventurer's handbook dungeonworld · the heart of the game goals and achievements open-ended...

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WORLD DUNGEON The Largest PBM Adventure Game Ever Made! Adventurer's Handbook Credits Produced by Madhouse UK Game Designer Steve Tierney Programming Duncan Perham & Steve Tierney Art Director Marie Smith Artwork & Game Graphics Manny Vega Marie Smith Jonas Nelson Lee Fulford Steve Tierney Other Contributors Andy London Lee Beeson Kerry Harrison Dave Versace Michael Harrison Jimbo Versace Mark Adams Mark Howe Proofreaders Sarah Phillips Nemo Nox P.Sykes Dave Massie Andrew Wallis Andy London Duncan Hart The contents of this handbook and the entire game of DungeonWorld are Copyright Madhouse UK 1999 & on, All Rights Reserved. All artwork used in the DungeonWorld game and in this rulebook, with the exception of that produced by Jonas Nelson (used with his kind permission) is Copyright Madhouse UK 1999, All Rights Reserved. Use or duplication, in whole or in part, is strictly prohibited.

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WORLDDUNGEONThe Largest PBM Adventure Game Ever Made!

Adventurer's Handbook

Credits

Produced by Madhouse UK

Game DesignerSteve Tierney

ProgrammingDuncan Perham & Steve Tierney

Art DirectorMarie Smith

Artwork & Game GraphicsManny Vega Marie Smith

Jonas Nelson Lee Fulford Steve Tierney

Other ContributorsAndy London Lee Beeson

Kerry Harrison Dave VersaceMichael Harrison Jimbo Versace

Mark Adams Mark Howe

ProofreadersSarah Phillips Nemo Nox P.Sykes Dave Massie

Andrew Wallis Andy London Duncan Hart

The contents of this handbook and the entire game of DungeonWorld are Copyright Madhouse UK 1999 & on, All Rights Reserved.All artwork used in the DungeonWorld game and in this rulebook, with the exception of that produced by Jonas Nelson (used with his kind permission)

is Copyright Madhouse UK 1999, All Rights Reserved. Use or duplication, in whole or in part, is strictly prohibited.

WORLDDUNGEON ContentsThe Handbook

What You Should Receive

E-Mail Play

Budget Rules

Supplements & Merchandise

Organisation

The DungeonWorld Adventurer's Handbook isdesigned in such a way as to be flexible andeasy to customise. You can organise the pagesin any order you wish. We can send you newpages when we need to. Your rulebook cangrow as the game grows!

This package should have included a binder, acolour map of the Kingdom of Bereny (in theback cover of the binder), a colour cover page(in the front cover of the binder), a GuidebookChecklist and a complete set of all the currentGuidebook pages. Rulebook revisions (extrapages) will occasionally become available at asmall extra charge.

These rules are also available in E-Mail formatas a PDF file and can be downloaded for freefrom our website.

A Budget A5 format of these rules is alsoavailable for a lower-cost start in the game andfor use with special promotions. The BudgetRules are not modular. You will still receivenew pages automatically but will have toarrange the management of them yourself. Wedo recommend players purchase the modularrules for ease of use rather than the budgetrules, but that is, of course, your choice.

DungeonWorld is a big game and as such it hasalready spawned supplementary books andmerchandise. No doubt, as time goes on, evenmore will become available. The list of what iscurrently available will also be included on yourGuidebook Checklist along with prices.Supplements are *not* essential to play. Theyare simply provided as a service for people whoare interesting in knowing more about certainaspects of the game world, or who enjoy suchadditional products.

The Adventurer's Guidebook is split into several'sections' to make it easier to find what you arelooking for and to organise your rules. Thesesections are shown on the right hand side ofthis page.

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The Main Stuff

The Game World

The Characters

The Orders

Skills & Talents

Containing an overview of the play-by-mail hobby, an overviewof the game and discussion of the actual mechanics, scale andplay method which govern the game. You should read this section first.

Containing information on the World of Myriad, the Kingdom ofBereny, and the overall setting of the game, including a little historicalbackground, the Laws of the Land and a brief discussion of magic and religion.

Containing a rundown of all the standard adventurer classes available forplay, including armour/weapon restrictions and special abilities.

Containing a detailed description of all the major orders in the game,examples of their use and comments provided by actual players ofthe game for flavour and assistance.

Containing an explanation of the Skill system used in the game and chartsshowing all skills currently available. Since you start the game withno experience points consultation of this section will not be neededimmediately.

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WORLDDUNGEON

WORLDDUNGEON

The Main Stuff

A Great Tradition

Play-By-Mail

The Rulebook

Flexible Rule System

The Budget Rules

About Madhouse

In every play-by-mail game's rulebook there isthe obligatory ''what is play-by-mail?'' sectionand being a strong believer in tradition... here'sours! If, of course, you know *exactly* whatplay-by-mail is and have played such gamesbefore, please feel free to skip this pageentirely. If not... well, you are in for a wholeworld of fun! I hope you love it as much as Idid when I played my first play-by-mail game!

Play-By-Mail, known as PBM for short, is ahobby which allows people to play games withgroups of players from all over the world! Youcan choose when to play, without needing toworry about matching up times with the otherplayers and you get the flexibility to enjoy yourgame when you want to do so. Gaming at yourconvenience! This is how it works:-

(1) You send your ''moves'', in the form of codedorders, to the company who are running thegame (in this case Madhouse.)

(2) On a set date Madhouse 'run the game',producing personalised printed reports for allthe players and mailing them out to them.

(3) The players peruse the reports they havebeen sent and it's back to (1) (above).

There are essentially two different ways to play-by-mail. The original and still very common oneis the postal method (for which you do *not*need a computer). Turns are sent to you by mailand you return your orders the same way.

The other method, becoming increasinglypopular, is to play-by-email. There's nodifference in the game itself at all, just in themedium for sending and receiving turns. Itdoesn't matter which you choose, you will stillbe in the same game playing with the samerules and paying the same price to play.

You can mix and match these up too, if youwant to. For instance many players send theirturns by e-mail, but like to receive them back ashard-copy turns in the post ("it's nice to getmail that isn't bills" is the common lament)!

All the rules you need to play the game arepresented in this rulebook. If there's anythingnot covered, it's probably because we don't*want* you to know it! (Many things are meantto be discovered as you explore the game).However, if you feel something is unclear orhave any questions you should feel free tocontact us... we are here to help!

None of the rules in this book are going tomake much sense to you until you receive yourfirst personalised results for your game position(called a turn report). When you do, you'll beable to cross-reference the report to the rules inthis book and work out how to play! Each TurnReport has an Order Form attached to the back,which you fill with the coded instructions foryour characters and return to us.

Of course... nothing is for free! DungeonWorldcosts you money each time the game is run(which will be once a fortnight for the normalgame, although some variant games are fasteror slower.) Please make sure you understandthe current prices for the game beforeproceeding to play. Please also make sure youhave read our 'House Rules', since youragreement to them is a condition of your takingpart in the game.

DungeonWorld is a growing game. A team ofstaff are working constantly to add things to it,to give the world depth and to improve thesystem. As such there are often new rules beingadded, which is why we came up with thisflexible rules folder. The advantage here is thatwe don't need to constantly make newrulebooks and revisions, when a new rule orelement of the game is introduced you will besent the rules pages to be added to this folder.

You will also notice that pages are not''numbered''. This is deliberate, allowing you toorganise the rules in whatever fashion suits you.When you join the game you will be sent acomplete set of all the current rules pages. Youcan check that you have all the pages byreferencing the 'page index chart' if you areworried that something might be missing.

As you can probably imagine, a rules system likethis isn't cheap to produce and we charge for itaccordingly. Some players cannot affordextravagant rules like this though and we don'twant to alienate people just because they aren'tas rich as others! Consequently, we produce a''budget'' set of rules, which still has all thepages, but shrunk down to A5 size and stapledinto a little booklet. If you are holding one ofthese then you should still be able to use themjust fine, but you may want to consider thelarger-format rules if/when you decide you canafford to invest in them, if only for the fact thatrule revisions will be easier to add!

Madhouse are one of the world's leading play-by-mail companies. We have been establishedsince 1991 and have run games for thousandsand thousands of satisfied players!

The Madhouse Head Office is based in theUnited Kingdom, which is where the games aredesigned. We are one of the only UK-basedPBM firms who are actually designing newcomputer-moderated games for worldwide playand are proudly carrying the British flag forPBM-design.

Madhouse are also represented by our licensedpartners, Madhouse U.S.A. and Madhouse OZ,based in the United States of America andAustralia. Both of these branches are run byexperienced and highly-qualified GamesMasters who bring our particular brand ofmadness to a new audience in their own partsof the world.

Madhouse do not run our PBM firm like acompany... we run it like a club! We do itbecause we love it and because we want *you*to love it. We always welcome constructivecritisicm or suggestions of any kinds. We can'tpromise you'll love everything we do... but wecan promise you our best attention and thecraziest brand of insanity ever seen in thegames world...or under a full moon!

Yours from the Darker Side,

Steve Tierney - Madhouse Chief Surgeon

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What Is Play-By-Mail?

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WORLDDUNGEON

WORLDDUNGEON

The Heart Of The Game

Goals and Achievements

Open-Ended

The Nexus Engine

The Biggest World - Ever!

Heroic Adventure

DungeonWorld is a fantasy adventure game. Itis set in an epic world full of monsters, mayhem,swords and sorcery. It is deliberately 'pulp' instyle, going for the high-fantasy swashbucklingapproach rather than the more sombre andmoody fantasy found elsewhere.

DungeonWorld is a character-based game.Each character you control in the game is an*individual*. Perhaps they travel together, orperhaps they don't even know each other andhave entirely separate adventures. That's up toyou. It's all down to how you use your orders.New Players who have tried other sorts of PBMgames often assume that their characters are a'group'. This is a misconception. Yourcharacters are only a group if you *play themthat way*.

Players of DungeonWorld set their own goals.This is not a game you can 'win' in thetraditional sense. There are no game-definedvictory conditions to achieve. You decide whatyour character's objectives are and then try toachieve them within the game.

Almost anything is possible in DungeonWorld .Maybe you just want to become a famouswarrior with a lot of 'kills' to your name?Maybe you want to learn a lost magical spell,the scroll torn from the claws of a dyingdragon? Maybe you want to become the leaderof an influential guild? Or a High Priest? Or aKing? Anything is possible in DungeonWorld ...but the grander your schemes and plans thelonger it may take to achieve them! And onceyou DO achieve them... well then it's time todecide what to do *next*!

This game has no 'end' as such. It keeps runningforever and players can continue to take partfor as long as they want to! The game has beenspecifically designed to be a long-term action-packed adventure game. Anybody who thinksthey are gong to achieve power and recognitionover night is likely to be disappointed. Thenagain... you could get lucky. As we keepsaying... anything is possible!

DungeonWorld was designed from the NexusEngine, the powerful game-design tool whichwas created by Madhouse UK for the purpose ofmaking elaborate and innovative PBMadventure games. The Nexus Engine is also thefather of Steel Fury (another of our games) andwill probably be used even more in future.Should you ever play another Nexus game you'llfind that a familiarity with some of the basicmechanics learned from DungeonWorld play isvery helpful, while each game designed fromthe system is still quite different and thereforea new challenge to play!

We made DungeonWorld into a *vast* game. Itreally is absolutely huge. We believe it is themost immense and comprehensive game PBMgame of its type ever made... but we won't reston our laurels! We are constantly adding to andenhancing the game so that it *remains* thebiggest. This isn't a game that you'll outgrow ina year or two and become bored with... becauseDungeonWorld is growing *with* you!

In general, DungeonWorld is a Heroic AdventureGame. By which we mean most of the normalplayer positions are ''good guys''. Certainly theyare played in various shades of grey, but thebasic premise is that adventurers are on the sideof light and the monsters... aren't. There arespecial DungeonWorld positions wherebyplayers can take control of the darker side ofthe game too. Players interested in such thingsas ''monster positions'' and ''Darkwalkers''should let their GM know! In general it isrecommended that you play the standardadventurer position for a while before tryingone of the other types, which are usually moresuitable for experienced players.

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What Is DungeonWorld?

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WORLDDUNGEON

WORLDDUNGEON

Your Starting Position

Telling Us What You Want To Do

Actions In Sequence

Writing Orders

Orders By Post

Orders By E-Mail

When playing the normal DungeonWorld 'adventurer position you will probably start withtwo or three characters. You get to choosewhich character types to start with (from the'characters' section in this guide.)

The important thing to remember is that all ofyour characters are individuals. You maychoose to have them work as a team or traveltogether, but there is absolutely no reason whyyou have to. Neither does the computer seeyour characters as 'allies'. If one is beingattacked, the others will simply stand aroundand watch unless you have written orders toinstruct them to do otherwise. You have totalcontrol!

New Players will normally be started in aDungeon courtyard (a relatively safe area in aDungeon from which to begin your adventures.)As soon as you walk through one of the doorsinto the Dungeon itself your adventures havebegun. Alternatively, you could choose to goup the stairs to the surface world and adventureon the overland, although we normallyrecommend new players try the Dungeon first!(The game is called DungeonWorld after all!)There tends to be more treasure and more evilthings to fight underground.

You have control over your characters asindividuals and you can do a lot of differentthings with them. However, DungeonWorld is acomputer-moderated game and as such youneed to issue coded instructions for yourcharacters to tell us what you want them to do.Each turn you will receive an Order Sheet whichyou should fill in. All the codes for differentorders are shown in the 'Orders' section of theserules, with detailed examples to help you getstarted and avoid errors.

Each character you control will get a certainnumber of orders, shown by how many linesthey have under their name on the order sheet.You cannot issue any more orders than thenumber of lines they have. Most maincharacters have 15 orders and sub-characters(like Guard Dogs) have 10 orders, whilesummoned characters or other specialcharacters can have fewer orders, depending ontheir purpose in the game. It is important thatyou write the orders in the correct slots, whichare clearly marked with the character's nameand ID number on your Order Sheet.

DungeonWorld uses an innovative andpowerful phase-based system for processingorders. Your orders will be processed *exactly*in the order you wrote them. The way thesystem works is to process *all* characters firstorders, then all their second orders... and so onuntil the final (fifteenth) order phase. Duringeach individual phase, all orders for that phaseare shuffled randomly. So while you neverknow who's first order will go first, you *do*know your second order will come after all thefirst ones.

The phase-based system allows for some verycomplicated interaction between chartacters,but it does mean careful planning is needed toavoid mucking it all up! Once you've played afew turns it will all seem second-nature to you.

For instance, a priest could hand a wand on hisfirst order to his ally the enchanter, then healhis other friend the warrior on the secondorder. Meanwhile the warrior fires his bow onboth orders (while being healed on the second)and the enchanter casts a spell on the firstorder (while receiving the wand) and equips thewand he has now been given on the secondorder... ready to zap the bad guys!

Order lines have three columns. Some ordersuse only the first column, some use two while afew use all three columns. Again, please referto the section headed 'Orders' for fullinstructions on how to write the various ordersin the game.

When sending your orders by post or fax youshould be sure to write in clear bold letters. Wecannot be held responsible for input errorsmade by GMs because of scraggy handwritingor unclear text. If you make a mistake on yourorder sheet and need to redo it, a blank piece ofpaper with all relevant player and characterdetails will be okay.

When sending orders by e-mail we encourageplayers to visit our website where you can makeuse of our order entry program whichautomatically sends your orders to us in thecorrect format. Alternatively, there is astandalone order-entry program available forPCs which can be downloaded from ourwebsite, if you prefer to work out your ordersoffline, but you will then have to e-mail us thefile the program creates.

If you are not using the standalone or the web-based order entry program then there is onlyone format we will accept e-mail orders in andthat is as a *plain* text message. We do notaccept file attachments of *any kind* unlessthey are produced by our own order entrysoftware. A simple, plain ascii text messageproduced in almost any internet connectionpackage is all we need. The message shouldinclude your full name, game name, modulenumber, *player number* (very important!!) andthen the character IDs and names followed bytheir orders.

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Characters & Orders

main section : 3

WORLDDUNGEON

marie

An Adventurers Life

Danger!

Monsters!

Booty!

A Devious Plan

Gear & What To Do With It

Magical Storage

Gold Pieces

Signing Up Extra Adventurers!

While you explore the game, the first thingyou'll notice, particularly in Dungeonsthemselves, is that far from being a lonely placethe underground world is full of life.Essentially, that life comes in two forms. You.And Them.

Of course, there's more to it than that, butessentially the characters that wander the gameare either adventurers (the good guys) ormonsters (the bad guys). Adventurers are out toexplore, sometimes to fight evil, often to getrich! At least... that's the plan! The Monsters,on the other hand, have their own diabolicalgoals, many of which involve expediently killingadventurers who cross their paths or delve intotheir homes!

The world of Myriad is a very dangerous place.Creatures and characters of wildly varyingpower levels can be found there. So be carefulwhom you pick a fight with. They could turnout to be far nastier than you!

There are literally thousands of different typesof monster roaming Myriad. You'll often findthey live in small 'communities' where racesthat work well together or compliment eachother can be found in certain areas. Forinstance, when you find Goblins, you'll oftenalso find Hobgoblins, Giant Goblins and possiblyMidnight Elves and Orcs nearby since thoseraces interact in the game world. All monstersare fair game for an adventurer so don't be shy,if you feel confident you can beat them... clearthem out! Unless, of course, there's some profitin keeping them alive...

Some monsters in DungeonWorld are playercontrolled (Monster Positions are a differentway to play, available to experienced playerswho are interested) and these are particularlydangerous because although the computer'sintelligence for monster movement is quitesophisticated, another player is always going tobe the most dangerous opponent. It's notalways easy to spot a player-controlled monster,although if they have a name as well as a racename this can often (although not always) be aclue.

Many monsters carry gold, equipment, weaponsand armour. If you defeat them they dropitems they are carrying to the floor. You canthen take the stuff as booty. If it's good stuffyou can use it yourself or trade it with otheradventurers. If it's not so good you can alwayssell it for a few extra gold pieces.

You may also find treasure laying about as youexplore. Monsters 'scatter' this treasuredeliberately. The devious plan is that loose'items' and gold are likely to attract greedyadventurers, whom they can then waylay, rob,murder (and quite often eat!) Of course, thisoften works against them when they are theones who end up getting killed, but nobodyever said the monsters were smart.

Take a look at one of the character pages onyour turn report. You'll see that each characterhas an area which shows what they are wearing(called 'body slots') and what they are carrying(called 'backpack slots'). For instance there is abody slot called 'attack hand' which shows thecurrently equipped weapon.

There are various slots for the different bodyareas. It is important to note that only ONEitem can be equipped in each of the body slots.You may notice there is only one slot for'finger'. Yes, this does mean you can only wearone ring, despite having ten fingers (for mostadventurers). This is simply a part of the gameyou will soon get used to.

The other type of slots, 'backpack slots', are forstoring items you aren't currently using. If youdefeated a monster and it dropped a sword, youcould store it in your backpack to sell or tradelater. Or you could be carrying weapons,armour or other items that aren't immediatelyuseful but may come in handy for specialsituations.

Your backpack slots are a little different fromyour body slots. In these you *can* carrymultiple items, although all items in any oneslot must be the same type. To find out howmany of an item can be stored in a backpackslot you need to investigate the item. Whenyou pick things up or gain items they areautomatically sorted to the *first availablespace* in the backpack.

For the purposes of the game an Adventurers'Backpack is assumed to be magical. It is not areal 'item', it is simply a part of every character.Backpacks can carry far more than is actuallyphysically possible for a real backpack... due totheir inherent magical nature. It's quitepossible to be carrying a Pike, a Goblin Head, sixDaggers, a Suit of Plate Mail and a RockingChair all stored in your backpack and still haveempty slots! While not entirely realistic, this isa fantasy game and some allowance must bemade for adventurers to tow around all the coolstuff they find!

The standard currency in DungeonWorld is theGold Piece (GP). Everything you buy from anormal trader will usually be for GPs. Whenyou sell things you will receive GPs. When youbuy things you will pay GPs. Money inDungeonWorld is not handled as normal items.It does not take up any sort of equipment slot.Instead it is separately stored in your characters'purse'. (Shown as 'Gold Carried' on yourturnsheet.) Most main character adventurersstart the game with 50 GPs to spend.

To sign up additional adventurers you can fill inthe form that comes with every turn report. Ifyou want more than one extra adventurer youcan write additional instructions on blanksheets of paper and attach them to your ordersheet. New adventurers can start in any knownDungeon courtyard or they can start at amagical trader that is within the field of vision(on the printed map) of one of your existingmain characters.

If you sign up additional adventurers they willalso start with 50 GPs and their first turn'sorders will usually be the buying of equipment.

Please note that there is a fee for signing upnew characters. Make sure you know thecurrent prices before signing them up and thatyou have enough money in your game accountto cover it.

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Life In DungeonWorld

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WORLDDUNGEON

Combat & Injury One Order Is One Attack

Reply Attacks

Hostility Attacks

Masses Of Combat!

Sooner or later every character is going to beinvolved in combat. Usually sooner! As such, it'simportant to understand how the combatsystem works. Every character (and remember,monsters are characters too!) in the game has aunique ID number, which is shown in bracketsafter their name on your turn report. There aremany ways to attack characters (see the''Orders'' section for full details on the differentorders which initiate combat) some of whichtarget specific IDs and some of which just hitthe nearest bad guy!

For a successful attack you need to be withinrange of your target. Each weapon has a rangeand if you can't 'reach' the target the order willfail.

Remember, in DungeonWorld everythinghappens in 'real time', meaning that as yourcharacters move and attack, their enemies aremoving and acting as well! It's possible thateven though a character was in range at thestart of the turn, by the time you issue yourorder they will have moved out of range, diedor taken cover to avoid missile attacks.

The most common mistake beginners makewhen writing combat orders is forgetting that ifyou only write a single attack order you willonly attack once... and you might miss! If youwant to attack multiple times... you must issuemultiple attack orders!

Every time you attack a monster, the monstergets a free 'reply attack' upon you, as long asthey are within range with their own weapon.So, swing a sword at an Orc and he'll swing hissword back at you again. But fire an arrowfrom across the room and the Orc can't reachyou with his sword and so does not get a reply.

All adventurers are allowed up to two replyattacks per order phase. Some monsters getmore than 2 reply attacks per round due totheir speed or multiple attack forms. The ReplyAttack works for all characters. So whenmonsters attack you, you get the free replyattack as well! You always get a reply attack ifyou can reach to do so... up to the limit of TWOfor most characters.

Even if you have your hostility set to 'passive',or you have reached the limits of your FearFactor (see the ''Orders'' section for informationon these two settings) you will still always getyour reply attacks and attempt to defendyourself when somebody takes a swing at you!

Every time you move, the computer quicklyscans around your field of vision to see if thereare any enemies within range of your currentlyequipped weapon. The computer knows whomto consider enemies according to your currentHostility Setting. If the computer finds anenemy you will issue an automatic 'HostilityAttack' upon them. If there is more than oneenemy the computer will choose one randomlyfrom the pack. Like the reply attacks, thisattack is also 'free' (it doesn't prevent youactually issuing an attack order that phase.)

Once again, the same rule applies to allcharacters. So monsters have just as muchchance of triggering hostility attacks upon yourcharacter when they move. It is only 'Move''orders which trigger hostility attacks. If you arestanding still and doing Bodybuilding or EatingRations you won't get any hostility attacks.

Taking all these things into account you can seethat a single order phase can actually result in alot of attacks being thrown. For instance, amonster might be using the follow and attackorder to chase after you. When it arrives inyour square it gets an automatic hosility attack,which you then get a reply attack to. Then themonster actually issues its attack order at theend of the Move and Attack and once again youget a reply attack. Finally, your own order getsprocessed... an attack on the monster... and itgets an attack on you. That's *three* rounds ofcombat in a single order phase! If there wereseveral monsters involved the whole thing canget quite complex as you can imagine... and alot of damage can be dealt in a short space oftime!

The main thing is not to worry too much aboutthe exact mechanics of what is going on andjust to enjoy combat. The results are quitegraphic and very varied!

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Combat (1)WORLDDUNGEON

main section : 5

Combat (2)WORLDDUNGEON

main section : 6

Combat Mechanics

Some Examples

Minimums / Maximums

Types Of Damage

Other Combat Factors

Combat Damage

Damage Alterations

Death (R.I.P.)

Your characters have a few statistics that areimportant for determining how they fare incombat. While many players are happy to playthe system without really knowing how it worksmathematically, this section is presented forthose people who like to know the numbers!

When trying to attack, the attacker's percentagechance to hit is calculated by comparing theiractive attack score with the defender's activedefence score. The formula is as follows:-

wherea = Attacker's active attack skilld= Defender's active defence skillc= chance to hit

If the attackers Attack Score is '20' and they aretrying to hit an enemy with a defence skill of'- 45' then their chance to hit is 65%.

If the attackers Attack Score is '0' and they aretrying to hit an enemy with a defence skill of'-10' then their chance to hit is 10%.

If the attackers Attack Score is '42' and they aretrying to hit an enemy with a defence skill of'+7' then their chance to hit is 35%.

Unless ''damage immunity'' (complete immunityto a certain type of damage) is in force, nochance to hit can ever be lower than 5% orhigher than 95%. If it is, the computerautomatically amends it.

In DungeonWorld there are six different typesof damage. ''Normal'', ''Cold'', ''Fire'', ''Magical'',''Chemical'' and ''Mental''. You will see fromyour turn report that you have a defence scorefor each of these types of damage. The Defencescore you would use in the combat formula(above) would be the one that corresponds withthe type of attack being done. So for normalweapon attacks you would use ''normal'', for apoison-gas breath attack it would be ''chemical''and so on. Some monsters are totally immuneto damage of certain types.

Your character starts off with an attack scorebased on their character class, but this score isamended by various factors. Special or magicalweapons and other equipment will sometimesalter your attack score. Special terrain types ormagical areas can also have an effect, as canskills or talents you learn as your characterprogresses through the game.

The same applies for the various defence levelsand in their case armour is one of the mostcommon forms of alteration. Your Dexteritystatistic also plays a part, giving you an'invisible' bonus (you don't see it calculated onyour statistics, but it is there) of 5% 'normal'defence per point of Dexterity above 16.

Once a successful hit is scored in combat thedamage is calculated. This is handleddifferently for Melee (range 1 or 2) and Ranged(range greater than 2) weapons.

The damage you do with Ranged weapons is arandom amount from 1 to the max damage.The max damage is whatever damage theweapon can potentially do. So, if you are usinga short bow, which has a max damage of three,then your damage will be a random numberfrom 1 - 3.

Melee weapons are a bit nastier, since you getto add your ''natural'' damage to the randomrange. "Natural" Damage is your standard barehands damage for your character class (it's '2'for most classes except Monks.) So, if youattack with a short sword, which has a maxdamage of 5, you will do 1 - 7 damage (unlessyou are a monk who will do more because theyhave a higher natural damage than mostclasses.) With Melee attacks you also get astrength bonus if your strength statistic ishigher than 16. For every point above 16 youget an extra point of "Total Damage" added tothe calculated total. So if you had a strength of18 with the short sword you would now do 3-9.Note: strength damage is not part of therandom range in the same way natural damageis;, it actually gets added to the final total,effectively increasing the 'average' damage youwill score as well as the maximum possibledamage.

Another sort of increase you can get throughitems, skills or other in-game effects is aDamage Boost. Just like attack and defence,your damage can be adjusted by magicweapons, armour, skills etc. Most commonlythis takes the form of an increase to your "MaxDamage", which simply widens the range ofdamage you can do. Some special things giveyou additional points of "Total Damage" in thesame way strength does.

Just to confuse matters more (and we'veprobably only got the real mathmaticians stillreading!) ''Damage Reduction'' is the reverse ofa "Damage Boost". It is possible in the game formonsters to have, or adventurers to gain, theability to reduce damage done to them (called a'buffer') or to reduce the damage they dothemselves (a cursed item or simple weakness).Goblins, for instance, have a 1 point DamageReduction because they are so pathetic, so witha short sword they do 0-6 instead of 1-7... theycan hit you and still do no damage! With''Buffers'', if you had a 1 point buffer and tooka 7 point hit, it would be reduced to a 6 points.Very useful!

Every character in the game has a health stat.If their current health is ever reduced to zero orlower they are dead. Death in DungeonWorldis a very permanent thing... so try not to getkilled! As soon as a character is reduced tolower than 1 health they are unable to do*anything*, all orders will fail thereafter. Butthat character is not actually dead until thevery end of the turn.. so if another characterheals them that turn after they were killed andbrings their health back up above zero againthey will still be alive. Once the fifteenth orderphase is done, death takes the character fromthe land forever. You will see their name and IDno. with 'R.I.P.' after it on your turn report toshow they have been killed.

Dead characters drop everything they werecarrying to the ground at the beginning of the*next* turn. (So you can pick it all up on phase1 even though it was not showing as items onthe ground at the end of the turn they died.)However, each square can hold only 12 items'laying on the floor', any further items arepermanently lost.

When a character is killed during the course ofthe game through combat with monsters (*not*other adventurers) you can replace them forfree (the usual new character fee is waived) aslong as you do it on the *next* turn.

(A) - (D) = C

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Maps & VisionWORLDDUNGEON

main section : 7

What You Can See

Your Character's Map

But Where Am I?

Vision Alteration

Hidden Characters

The Map Is A Guide!

Every character can see an area about them,which is shown on your turn report by a mapand further text information. BecauseDungeonWorld is a play-by-mail game it ispossible for you to see everything in your fieldof vision (usually). Even if it is on the other sideof a wall and your character would notnormally be able to see it! In a PBM-formatgame you need to have some information toproperly plan your orders and so a certainamount of unrealism is necessary to make thegame play well! Of course, seeing a monsterbehind a locked door and attacking them aretwo different things! While you can see themon your map, you do not have 'line of sight'which is important for attack orders.

The size of the map which is presented on yourturnsheet is based on your 'Vision' statistic. Ifyou had a Vision of '1' you would only be ableto see the square you were standing on! AVision of two allows you to see your ownsquare, plus one square in every directionaround you. Each additional Vision point grantsanother 'band' of vision, one square wideraround you. Most adventurers have a startingVision of '7' which lets them see seven squaresin every direction... a very healthy-sized map.Certain skills, special or magical equipment orother in-game events can affect your Visionscore.

Your characters is *always* in the CENTERsquare of their map. The map shows the visiblearea around them. You will find your characterright in the middle square of the map.

Your characters can have their vision reduced orincreased by terrain they are standing in.Underground this is relatively rare, but on theoverland different terrain does affect yourvision, but only for the square you *end theturn* standing in. For instance, if you end theturn standing in hills, you will gain an extrapoint of Vision there. If you end the turn indeep forest you will lose two points of Vision.When terrain is affecting your vision you willsee this shown on your turnsheet by a modifiernext to your Vision score. So, for gentle hills,where you Vision did say '7', it will now say '7 +1', or for deep forest where it said '7' it will nowsay '7 - 2'.

Characters and Monsters can be 'hidden' bycertain sorts of terrain. Any terrain which has avision modifier of -2 or lower (deep forest, forinstance) will 'hide' your character. Thecharacters' map icon will *still* be visible onpeoples' maps, but their name and ID numberare not shown while they are standing in the'hiding' terrain. This represents that yourcharacter knows 'somebody' is there, but notexactly who. Specific attack orders can't bewritten because no ID number is shown... onlygeneric attacks will work! If you are standing inthe same square as hidden characters theirnames and ID numbers *will* be shown.

It is important to remember that the map thatis printed on your turn is a visual guide only. Itshould not be considered the source of allvision-related information. While the maplooks nice, it misses some vital information.

For instance, you may come across a terrainicon and not have a clue what it is. The onlyway to find out about it is to walk onto thesquare! Or you may see a single goblin icon andnot have a clue that there are actually twentygoblins on that square! You would need tocheck your 'other characers I can see' sectionfor that information.

It is also possible for monsters to be 'hiding' avaluable terrain icon, like stairs down in adungeon or the location of a magical trader. Allthese things are part of the game. You need tobe aware of their presence in the system andwork out ways around them! The best way ofall, of course, is diplomacy with other activeplayers!

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Dungeon SymbolsWORLDDUNGEON

main section : 8

Terrain Symbols Things You Can't See

There are many map terrain symbols on thegame maps which can mean many differentthings. We could not possibly list them all (norwould we want to spoil the fun by doing so).So if you find one you don't recognise, you'llhave to 'look around' the room it's in (if you arein a Dungeon) or walk onto the square and seewhat description you get! But for yourassistance, these pages list a few of thecommon graphics and their effects (if any).

Remember, the map is a representation ofcertain things only. It's there to help you planyour movement and combat orders. For a fulldescription of the room you are in, includingmany features like decor, atmosphere, audibleand olfactory components and hidden featuresyou need to issue a ''Look'' order. Look ordersseldom change, though, so once you've lookedaround a room you normally need not Lookagain until you reach a new room.

Guild HouseThis square is the guild house of oneof the in-game guilds. Walk onto it fora description. Issue an 'L 2'order on it formore info on the guild.

Shallow WaterWaist-deep or shallower water fillsthis square. Some combat modifiersand low damage are possible. The squarecan be moved over as if it were 'open'.

Bottomless PitA terrible black pit fills the square.This terrain is impassable andshould be treated like a wall.

PortcullisA stout iron portcullis is here. Normally,these are open and can be treated as anopen square. Rarely, they are closed.Look around the area for more info.

BedThere is a bed in this square. Seethe rooms 'look' description forthe state of the bed. The square canbe moved over as if it were 'open'.

Stairs DownThere is a flight of stairs leading down.See the rooms 'look' description for moreinfo. The square can be moved over asif it were 'open'.

Stairs UpThere is a flight of stairs leading up.See the rooms 'look' description for moreinfo. The square can be moved over asif it were 'open'.

Courtyard/MarketThis square is part of a courtyardor market area. Buy and Sellorders can be issued here as shownin ''Courtyards'' in this guide.

Locked DoorThere is a locked door here. The squarecannot be entered or passed until arogue has unlocked the door.

Magical TraderOne of the enigmatic Magical Tradersis here. Magical Traders very seldom move.All Buy and Sell orders can be issued whileon a Magical Trader.

Wall / Sheer RockThis square is completely blocked bya wall, or sheer rock and cannot beentered or passed through.

Unlocked DoorThis square is filled with an unlockeddoorway. It can be treated exactly likean open square for movement andcombat purposes.

CrawlspaceThis corridor is a rough low crawlspace.It can be treated like an open square,although hidden combat modifierswith long weapons do apply.

Treasure ChestThere is a treasure chest here. You can attemptto open it using a 'Z 60' order, although this canbe very dangerous for the untrained. The squarecan be moved over as if it were 'open'.

Surface SymbolsWORLDDUNGEON

main section : 9

Using Move Points Vision Adjustments

When calculating what Move Points you aregoing to use entering and leaving a terrainsquare you should bear in mind that the MovePoints for a square are charged *before youenter it*. If you do not have enough points topay the cost of entering the square, yourmovement will fail and you will stay in thesquare you were moving from.

Some terrain types adjust your vision, but thisonly happens if you end your turn in thatsquare. Steep Hills, for instance, increase yourvision by 2, while Heavy Forest decreases it by 2.Also, Heavy Forest hides the identity ofcharacters in it. You can see a graphic for themon the map, but their names and IDs will notappear on the 'other characters I can see'section of your turn, because their identity ishidden in the gloom and undergrowth.

Private LandThis square marks the edge of someprivate land owned by a noble or lord.It costs 2 Move Points to cross. Issue an'L 2' order for info on the owners name.

RoadThis square is a road. Travel on itcosts 1 Move Point. Roads are usefulfor faster travel between citiesand places of interest.

City, Castle or KeepThis square is a city, castle or keep ofsome kind. It costs 1 Move Point tocross. Some of these can be entered.Issue an 'L 2' order to do so.

Dungeon EntranceThis square is a Dungeon Entrance.It costs 1 Move Point tocross. Issue an 'L 2' order toenter the Dungeon.

Magical PlaceThis square is a magical place of some kind.It costs 2 Move Points to cross.Issue an 'L 2'order on it formore info on the magical place.

Broken LandThis terrain is a harsh open areacovered in cracks, pits and ravines.It costs 3 Move Points to Cross.

Town or VillageThere is a town or village here. This squarecosts 1 Move Point to cross. Some of thesesquares act as limited traders. A few (butnot many) can be entered using the 'L 2' order.

Light ForestThis terrain type is woods or light forest.Hunting/Foraging is usually good here.Vision is reduced slightly if you end your turn inLight Forest. It costs 2 Move Points to cross.

Steep HillsThis terrain is tough going. Steep Hillsmake for slow progress, but do increaseyour vision when you end your turn on them.They cost 4 Move Points to Cross.

Gentle HillsPleasant rolling hills which slowprogress a bit but increase visionwhen you end your turn on them.Gentle Hills cost 3 Move Points to cross.

Heavy ForestThis sort of terrain is hard to travel and oftenteeming with danger. Heavy Forest decreasesvision when you end your turn in it. It costs 3 MovePoints to cross and can hide IDs of characters in it.

MountainsThis terrain type is impassable. To cross amountain range you must first find a passof some kind.

Open LandCan be fields, farmland, wastelandor just about any other sort of openarea you can imagine. Open Land costs2 Move Points to cross.

Body of WaterWater comes in the form of streams,lakes, shallow and deep rivers. It costs4 Move Points to cross, although sometypes are impassable without a bridge or boat.

Player InteractionWORLDDUNGEON

main section : 10

Interaction

IC and OOC

The Player Noticeboard

Factions & Groups

Unofficial Guilds

Official Guilds

Interaction Rules

DungeonWorld is a very social game. You canplay it alone and it'll work fine, but for themaximum enjoyment and success you'llprobably find a need to contact and interactwith other players, or more specifically, theircharacters!

There are two terms which you need tounderstand when interacting with other peoplein DungeonWorld . IC and OOC stand for IN-CHARACTER and OUT-OF-CHARACTER. Whenyou talk to somebody 'In-Character' you do sofrom the perspective of one of your characters...you 'roleplay' how you think they would talkand act. When you talk 'Out-Of-Character' youtalk as yourself, the real person in the realworld. When first talking to other players it's agood idea to stay OOC so they don't thinkyou're totally weird! Once you have establishedthat you are talking about the game, feel freeto write and contact each other 'In-Character'as much as suits you. This is part of the fun ofplayer interaction! But it is almost never a goodidea to mix the two up. Make it clear if you aretalking IC or OOC at any given time.

DungeonWorld provides a Player Noticeboardto assist players in making announcements. Tosend a message to the noticeboard you justwrite it in clear block letters on your turn reportwith a header ''for the noticeboard''. Eachplayer is allowed just *one* message per turn, upto a maximum of 35 words (not includingcontact details.) Messages should generally bewritten In-Character (IC), with the exception ofyour contact details of course!

There are a great many guilds, alliances, ordersand other structured forms of organisation inDungeonWorld , the vast majority of which areplayer-run. Guilds which are looking for newmembers (most of them, usually) will regularlypost messages to the player noticeboard withcontact details for the guild leader orrecruitment officer. A quick note to them willusually get you a comprehensive response andwill start you on your way to being a dynamicguild-member. However, you should not feelpressured into joining a guild. You can playperfectly well as a complete independent. Thereare, essentially, two-types of player organisationin DungeonWorld . "Official" and "Unofficial"ones.

An unofficial guild is any sort of organisationbeing run by players without anything officialbeing agreed with the GMs. Please note: thereis *nothing at all* wrong with an unofficialguild. They are not 'disallowed' by the GMs.Players should feel free to roleplay howeverthey want to within the contraints of the gamesystem. Quite often, running an unofficial guildis a good way to start off, since it has none ofthe obligations of an official guild. Manyplayers carry on running their ownorganisations which they have establishedthrough roleplay without ever needing to go'official' and there is a lot of fun to be had bothrunning and being a member of an unofficialguild.

"Official" guilds are run by experienced playerswho have set up a guild within the structure ofthe game. The GMs of the game help these sortof guilds by providing them with special orders,scenarios and plot-lines and other assistance toimprove their potential for roleplay. Theseplayer guilds are set up in such a way that theyimprove the game as a whole, not in order togive an individual player undue power orinfluence. They are one of the best thingsabout the game and are part of what setsDungeonWorld apart from the competition!

Any player can run an official guild so long asthey fulfill a few basic requirements; (a) theyhave been playing for at least 10 turns, (b) theyare prepared to handle the extensivecommunications necessary with their members(this can be a lot of work!), (c) they have anoriginal guild idea which the GM agrees fits inwith the game, (d) they have at least TENplayers controlling at least 30 charactersbetween them ready to join the guild.

The GMs will *not* under *any circumstances*even *look* at a potential guild until you meetthe player minimum requirements for startingup. This presents the potential guild-leaderwith a quandary. You need to promote a guildbased on roleplay alone, without promisingspecial items or orders (because you don't knowif the GM will agree yet). When you have theminimum membership you send the list and theguild proposal to your GM, who will offeradvice and assistance to set it up *within thebounds of the game system*. For moreinformation about setting up an Official Guildplease ask your GM for the 'Guide to Setting UpAn Official Guild' which goes into the matter indepth. There may be a small charge for theGuide, so ask your GM how much it is!

There are a great many forms of interaction forDungeonWorld players. There is the e-maildiscussion list (for those who have e-mail, youcan sign-up for this from our website.) Theplayer noticeboard on your turnsheet. Thevarious game newsletters and other supportpublications. Player-designed newsletterswhich are produced by many guilds. The officialDungeonWorld website. Player-designed web-sites. Or you can use the most popular methodsof all... good old-fashioned phone calls andletters.

You should make the most of diplomacy andplayer-interaction since these are the thingsthat set play-by-mail games andDungeonWorld apart... that make them special!There are only a few ground-rules to bear inmind. (1) Some people don't like to roleplay.That's up to them! You should not treat themany differently in the game. (2) You shouldalways be polite and friendly. While it's okay toroleplay some aggression In-Character, youshould never ever do so Out-of-Character. Ifany player contacts *you* and is rude orunpleasant you should let your GMs know andthey will take immediate action, possibly evenremoving the person from the game entirely!

You should never be offended by anythinganybody writes to you In-Character. Whenroleplaying a huge brutish barbarian a playermay well threaten to chew your bones and spitout the bits! Don't worry about it. They arejust playing the game and are almost certainly avery nice person too, so just play along andenjoy it!

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House RulesWORLDDUNGEON

main section : 11

The Legal Bit!

The following House Rules are official rulesunder which you are participating in the game.Your understanding of and acceptance of theserules are conditions of playing the game. Theserules are binding in all situations. Any playernot wishing to play by and be bound by theserules should send in their resignation from playand drop out immediately. Your continued playis only allowed under the conditions suppliedherein:-

(1) Madhouse decision in all game-relatedmatters is final.

(2) If you wish to drop out and receive a refundof turn credit you should send your most recentgame order sheet and a note to say so. A feeequal to the value of one current turn will bededucted from your refunded credit as amanagement charge. No refunds are availableunless required as stated here. Cash sent inpayment of any form of game special offer isnot available for refund at any time. If youwish your cash to be available for refund, donot purchase special offers. Your statutoryrights are not affected.

(3) Mailed turns should be sent allowing plentyof time to reach us before the return dateshown on your turnsheet. E-Mailed and Faxedturns must be sent at least TWO DAYS BEFOREthe due date or they may not be accepted.

(4) Madhouse take all possible precautions tobe sure of reliability of post. However, wecannot be held responsible for any lostturnsheets or missed turns resulting from postalfailure (or machine failure in the case of faxedor e-mailed turns). Games will be run on timeand if a turn is missing the position will still berun and updated with the usual fee charged.You will receive the turn update as usual.Orders sent late will not be used for thefollowing turn except in the written instructionthat they should be.

(5) Players must keep their accounts positive atall times. While Madhouse reserve the right toallow accounts to go into the red you shouldnot count on or expect this. Your GM maydecide to drop your position if your accountdoes not hold sufficient funds to process theturn.

(6) If you wish to drop out you must informMadhouse in writing, remembering to quoteyour name, account number, player number,game name and game number. Failure to do somay result in your *not* being dropped out andthe resulting red account will be a legal andvalid debt in your name which you will beexpected to pay in full. The easiest way to dropout is to send us back your order sheet, blank,with 'dropping out' written across it in largeletters. If you decide to drop out and youraccount is in the red, you are required to clearyour overdrawn account balance within 7 days.

(7) Players are encouraged to contact eachother in the spirit of friendly rivalry or gooddiplomacy. However, all contact betweenplayers should be in the spirit and good-natureof the game. Players acting irresponsibly orunpleasantly will be immediately removed fromthe game without refund.

(8) All cheques or postal orders should be madepayable to 'Madhouse'.

(9) Madhouse cannot accept payment by creditor debit cards. Sorry.

(10) As an *emergency service* players can calltheir orders in by phone during the publicisedhelpline times. However, there is a charge of£1.00 for this service. Fax and E-Mail ordershave no supplemental charges.

(11) If you think Madhouse have made amistake with your turn... contact us and let usknow! We'll try to put it right or compensateyour position in some way if we believe it is ourfault, or explain where you want wrong if wefeel you are mistaken. However, Madhousehave a strict policy of *never* re-running aturn. Whatever had happened we would notever do so at any time unless *all* players wereaffected by the problem.

(12) Madhouse have the right to makeamendments to your characters at any time,should they deem it necessary. This includeschanges in item specification, characterstatistics, outlaw status or anything else thatthe GMs consider important or necessary. Whilewe try not to use these powers very often, thegame is a dynamic one in a 'live' environmentwhere such things can occur.

Madhouse welcome player comments andcontributions of all kinds. We're here to helpyou. If you have any queries of suggestions ofany kind then drop us a line! We'll be lookingforward to it!

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world section : 0

WORLDDUNGEON

WORLDDUNGEON

The Game World

The Setting

The Kingdom Of Bereny

The Wards

Neighbouring Lands

The Scope Of The Game

Dungeons & Deep Places

The Adventurer's Charter

DungeonWorld is set in a fantasy land of epicadventure and high fantasy. The setting has anatmosphere which owes a little to the 'darkages' but is certainly not directly comparable toany time period of Earth. The whole world,most of which is fairly unknown, is known asMyriad. The majority of the main game is basedin a specific kingdom of that world, known asBereny.

The Kingdom of Bereny is a complex kingdomwith a rich history and is probably the most'civilised' nation in the world (of those known atleast.) Nevertheless, outside of its city walls orbusy towns the land is rife with monsters andfell creatures preying on those foolish enoughto fall into their clutches. It is ruled (currently)by King Mark III of the line of Tredach, knownas 'Lord of all the known lands' as his hereditarytitle. It is a land of law and order, where theKing's royal armies enforce a fair rule. It is alsoa land of great danger, where grizzledadventurers brave the inhospitable regions tokeep the ever-growing tide of evil races at bay.

Bereny is a huge kingdom which is separatedinto five 'wards'. These are the freezing 'FrostWard' in the far south, the chill 'Winter Ward',the arable 'Home Ward', the hot 'Summer Ward'and the enigmatic 'Moon Ward' which reachesto the Great Forest in the far North. The King'sarmies do their best to police those regionswhere cities or major towns lie and also theroads between them, but there are manydesolate areas in between where darkness lurksand lawless types hatch their evil plans.

To the North-East of Bereny lies the Kingdom ofKyr, an allied nation of exotic peoples andstrange animals. To the South-East lies a greatstretch of almost-impassable wasteland beforethe distant and hostile place known as the'Savage Frontier'. The Southern Glacier can befound to the far south, home to the glacierbarbarian peoples. South-West is the BrokenLands, a place of desolation and death. North-West passage is blocked by the legendary SpiritMountains, beyond which lies the Province ofDerwent, sworn enemy of Bereny.

For the most part the neighboring lands are notreachable in the 'main game' of DungeonWorld,which concentrates on Bereny alone. Mostplayers should find ample adventure for manyhundreds of turns within Bereny's borders (andbeneath the ground!) However, occasional'other modules' of the game are available or willbecome available allowing adventure in otherregions of the world of Myriad. These moduleswill run on their own turn cycles and have theirown accounts. Players can play in thesemodules when they are available instead of ... oras well as ... the ''main'' game.

The most mysterious, dangerous and potentiallyprofitable places in DungeonWorld are theDungeons themselves. The word 'Dungeon' isused as a generic term for caves, mines, keeps,tunnels and other massive undergroundlabyrinths. The monsters of Bereny, driven awayby the powerful royal forces, lurk in such placesand do their foul deeds. Many adventurerschoose to venture underground in an attemptto vanquish these evil creatures (and to makethemselves rich and famous in the process!)This is assisted by the Crown who sponsor the'Adventurer's Charter' to encourage them intheir pursuits.

The Adventurer's Charter is a royal documentthat makes the profession of adventurer bothhonourable and respectable in the Kingdom ofBereny. While other people of the Kingdomhave high taxes to pay for the upkeep of thearmies and royal forces, the Adventurer'sCharter makes adventurers exempt from thesetaxes. It is this freedom from taxation that hasproven so popular amongst those people whohave become heroes and champions in thepursuit of adventure. Effectively, the Kingencourages adventurers to be a kind of 'civilmilitia' and to assist him in ridding the land ofthe evil below.

The Adventurer's Charter has a long andinteresting history which we do not have spaceto fully detail. An additional volume, known asthe ''Legends of Bereny'' covers this in greatdetail along with much of the rest of the knownhistory of the Lands of Bereny. For availabilityand pricing of the "Legends of Bereny" youshould speak to your GM.

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Myriad & Bereny

world section : 1

WORLDDUNGEON

What People Believe

The Gods Of Light

The Church Of Bereny

The Role Of Priests

The Gods Of Crusaders

Other Gods

Dark Religions

Misconceptions

The people of Bereny have just one faith, whichthe vast majority of the population believe in.The religion of the land teaches that there aresix Deities in the pantheon, called the Gods ofLight. These six Gods support all the noble racesof the land and the cause of Good in all itsforms. They are at constant odds with nine-hundred and forty-seven Evil Gods, called theGods of Darkness. These evil ones are far lowerin power than any of the Gods of Light, beingmostly just powerful demons and not gods atall, yet together they represent a force of direconsequence. It is lucky, then, that they find itimpossible to work with one another because oftheir dark and chaotic natures. Nevertheless, allgood folk must constantly be on their guard fortheir insidious tricks... and for their earthlyminions... the monsters!

The six Gods of Light are;Selador, Father of the Gods, Emperor of LightMarial, Queen of HealingBethseline, Queen of LoveCambron, King of JusticeMerl, King of Fair TradeShanna, Queen of Nature

Each of the Gods of light has a bible, calledtheir 'Book of Words', which expresses theirteachings. The purpose is to guide the commonfolk of the land into goodly behaviour throughtheir wisdom and teachings.

The main problem with the worship of the Godsof Light is that while all six of the deities areunited in their opposition of darkness and evil,they have drastically different laws andviewpoints in their Books of Words, which canleave the reader confused and puzzled as towhat is correct.

For this reason, Priests exist. It is the Priest'stask to help each man and woman tounderstand the teachings of the Gods, how theyfit into their own lives and in what context thewords should be taken. The truth is that all ofthe God's words are true, but each of themapplies to certain situations and certain peoples.Each person takes the words that best apply totheir lives and attempt to live by them, butalways with the wisdom that even the Gods, likethe people they shepherd, do not always haveall the answers. This is why each of them has adifferent field of influence, to give all kinds ofpeople a Book which applies to their lives, yetother Books for when they need a fresh view onthe way to behave.

Hundreds of years ago the King formed the'Church of Bereny' which was a body born tounite the Crown and the Worship of the Godsof Light. Almost all priests are ordained by TheChurch of Bereny and swear alleigance to thecrown as well as their service to the Gods. Inthis way the religious and hereditary leadershipof the Kingdom is assured. The King, in return,swears to do his best to follow the teachings ofthe Gods of Light in his rule. A Royal HighPriest is appointed, who is head of all religion inthe land. There are a few wandering priestswho are not members of the Church of Bereny,but these are few and far between and are notas respected or trusted as full priests.

Priests do not worship any of the Gods of Lightabove another. Their role specifically forbidsthem to do so. They worship all six of the Godsequally for they understand that all six Booksmust be studied to enable them to best servethe needs of the common folk. There are nospecialist priests in DungeonWorld .

Crusaders are brave and noble fighters whoswear an oath to the Crown, to the Church ofBereny and to one specific deity of the Gods ofLight (although the other deities are alsoworshipped). Each of the Crusading ordersstudy the words of their God and have a specifictask in the land. They are the Church ofBereny's sword arm, used in the most direcircumstances. To a Crusader, nothing couldpossibly be worse than being 'cast down',becoming a 'Fallen Crusader' due to a loss ofhonour. Each Crusading arm has a LordCrusader who commands it.

There are no accepted ''other Gods'' inDungeonWorld . Anybody who claims toworship some other deity is considered a'heretic', a madman or a fool. The Dwarves,Elves and Barbarians initially 'seem' to worshipanother deity, but their Gods are simply othernames for one of the existing six Gods of Light.The Barbarians worship Volsun (another namefor Selador). The Dwarves worship their ownfacet of Selador, while the Elves worship anaspect of Shanna. It is not generally knownwhat strange religions are worshipped in otherlands outside Bereny.

Since DungeonWorld is a Heroic Fantasy game,it is not possible for players to have theircharacters worship the Gods of Darkness as partof the system. However, some players choose toroleplay this. You can play your charactershowever you want to but anti-crown or dark-religion type characters should consider being'careful' who they admit their loyalties to andhow loudly they roleplay. In a Kingdom ofstrong law and enforced order it is necessary toplay such things 'quietly' and behind-the-scenes. There are many secretive organisationswith dark plans out there, but they are notfoolish enough to openly declare their deviousideas.... for fear of the wrath of the Crown andthe good people of the land!

Since players of DungeonWorld have oftencome from a roleplaying background or haveplayed other PBMs, there are manymisconceptions about Priests from thosesources. In DungeonWorld , priests are *not*the same as in other well-known fantasysystems. Priests do not cure disease, have'spells', or 'turn undead'. They are simply holymen who preach the word of the Gods and havea good foundation of combat training to enablethem to better spread the word in safety.

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Religion

world section : 2

WORLDDUNGEON

The Time of Thunder

Most of recent history dates back to thefoundation of the Kingdom of Bereny. Beforethat, the Kingdom had no ruler and wascontrolled by a number of self-proclaimed lordsand barons who were little more than leaders offeuding bands. Then came the Time of Thunder,during which Lionel of Tredach emerged andmade himself the first King of Bereny. Of thattime, the Royal Archives has two records. Thefirst is a missive written by a human scribecalled Josua some hundred years ago followinghis research. The second is the official Hall ofRecords report.

Essentially, by some magical means, a horde ofDemons led by a very powerful Demon Princeentered Myriad from another dimension, turnedthe skies black and began systematicallyremoulding the world more to their liking.During this time many hundreds of thousandswere slain to feed the Demon's dark appetitesfor chaos and slaughter and the light of goodwas nearly extinguished from the world. Only aclever plan and great heroics by King Lionel andhis followers succeeded in defeating thedemons, driving them back from whence theycame and liberating the people of Bereny.

Josua's shorter version is shown below in itsentirety. For the full official version you shouldread the supplemental booklet ''Legends ofBereny''.

The Time Of Thunder

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WORLDDUNGEON

The Royal line of Tredach dates back to the Time of Thunder, before which there

was nothing save chaos and darkness amid a world of anguish. In the Year

106 a valiant champion who is known to us as Lionel of Tredach came forth

from the wastes and declared himself King Of All Known Lands of Myriad;

and with him came all his followers who were of family and of staunch alliance

and of brave heart.

The foul demons and their monstrous slaves who ruled by claw and tooth laughed

and strove against Lionel and his band of followers expecting to destroy these

weak upstarts that were human men. But they reckoned not of the courage and

camaraderie; or of the power of the Gods of Light who looked upon the efforts of

Clan Tredach with great favour.

So it was that the beasts and evil things were driven from the land; their dark

master the Demon Prince brought low by the new King's enchanted blade; the

Demons Gate closed by a lover's alliance of holy warrior and necromancer. A

new time of light and prosperity dawned on Bereny. Henceforth would the line

of Tredach rule over the land and stand as Kings of its peoples. A dire warning

was proclaimed by seers and prophets and wisemen alike; given to them by

Selador, Father of the Gods and it was this; should the family Tredach ever be

desposed, the Times of Thunder will come again!

The Laws Of The Land

world section : 4

WORLDDUNGEON

The Legal System

The Laws Of The Land

Adventuring Theft

Speaking Ill

Murder Most Foul!

Guild Law

The Power Of The Crown

DungeonWorld , unlike other multi-playeradventure games, has very little problem with''PC-Killers'' or troublesome players who onlyenjoy killing other new players... usually whenthey are weaker than themselves. This sort ofantisocial player is discouraged inDungeonWorld by use of a clever system.However, it is NOT actually *against the rules* toattack and kill another character. In a fantasyworld like Myriad life is harsh and danger lurksat every corner! However, those who indulge inthe murder of Bereny citizens should expect topay the price!

The Laws of the Land is a historic set of paperslaid down by a King of the Line Of Tredach,giving the people a set of rules to live by. Thepapers are many thousands of pages long, butfor the purposes of this handbook you don'tneed to know about the laws pertaining tofarming, land-owning or any of the hundreds ofother 'commoner' laws the papers cover. Thereare really only a few things which directlyaffect an adventurer and these are covered herein brief (but clear) detail.

Items and Gold laying on the ground in 'publicareas' including Dungeons and other monster-places and on the overland are considered tohave no owner. The first person to pick themup owns them. If a character is killed andanother character picks up their things beforeone of their actual companions can do so this isnot theft. If a character fights a dozenmonsters and then has their treasure picked upby a sneaky thief before he can reach it, that isnot theft. Loose items and gold are fair game.If a character kills another for 'stealing my stuff'when referring to things laying on the floorthey will be still be charged with murder.

There is Freedom of Speech in Bereny to acertain limit. It is not legal to attack anothercharacter simply because they ''said somethingbad'' about you. Although a duel is usually agood way to deal with this, if the character hasthe nerve to fight you of course! However,words of treason against the crown could meanyou wind up as an outlaw (see below) as could''matters of extreme offence'' to the nobility orpowerful characters. This is quite unusual, butwhen roleplaying you should bear in mind thatit *could* happen.

Most often, the Royal Courts won't be botheredwith accusations of 'Speaking Ill', unless youhave been stupid enough to insult a Duke orThe High Priest strongly enough that theydecide to ask the Courts for a ruling. TheCourts reserve the ''Speaking Ill' law for difficultand tense situations. Players who havemanaged to gain control of a powerfulcharacter and begin complaining ''so and socalled me a name... I want them made anoutlaw'' will usually be treated by the courtswith contempt since a certain amount of insultdoes tend to ''come with the territory'' of beinga powerful or leading character.

In most cases, if a character kills anothercharacter within the Kingdom of Bereny (whichincludes Dungeons) they are considered amurderer.

In order to be convicted of the murder thematter only needs to be reported (on the playernoticeboard) *on the turn after the one inwhich it happened*. The Royal Court then usesscrying magic (the GM looks at the turns) and ifthe murder is true the killer has the wordOUTLAW placed after their name for all to seeand a bounty is placed upon their head. This isquite often fatal!

It is important to understand that while in aDungeon, City or on a Road *no character needsto actually see* the murder for it to beconsidered a murder. It only needs to bereported on the player noticeboard. On theOverland but *not* on a road, however, acharacter must actually witness and survive theattack for their report to be acceptable. (Thismakes off-road travel on the overlandsomewhat dangerous, since PC bandits andoutlaws can lurk there.)

The convicted murderer has ONE TURN in whichto write a letter IN CHARACTER to the King (theGM) to attempt to plead for mercy or clemency.The Royal Court has the final decision on thisand it is usually 'guilty'! So be warned... if youkill other PCs it is quite likely you will end up anoutlaw!

Notes:-

1/ An agreed 'duel' between two characters islegal (although frowned upon). If twocharacters agree to a fight to the death thenthe killer cannot be convicted of murder. For aduel to be accepted the players involved mustmake a note on their turnsheet *before*engaging in a duel.

2/ Self-Defence is legal. If you kill somebodywho attacked you *first* that turn, you are not amurderer. However, you cannot carry this'defence' on to a fresh turn unless they onceagain attack you first.

3/ It is legal to kill a character who has theword 'OUTLAW' after their name. (Indeed, youhave to do so to claim the reward in mostcases.)

4/ If a sub-character or summoned creaturecommits a murder the 'owning' character isconsidered to be guilty by association.

5/ It is not considered murder to kill an animalpet/companion or a summoned creature.

If the Crown sees an organisation or Guild as athreat to the Royal Family, to the Kingdom or toany facet of the safety of Bereny it is possiblefor an entire guild to be made outlaws. In thisinstance, the Leaders of the guild immediatelybecome outlaws, while the 'rank and file'members will be given a deadline by which toquit the guild or become outlaws. It should benoted that this is strictly 'roleplayed' by theGMs. If the Courts have no way of knowingwho the members are *in character* theycannot be made outlaws until they arediscovered.

The Laws of the Land give the current monarchcomplete power over the legal system. Should aKing deem it necessary he can change, vary,delete or add laws at his wish. He also haspower to grant immunity or clemency in anycase. In other words, the current ruler has totalauthority. However, in practice the corridors ofpower are more complicated and most Kingsabide by their own laws, using such powercarefully and wisely.

TM

TM

Items On General Sale

world section : 5

WORLDDUNGEON

Courtyards, Traders, Markets

Weapons

Magic Weapons

Magic Items

Food Rations

Armour

Magic Armour

Miscellanious

Sub-Characters

Mounts

Gemstones

When you first start the game you will be in aDungeon Courtyard. When you start any newcharacters they will always begin on a trader ofsome kind. While it is possible to find specialtraders who sell unusual items, the vast majorityof traders sell just the ''standard range'' ofcommon equipment. The list of equipment isshown on this page, including the price you canexpect to pay if you buy, the price you canexpect to get if you sell, and the 'buy code' youwill need (in brackets) for buying the item. Forfull information on buying and selling itemsand the orders to do so, see the pages in the'Orders' section of this guide.

Dagger (7)Short Sword (1)Long Sword (2)Great Sword (3)Wooden Club (8)Scimitar (11)Short Bow (21)Long Bow (22)Battle Axe (26)Hand Axe (27)Wooden Staff (28)Flail (115)Nunchaku (126)

Dagger + 5 (105)Short Sword + 5 (106)Long Sword + 5 (107)Great Sword + 5 (108)Wooden Club + 5 (109)Scimitar + 5 (110)Short Bow + 5 (111)Long Bow + 5 (112)Battle Axe + 5 (113)Hand Axe + 5 (114)

Ring / Protection + 5 (13)Ring / Protection + 10 (123)Teleport Home Scroll (31)Re-Teleport Scroll (165)Wand of Lightning (127)Wand of Fire (128)Sceptre / Holy Might (129)Potion of Healing (130)

1 Portion (124)5 Potions (319)10 Portions (320)

Leather Armour (4)Studded Leather (16)Chain Mail (6)Scale Mail (17)Plate Mail (18)Field Plate Mail (19)Full Plate Mail (20)Wooden Shield (5)Metal Helmet (29)Steel Gauntlets (125)

Leather Armour + 5 (116)Studded Leather + 5 (119)Chain Mail + 5 (118)Scale Mail + 5 (120)Plate Mail + 5 (121)Field Plate Mail + 5 (1634)Full Plate Mail + 5 (1635)Wooden Shield + 5 (117)Metal Helmet + 5 (122)Steel Gauntlets + 3 (734)

Shadow Cloak (32)Woollen Cloak (36)Leather Boots (37)Leather Gloves (38)Healing Ointment (30)Petty Title (1005)Sharpen Any Single

Blunt Weapon (500)

Guard Dog (1000)Black Cat (1001)Man-At-Arms (1002)Leopard (1003)Anaconda (1004)

(prices vary - see traders in-game)Mule (1020)Pony, Timor (1021)Horse, Mustang (1022)Horse, Morgan (1023)Horse, White Plume (1024)

Azurite (39)Banded Agate (40)Blue Quartz (41)Eye Agate (42)Lapis Lazuli (43)Moss Agate (44)Obsidian (45)Tiger Eye Agate (46)Turquoise (47)Bloodstone (48)Citrine (49)Moonstone (50)Onyx (51)Rock Crystal (52)Zircon (53)Amber (54)Amethyst (55)Aquamarine (56)Coral (57)Garnet (58)Jade (59)Jet (60)Pearl (61)Topaz (62)Black Opal (63)Black Sapphire (64)Diamond (65)Emerald (66)Fire Opal (67)Jacinth (68)Opal (69)Ruby (70)Sapphire (71)Star Sapphire (72)

Buy5102040102525402510104030

Sell24820410101515442520

Buy150280450600200600450600600270

Sell100150300380120400300400400170

Buy3001200520160012001400170

Sell2007505101000750900100

Buy203050801201752505530

Sell10122540701001502220

Buy3005007501200150026003750175175300

Sell200300500750100015002200110110200

Buy25252525

3

Sell251215N/A

N/A

Buy2525200300150

SellN/AN/AN/AN/AN/A

Buy51010102010102010302550252520100200100100752509035020075025005000400030007503500100075009000

Sell2555105515515152512121050100505040125451751004501500250025001900400200060050006000

marie

Buy31530

More Items On General Sale

world section : 5A

WORLDDUNGEON

Magic Weapons

Magic Armour

Magic Items

Saddlery

Barding

Item Descriptions

Short Sword + 7 (701)Long Sword + 7 (702)Great Sword + 7 (703)Wooden Club + 7 (704)Scimitar + 7 (705)Short Bow + 7 (706)Long Bow + 7 (707)Battle Axe + 7 (708)Hand Axe + 7 (709)Dagger + 7 (735)Dagger + 9 (710)Short Sword + 9 (711)Long Sword + 9 (712)Great Sword + 9 (713)Wooden Club + 9 (714)Scimitar + 9 (715)Short Bow + 9 (716)Long Bow + 9 (717)Battle Axe + 9 (718)Hand Axe + 9 (719)

Magic "+" Weapons & ArmourWeapons like a Short Sword + 9 or a Scimitar +7 are magically enchanted to grant the wieldera bonus to their attack score. While some ofthese weapons do actually give the attackbonus equal to the magical plus in their name,others do not. Generally, you can be sure that a+9 weapon is going to be better than a + 7weapon, but will not necessarily grant "+9" tothe attack score. The same rule applies toarmour, although in the case of armour themagical bonuses are granted to the variousdefence levels of the wearer.

Wand Of ExplosionsThese powerful wands fire an explosive magicalbolt which detonates in an area effect. Theycan only be used by one of the 'mage' classes;Enchanter, or Necromancer.

Potions of InvulnerabilityThese potent brews grant the drinker a singleturn of immunity to a certain damage type.While the immunity is not absolutely foolproof,it's pretty close. To be used most effectivelythey should be drunk on the first phase of aturn, since they will run out at the end of thefifteenth phase of that same turn.

Leather SaddleAs well as making riding easier and morecomfortable, a saddle also grants a small armourbonus to a horse. Although a Centaur will alsogain an armour bonus from a Saddle, they arenot usually comfortable wearing them since itsuggests they are a beast of burden rather thanan intelligent race.

HorseshoesProtecting a horses soft feet from splaying andbeing damaged, a horseshoe is vital for amount, particularly one who is going to betravelling a lot on roads or other hard surfaces.Periodically, horseshoes degrade and needrepair. When this happens, buying a 'repairhorseshoes' service at a trader will have ablacksmith mend them.

NumnahA Numnah is a soft piece of fabric placed undera horses saddle to prevent the saddle fromchafing the horses flesh.

MartingleThis is a piece of tack which functions as acorrective measure to prevent a horse tossing itshead. A leather strap runs down from the bridleto the chest and through the girth.

BridlesA bridle is a central piece of tack, made fromleather, which houses the bit which goes in thehorses mouth. The Bridle has reins attachedwhich run up either side of the horses body andare held by the rider to assist steering andcontrol. A standard bridle is the most commontype. A double bridle has extra straps and adouble-bit for extra control. Often used fordisplay or tournament shows, the double-bridleis less comfortable for the horse because itforces it to keep its chin tucked in and arch itsneck. It is used for appearances, but makessome horses uncomfortable. A Hackamorebridle is bitless, it works by applying pressure tothe nose rather than through the bit. Somehorses are more relaxed when using this style ofbit, but other horses need the discipline of astandard bit.

BitsThe bit is the metal piece which goes in a horsesmouth to which the bridle is attached. Bits areused to assist steering and control of a mount.A Snaffle Bit is more gentle and morecommonly used. A Curb Bit has a chainattached to it which runs through the mouthand under the chin. It is a harsh, but effectivetype of bit.

BlinkersThese leather pieces partially restrict a horsesvision so that the mount can only lookforwards. This can stop a horse from gettingdistracted, leading to a calmer and morecontrollable ride. Some trainers believe blinkersare not an effective tool, while others swear bythem.

Horse BlanketsThese are important. If a horse is galloped orworked hard for an extended period they loseheat quickly through sweating and can getchilled. Horse Blankets prevent this and alsoserve as a winter warmer in cold weather.

BardingThis is armour made specifically for horses andcentaurs to wear.

Studded Leather + 7 (726)Chain Mail + 7 (727)Scale Mail + 7 (728)Plate Mail + 7 (729)Field Plate + 7(730)Full Plate + 7 (731)Wooden Shield + 7 (732)Metal Helmet + 7 (733)

Ring of Protection+12 (720)Wand of Explosions (722)Potions of Invulnerability:-

to Normal Weapons (723)to Fire (724)to Cold (725)

Leather Saddle (653)Horseshoes (650)Repair Horseshoes (1636)Numnah (1637)Martingle (1638)Standard Bridle (1639)Double Bridle (1640)Hackamore Bridle (1641)Curb Bit (1642)Snaffle Bit (1643)Horse Blanket (1644)Blinkers (1645)

Leather (1091)Studded Leather (1092)Chain (1093)Plate (1094)Field Plate (1095)Full Plate (1096)

Buy7501000120040012001201800120060045090015002000240060024002400360024001200

Sell50065080025080080012008004003006001000120018004001800180024001800800

Buy10001500240030006000900010001000

Sell60010001800200040006000600600

Buy6090140250375500

Sell304570125170250

Buy30003000

1500900900

Sell20002000

1000600600

Buy90603020157512517520101010

Sell302010852550758444

Items Explanations

world section : 6

WORLDDUNGEON

Item Descriptions

A Note On Sub-Characters

While some items are obvious in theirapplication and restrictions there are othersthat need some explaining. Before buying itemsyou should consult this list for additionalinformation you may need.

Ring of ProtectionThese magical rings grant additional enchantedprotection against attack. The higher the "+"the higher the protection. Anybody can usethese rings to improve their defences.

Healing OintmentMade from a secret mixture of herbs andformed into a cooling ointment, this is theprimary form of healing used by adventurers.Healing ointment can be used to cure 5 pointsof damage at any time using the order 'X 30'.

Teleport Home ScrollThese magical scrolls are unusual in that theycan be used by anybody... not just magic-usingcharacters. When read they crumble to dustand teleport the character back to the DungeonCourtyard. Used on the Overland they have noeffect. The order for using a Teleport HomeScroll is 'X 31'.

Scroll of Re-TeleportThese fairly-recent inventions can also be usedby any character. They teleport a character*back* to the last place they used a 'TeleportHome' scroll to teleport *from*. Using a Scrollof Re-Teleport is done by the order 'X 165'.

Shadow CloakAlthough they are not actually magical, ShadowCloaks are made using a secret method thatrenders them utterly black, making themperfect for use in the shady adventuringprofession of Rogue.

Magic Weapons/ArmourAny enchanted weapon grants an additionalbonus in its chance to hit. The higher the "+"the higher the bonus. Armour, on the otherhand, grants its bonuses to a character'sdefences.

Steel GauntletsThese heavy duty handwear grant additionalprotection to the user, but are treated the sameas 'plate mail' for the purposes of armourrestriction. If a character cannot wear PlateMail, then they cannot wear Steel Gauntlets.

Nunchaku'Chucks', as they are called, are a pair of heavywooden sticks, connected by a length of chain.They are a special weapon only usable byMonks.

Wand of Lightning/FireThese powerful ranged magic weapons are onlyusable by Magic-Using characters, such asEnchanters and Necromancers. They fire burstsof their own type of energy at a specific target.The enchantment that powers a wand can runout, possibly very quickly if you are unlucky.

Sceptre of Holy MightThese Holy Artifacts can only be used by Priests.They are a ranged weapon that fires HolyEnergy at a specific target. The energy thatcharges the Sceptre can run out, possibly soonif you are unlucky.

Potion Of HealingThis very powerful healing draft can be drunk toinstantly heal up to 50 points of damage. Formost characters this means a total-heal. Thesepotions are extremely hard and expensive tomake, hence their high price.

Guard Dogs & Black CatsGuard Dogs and Black Cats are sub-charactersfor whom you get to issue orders and movearound as a separate individual. As well as thecost of the animal's original purchase they alsocost a small amount (2 GPs) every turn inupkeep. The original character who buys theanimal is considered the owner and pays thecost. This cost is automatically deducted fromthe owner's purse each turn. If there is ever notenough money to pay the upkeep the animaldisappears (runs off/dies/whatever)immediately.

Leopards &, AnacondasLike Cats and Dogs these are sub-characters,albeit more exotic ones. They also have upkeepcosts of 2 gps per turn. Although they are moreexpensive, they are not necessary any moreuseful than the cheaper animals. They aresimply rarer and more impressive, which isreflected in their price.

Timber WolvesThese animals cannot be purchased from anormal trader. Any player starting a GlacierBarbarian can choose to start with one withoutpaying any GPs for it, as part of the classbenefits. If it dies, or they want more wolves,they need to find some way in-game of gettingthem.

MountsMules, Ponies and Horses are also sub-characters, but very special ones. They cannotenter dungeons, but can be used on theoverland to travel across the expensive (in movepoints) terrain more quickly because they havehigh move points themselves. A character canmount a horse using a special order and then'ride' it (when it moves, the character moveswith it.) Horses are independent sub-charactersin their own right and have expensive upkeepcosts in gold each turn for their owner. Owningany sort of mount is a status symbol of sortsand because they are so expensive, it takes timeto earn enough to buy one. Mounts CANNOTbe bought from a normal trader in a Dungeonbut are often available in settlements and citieson the overland.

Men-At-ArmsMen-At-Arms are loosely-trained basic fighterswho serve as assistants, carriers, guards orwhatever the owning character wants to usethem for. They cost an upkeep of 5 GPs perturn to control and start with no equipment ormoney. It is up to their controller to equipthem as required. Their upkeep is chargedautomatically each turn. If you do not haveenough to pay them they leave immediately tofind a better employer!

Petty TitlesIn Bereny it is possible to purchase a 'petty title'from the crown which allows you to use thehonorific 'Lord' or 'Lady' before your name.Petty titles can *only* be bought on your firstturn or when signing up a new character. Ifyou try to buy one later some official will stillpocket your money, but you won't get the title!Petty Titles are for roleplay only. Real noblesregard petty nobles with tolerant disdain, butcommoners are impressed!

All sub-characters that you choose to controlcost a small amount in *real money* per turn.For current prices see your GM. If you gain asub-character during the course of the gamewithout issuing an order to 'buy' them, thecharacter is free (summoned monsters are anexample of this.)

Sub-Characters can *never* be sold. Once youhave bought them they are yours until they dieor you cannot afford to pay their upkeep.

The Terrain Chart

world section : 7

WORLDDUNGEON

The Terrain Chart

How The Chart Works

What The Chart Tells You

Combat Tactics

At the back of your turnsheet is a section calledthe "Terrain Chart". The purpose of this chart isto show you some of the important basicinformation for all the types of terrain which allof the characters in your whole position (playernumber) can see. Although this rulebook givesyou the information for all the generic terrain,there are instances where the same map graphicactually represents a slightly different terraintype, which is when the Terrain Chart is useful.

If any of your characters can see a terrain type,for instance 'Corridor', the terrain type willappear on the Terrain Chart at the end of theturn (just once. It won't print loads of times,even if you can see loads of corridor squares.)In many cases this is just a quick reminder ofwhat is already shown in this rulebook, but itdoes allow the GMs to add new terrain withoutworrying about a rulebook amendment for it.

Furthermore, on each of your character'sindividual maps you will occasionally seenumbers appear in the top left corner of one ofthe map squares. This occurs when the terrainis unique, special, unusual or a feature ofinterest. The number is particularly useful whenthe unique terrain looks similar to an existingterrain, because it allows you to identify whereit is. For instance, a 'Whispering Cavern' squarelooks just like an 'Open Cave' square, but onyour characters map you might see a '3' on thetop left of all the Whispering Cave squares,which will cross-reference with your terrainchart for easy identification.

The terrain chart has several pieces of usefulinformation displayed. First of all, it names theterrain and tells you the number which hasbeen used to identify the terrain on yourcharacter's maps. If the terrain is not a specialone, but simply a generic terrain, it will nothave one of these numbers. It also has a pictureof the map graphic which is used for the terraintype. After this it lists some other terrainfactors which need some detailed explanations:-

Move PointsAbbreviated as "MPs" on the Terrain Chart, thisshows how many Move Points the terrain coststo move into. Sometimes you may see "Imp."printed here, which means the terrain isimpassable and cannot be moved into.Examples of this include Walls and Mountains.In other cases you may see "Imp.+" printed,which means that although the terrain isimpassable, ranged weapons can be firedthrough it. Examples of this include thornbushes or a fenced area.

Vision AdjustmentAbbreviated as "Vis. Adj." on the Terrain Chart,this shows whether or not the terrain type willadjust your vision statistic if you end the turn inthe square. Minus numbers will obviously meana negative vision adjustment.

Attack AdjustmentAbbreviated as "Att. Adj." on the Terrain Chart,this shows whether the terrain grants a positiveor negative modifier to a characters Attackscore when in combat from that terrain square.Any bonus granted in this way will be factoredinto combat, but will not be visible on thecharacter's actual attack statistic on theirprintout. When an attack bonus is given it onlyworks if the target of the attack is NOT in thesame square.

Defence AdjustmentThis works in much the same way as attackadjustment and is abbreviated as "Def. Adj." onthe Terrain Chart. Any positive or negativemodifier given affects all the different defencetypes equally. When a defence bonus is given itonly works if the attacker is NOT in the samesquare. A good example of this is a fort, whichis very effective when somebody is attackingfrom outside, but not a lot of use if the attackeris in the fort with you.

Constant ModifiersA Constant Modifier is a special situation whichcan occur with Terrain Attack Adjustments andDefence adjustments. As explained previously,if the two combatants are in the same square asone another, terrain attack and defenceadjustments are not applied to the battle.However, in some circumstances the terraindoes allow the adjustments to apply. When thisis the case it is called a 'Constant Modifier'. Thisis shown on the terrain chart by an asterisk " * "appearing after the adjustment.

For instance:-Att. Adj: -10

Would mean that anybody attacking from thatsquare would get a -10 negative modifier ontheir chance to hit when attacking somebody ina different square, but that the modifier wouldnot apply if the person they were attacking wasin the same square as them. An example of thiswould be somebody stuck in quicksand.

Alternative:-Att. Adj: -10*The asterisk shows that this is a constantmodifier. This means that the negative modifierto the attack score is always functional, even ifboth combatants are in the same square. Anexample of this might be a 'Magical Sanctuary',where special enchantments existed todiscourage combat.

In certain instances, if you should find that yourcharacter is in a situation where severaldifferent terrain types surround them, whatstarted as a simple battle could take on a muchmore tactical aspect. Remember, you get thecombat modifiers from terrain whenever youattack from that terrain type. So, by makinggood use of surrounding terrain it might bepossible to increase your defence, bolster yourattacks and run rings around the enemy.Monsters aren't as smart as you and clever playcan trick them onto terrain which acts as anegative modifier to them. This is an elementof play which some people will enjoy very muchand others will prefer to ignore. The beauty ofit, of course, is that both styles of play areequally valid and usable.

characters section : 0

WORLDDUNGEON

WORLDDUNGEON

The Characters

What You Can Play

Position Limitations

Character Statistics

In DungeonWorld you can choose from any ofvarious basic character types (as shown in theremainder of this section.) Every now and againnew character types become available, but thishappens as the game's overall ''plot'' develops.Your GMs will let you know when new charactertypes are available.

There are also numerous ''special'' characterswhich are not generally available, but areoffered as part of something special that ishappening in the game. Again, GMs will let youknow if any special characters are available andthey are usually given out by drawing namesout of a hat. Please do not write and ask yourGMs for special characters. If any are availableyou will hear about it and then be able to apply.

Each position in DungeonWorld consists ofanything from one to ten main characters andhowever many sub-characters and followersthey acquire through the course of the game.Most positions start with two or threecharacters.

Some people stay at that level and never takeany additional characters. The game has beendesigned to be fun to play at the initial levelwith no need to take extra characters.However, for those who want bigger and morecomplex turns, more adventure or morevariation, additional characters can be added tothe position. Once you have ten maincharacters, unless one of them dies the onlyway to recruit more main characters is to startanother position.

Any player can control up to *three* fullpositions as the absolute maximum (that's 30main characters in total) per Game Module.However, when you take an additional positionthere are a few rules. (1) The position muststart in a completely different ward to anyexisting position. (Although where they goafter that is up to them.) (2) Each position hasits own 'Base Turn Fee' and its own account.You must keep all positions in credit at alltimes.

It should be noted that these sort of multi-position high-character players are notcommon. DungeonWorld has been designedso that a player cannot 'buy power'. The optionto go for large positions is included for peoplewho are enthusiastic enough to pay for suchlarge positions and who like to play a plethoraof characters.

Characters in DungeonWorld are defined by aset of statistics. It is very important to note,though, that statistics are not the sum total ofthe game. DungeonWorld is a roleplayinggame and as such you will find weak intelligentfighters, strong muscular wizards, fat and ficklepriests, clumsy rogues... anybody who plays thegame for the statistics is missing the point.Enjoy your characters... help them grow... andyou will be that much more rewarded whenthey do!

So that you can see how your character's statsrepresent them, here is a quick guide to the'norms' of DungeonWorld .

1-4: Extremely Low. Your character has a realproblem with this statistic.

5-7: Low Average, but acceptable. Yourcharacter is noticably weak in this statistic.

8-11: Average. Your character is nothingspecial, but has no problems with this statistic.

12-14: High, your character is impressive in thisarea.

15-18: Very High, your character has a true giftin this statistic.

19-20 Maximum Natural Levels. Yourcharacter is dramatically endowed in thisstatistic to the point that their abilities are locallegend.

The following information is provided on everymain character sheet in the game. Here's whatit means:-

Gold Carried: Represents how much gold youhave in your purse. Gold is not an item. Themaximum amount of gold that can be carried inone characters purse is 32,767, after which youwould need to convert some of your money togems.

Vision: Shows you how many squares aroundyour character will be included on your gamemap (less any terrain modifiers.)

Alignment: This shows you if you are anadventurer or Bereny citizen (Good), or aMonster or other bad position (Evil).DungeonWorld is a heroic fantasy game so mostcharacters are 'Good' (albeit in various shades.)

Experience: Shows you how many experiencepoints you currently have.

Current Health: Shows you your max healthand current health if you have taken anydamage.

Damage Range: Shows you the range ofdamage you can do with your currentlyequipped weapon (not including hiddenmodifiers on monsters or terrain.)

Attack: Shows you what your attack rating is.

Defence Levels: Shows you what your defenceratings are against various different sorts ofattacks.

Appearance: This tells you how physicallyattractive a character is in the eyes of otherhumanoids of the 'main three' races: humans,elves and dwarves.

Willpower: This is a rating of how mentallytough your character is. It shows their grit,determination and pure strength of will.Willpower is the only stat which cannot beincreased through training. (Although there aremany ways to increase it in the game... if youcan find them!)

Dexterity: This represents your character'sspeed, nimbleness and hand-to-eyecoordination. A high dexterity grants a hiddenbonus to your 'normal' defence level too of +5points per Dex point above 15.

Strength: This represents your character's rawphysical power. A High strength grants a bonusto Damage of 1 point per point above 15.

Wisdom: This encompasses street sense andbasic understanding of the world. A characterwith a high wisdom is harder to dupe or fooland is able to judge a situation or othercharacter well. A high wisdom can allow aperson to see the real truth behind a lie.

Intelligence: This is your characters IQ andability to learn and retain information. Thisdoes not represent actual knowledge, which canonly be achieved through play.

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Character Types

characters section : 1

WORLDDUNGEON

The General Info Section

Marriage & Siblings

Birth & Deity

Statistics Of Favour

Piety

At the end of each character's section of theturnsheet there is a section titled "GeneralInfo". The purpose of this section is to showvarious special stats which apply to yourcharacter. The interesting thing about thesestats is that we have no intention of giving youany clues as to their effect in the game! Thereis, of course, a good reason for this. The gameis constantly growing and the GMs regularlyadding new features to it. These stats are theGMs tools when adding new features and sotheir effects can and will vary quitedramatically as the game progresses. When youencounter a situation where one of the stats isapplicable for some reason, you will usually betold with normal use of 'Look', 'View' and'Investigate' orders as applicable. Of course, ifyou are the sort of player who neglects theseorders you're going to miss stuff! In some casesthe possible effects of the stats is ratherobvious.

Married To:- Actually, this is not a stat at all,but a status. If two characters want to getmarried in the game, the players of bothcharacters write a note to say so to their GM,either in a space on their turnsheet (if you are amail player) or as a separate plain text message(if you are an e-mail player.) There is no way toget married 'in game' using orders, it must bedone as a message to your GM. Any request formarriage must include careful notes of playernumbers and character IDs involved. AMarriage License costs 50 GPs for eachcharacter and you must have that amount ofmoney on each of the characters when yousend the notes to the GM. Marriage may alsocost a small amount in 'Real Money' to reflectthe management time a GM must spend settingit up. For current costs, ask your GM. Marriagegrants no in-game bonuses or effects and itdoes not change the way combat works. It ispurely for roleplay and character depth andnothing more.

A Note On Political Correctness:- We wouldrespectfully request that all characters whowish to be married are of opposite sexes. Thisshould not be seen to reflect the GMs opinionon such matters in the real world, but simply toavoid the implicit complications in our fantasyworld and the heavy 'issues' that come withthose complications. Thanks!

Siblings:- Siblings are brothers and sisters ofyour characters. If you wish your character tohave brothers and sisters then the procedure isthe same as marriage, in which you must send

details to your GM. Setting up siblingconnections may cost a small amount in 'RealMoney' to reflect the management time a GMmust spend setting it up. For current costs, askyour GM. As with Marriage, siblings have nophysical effect on the game and this status isincluded only for roleplay and character depth.

Place Of BirthThis is not a true stat and once it is set it is notchangable. Your characters are given theoption of choosing where they were born. Inthe main module, this will virtually always be aplace in Bereny. If this stat is not set, it meansyou were born 'somewhere in Bereny' without aspecific place named.

Favoured DeityWhile all priests worship the six Gods of Lightequally and encourage everyone else to do thesame, still people will occasionally think of oneof the gods as their 'favourite'. This is reflectedin the favoured deity stat. You cannot chooseto set this though, it will become set as theconsequence of something you do during thecourse of the game. If no god is named, thenno specific favoured deity has been set at thistime. Contrary to popular belief, Crusadersshould worship all six Gods equally, as taught bythe priesthood, they simply serve one of theGods more directly in the actions, not theirfaith. They do not see their individual deity as'better' than the other five at all. (Or rather,they are not supposed to. Crusaders can haveweaknesses like any other character.)

There are nine statistics which reflect yourcharacters favour with certain powerful or well-known groups in Bereny. 'Favour' is acomplicated stat type. If you have a zero favourthat does not mean that the group in questiondoesn't like your character, or that they wouldnot want to help you or deal with you. Itsimply means your character has not doneanything specific to bring them to the notice ofthat group.

Crown FavourThis represents favour with the royal court.Even a highfavour does not necessarily meanthe King himself has noticed you (or evenknows you exist) but rather that your name ison a list or a chart somewhere with one of themany advisors and notables in the King's court.If the King were to ask about you, he wouldhear better things depending on your royalfavour.

Church FavourThis shows your favour with the High Priest andthe Church Hierarchy.

Military FavourThis represents your favour with the RoyalArmy.

Mercantile ReputationThis shows how popular you are with the mainMerchants organisations.

Shadow ReputationThis reflects your repution in the 'underground'world of Bereny, amongst the rogues, thievesand scoundrels.

Seelie FavourThis represents your favour with the Seeliecourt. What exactly the Seelie Court is can onlybe discovered through play.

Dwarvish HonourThis represents your favour with the DwarvenKing and his royal court, and with the goodDwarven nation as a whole. A high favour herestill doesn't mean a dwarf will like you, ofcourse.

Elvish FriendshipThis represents your favour with the ElvenQueen and her royal court, and with the goodDwarven nation as a whole. A high favour herestill doesn't mean an elf will like you, though.

Vanihiem RespectThis represents your favour with the BarbarianPeople of the Southern Glacier. Given the fierytemperament of these folk, being their friendcan be as dangerous as being their enemy, ofcourse. Just ask anybody who has spent thenight in a bar with one of them!

Class ReputationThis represents how well known or respectedyou are in your specific character class. Forinstance, if you are a Rogue, this shows howwell-known or notable a Rogue you are!

This stat is a reflection of how holy and devoutyou are. The religion usually (but not always)refers to the worship of the Gods of Light. Itdoes not mean the Gods notice you more (or atall), or that you have any more power. It simplyshows that you spend more time in prayer, or inpursuit of holiness. If your character has, forwhatever reason, strayed from the Gods ofLight, your piety is still functional, but now itreflects your devotion to whatever dark mastershave claimed your soul.

Other Statistics

characters section : 1A

WORLDDUNGEON

Human Fighters

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Human Fighters can be male or female. Theyrepresent the classic fantasy warrior who standsto the fore of a conflict and goes toe-to-toewith the enemy. They are strong of arm andtough-bodied, capable of absorbing moredamage than many other classes because oftheir high health.

Human Fighters have no armour restrictions.

Human Fighters have no weapon restrictions.

Human Fighters have no special abilities.

Human Fighters have no special disabilities.

Human & Dwarven Fighters

characters section : 1

WORLDDUNGEON

"There was a chessboard puzzle on the floor, a mass of reflecting mirrors and a convoluted laser-beam array,fourteen goblins with archers hiding behind a barrier, a bridge with a mixture of explosive and safe tiles and a fierypit full of imps and sprites. I scratched my head, pondered for a moment, then turned around and went the otherway." - Borris Headbanger, Dwarven Fighter (Dave Thomas)

"If it moves, hit it. If it doesn't move, hit it until it does. If it still doesn't move, it's probably a wall." - RavenaQuickblade, Human Fighter (Lionel Shepherd)

Dwarven Fighters

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Dwarven Fighters can be male or female. LikeHuman Fighters they are the front-line defenceof an adventuring party. Dwarves differ fromhumans in that they are a shorter, sturdier raceprone to an excess of facial hair and a love offine ale and metalwork.

Dwarven Fighters have no armour restrictions.

Dwarven Fighters have no weapon restrictions.

Dwarven Fighters have no special abilities.

Dwarven Fighters have no special disabilities.

Human Rogues

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Special Notes

Rogues are the classic fantasy thief/scout class.While they are fair fighters, they are somewhatweaker and not so finely-trained. However,they have other skills and abilities that makethem very useful. This class can be male orfemale.

Human Rogues cannot wear plate mail or metalgauntlets of any kind.

Human Rogues have no weapon restrictions.

Pick LocksThis is the ability to attempt to open lockeddoors, a very useful skill that can get a group ofadventurers past a difficult obstacle in theirpath. (Rogues *cannot* lock doors though.)

Pick PocketsThis skill can be used in any 'market' area formixed results depending upon the rogue's skill.A 'Shadow Cloak' is very useful whenattempting to use this ability.

Human Rogues have no special disabilities.

It is a common misconception that Rogues areevil. They are not. Adventuring Rogues are aclass that have chosen to use their skills for thecause of good. (Mostly)

Human Rogues

characters section : 2

WORLDDUNGEON

"You fight them! Can't you see I'm busy? Look at all these dead bodies... it's not like they need their goldanymore!" - Carter Halfmoon (Martin Renford)

"You've been calling me useless for the last week, you muscle-bound oaf! Now let's see you open the chest withoutblowing your hands off!" - The Grey Wolf (Tony Barber)

"No officer! I've never even seen it before! I don't know where it came from, honest!" (various ''innocent'' parties)

marie

Pick Locks - Rogue Order Pick Pockets - Rogue Order

The order for a rogue to pick a lock is asfollows:-

__U__ __1__ __<Direction Code>__

You always put the 'U' in the 1st column andthe '1' in the second. The direction code iswhich direction (using the same direction codesas the Move Order) the door is in which youwish to try and unlock.

The order for a rogue to pick pockets is asfollows:-

__X__ __32__ ____

Remember, you have a much better chance ofpicking pockets if you are wearing a ShadowCloak. This order can only be attempted at aCourtyard (in Dungeons) or Market (inSettlements) square.

Glacier Barbarians

characters section : 3

WORLDDUNGEON

"Yo! All you warm-lander mages! I will find your guild and trash it and then I'll eat all your scrolls!" - Togar,Barbarian Bookworm. (Johnny C. Fay)

"I fight one way only! Gung Ho! Defence is for women and for the sickly! For those that oppose me, their deathcomes soon!" - Boromir R.I.P. (David Shirley)

"If it's cold ... and you pay for it ... I'll drink it!" - Inga Icemaiden, Babe of Icehaunt. (Andrew J. Stott)

Glacier Barbarians

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Far in the frozen South lies a land of ice. There,freezing winds sweep over a barren landscape,fierce creatures stalk the snow-ladenwastelands and tribes of nomadic barbarianssurvive even in such harsh conditions.Sometimes, these Glacier Barbarians travelNorth into the warmer Central Region ofBereny, to use their hardened strength in acareer as an adventurer. Glacier Barbarians canbe male or female.

Glacier Barbarians cannot wear any bodyarmour or metal gauntlets of any kind.

Glacier Barbarians have no weapon restrictions.

Timber WolfGlacier Barbarians can (if the player wishes)choose to start the game with a Timber Wolf,which is an animal sub-character. Like GuardDogs, wolves cost a small fee in real money eachturn. These wolves are a common animalcompanion for the nomadic people of theSouth. Timber Wolves are not commonlyavailable for sale so players must remember toselect them on their setup turn.

Two-Headed StrachA Strach is a two-headed fierce-looking axe.Every glacier barbarian starts the game with aStrach. Only Glacier Barbarians can use aStrach.

Glacier Barbarians have no special disabilities.

Human Enchanters

characters section : 4

WORLDDUNGEON

"Burn! Burn! Burn! Ha, ha, ha, ha, ha, ha, ha, ha, ha, haaaaah!" - Pyrominus the Mad, Enchanter (Tony Barber)

"I don't give scrolls away or trade them unless I know I'm getting by far the best deal. Too many upstarts trying tomuscle in. You want the power... do the study! No free rides in this game!" - Gambo Weevle, Mage Extraordinaire(Rudolf Essenheim)

"So anyway... the others were getting eaten by the Tentacular Cluster and I thought a quiet trip to Safe Haven byway of my Magic Portal sounded rather inviting..." - Felicia Crestwillow (Steven Fellows)

Human Enchanters

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Special Notes

Human Enchanters are the most common andprolific magical class in the game! They are thestaple 'magic-user' supporting mostadventuring groups and bands. Although theyare not tough in combat, they more than makeup for it with their various spell abilities.Human Enchanters can be male or female(called Enchantresses.)

Human Enchanters cannot wear any bodyarmour or gauntlets of any kind.

Human Enchanters have no weapon restrictions.

SpellcastingEnchanters can cast spells, but to do so theymust have magical scrolls. Enchanters start thegame with eight scrolls, two each of fourdifferent spells. Other scrolls must be found byplaying the game.

Scroll CopyingEnchanters also have the ability to copy theirown scrolls. This costs them gold pieces and todo so they must have an original copy of thescroll they are copying (so *always* keep onecopy in your backpack!)

Human Enchanters have no special disabilities.

The spells all enchanters start with are SummonMonster 1, Magic Portal, Fire Sprite and LesserSphere of Protection. Although this guidecovers the subject of magic in the game, to findout what these spells actually do, how to castthem and how to copy them all enchantersmust Investigate the scrolls. It is stronglyadvised that on an enchanter's first turn youuse the Investigate order on all four differentscrolls!

Human Priests

characters section : 5

WORLDDUNGEON

"...and with the blessing of Selador, Emperor of Light, Lord of Hosts, ye shall trample thine enemies, O ' chosen, andthey shall drink the sour wine of their unbelief; and they shall be vanquished." - Lord Fatahl al Akla (Larry Haberke)

"oh... NOW you want to talk to me! You told me to shut up last night when I wanted to tell you all aboutBethseline's love for the common man. But as soon as you get wounded you're all ears! Yes, yes. I know. You'rebleeding. Just eat this mana bread while I read you some scripture..." - Shannon Faithe (Darren Miles)

Human Priests

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Special Notes

Human Priests are the spiritual and religiousbackbone of society in the game. They train aswarriors and have good fighting abilities,working well as ''second line'' combatants.Unlike Crusaders, there are no 'specialist priests'in the game, since the Church does not allow it.A priest's ''job'' is to preach the gospel of all sixof the Gods of Light, interpreting their (oftenconflicting) words to the common man. HumanPriests can be male or female.

Human Priests have no armour restrictions.

Human Priests have no weapon restrictions.

Heal SelfThrough prayer, the priest can ask the Gods ofLight to heal their own body when they havebeen injured. There is no limit to the amount of'Heal Self' orders a priest can try in a turn.

Summon Mana BreadAgain through prayer, the priest can ask for theboon of the holy food known as 'Mana Bread',which can be given (transferred) to others fortheir own use or used by priests. Mana Breadhas the power to heal wounds! There is no limitto the amount of 'Summon Mana Bread' ordersa priest can try in a turn.

Human Priests have no special disabilities.

Religion in the game is more thoroughlycovered in its own section. All priests in thegame have been ordained by the Church ofLight and are subject to the rule of the current''High Priest'', who in turn answers to the King.

Human Necromancers

characters section : 6

WORLDDUNGEON

"There are worse things than death, little man!" - Tarek Bonemaster (Matt Sansam)

"I have all sorts of bad habits. Poor hygiene. Halitosis. Sometimes clumps of my hair fall out. So I don't havemany friends. But when you're a Necromancer, who needs them? I can summon friends! They aren't much forpolite conversation, but they look and smell worse then me!" - Reginald the Foul (Ian McCann)

"I want to eat.... brains!" A Zombie, Night of the Living Dead (tribute to classic pulp horror.)

Human Necromancers

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Special Notes

Human Necromancers are a more mysteriousmagic-user class in the game. Their magicinvolves the summoning of undead andmanipulation of the forces of entropy! HumanNecromancers can be male or female.

Human Necromancers cannot wear any bodyarmour or gauntlets of any kind.

Human Necromancers have no weaponrestrictions.

SpellcastingNecromancers can cast spells, but to do so theymust have magical parchments. Necromancersstart the game with eight parchments, two eachof four different spells. Other parchments mustbe found by playing the game.

Parchment CopyingNecromancers also have the ability to copy theirown parchments. This costs them gold piecesand to do so they must have an original copy ofthe parchment they are copying (so *always*keep one copy in your backpack!)

Human Necromancers have no specialdisabilities.

To find out how to cast and copy theirparchments all Necromancers must Investigatethe parchments. It is strongly advised that on aNecromancer's first turn you use the Investigateorder on all four different parchments!

It is a common misconception thatNecromancers are evil. They are not.Adventuring Necromancers are a class that havechosen to use their skills for the cause of good.(Mostly)

Human Assassins

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Special Notes

Assassins are trained murderers who have takenamnesty from their crimes, or have chosen touse their skills for a more heroic profession.Instead of murder and outlaw-status, theAssassins chose to use their skills to destroymonsters! While they are fairly good fighters,they are somewhat weaker and not so finely-trained. However, they have other skills andabilities that make them very useful. This classcan be male or female.

Human Assassins cannot wear plate mail orgauntlets of any kind.

Human Assassins have no weapon restrictions.

Curved DaggerAll Assassins start the game with a special'curved dagger' which only Assassins can use.The curved dagger, when used with poison, is avery effective weapon.

Make PoisonAssassins have the ability to make poison fromherbs they find which can be applied to anormal dagger or their special curved dagger.This poison can even be used by othercharacters once the Assassin has made it. Tofind out the exact process by which herbs arefound and poison is made you need toinvestigate the Assassins equipment.

Human Assassins have no special disabilities.

It is a common misconception that Assassins areevil. They are not. Adventuring assassins are aclass that have chosen to use their skills for thecause of good. (Mostly)

Human Assassins

characters section : 7

WORLDDUNGEON

"Hold on a minute, you've got some dust on your back. Let me brush it off for you..." Finale Magdalene(Christopher Wren)

"You can fight the Ogre if you want to. Me... I'm just going to slip around the back here... <crunch>... Oh dear, theOgre hit my curved dagger with his back." - The Eel (Eddie Marsh)

"People don't like me. I'm not sure why." Gutslasher Darkheart, Assassin for hire (Kyle Haylock)

Human Crusaders

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Special Notes

These men and women form the militant armsof the Church in Bereny. They are piouswarriors, not priests, fighting their honourablebattle on behalf of the Church. While Priestsmust worship all the Gods and Goddessesequally, Crusaders follow one in particular(although they still worship all six in prayer.)Crusaders of the male gods are always men,while the female deities have women Crusaders,as required by the edicts of Selador in his Bookof Words.

Human Crusaders have no armour restrictions(except Shanna).

Human Crusaders have no weapon restrictions.

Various AbilitiesHuman Crusaders have various special abilities,depending on which arm you chose (see chartto the right.) Human Crusaders *start* with aShield and Metal Armour as well as their initial50 GPs.

SquiresCrusaders can start the game with a sub-character 'Squire' (although squires do have asmall fee per turn in real money - see currentprice list) if you wish. Simply specify that youwant a squire.

Human Crusaders have no special disabilities.

A Crusader position may mean a lot moreroleplay and each Crusader 'arm' is controlledby a 'Lord Crusader' whose word is *law*. TheLord Crusader can command other Crusadersunder their command at any time and mustreceive immediate obedience! This class isrecommended for experienced players only!

Human Crusaders

characters section : 8

WORLDDUNGEON

"The moustaches worn by the Crusaders of Cambron are said to represent the scales of justice, but sources withinthe order deny this strongly." - Anon (Dan Shirley)

"They gave me a Crusader Shield and a suit of armour, which seemed like a good deal until they pointed towards adark mass of seething energy with demons spilling out in every direction and said 'Go get 'em!' " Lord Burlan,Crusader of Selador (Terry Hunt)

Crusader of SeladorFather of the Gods (males only)Sworn task to uphold the true religion anddecry false gods and heretics. Special: Immuneto 'Supernatural Fear' status.

Crusader of MarialQueen of Healing (females only)The great hospitallers, although well-trained inthe arts of combat they decry violence withoutcause. Marial Crusaders are seen on the edge ofthe battlefield healing the wounded, or atscenes of plague and disease which theyactively combat. Special: "Heal Disease" Power.Immune to "Diseased" and "Plagued" statuses.

Crusader of BethselineQueen of Love (females only)These Crusaders are the keepers of peace. Theyare often found around great battles or in deepdungeons bringing love and hope to thebeleaguered innocents while battling evilwarmongers. Special: Immune to 'Charmed'status.

Crusader of CambronKing of Justice (males only)Believed to be the strictest, most zealous of theCrusaders, Cambron's Men swear lifelongchastity, giving their lives in pursuit of therighteous. Special: "Remove Fear" power

Crusader of MerlKing of Fair Trade (males only)Known by the nickname 'The Taxmen' theystand for furthering the practise of honest tradeand have a particular hate for bandits androbbers. A small arm of Merl's Crusaders is usedby the Crown for tax collection because theirhonesty is beyond doubt. Special: Immune to"Confused" Status

Crusader of ShannaQueen of Nature (females only)Committed to protecting the natural world &battling against the unnatural, such as demonsand undead, Shanna Crusaders are neverallowed to wear plate mail or gauntlets of anykind. Due to special training they have highnatural defense levels.

Bards

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Special Notes

Entertainers, actors, jesters, musicians! Bardslearn the use of musical instruments and otheravenues of entertainment which can be used toalmost magical effect in many situations andcomplement this with their own able skills incombat. Bards can be male or female and canalso be human or elven. You should specifywhich race/sex you prefer when signing up abard.

Bards cannot wear plate mail or gauntlets ofany kind.

Bards have no weapon restrictions.

Bards have several abilities which will be fullydetailed when a Bard is taken as a character.The abilities are 'inspire', 'demoralise' and'soothe', all of which are used on othercharacters to cause a variety of effects.

Bards have no special disabilities.

When you start a Bard as a Main character youmust choose *one* starting talent for them. Thismay either be Drummer, Piper or Lute-Player.You will start the game with 50 GPs (as usual)and the musical instrument which matches yourchoice of starting skill.

Magical Notes: Bards are *not* considered to bea magical class, although some of their abilitiescan seem to be magical in effect. Neither dothey consider themselves to be mages of anykind!

Human & Elven Bards

characters section : 9

WORLDDUNGEON

"Hello! It's very nice to see you! Let me read you one of my poems! <ugh> <agh> Philistines!" - JonasTunemeister, Elven Bard (Daniel Taverner)

"Elven bards may be able to play the lute like it was born in their hands... but hey... those guys snap if you hit themwith a drumstick. At least we can survive a fight!" - Joe Shakespeare, Human Bard (Tim Petty)

"Once upon a time, in a galaxy far, far away..." anon.

Elven Warrior Maidens

characters section : 10

WORLDDUNGEON

"Moonlight filtering through the forest canopy, alighting upon the fairies as they dance in their glittering ring.Unicorns grazing in shady clearings. Nymphs swimming in a clear and bubbling brook. That's what I remember ofmy home." - Melissian, Elven Warrior Maiden (Tony Barber)

"Human men? Why would I be interested in human men? Our Elven men are slight and petite, like men should be!All those muscles look funny on the males of the human species! Hah! They aren't even good at housework!" -Elvira Shadowsong, Elven Warrior Maiden (Ken Bateman)

Elven Warrior Maidens

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

A terrible tragedy in the Elves' past caused allthe males to be weakened, a magic that stilltakes its toll to this day. Instead, the females ofthe Elven World choose to bear arms in theirmenfolk's stead and are proud warriors of nobletradition. Male Elves do not becomeadventurers, except a very rare few who becomeBards. In the Elven community the men are thehome-makers and artists while the women arethe defenders!

Elven Warrior Maidens have no armourrestrictions.

Elven Warrior Maidens have no weaponrestrictions.

Elven Warrior Maidens have no special abilities.

Elven Warrior Maidens have no specialdisabilities.

marie

Human Monks

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Learning their skills in the most remotemountain regions, Human Monks are themasters of the martial arts. Dangerous witheven their bare hands, they have learnt totransform their bodies into living weapons.Despite this they shun needless violence and arepeaceful and often wise people. The secretschools which teach monks their skills are stuckin ancient ways and will not accept femalestudents, so Human Monks can only be Male.(Although there are persistent rumours thatsome females have managed to gain thetraining, this is not generally available on start-up, but does explain the picture!)

Human Monks cannot wear body armour orgauntlets of any kind.

Human Monks cannot use Great Swords.

Human Monks have no special abilities.

Human Monks have no special disabilities.

Human Monks

characters section : 11

WORLDDUNGEON

"I remember my masters words, 'Look at this insect', he said, 'its life no less than your own. Yet you must struggleto find your place in the world. This insect already knows its place. So is the insect, then, wiser than you?' Iwouldn't have been inclined to listen to his rambling if he hadn't been able to break a granite slab with his head." -Lu Sen, Monk (Jan Faversham)

"Bah! Wielding a weapon! Real men use their bare hands and feet! <snikt> Uh... okay Illona... nice Strach... I takeit back! Your weapon IS decent. Now could you take it away from my nose?" - Lord Taren Kwondo, Monk (PeterMooney)

Sub-Characters

Buyable Sub-Characters

Findable Sub-Characters

Simplified Turn-Results

In the game it is possible to gain control of avariety of sub-characters. A 'Sub-Character' inDungeonWorld is basically a mini-character.They get fewer orders than a main character(the exact amount varies), a much smaller mapprintout (even if they have a high vision) and asimplified turn-results section.

Sub-Characters are for fun, for roleplay and togive the game depth. They are deliberatelysimpler and take up less turn-space in order tokeep them cheap (or free).

Buyable sub-characters are the ones you canchoose to purchase when starting the game orduring the game. These cost a small amount(see current pricing for details) in *real money*and often also cost an 'upkeep' in Gold Pieces.Buyable sub-characters include Men-At-Arms,Squires, Black Cats, Guard Dogs, Horses andTimber Wolves.

Findable Sub-Characters are the ones you getcontrol of as the result of in-game events whichyou don't have a deliberate choice in, or whichare summoned through spellcasting. Theseoperate in the same way as Buyable Sub-Characters, but they do not cost you *anything*in Real Money. (In this way, there are no'hidden charges' in DungeonWorld. FindableSub-Characters include monsters and undeadsummoned by spells and a whole host of otherweird things!

The simplified turn results of a sub-characterinclude (a) no 'entering' and 'leaving ' strings(you aren't told when people come and go fromyour square), no 'other characters I can see'section, no item or backpack list for empty slots.Simpler description strings when walking intofeature squares. The best advice is to keep yoursub-characters near the main ones... and thenyou'll have all the info you need!

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Sub-Characters

characters section : 12

WORLDDUNGEON

"My pet is a human fighter called Bruce. I keep him safe and smell out danger for him. Without me, the poorthing would die. He supplies me with food and I comfort him when he is sad." - Rover, Guard Dog. (Joe Ellis)

"Yes, sir, master, sir! Man-At-Arms Dav Emerson reporting for duty sir! Should I take point, or would you rather Icarry all that treasure for you, sir?" - Dav Emerson, Man-At-Arms. (Colin Blythe)

"Don't hit me... hit them!" - Stanley Montgomery, Merchant and Coward (and proud of it) indicating hiscontingent of caravan guards to the bandit gang.

Healing Sub-CharactersWhile humanoid sub-characters usually have allbackpack and item slots active, manysubhumans or animals have many of the slotsdisabled. However, all creatures always have atleast one backpack slot active. This enables youto use the transfer order to give them manabread (or some other healing item) which theycan then use to repair damage.

Disallowed OrdersDifferent sorts of sub-character will havedifferent sorts of disallowed orders. Usually it'sobvious (for instance, a Guard Dog doesn't do alot of Bodybuilding) but a little experimentationwill soon set you on the right track.

SkillsSub-Characters do not usually learn skills,although humanoid ones can learn the generalskills available to everybody.

Wages and UpkeepSome Sub-Characters cost 'upkeep' or wages inGPs every turn. This money is automaticallydeducted from whichever main character isconsidered their 'controller'. If you ever cannotafford to pay them they will attempt to 'paythemselves' from their own purse. If they haveno money either they will permanently leaveyou at the end of that turn... so be careful youcan afford them! (This *does* include pets,Men-At-Arms... anything! Even horses, whichare considered to have died.)

Followers

Costs In Real Money

Simplified Turn-Results

Healing & Maintenance

Getting Them!

Obviously some sub-characters are followers,but we use the term here for a slightly differentsort of character. ''Followers'' are characterswhich you do not get to issue orders for but arestill part of your position. They issue orders forthemselves, according to certain behaviourpatterns. The most common form of followerbeing a 'Bodyguard' who can be hired to followyour main character, merchant, or whatever andprotect them. Followers react to in-gamesituations but you do not control what they do.Some followers are better and more intelligentthan others!

''Followers'' don't usually cost you anything inreal money, although certain special gamepositions may amend that. Details will always besupplied before you start the position.

The turn results for a follower often consist oflittle more than a single line telling you theystill work for you. You cannot see their turn tosee what they *did*, although the results ofwhat they do will often be obvious (sixbodyguard bowmen can make short work of abandit in the road...!)

You cannot equip a follower... they equipthemselves. Its pointless to give them weapons,armour or healing items, so don't do it!Followers almost always cost 'upkeep' or wagesin GPs every turn. This money is automaticallydeducted from whichever main character isconsidered their 'controller'. If you ever cannotafford to pay them they will attempt to 'paythemselves' from their own purse. If they haveno money either they will permanently leaveyou at the end of that turn... so be careful youcan afford them!

The only way to gain followers is to find themby exploring the game. None are available onthe first turn.

Followers

characters section : 13

WORLDDUNGEON

"You never know what followers might tag on as you travel through DungeonWorld . They aren't always guardand servants... sometimes monsters, strange creatures or other weird things might decide you are fun to be around.It's rare... but it can happen. As the player who ended up with a Hordeling as a pet would attest!" (For Hordeling,see picture above.)

"You don't give me orders, Boss. I'm a trained bodyguard. I know what's best for ya'. You just get on with yourwork and I'll keep an eye on things."

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Human Alchemists

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Alchemy. The mysterious art! Is it magic? Is itscience? Or some strange blend of the two?Whatever the case there have always been thoseindividuals who wish to dabble withalchemicals, mixing potions and strange brews,dabbling with dangerous mixes and searchingfor new compounds. Some of the stouter ofthese fellows have been known to tread thedangerous path of the adventurer!

Human Alchemists cannot wear body armour orgauntlets of any kind.

None.

Alchemists start with the knowledge of four'mixes' and the alchemicals with which to brewthem. Further alchemicals must be sought byadventure andnew brews tested. Investigating the alchemicalsthat they start with gives all the informationneeded to start the new alchemist on the roadto discovery of the depth of their class. Theinitial alchemicals are; Ashes, Sand, Iron Filingsand Mercury.

Human Alchemists have no special disabilities.

Human Alchemists

characters section : 14

WORLDDUNGEON

"The base compounds of an element are further reconstructed by the hereditary configuration of its alchemicalmatrix. By combining a seditary element in a direct manner with a combustible faction, a skilled alchemist cancreate exciting redirections of ... hey! Have you fallen asleep?." - Barbaro, Alchemist. (Edward Laing.)

"Yes, yes. I know we are being attacked by a Goblin Horde. Just give me ten minutes to finish this mix and we'llsee if we can't give them something to remember us by..." - Kassandra, Alchemist (Tony Barber)

Human & Elven Druids

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

The Kingdom of Bereny. Civilised? Maybe. Yetthousands of square miles of desolate overlandis still as wild, untamed and unexplored as it hasalways been. There, amid the black forests andendless plains, the druids strive to keep thenatural balance, to work hand-in-hand withnature itself, to serve the Goddess Shanna inher works and to further the cause of good. Ofcourse, many also choose to join adventuringbands for companionship.

Druids are only allowed to wear 'natural'armour of their own making. They start with'bark' armour and can make other types ofnatural armour as they learn more of their craft.

Druids can only use weapons made of wood,such as clubs or staffs. There are a few rareexceptions to this which can be found byadventure. They start with an 'oaken staff'.

Druids have the ability to tame certain animalsand gain their service.Druids can heal sick plants and trees.Druids can travel magically about the overlandusing strange magic paths called 'lay lines'. Allthese special abilities are either described uponsigning the character up or their use discoveredthrough play.

In general, Druids have no special disabilities.However it should be noted that while MaleElven Druids can be signed up, they are affectedby the same terrible magical weakness thatplagues all male elves in the game.

Human & Elven Druids

characters section : 15

WORLDDUNGEON

"The dense blackness of the forest at night is like a shroud, the heavy canopy blotting out the starlight so as tomake it seem that you have gone blind. Yet the sounds, the scents, the touch of nature is all around you,embracing you, holding you to its heart." Elion the Warden, Human Druid (Colin Bryce.)

"The air would be clean, but for the black smog from the city. The water would be fresh but for the sewage whichruns with the current. The forest would be healthy but for the blight of man." - Patricia, Elven Druid (SimonChandler.)

Human Rangers

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

Undaunted by the vast expanse of the overland,the Ranger is an explorer, a tracker, anadventurer in the many different terrains of thesurface world. Often hired as a guide throughuncharted areas or as a scout for traders andother travellers, Rangers do also sometimes joinadventuring groups where their abilities andqualities are highly respected.

Rangers cannot wear plate mail or metalgauntlets of any kind. Rangers cannot useshields.

Rangers have no weapon restrictions.

Rangers have the ability to tame certain animalsand gain their service.Rangers can hunt for food in overland terrainwhere normal foraging does not work.Rangers start with a 'Rangers Bow' which grantsgood attack and damage scores compared toother bows, but requires upkeep to stay at itshigh quality.Rangers can set a status called 'scouting' on theOverland, which increases their vision.All these special abilities are either describedupon signing the character up or their usediscovered through play and investigation ofany applicable items.

Rangers have no special disabilities.

Human Rangers

characters section : 16

WORLDDUNGEON

"You don't have to take my advice. By all means take the Northern route. If you don't mind the Ogres, the Bandits,the Poisonous Man-Eating Plants and the quicksand that is. Is everything all right? You look kind of pale!" DionneShadowswift, Ranger (Larry Burke.)

"Those merchants still haven't arrived? How overdue are they now, three weeks? Well, I ask you, who travelsSwinderlog Swamp without a ranger? If they're lost, injured or eaten by the Spindley Man then its nobodies faultbut their own!" - Old Ned, Shopkeeper.

Centaurs

Armour Restrictions

Weapon Restrictions

Special Abilities

Special Disabilities

The powerful beautiful body and legs of a horse,the torso, arms and head of a human, Centaursare a spectacular hybrid. These noble creatureshave long been the allies of adventurers, butonly recently have they come forth from theirremote forest homes in large enough quantitiesto qualify for full adventurer status. Brave andstrong, Centaurs are a welcome addition to anyadventuring party.

Centaurs can only wear special 'barding' armourtailored for them, which can be purchased fromgeneral traders.

Centaurs have no weapon restrictions.

Due to their relationship with the faerie folk,Centaurs can summon Leprechauns to assistthem as a free sub-character, but at a cost ingold pieces.Centaurs can call upon the power of WaterSprites to heal them when standing in a shallowwater square, at a small cost in gold.Centaurs start with a special Great Bow madefor them which grants impressive performancecompared to normal bows.Centaurs can carry a rider and have better movepoints than their two-legged companions.All these special abilities are either describedupon signing the character up or their usediscovered through play and investigation ofany applicable items.

Centaurs have no special disabilities.

Centaurs

characters section : 16

WORLDDUNGEON

"Carry you? CARRY YOU? What do you think I am, a bloody horse?" - Tarantino, Centaur (Alan Matcalfe.)

"... and you can take those packs and stick them where the sun doesn't shine, my friend. Huh! Do I look like adamn mule?" - Tarantino, Centaur (Alan Matcalfe.)

"... got any sugar cubes?" - Tarantino, Centaur (Alan Matcalfe.)

orders section : 0

WORLDDUNGEON

WORLDDUNGEON

The Orders

Moving Around

Direction Codes

How To Issue The Move Order

The Compass Rose

Move Points

Common Terrain Move Costs

When controlling any sort of DungeonWorldcharacter one of the main things you are goingto want to do is Move Around. InDungeonWorld , you use the basic Move orderto achieve most normal movement.

Each Move order lets your character moveon the map. If you want to move more

than one square, you need to issue multiplemove orders.

Telling the computer which direction you wantto move in is done by a simple 1-digit''direction code''. To move in a direction theseare the codes:-

North 1North-East 2East 3South-East 4South 5South-West 6West 7North-West 8

When writing a Move Order on your turnsheetthe format is as follows:-

___M___ _<Dir. Code>_ __________

As you can see, on the normal move order thethird order column is not used. You do notneed to write anything in it at all. Someadvanced Move Orders do use the third column,but they for special circumstances and arediscussed elsewhere in these rules.

To help you when moving around and to saveyou from having to reference this page for thecodes every turn, there is a small graphicprinted next to every map. This graphic, called''The Compass Rose'', shows you the move codesfor each direction as quick reference, set abouta small picture of a compass for ease-of-use.

How far your character can move in a singleturn is decided by their "Move Points" (MPs).Every time you use a move order and move asingle square on the map you use some movepoints. Underground, in castles, in dungeons ormost other kinds of limited area you use only 1MP per square you move.

On the surface world different terrain typeshave different 'Move Point' costs to move overthem.. When your move points reach zero youcannot move any more that turn. Your MovePoints recharge to full at the start of each newturn. Your Move Points are calculated *before*you move into a square. So, if you are trying tomove to 'Light Forest' (costs 3 MPs) and do nothave 3 MPs left, you will be unable to evenenter the square and your move will stop on theprevious square.

Here are the common costs to move over terrainthat you will find while travelling on thesurface world.

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onesquare

Direction to Move Code

Open Land 2 MPsLight Forest 2 MPsHeavy forest 3 MPsGentle Hills 3 MPsSteep Hills 4 MPsMountains impassableBody Of Water 4 MPs or impassableBroken Land 3 MPsKings' Road 1 MPOther Roads 1 MPsStructure 1 MPs

The MOVE Order

Examples

N

S

EW

NENW

SESW

1

5

37

28

46

The Compass Rose

It's really easy for new playersto get confused by the iconsthey can see on the map whenin a Dungeon. But once youget used to it there's noproblem. Sure, differentsymbols represent differentthings, but there's really onlytwo different types of terrainunderground... stuff you canmove into and stuff you can't.Stuff you can move into is opendoors, archways, open spaceand water. Stuff you can'tmove into is closed doors, wallsand pits. When you move youuse 1 Move Point, when youdon't... you don't!Underground.. it's easy!- Tony Barber, Player

New Players are often askingme... how do I walk through anopen door? Is there a specialorder to do it? The answer isno, there is no special order.Other than the fact that it saysyou are walking through a doorwhen you enter the square, itsjust like an empty square. Asimple move order walks into it!- Steve Tierney, Chief Surgeon

___M___ _1_ __________

___M___ _4_ __________

___M___ _7_ __________

___M___ _12_ __________

This order would move the character 1 square North

This order would move the character 1 square South-East

This order would move the character 1 square West

This order would fail. It is an error. '12' is not a valid direction code.

Player NotesPlayer Notes

orders section : 1

WORLDDUNGEON

Combat Basics

How To Issue The Attack Order

Bare Hands and Knives

Melee and Missile Weapons

To Use Or Not To Use

The Straight ''A'' Order

What Is A Character?

The Combat System in DungeonWorld is verysimple, but very powerful. There are manytricks to learn to get the most out of thevarious orders and methods available to you forcombat. It is a learning process. But the mostbasic and straightforward method of initiatingcombat is using the Attack order.

Telling the computer you want your characterto attack another character is done by using thefirst and second order columns. In the secondcolumn you specify *who* you want to attack,by writing their Character ID No.

The format is as follows:-

__A__ _<Target Character ID>_ _____

The third column is not used for the standardattack order. Your character will attempt toattack the character who's ID you wrote in thesecond column.

This order does not move your character in anyway. It simply attempts an attack from thesquare you are standing in with your currentlyequipped weapon. If you are out of range ofthe target character your order will fail. If thecharacter is dead at the point you try andattack them the order will report that. If thecharacter has moved out of your field of vision,is hiding behind something, or is tucked into acorner, you will not be able to attack them.

Bare Hands Own Square OnlyDaggers/Knives Own Square OnlyMelee Weapons Own Square + AdjacentMissile Weapons VariesSpells/Specials Varies

Bare Hands, Daggers and other small weaponscan only attack characters who are standing inthe *same square* as the attacking character.It's a common mistake to forget that *monstersmove too*. So although they may start the turnin your square, they sometimes can and willmove out of it to get out of range of yourweapon!

Other Melee Weapons can hit the attackingcharacters own square and all the adjacentsquares to it.

Missile Weapons are very effective inDungeonWorld . They don't do much damageusually, but have long ranges which can whittledown opponents before they reach you, orcatch them as they retreat. Monsters can anddo hide behind things to get out of the line-of-fire of missile weapons (and spells) and willoften duck into and around corners.

The normal Attack order is not always the bestorder to use for combat. There are various waysof attacking enemies explained in this rulebook,but only through experience of play can youwork out the best way to attack in any givensituation.

As a rule of thumb, the Attack order is mostuseful when you want to take shots at anenemy without moving closer to do so. It ismost often used with missile weapons by 'backline' adventurers.

Another powerful way of using the normalAttack order is just to write ''A'' and not put*any* target in the second column. Thisinstructs your character to choose a randomenemy within range and take a shot at them.Useful in complicated situations where youdon't know who will be alive or who will benear you.

Virtually any sort of individual you meet in thegame is a character; monsters and adventurerstoo! All the characters you can see on yourmap are listed on your turnsheet under theheadings 'Other Characters Present' (the ones inyour square) and 'Other Characters I Can See'(the ones on the rest of your visible map.)Character ID Numbers, which are needed for theattack order, are shown after their names inbrackets.

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Weapon Types Range

The ATTACK Order

Examples

I walked my Glacier Barbarianand my Monk into combat withthe troops of skeletons I couldsee. I was using other attackorders to do that, but I didn'twant my Enchanter or myRogue to get into hand to handcombat with those guys, theywere already injured from aprevious battle and they aren'ttoo tough to start with! So Istood them back and used 'A'orders on the undead. Greatfun! It worked a treat! Whilemy main fighters were toe-to-toe duking it out, my backlinerswere peppering the enemy witharrows!- Stuart Marron, Player

I was standing in the middle ofa huge cavern and there wereHordelings everywhere! Someother adventurers were at thecavern edges taking shots withtheir bows. I had no idea whichof the Hordelings would bekilled mid-turn, so I issued abunch of ''A'' orders with notargets. Sure enough, I killed abunch of the furry little bratswho strayed too close with asatisfying crunch of bone eachtime!-David Berry, Player

___A___ _1226_ __________

___A___ _77_ __________

___A___ _505_ __________

___A___ _____ __________

This order would try and attack character 1226, if within range of attacking weapon.

This order would try and attack character 77, if within range of attacking weapon.

This order would try and attack character 505, if within range of attacking weapon.

This order would try and attack a random enemy within range.

Player NotesPlayer Notes

orders section : 2

WORLDDUNGEON

Treasure...

... finding it ...

... And Getting It!

Choosing Your Booty

But Most Often...

Give Gold Order

Treasure comes in many forms inDungeonWorld . Gems, weapons, armour,strange artifacts, documents, maps, valuableobjects... almost anything you can think of isout there to be found, stolen, bought, gatheredor otherwise procured. The Game System breaksthe treasure types down into two differentthings... (1) Gold Pieces, and (2) Everything Else.

Treasure tends to be found 'laying around' inDungeons, in the overland, wherever monstersare... or virtually anywhere else. Of course, thetreasure isn't really just laying there... there'salways a reason. Perhaps you found it in someundergrowth, or maybe it was looted from adead body... some imagination is required onthe player's part, but for the purposes of thegame if you see an item or a pile of gold youcan pick it up! You know when there is treasurearound because small symbols are printed in thesquares on the map. These symbols overlay allother graphics so they are always visible.

If you see the $ symbol that means there is apile of gold in the square. All you need to do topick it up is walk to the square and issue the''Get Gold'' order as follows:-

__G__ _____ _____This order picks up *all* the Gold Pieces in thesquare.

If you see the ? Symbol that means there areitems of some kind in the square. They could beanything from a dead rat to a priceless gem...the only way you are going to find out is to pickthem up, which you can do using the 'Pick UpItems' order as follows:-

__P__ _____ _____This order picks up *all* the items in the square.

When you see the symbol for gold on a square,you don't know how much is there until youpick it up (but hey! Who cares? Money ismoney!) Items are similarly unknown, but withthem you do have one option. If you *end yourturn* on a square with items in it you will see alist of those available, each with an 'item code'in brackets after it. You can then use specialversions of the Pick Up order to choose what toget and what to do with it.

__P__ __<Item Code>__ _____By specifying the item code in the 2nd columnand leaving the 3rd column blank you instructyour character to pick up only that item andequip it. If there is an item already equipped tothat body slot it will be dropped to the ground.

__P__ __<Item Code>__ __1__As above, the item code in the 2nd column anda '1' in the 3rd column instructs the characterto pick up *only* that item, to equip itimmediately and to place any originallyequipped item in that slot into your backpack.

__P__ __<Item Code>__ __2__Or, substitute a '2' in the 3rd column to instructthe character to pick up *only* that item andput it straight into their backpack.

Just writing an order 'P' with nothing in eithercolumn is still the most common method ofpicking up items. Remember, just because yousee items and gold at the end of your turndoesn't mean somebody else won't pick it upbefore you do in the next turn... especially ifyour area is crowded with player-characters.Your Pick-Up and Get Gold orders might failsimply because somebody beat you to the loot!

Finally, an order which allows you to give goldto another character! The character must bestanding in the same square as you or a directlyadjacent square.

__G__ __<GPs>__ __<Target Char. ID>__

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ITEMS & GOLD

Examples

When a monster or player-character is killed in the gameyou will see their name on the'other characters I can see'section with an 'R.I.P.' after iton the turn it died. At thebeginning of the next turn thebody is 'cleared' (disappears)and anything (gold or items) itwas carrying is dropped. So, ifyou want to have a chance ofbeing first to the booty, on thenext turn you should walk tothe square where the body wasand you issue 'P's and 'G's there.You won't have seen items orgold there, but they will appearin the first phase if the monsterwas carrying any!- David Barnes, Player

I hate Rogues. You really haveto watch those sneaky gits.They lurk around behind theother characters and wait whileyou do the hard work of killingthe monsters. Then, whileyou're guzzling healing potionsand snacking on Mana Bread,they grab all the gold anditems! "That was my stuff!" youcry. But they just smile andlook mystified, "I didn't takeanything!" Aargh!- Trevor Tate, Player

___P___ ______ ________

___P___ __5___ ___1____

___P___ __5___ ___2____

___G___ _187__ __2141___

This order would pick up *all* items on the characters current square.

This order would pick up item (5) and equip it, placing an already-equipped in the backpack.

This order would pick up item (5) and put it straight into your backpack.

This order would give 187 GPs to character ID 2141 (if in same or adjacent square.)

Player NotesPlayer Notes

orders section : 3

WORLDDUNGEON

There is a pile of gold pieces here

There are item/s of some kind here

$

?

Courtyards

Overland Settlements

Magical Traders

How To Buy Things

One At A Time

Buying On Your First Turn

Shops, Traders and Merchants come in manyshapes and forms. However, the same systemfor buying things works on all 'general traders'.Most players start the game in the Dungeoncourtyard, which is one giant market. You cantell you are in the courtyard because it is theshaded area. On any actual courtyard squareyou can issue Buy orders.

A settlement is a single square on the overlandmap. Some settlements act as limited traders,as instructed when you arrive on the square.Some settlements allow you to actually enterthe city and look around (you'll be told if this ispossible) and if you do so there will sometimesbe a courtyard *in* the settlement too. Once*in* a settlement you can't issue Buy Ordersunless you are standing in the courtyard(market) area, even if the overland squareallowed you to do so.

These mysterious fellows are extra-dimensionalmerchants who live in the strangest of places.They can be readily identified because whenthey are present in a square there is an 'Ankh'symbol there.

To Buy Stuff from any sort of general traderyou use the generic 'Buy' order. The format isas follows:-

__B__ __<Buy Code>__ _____

The 'buy code' mentioned above is a unique IDthat things you can purchase on general supplyall have. This rulebook lists *all* the things youcan buy on general supply. Of course, there aremany more items in the game than that! Butmany things can't just be bought from normaltraders, you have to find them as treasure orfind a specialist dealer (which are hidden in thegame). Go to the page/s headed 'Buy Codes' fora full list of items you can buy from normalcourtyards and trade places.

Each Buy Order you do buys *one* of the itemsyou specify and charges you for it. If you don'thave enough gold pieces to buy the item yourorder will fail. There is *no* way to buy multipleitems with one order (except in a couple ofspecial circumstances covered elsewhere in therules). If you want to buy two or more ofsomething you need to issue two or more buyorders. (This is a deliberate rule maintained forreasons of game balance, so please don't writeand ask for a multi-buy order. We won't bedoing one!)

Items you buy are placed immediately into yourbackpack in the *first available space*. So, ifyou examine your turn you'll be able to workout where the item will go and equip it on thesame turn (if it is an equippable item). Withlots of orders affecting the way your backpackis laid out this takes a few turns to get the hangof... but you'll soon get to grips with it.

For instance, if you are an enchanter withscrolls in your first four slots and nothing inyour fifth slot, if you buy a dagger... it will go toslot (5) in your backpack. If you buy a scrollthough, it will go to the slot with the scrolls ofthe same type in it (If there's space!)

When standing on a Magical Trader you can issue Buyorders exactly as if you were standing in a DungeonCourtyard, which is very useful for getting urgentsupplies while adventuring in inhospitable places.

Magical Traders are entirely neutral magical entities.They sell to anybody who has the money to pay,charging the same prices as all the other 'general'merchants and courtyards. There is no limit to theamount of characters who can be standing on thesame square at the same time buying from a magicaltrader. But don't think you are safe... monsters can andwill still attack you while trading... and the MagicalTrader will watch your distress and do nothing to help!Magical Traders are not 'true' beings. You won't seethem listed on your 'characters I can see' section andthey cannot be attacked.

BUYING THINGS

Examples

I crawled, desperate and bloody,from the battle with the OgreLord and his minions.Somehow, struggling my lastragged breaths out, I made it tothe Magical Trader who hadbeen watching the whole battlewith a distracted smile. Ofcourse, I couldn't buy 5 healingpotions with one order. It wasgoing to take me five orders. Ijust hoped those remainingOgres wouldn't come overbefore I'd got them all andfinish the job!Dan Simmons, Player

Of course, taking Dan's example(above) you can see why there*is no* multiple-buy order. Inthat example a person could bevirtually invulnerable if theycould buy unlimited healingwith a single order. The currentsystem balances the gamenicely.Steve Tierney, Chief Surgeon

There is nothing so satisfying asshopping. I don't care what yousay, when you finally haveenough cash to buy that +5Sword and you issue the order...knowing you can afford it... it'sjust the best!Emily Shannon, Player

___B___ ______ ________

___B___ __1___ ________

___B___ __124__ ________

___B___ __55__ ________

This order would fail! You have not specified a 'Buy Code'.

This order would buy a short sword, if you had the money to pay for it!

This order would buy a rations portion, if you had the money to pay for it!

This order would buy an amethyst, if you had the money to pay for it!

Player NotesPlayer Notes

orders section : 4

WORLDDUNGEON

This is an Ankh Symbol

Read 'Buying Things' First

How To Sell Things

How Much Will I Get?

The Trade Agreement

Possible Pitfalls

Selling To Other Players

Meeting Places

Although the Sell order has a different formatand is slightly more powerful than the Buyorder, the information about courtyards andother traders still applies. You should thereforeread the 'Buying Stuff' page before reading thispage as it contains information you need tounderstand the Sell Order. Anywhere you cando a general Buy order you can also do ageneral Sell order.

To Sell Stuff to any sort of general trader youuse the generic 'Sell' order. The format is asfollows:-

_S_ _<Quantity>_ _<Backpack Slot-ID.>_

As you can see, selling things works differentlyfrom buying things because you *can* sellmultiple things with a single order, so long asthey are in the same backpack slot (which willmean they are the same sort of item.) Youwrite the quantity of the items you want to sellin the second column; it might be one thing, itmight be dozens. In the third column you showwhich backpack slot you are selling from! Youcan't sell things you are equipped with.(Please don't write and ask for a multi-buyorder. We won't be doing one!)

When you have things to sell, either becauseyou are getting rid of obsolete equipment orselling treasure and items you have found, youcan either simply sell the stuff (taking whateverprice they give you without argument) or youcan use another order (the Valuation order) tofind out how much they will give you first.

Most people simply sell the loot and takewhatever they get as a nice bonus, butsometimes with magical items it's worthchecking first. The money you get might meanit's not worth selling the item. Traders do notalways place the same value on an item thatyou do! One thing that is almost always true isthat traders will pay less for an item than theywould sell it for (if it is a general sale item).They like to make healthy profits!

All courtyards, markets and magical traders paythe same price for adventuring goods. You willnot find different prices in different places fromany general traders. It is possible (although notcommon) to find a specialist trader who onlybuys and sells very special items and givesdifferent prices. These are very clearly markedand if you find one you will have no doubtabout it. If unsure, then it's almost certainlyjust a normal trader.

Trying to sell more items than you have in theslot is a definite no-no. The order will failcompletely (it won't sell the max you have, itwill just send an error). So only try to sellthings you know you'll have on that phase.

Another common mistake that beginners (andveterans sometimes, much to their chagrin)make is putting the second and third columnsthe wrong way around. Be careful! At best it'llresult in a lot of failed orders, at worst youcould end up selling stuff you just killed a tribeof Ogres to obtain!

There is no specific mechanism for sellingplayer-to-player in the game, but it does go onand is possible. The only way to achieve it iswith somebody you trust, via the Give Gold andTransfer Item orders. Long-distance sales aren'tallowed, so please don't ask your GM to managea trade between dungeons and characters...they'll just tell you to do it yourself!

The Magic Portal enchanter spell, the Fade ToGrey Necromancer spell and various othermechanisms allow players to 'get together' fromwherever they are for a brief period. Theseplaces are often used for quick trade to coverthe problem of inter-character sales and arevery good for this purpose.

SELLING THINGS

Examples

You often end up finding lotsof smaller gems worth just afew gold pieces. Doing one sellorder and getting a few coinswould be a bit wasteful so itpays to have your charactersswap them around, eachcharacter carrying only certaintypes of gem. Periodically,when you have a reasonablecollection, sell them in a batchfor a sizeable sum of gold! It'smuch more satisfying sellingeight pieces of agate or quartzthan one!Andy London, Player.

Gerard Bartholomew, rogueextraordinaire, had beencollecting Azurites! Thebeautiful little sweeties werejust laying around! Sure, someof them were laying in otherpeople's pockets, but a guy'sgotta make a living, don't he?When he saw that magicaltrader twinkling at the end ofthe corridor he grinned withglee. All would have been wellif a trio of ogres hadn'temerged from a doorway andbeat him to paste. His lastthought? He wished, he'd soldsome of them earlier instead ofhoarding. Then maybe he couldhave bought those magicalleathers and saved his life...Colin Marsh, Player

___S___ ______ ________

___S___ __1___ ___5____

___S___ __5___ ___11___

___S___ __55___ ___3____

This order would fail! You have not specified anything in the 2nd and 3rd columns.

This order would sell *one* of whatever was in your 5th backpack slot.

This order would sell *five* of whatever was in your 11th backpack slot.

This order would sell *fifty-five* of whatever was in your 3rd backpack slot. (If you had that many!)

Player NotesPlayer Notes

orders section : 5

WORLDDUNGEON

What It Does ...

... When To Do It ...

... And How To Do It!

Why Does It Work This Way?

Trading Information

Chain Investigations

No Information Available

The purpose of the investigate order is to giveyou more information about a particular type ofitem. It won't necessarily tell you everythingthere is to know about the item, but will usuallygive you valuable information nonetheless.

The second and even more important purposeof the Investigate order is to get special ordercodes for using special items which need them.For instance, it's all very well buying a HealingPotion... but how do you apply it to yourwounds? The only way to find out is toinvestigate the Healing Potion, at which point(among other things) you'll be told the order toapply it. That order won't change though. Youdon't need to investigate every healing potionyou buy... once you have the info you just needto make a note of it somewhere for future use.

Any time you find a new sort of item youhaven't encountered before it is highly-advisable to Investigate the item! Graduallyyou will collect a database of info which will beuseful and valuable for all your adventures! Ifyou have two Short Swords, there's no need toinvestigate both of them, as they will both giveyou the same info. But if you find a ShortSword + 5, or a Short Sword of Flame, it's worthchecking them out, since they are new types ofitem!

Investigating your items is done by using theInvestigate order. The format is as follows:-

_I_ _<Body Slot-ID>_ _<Backpack Slot-ID.>_

The first thing you need to establish is ... whereis the item you are trying to Investigate? If youhave equipped it already then it will be in oneof your equip slots, in which case you write theequip slot number it is in into the secondcolumn and leave the third blank. However, ifthe item is still in your backpack then you leavethe second column blank and write theBackpack Slot number in the third column.

A common question players ask is why theyneed to investigate an item to get the ordercode to use it. The answer to this is easy. InDungeon there are *thousands* of differentitems and lots of them have special powers,special codes and suchlike. A book that listedall those codes would be larger than this entirerulebook and really not feasible. Furthermore,it would ruin the excitement of finding itemsyou've never heard of. The investigate methodsolves both problems. So, the general rule is, ifyou find it ... check it out!

It is very common for players to tradeinformation that is discovered during the courseof your adventures. There are literally millionsof things to discover and trade and the stuffyou find out is valuable to many other players.Guilds often have libraries of information totrade. But it is still possible (and quitecommon) for new players to find out thingsnobody else knows... so don't think the veteransnecessarily know everything you do...DungeonWorld grows too fast for that!Remember, knowledge is power! Don't just giveit up without getting something in return!

Sometimes the information provided in yourturn will lead to a new item. For instance, ifyou found a herb called 'Goldenglow' and weretold in the investigation that by doing the order'X 44' and mixing two flowers of the planttogether in a bowl you would make'Goldenglow Salve', then the Salve itself wouldbe worth investigating once you'd made it.

On some occasions your investigations willresult in very little, or possibly no informationat all. This is because you know nothing aboutthe item in question and can't find outanything more. Sometimes this is simplybecause the item is a weird mystery. Othertimes the truth can be more dangerous.... so becareful!

INVESTIGATING ITEMS

Examples

A battered barbarian swung hissword in a wide arc to keep acrowd of unfriendly goblins atbay. Blood pouring from manysmall wounds he reached downto grab at the small bottlehanging from his broad leatherbelt. Grasping the healingpotion desperately like adrowning sailor grasps a spar,he dropped his guard to squintat the tiny writing."Instructions for use: 1. Open..."The barbarian sank to the floorunder the goblins' clubs.If you've got it, look at it!Dan Shirley, Player.

Knowledge is power. Justbecause it says on your turn'short sword' doesn't mean thatthe information is no use toyou! How much damage does ashort sword do? What is itsrange (in squares)? What sortof damage does it do? If youare going to compare weapons'effectiveness then you needinformation to work with!Andy London, Player.

___I___ __1___ ________

___I___ ______ ___4____

___I___ ______ ________

___I___ __14__ ________

This order would investigate whatever item type was in Body Slot 1 (on your head)

This order would investigate whatever was in your 4th backpack slot.

This order would fail. No Body or Backpack Slot target has been set.

This order would investigate whatever item type was in Body Slot 14 (attack hand)

Player NotesPlayer Notes

orders section : 6

WORLDDUNGEON

In Dungeons

But What Is An Area?

On The Surface

But Why Should I Bother?

Writing the Look Order

Special Look Orders

What It Doesn't Do!

A great many of the rooms in a Dungeon, Castleor other similiar area have *individual*descriptions for them. (Not all of them, but a*lot* of them). When you look at your turn-map all you see is the generic layout; where thedoors, walls and open space are. To actually*see* what the room looks like you need to issuethe 'Look' order. There are literally tens ofthousands of different special locations in thegame and it's very important, if you want toplay the game well, that you issue a 'Look' orderin each new area you enter.

Working out what a new area actually *is* soyou know when to issue a Look order is an easytrick. The single-square-wide stretches in aDungeon are 'corridors' (there's not usually anyneed to do a look order in them.) Anythingwider than a single square (except the veryoccasional double-width corridors) is a new'area', or 'room' if you prefer. Each new roomyou enter will often have its own 'look'description. There is no need to do more thanone Look order per room though... doing one onevery square would simply get the same infoagain and again!

On the surface the Look order plays a slightlydifferent role. It can give you more informationabout the area you are in (sometimes) or maybeit will tell you which area of the Land you arein. If you are standing on a special feature (thegraphic will be something different to a plainterrain square) the Look Order may give youinformation about it.

Some players do play the game without everissuing a Look order. These are people whosimply want to see monsters and fight them!This is generally a bit crazy, since lots ofimportant information is hidden in the Lookdescription including storyline hooks,background information and valuable gameeffects!

In order to tell your character to take a lookaround the area they are in your simply write an'L'. Nothing else! Like this:-

__L__ ____ ____

Easy as that!

Quite often when you look around, thedescription of the area you are given will offeryou some additional sources of enquiry. Forinstance you will be told that''I am standing in a dark room. At the center ofthe room is a glittering pond full of light bluewater. To drink from the pool issue the order 'L2'."In these special instances you can (the followingturn) issue the extra order, or not, as you prefer.Sometimes these special orders are helpful,sometimes very dangerous, or sometimes simplygive further information. It is possible to takedamage from the results of these special lookorders, so you should consider carefully whatyou choose to do.

The Look Order is only for giving you 'static'text descriptions of the room and itsfurnishings, plus special things you can dothere. It doesn't talk about creatures orcharacters in the area at all, since those thingschange all the time. The information aboutwhat or who inhabits the room can be found onthe 'other characters I can see' section of yourturnsheet. There is no need to issue the Lookorder to find it out... you do so automatically.

The Look order doesn't change either, althoughsometimes what you see will depend on yourcharacter class, on one of your statistics, or oncertain other variable elements of the game. Ifyou visit a room again later it will still have thesame description unless (very rarely) some majorin-game event has altered the area.

LOOKING AROUND

Examples

Secret passages, traps in aroom, weird carvings, a buttonto press or a lever to pull,warnings scrawled in blood onthe walls, a bookcase full ofbooks, statues made of gold,hidden compartments, teleportdevices, scrying pools, prisonerschained to walls, dark mosaicson the floor, unusual brickwork,holes in the ceiling that swarmwith spiders, signs and portents,fiery forges of arcane power...you never see these thingsunless you look!Andy London, Player

I walked through a room whosewalls were made entirely offlaky gold. A simple matter totake my dagger and scratch offshavings from the valuablesurface. Selling them laterwould have gained me enoughmoney to buy upgrades on allmy equipment, a new horse anda whole heap of other stuff! Ofcourse, 'would have' is theoperative word. I didn't lookaround the room, I just walkedthrough it. To me, then, it wasjust a bunch of plain squares onthe map.Look Around or lose out!Tony Barber, Player.

___L___ ______ ________

___L___ ___2__ ________

___L___ ___99__ ________

___L___ ___13__ ________

This order would instruct your character to Look Around his/her current location.

These are special look orders which would do different things dependingon where you issued them. The Look Description you gain from the initial'L' order would give you full information on what special orders (if any)are available. The second column could have any number in it, dependingon what you had been advised was the correct one to use. If there isno special look orders available you will be given an error report.

Player NotesPlayer Notes

orders section : 7

WORLDDUNGEON

}

Giving Stuff To Others

How It's Done!

Where Do They Go?

Clever Order Use

Non-Transferrable Items

There are many reasons why you might want togive something you are carrying to anothercharacter. Perhaps it is part of a trade you aredoing? Perhaps it is a healing potion or manabread to assist an injured friend? Perhaps youare collecting similar goods to one character foreasier sale at a later point? Whatever thereason, you are going to need the 'Transfer'order.

You can *only* give one item at a time toanother character. There is no way to transfermore than one item at a time to anothercharacter short of issuing several orders, one foreach item you want to give them. You can*only* transfer an item which is in yourbackpack, *not* one you are equipped with. Inorder for a transfer to work the character mustbe in the the same square as you, or one of theeight adjacent squares. When you give away anitem it is called a 'transfer' and the order iswritten like this:-

_T__ _<Backpack Slot>_ _<Target Char.>_

As you can see from the example you need tospecify which backpack slot the item you wantto transfer is in and also which character youwant to transfer the item to! To find out thecharacter's ID No. to put in the third columnyou can check it out in the 'other characters Ican see' or 'other characters present' sections ofyour turnsheet (it's the number in brackets aftertheir name.)

Remember, no matter *how* many of the itemyou have in the backpack slot, only *one* ofthem will be transferred. If you want totransfer more, you'll have to issue more transferorders.

Like any order which moves equipment, theitem will be placed into the target charactersbackpack in the first available slot for an itemof its type. If the character has no room intheir backpack the order will fail.

It is entirely possible for a character to givetheir friend a healing potion on order phase 4and for the new owner to then use the potionon order phase 5. Clever use of orders can be areal boon for many reasons... and may even saveyour life! But you'll need to work out a fewthings... make sure the characters are in thesame square or adjacent to each other on theorder phase where you do the transfer... makesure the receiving character has space in theirbackpack and work out which slot the item willgo to in that phase. This may soundcomplicated, but it isn't really. You'll soon getthe hang of it and then you'll be able tomanage some amazing character-interactionduring your turns.

Some items are not transferable. This usuallymeans they are either a special guild item, acursed item or an item with specialenchantments upon it to prevent transfer.Investigating the item will usually tell you if anitem is non-transferable... but cursed items cansometimes come as a horrible surprise...

The TRANSFER Order

Examples

"Here," said Chloe as she pulleda dead rat from her pack, "youhold this"."Ugh," Lord Harrow complained,"I don't want to!" Blatantlyignoring him, Chloe continuedpulling items from her pack."Take this... and this... andthis...", she muttered, giving thequailing lord a human eyeball,an inky black potion bottle anda salamander skin."Just what," Harrow blustered,"am I supposed to do withthese?" Chloe gave him awicked grin and said, "no idea.I just didn't want them in mypack! They smell."-Adam Hastings, Player.

If you don't choose to play apriest yourself, then it's a reallygood idea to at least travel withone controlled by anotherplayer. Priests have that greatability to make Mana Bread...and it's a (excuse the pun)godsend when you've run outof healing potions! Of course,the priest has got to transferthe bread to the characters thatneed it, but with a bit ofplanning you can be stuffing itinto your mouth and healingeven as you battle it out withthe enemy. Good food on themove!Hazel Smith, Player.

___T___ __1___ __347___

___T___ __6___ __1211__

___T___ __4___ _______

___T___ ______ __149___

This order will transfer one item from backpack slot 1 to character 347.

This order will transfer one item from backpack slot 6 to character 1211.

This order to transfer from backpack slot slot 4 would fail. No Target Character ID No. has been set

This order to transfer to character 149 would fail. No backpack slot ID No. has been set

Player NotesPlayer Notes

orders section : 8

WORLDDUNGEON

Adjacent Squares

This diagram is to show you wherea character must be standing to betransferred to. The center square

is the character doing the transfer.The target character must be in the

same square or one of theadjacent squares (grey ones.)

Taking A Closer Look

Viewing Monsters

Viewing Adventurers

A Cool Picture!

Character Descriptions

Passing On Contact Info

The purpose of the 'View' order is to take acloser look at another character. Remember, acharacter can be another adventurer *or* amonster. If they are shown on your 'othercharacters I can see' section with an ID numberin brackets after their name, then they are acharacter. Issuing the order is a simple matteras follows:-

_V__ _<Target Character>_ ___

As shown, all you need is to fill in the ID No. ofthe character you wish to View and as long asthat character is in your field of vision at thepoint you issue the order, you will get someinformation about them.

The 'View' order serves several differentpurposes, but probably the most common use isto find out more about a monster type. Whenyou view a monster you will be given some textdescribing anything that is commonly knownabout that monster type. Some rare or exoticmonsters may not have much information tosee because little is known about them. Thisinformation could be vital since it may tell youof any special attack forms they have, commonstrategies they use or other valuableintelligence. After the 'general' informationabout the race you are also told what the actualindividual you viewed is currently equippedwith (but *not* what's in their backpack orhidden about their person.)

Viewing adventurers gives you all the sameinformation that you get when you view amonster. However, adventurers also have theoption to have a 'description' set about them,which is individual to the character. If you Viewan adventurer who has a description set up youwill also be given that information. This couldbe useful for many reasons, but is most valuableas a roleplay tool. Sometimes players use thedescription to tell something about theirmotivations, which might help you decidewhether to travel with them or get out of thereas fast as you can move!

Another neat thing the View order does is togive you a small picture of the character typeyou are viewing. This picture is not meant torepresent the actual character you can see, butis merely a representation of a 'stereotype'character of that class. All monster types in thegame have pictures, as do all the different typesof adventurer. This is great for giving you a'feel' of the creatures you are fighting and thecharacters you are adventuring with. Butremember... these are 'general' pictures only...not character portraits!

As has been mentioned you do have the optionto set up a character description which isindividual to your character. There is a smallcharge for this (see current price list.) Manyplayers use it to give an individual feel for thecharacter or to note something about theircharacters' motivations or outlook. Forinstance, if you set up a description for yourHuman Fighter then anybody viewing thecharacter would see the general 'human fighter'information *and* your special description.

All you need to do to set up a characterdescription is to write it on a slip of paper with'character description for .... (name) (ID No.)'and send it *with your order sheet* to the GM.Please remember there is a small charge foreach character description you set up.

Another very useful thing the view order does,in combination with the special description, isto allow players to pass on their contactinformation. Of course, you can do thisthrough the game noticeboard, but this is amore direct and immediate method! It workslike this... when you set up your specialdescription, you simply include a brief ''contactme at...'' detail in there and anybody who viewsthe character will see who is running them!

The VIEW Order

Examples

The Tale of Sonja Crimson"I know. I didn't view them.But how was I supposed toknow that they had a tail thatwas barbed with poison.. or thatthe effect of the poison was tosolidify my body... to turn it tostone! What? I would havebeen told that if I'd viewedthem? Hell... I know that NOW!Fat lot of use YOU are! Now,while you're there, could youscratch my head and get someof this moss off my face...."Clive Thorson, Player

I like travelling with otherplayers. Sure, you can travelalone and that works okay, but Ireally like the diplomacy andco-ordination that comes withmulti-player adventuringgroups. Of course, I neverwould have met any of the guysI travel with if it hadn't beenfor the View order. I spottedthem walking my way en masseand picked up their e-mailaddresses from a couple of vieworders. The rest is history!David Sandford, Player

___V___ _1166_ ______

___V___ _420__ ______

___V___ ______ ______

___V___ ______ _345__

This order will View the character with ID No. 1166 if within your vision.

This order will View the character with ID No. 420 if within your vision.

This order will fail. No target character ID No. is specified.

This order will fail. The Target Character ID. No. has been put in the wrong column.

Player NotesPlayer Notes

orders section : 9

WORLDDUNGEON

Getting Rid Of Stuff

Dropping It!

Removing It!

Non-Removable Items

No-Drop Items

Keep An Eye On Your Backpack!

Things You Have Dropped

If You Die...

When you decide you don't want somethingany more there are two orders which are veryuseful to you. The 'Drop' order is used whenyou want to just throw something awaycompletely. The 'Remove' order is used whenyou want to unequip an item, putting it backinto your backpack.

To simply throw an item you don't wantanymore onto the ground use the 'Drop' order.The format is as follows:-

_D_ _<Body Slot ID>_ _<Backpack Slot ID>_

When doing a drop you should issue a Body SlotID in the second column if you are droppingsomething you are equipped with, or abackpack slot ID in the third column if you aredropping something from your backpack... butnot *both*. It's one of the other. Only *one*item is dropped per order.

To stop using an item (to de-equip it) youwould use the 'Remove' order. The purpose ofthis order is to take something off of the bodyslot it is in and place it in the first availablebackpack slot. The order is written thus:-

_R_ _<Body Slot ID>_ _____

In this order only the 1st and 2nd columns areused. The item in the body slot shown incolumn 2 will be taken off and placed in thebackpack.

Some items will not allow you to remove themonce they have been equipped. This may meanthey are a cursed item, or possibly a specialguild item or other magically enchanted gear.Or it may just be that the item gets 'stuck' on ina mundane fashion. Either way, there is no wayto remove these items short of finding somespecial in-game method of doing so. This maytake quite a bit of exploring... or you may neverfind a way!

Similiarly, some items cannot be dropped, formost of the same reasons as the ones that can'tbe de-equipped. Guild items are usuallyimpossible to drop though, while most of themcan be removed. In order to get rid of guilditems you need to resign from the guild. To dothat you should contact your Guild Leader, whomay or may not let you leave (depending on theguild.) You should *not* contact your GM aboutguild-related matters though. If the guildleader chooses to let you leave (or throw youout) the items will disappear between turns. Ifnot... you're stuck in the guild!

It will not be possible to remove an item if youhave no space in your backpack to put it! Acertain amount of 'backpack management' isrequired if you are lucky enough to have filledit up with treasure, loot and gear! One goodway to keep your backpack clear is to sign up aMan-At-Arms (or a squire if you are a crusader)and let them carry a load of stuff for you!

When you Drop something it will go to thefloor and will then be possible for othercharacters to pick up. (Or for you to pick upagain, if you wish.) Of course, monsters pickstuff up sometimes so you can't count on itbeing there forever...

All items you are carrying will be dropped if youare reduced to less than 'zero' current health atthe end of the turn. However, items are notdropped at the end of the turn, they aredropped at the beginning of the *next turn*,just before order phase 1. Players who go tothe square of a dead character and issue a Pick-Up order there, ready for the items to appear,are robbing the dead. (A fairly commonpractice for adventurers, sadly, and entirelylegal.)

When a summoned creature's time runs outthey do not actually 'die', they merely return towhence they came.. taking anything they werecarrying with them!

DROP & REMOVE

Examples

Summoned creatures can domore than fight! While yourcharacters are busy killingmonsters, a summoned goblincan wander about behind theaction, picking up treasure anddropping it in a handy pile atthe summoner's feet. I pushedit too far though, forgettingthat sooner or later asummoned creatures time runsout! My goblin disappearedcarrying a pile of weapons andarmour! (Who says Goblins arestupid!)Andy London, Player.

Here's something to save youwasting orders! You DON'TNEED the remove order if youare equipping a new item. Forinstance, if you are equipping aLong Sword and are alreadyusing a Short Sword the twowill simply swap when you issuethe Equip order. The LongSword will go to your attackhand, while the Short Swordwill go automatically to thefirst available backpack slot.The main use for the Removeorder is to take off an item forsome other reason, perhapsbecause it is interfering withthe use of a skill (Monks' barehands attacks spring to mind.)Alan Bevan, Player.

___D___ _10__ ______

___D___ _____ __9___

___R___ __4__ ______

___R___ _12__ ______

This order will cause you to drop the item in Body Slot 10 (finger)

This order will cause you to drop *one* item from Backpack Slot 9

This order will remove the item from Body Slot 4 (waist) and put it in your backpack.

This order will remove the item from Body Slot 12 (left arm) and put it in your backpack.

Player NotesPlayer Notes

orders section : 10

WORLDDUNGEON

Be Afraid!

The Purpose Of The Fear Factor

Setting Your Fear Factor

How Low Can You Go?

Reply Attacks

Getting Away

Be Very Afraid! (Or Not)

Combat in DungeonWorld can be a fast andbloody affair. It can also be a veryunpredictable thing and your ability to do wellin a fight has a lot to do with yourunderstanding of when and how to issuedifferent orders that are available. Sure, there'sa lot of guess-work to be done and it can gohorribly wrong! That's part of learning thegame! But there is a safety-valve available toyou in the form of the 'Fear Factor' which canoffer some assistance when plans go awry.

You can never be sure how much damage yourcharacter will take during a turn. You can neverbe sure how tough a new monster is going tobe. The big problem is that if you take a chanceand issue a whole bunch of attack orders on theenemy, then every time you attack them... theyare going to attack you back! If you take a veryserious wound on your second blow, you reallydon't want to keep attacking and thus incurring'reply' attacks. That's where the Fear Factorcomes in. Essentially, if you set your Fear Factorto, say, 10, then any time you issue an order toattack the system will check your currenthealth. If your current health is equal to orlower than the fear factor you set, your attackorder will *not* be used (your character will juststand still.)IMPORTANT NOTE: Fear Factors do not makeyou run away, nor do they stop monstersattacking *you*. All they do is halt any attackorders you have issued.

In order to set up your fear factor you need toissue an 'F' order. The format for this order is asfollows:-

_F_ _<Fear Factor>_ _____

The third column is not used. The secondcolumn simply states the amount of health youare prepared for your character to be reducedto before you want the computer to startignoring your Attack orders.

There is no 'safe level' to set your fear factor at.Even if you set it at twenty, you could be setupon by a large group of monsters andmurdered. DungeonWorld is a dangerousplace! New Players are recommended to set theFear Factor at about 12-14 for fighters usingmelee weapons, although this is still noguarantee of safety. You'll get a better feel forit as you experience play. Remember:- allcharacters start with a Fear Factor of Zero, so ifyou want to set it... don't forget to do so!

Your own reply attacks are not stopped by yourFear Factor. While the system will ignore youractual attack orders once you pass the FearFactor you have set, if monsters choose toattack you then you will still get your replyattacks upon them (ie. you'll defend yourself,but won't initiate combat.)

The only way to actually retreat from combat isissuing Move Orders to do so. If you get yourturn back and see you've taken a beating... don'thesitate to run! Many a character has hungaround *just too long* trying to grab the lastfew trinkets from the floor... it's a sure way to ashallow grave!

Should you decide you no longer want to have*any* fear factor set you can restore it to thestarting value of zero by issuing the obviousorder:-

_F_ __0__ _____

It's brave too! (You'll probably end up dead, butits brave!)

TM

TM

The FEAR Factor

Examples

Swiftnick had a lucky escape.He's a 15-year-old rogue so Iset his Fear Factor at 15 toreflect his ''care'' in combat.One day he had managed to gethimself into a whole mess ofLizard-Men. The only reason hewasn't hacked to death isbecause his Fear Factor kickedin. I had issued enough attackorders that the dozen or somonster reply attacks wouldhave diced and cubed him.Luckily, as soon as he wentunder 15 health he stoppedfiring his bow, which meant theLizards weren't annoyed enoughto keep coming after him (theyhad other more aggravatingenemies.) Some of them stilldid, of course, and Swiftnickcrawled from the battle, beatento within an inch of his life...but he *was* still alive andcould lick his wounds and fightanother day (just). A close call.-Rick Gonzalez, Player.

I was fighting a Cavern Giantand the bloody fool would notfall down. I kept hitting himand hitting him and he kepthitting me and hitting me. AndHe Would Not Fall Down!! Iwas, in fact, still hitting himwhen I died.No Fear Factor, no brains!John Hunt, Player.

___F___ _15__ ______

___F___ __8__ ______

___F___ __0__ ______

___F___ _____ ______

This order would set your Fear Factor at 15.

This order would set your Fear Factor at 8.

This order would set your Fear Factor at zero.

This order would also set your Fear Factor at zero (empty spaces are the same as zeros.)

Player NotesPlayer Notes

orders section : 11

WORLDDUNGEON

Aggressiveness

Cautious / Defensive

Normal

Aggressive / Gung-Ho

How To Set Your Aggression

Understanding The Order

Common Queries

No matter what sort of class a character is, nomatter what skills they know or what weird andwonderful combat styles they display, there isone thing that holds true for *anybody* incombat:- how recklessly do you throw yourselfinto the fight? In DungeonWorld this isrepresented by the Aggression Setting.Basically, this setting reflects how aggressiveyour character will be in combat. How hardthey will throw themselves at their opponent,even risking their own injury. The HostilitySetting can only be one of three things:-(1) Cautious / Defensive(2) Normal(3) Aggressive / Gung-Ho

When you set your Aggression to (1),Cautious/Defensive, you gain a +10 on all yourdefence types, but you lose -10 on your attackrating. This reflects your character playing itsafer, trying to avoid being hit by using adefensive style. It makes them tougher to scorea hit on, but reduces their chance to hit. Thissetting is usually used when a character istrying to escape combat or is worried about thetoughness of a new and unknown monster.

The Normal (2) setting is the standard onewhich your characters starts with. It gains nocombat pluses or minuses at all and is basic,straighforward combat with no extremes ofcaution or aggression. This is a setting to usefor the majority of your adventuring career, orif you are in any doubt as to the correct stylefor a situation.

The character who chooses this setting is goingall-out to hit their opponent, even sacrificingtheir own safety to do so. This setting grants a+10 on your Attack score, but causes a -10 onall your defence statistics. It can be adangerous setting to use and is often saved fortimes when you are surrounded by weakermonsters who need a real bashing... or simplybecause you want to be really violent! Ofcourse it can backfire quite badly if misused!

A straightforward 'X' order is used to set youraggression. 'X' orders are used for many things(it is a generic order that you will see all overthe place as the game progresses) but in thisinstance you can use it as follows:-

to set (1) Cautious / Defensive :-_X_ _2001_ _____

to set (2) Normal :-_X_ _2002_ _____

to set (3) Aggressive / Gung-Ho:-_X_ _2003_ _____

As you can see the third column is not used forthe setting of your aggression. The secondcolumn has either 2001, 2002 or 2003depending on which aggression setting youwanted to use.

The aggression setting doesn't actually changethe *way* you fight in regards to the textstrings you receive on your turn. It simply givesyou the hit and defence modifiers and no more,but is still remarkably useful in tight situations.It was originally added in response to playtestercomments and has proved a popular andinteresting addition to the combat system.

We are often asked if the chosen aggressionsetting has any effect upon your Fear Factor.The answer is no, it doesn't. Fear Factor stillworks as normal no matter which AggressionSetting you choose.

We are also asked regularly if different races orcharacter classes work differently in theaggression settings. Again, the answer is no,this is a very generic order. A Dwarf with thebeserker skill can still set their aggression atcautious (although, from a roleplaying point ofview you it could be considered a bit suspect, itisn't actually against the rules) and a weakmage can still go Gung-Ho! (Risky!)

TM

AGGRESSION Settings

Examples

I just hate undead. Stinky,smelly, foul, reekingabominations! That's what Icall them! (And that's on mygood days.) As a Crusader ofShanna it's my duty to banishthem from the face of theearth, so when I see a bunch...up goes my aggression toGung-Ho and in I run... hackingand slaying... smashing boneand pulping their rotting fleshwith each swing of my greatsword. Sometimes this has leftme badly injured myself...people ask me why I don't playit a little safer sometimes... butwhere's the fun in that?James McCulloch, Player

Half of the group had beenkilled in the first wave.Spriggans, they're called. Cutelittle fellows, until they startthrowing rocks at you andbiting your ankles! I saw Tanjago down out of the corner ofmy eye and knew it was timefor a bit of common sense... andI ran for my life! It was a closecall. I doubt I would have madeit at all, if not for my 'cautious'aggression setting. That extra+5 on defence can make *all*the difference...Craig O'Donnell, Player

___X___ _2001_ _____

___X___ _2002_ _____

___X___ _2003_ _____

___X___ _____ ______

This order would set your Aggression to 'Cautious / Defensive'

This order would set your Aggression to 'Normal'

This order would set your Aggression to 'Aggressive / Gung-Ho'

This order would fail (no setting has been specified).

Player NotesPlayer Notes

orders section : 12

WORLDDUNGEON

Hostility

How Combat Works

Passive

Neutral

Hostile

How To Set Your Hostility

Outlaw Status

Every character has a Hostility Setting, whichreflects how they will react upon encountering*other* characters. There are three differentpossible settings for your Hostility, but generallyonly one is ever used except in the mostunusual of circumstances, or when playingspecial positions. The settings are:(1) Passive(2) Neutral (this is the normal setting)(3) HostileAdventurers will almost always be neutral asthis is the most functional and suitable settingfor them.

In order to understand the Hostility Settingsand their function within the game you need toknow how combat works. This is covered inmore depth elsewhere in the rules, butessentially, every single time you issue a moveorder, your character will (automatically) lookaround for an enemy within range of theircurrently equipped weapon. If there is one theywill attack that enemy. If there is more thanone they will randomly choose a target andattack them. This takes no orders at all and iscalled a 'Hostility Attack'. Without ever issuingany attack orders at all you can have quite anactive combat-life through your HostilityAttacks alone. But how does your characterdecide who is and who isn't an enemy for thepurposes of Hostility Attacks? Through correctapplication of the Hostility Setting, that's how!

If you set your hostility to 'Passive' (1) you willbe instructing your character not to viewanybody or anything as an enemy! No monster,no character, nobody! They will never do *any*automatic hostility attacks at all! They will stillrespond to attacks upon themselves with theirreply attacks in self-defence but will not initiateany combat. This setting is used when you areescaping from a dangerous situation and do notwant attention from the bad guys! Other thanas a getaway ploy, this setting is seldom used.Even as a get-away it's not normally necessary,since the Fear Factor tends to handle theproblem anyway.

By setting your Hostility to Neutral (2) you willbe telling your character to consideradventurers as allies and monsters or evil non-player-characters (NPCs) as enemies. This is thesetting you start the game with and is thenormal setting to use for most of youradventuring career.WARNING:- Do not change from this settingunless you are an experienced player and knowexactly what the results will be... it can be aserious mistake otherwise! If you ignore thiswarning and get yourself into deep trouble itwill be nobody's fault but your own!

This very-dangerous setting instructs yourcharacter to consider *everybody* as an enemy,unless they are controlled by the same player-number as them. So, all other adventurers notcontrolled by you in your current position, allmonsters, absolutely everybody will beconsidered an enemy! As a rule of thumb:-Don't Use This Setting unless you know *exactly*what you are doing.

Setting Hostility is achieved by the 'H' order asfollows:-

_H_ __1__ _____ to set as 'passive'

_H_ __2__ _____ to set as 'neutral'

_H_ __3__ _____ to set as 'hostile'

Should you (for any reason) attack and killanother adventurer or citizen of the Kingdomof Bereny you may be branded an outlaw and abounty placed upon your head. This usuallymeans your character will be killed by bounty-hunters within a couple of turns. It may soundexciting, but it isn't much fun! Saying, ''it was amistake, I set my hostility wrong'' is *not*considered a defence. See the section ''TheLaws of the Land'' for more about law and orderin the game.

HOSTILITY Settings

Examples

"Yarr!" said Sir Fred as he puthis sword through the grocer'slad. "A-ha!" said Sir Fred as hemade the dwarf even shorter bylopping off his head. "Ker-yah!" said Sir Fred as heskewered the sleepingEnchanter.Thunk-bang! said twelvearrows, three swords, apoisoned dagger and a ball offlame.Hostile is bad. Especially incourtyards!-Anon, Player.

There were adventurers andmonsters everywhere!Everybody was hacking at eachother with swords, or pepperingeach other with arrows. NowI'm sure it seemed a great ideato be in the middle of thatchaos for all of those big, beefyfighters, but not to little ole'me! I set my Hostility toPassive so as not to attackanybody and thereby arouseattention... and nipped aroundpicking up the loot! Hardly anyof the monsters bothered withme... they had other things ontheir minds! My companionscame out of it with dozens ofwounds. I came out of it withbulging pockets. A nice day'swork!Amanda Dunton, Player

___H___ __1___ _____

___H___ __2___ _____

___H___ __3___ _____

___H___ ______ _____

This order would set your Hostility to 'Passive'

This order would set your Hostility to 'Neutral'

This order would set your Hostility to 'Hostile'

This order would fail (no setting has been specified).

Player NotesPlayer Notes

orders section : 13

WORLDDUNGEON

When To Use The Order?

What Does The Order Do?

But When Do I Stop?

How To Issue The Attack Order

Things To Watch For!

Most Common Use

As you can probably imagine the 'Attack' orderis a popular one in DungeonWorld since itspurpose is to cause your character to initiatecombat on another character. However, it isnot as commonly used as you might firstsuppose because there are a number of otherways to get into a fight in the game and this isnot always the best method to use. TheDungeonWorld combat system is simple to use,but fairly complicated in application and thetrick to doing well is learning when to do whichsorts of orders. Although these rules try to helpyou understand the concept, there are manytricks and clever ploys to using the CombatSystem and the only real way to learn is byplaying!

When you issue an attack order you areinstructing your character to attack anothercharacter using their currently equippedweapon as long as the character is within rangewhen you attempt the attack. If you are using abow then you'll fire an arrow at them. If youare using a scimitar you'll slash at them. If youhave a poisoned dagger you'll try to stick it intheir back. The order only causes *ONE SINGLEATTACK*, it does not initiate a long and drawn-out fight with your target. If you wish to attacka character (remember, monsters are counted ascharacters too, we aren't talking about otheradventurers here) multiple times, you have toissue multiple attack orders.

New Players often wonder how many attackorders they need to write in order to 'kill' amonster. The truth of the matter is thatadvanced players wonder that too! You getbetter at judging after you've fought a fewthings and start to get an idea how toughthings are... but guessing the correct amount ofattack orders is part of the game and animportant part of learning to use the combatsystem. There is no easy way, other thanthrough experience. There are other orderswhich cause attacks and sometimes they are ofmore use than the straight Attack order for this,but that's up to you to decide.

To Attack another character/monster you simplyneed to find their ID number (in the ''OtherCharacters I Can See'' section of yourturnsheet... it's the number in brackets aftertheir name!) and write the order in thefollowing format:-

_A_ _<ID Number>_ _____

Careless use of the attack order will result in awhole lot of ''I could not attack the target''results if you forget to check a few simplethings. (1) Is the target within range of yourequipped weapon when you issued the order?(2) Are they still alive? (3) Do you have line-of-sight (for missile weapons) on the target?(4) Is the target still within your field of vision(the map you see on your turn).

It is very common for players to issue a wholebunch of Attack orders only to see them all failbecause they killed the monster on the firstattack, or because the monster ducked behindan outcropping to avoid being hit by theirarrows (many monsters are smart enough to dothis.)

It is also important to note that the Attackorder does not MOVE your character AT ALL. Ifyou are just one square out of range of themonster you are attacking your attack orderswill still all fail... your character *will not*choose to take the step closer that is needed. Ifyou want your character to move towards andattack monsters there are other orders to dothis.

While players are always finding new ways touse the combat orders, the most common use ofthe attack order in its generic form is forarchers or mages standing at the back of anarea and firing their ranged weapons. Sincethese characters are often weaker than thefront line fighters they don't want to moveforwards towards the enemy. The Attack order,then, is perfect for them, while the long rangeof their weapons cuts down on the misses dueto out-of-range problems.

TM

TM

The ATTACK Order (1)

Examples

I watched the Barbarian, theMonk and the two Warriorscrash into the front lines of theOrcish Horde in awe. Everytime they swung a sword theytook a step further into thefray! Blood was flowing, bonewas crunching... it was fierce! Ilooked down at my own thinarms and knew that no matterhow impressed I was... I wasn'timpressed enough to join them!Instead, I unslung my bow andbegun letting arrows fly... one..two... three Orcs down! Stilldoing my part, but doing itsafely... at the back!Steve Steele, Player

Personally, I like to know whereI am going to be at any givenpoint in a turn. If you startissuing the various 'Move AndAttack' orders you can never besure quite which square you'llend up in, but with the goodold generic attack order youwill always end up exactlywhere you intended to be! Anymistakes then, of course, are myown!Ron Mergeler, Player

___A___ _999__ ________

___A___ _1315_ ________

___A___ _2121_ ________

___A___ __5___ ________

This order would instruct your character to attack character ID. 999 *once*.

This order would instruct your character to attack character ID. 1315 *once*.

This order would instruct your character to attack character ID. 2121 *once*.

This order would instruct your character to attack character ID. 5 *once*.

Player NotesPlayer Notes

orders section : 14

WORLDDUNGEON

The Other Uses

Attack A Nearby Enemy!

No Movement!

Using Several 'A' Orders

Setting Your 'Final Target'

Reply Attacks

The Attack order does have a couple of otheruses beyond the standard one. Both of theseare a little harder to explain. You may find thatyou won't fully grasp some elements of thisuntil you have actually played for a while, butdon't let that worry you! Give it a go and you'llquickly work out what is effective and whatisn't!

The first and most common alternative use ofthe attack order is achieved simply by writingan 'A' in the first column without putting *any*target. Like this:-

___A___ _______ _______

This order is for times when you aren't sure whowill be near you when you issue the order. Itinstructs your character to attack *anybody*who is within range of your currently equippedweapon (one attack only).

If there are multiple enemies within range atthe time you issue the order it will choose onerandomly from the crowd (not necessarily thenearest one, it will be a totally random choice.)Just who an 'enemy' is for the purposes of thisorder is set by your current hostility choice (seethe page entitled 'hostility settings').

As with the other use of the Attack order thealternative use of the Attack order does notmove your character anywhere. They willsimply stand on the spot and attack enemieswho stray within range.

For long-bladed melee weapons like swords andaxes the range is your own square or a directlyadjacent square only, for missile weapons therange is longer and varies by weapon. For barehands or daggers the range is your own squareonly. Details of all weapon's specific ranges canbe found by investigating the item.

If you are standing in the midst of a large battlewith enemies everywhere and you issue a seriesof straight 'A' orders without targets yourcharacter will whirl from side to side attackingdifferent enemies who stray within range. Ifyour character is equipped with a bow or a firesprite or some other longer-ranged weapon thiscan be very effective indeed, although it is stilluseful for a barbarian with his huge axe to cut amass of small monsters to ribbons too. Even ifthe monsters don't seem to be within range ofyou on your turnsheet you should rememberthat monsters move every phase too... quiteoften towards you with the idea of skeweringyou... so if you can guess their movements the'A' orders will still work fine.

The other use of the 'A' order is done as a side-effect of your issuing normal attack orders. Thesystem *remembers* the last character youissued an 'A' order with an actual target ID on.This comes into play when you use the 'Moveand Attack' order (explained elsewhere). Thecomputer considers your last targeted 'Attack'order as your ultimate target in the presentsituation and any 'Move and Attack' orders willhead steadily towards that character. This ismore clearly explained on the 'Move and Attack'page and is mentioned here only forcompleteness. It has no bearing on standardattack orders at all.

As with all attacks you do on othercharacters/monsters, the character you attackgets an automatic reply attack (subject torange/vision in exactly the same way you are).So if you swing at an Orc, it'll get a swing backimmediately afterwards. If you fire an arrow atan Orc from across the room then it probablywon't be able to attack back (unless it has abow or other missile weapon) but it may wellchoose to walk across the room so it's closeenough to give you a whack! Don't assume youare safe just because you start off out of range.Monsters move too!

The ATTACK Order (2)

Examples

"A", I took a swing at the goblinwith my short sword, cleavingits head from its body. "A", Ithrust the tip of my bladestraight through aDemogoblin's chest. "A", Islashed the guts out of a feistyGiant Rat. Quick pause tochange weapons and equip mybow and then... "A" I put a shaftinto the bandit's throat! Oh Ilove the straight A order. Youdon't know who you'll kill, butyou can sure that you'll attack*somebody*... if they get closeenough!Harry J. Briteson, Player

I'd just walked out of thecourtyard and there were twoGiant Ants literally waiting forme just beyond the threshold!"Well", I thought, "I'll see aboutthis!" I issued ten straight "A"orders and waited excitedly forthe results. "Oh!" The Ants didnot move any closer, theysimply watched my funnyantics. I waved my swordabout, thrust it at empty air,cleaved several molecules ofnothing in half and shoutedangrily at invisible enemies. Theants were out of range! Iwasted a whole turn doingnothing. Check your distanceand remember... monsters don'talways choose to move closer!

___A___ ______ ________

___A___ ______ ________

___A___ ______ ________

___A___ ______ ________

This order would attack a random nearby enemy within range *once*. You will not move.

This order would attack a random nearby enemy within range *once*. You will not move.

This order would attack a random nearby enemy within range *once*. You will not move.

Same again! It's hard to come up with examples for such a simple order!

Player NotesPlayer Notes

orders section : 15

WORLDDUNGEON

Why Follow?

The Move Order

Follow & Attack

Just Follow

Follow & Attack Any Enemy

Things To Watch For!

There are many reasons you might want to haveyour character follow another character. TheFollow order achieves this quite well, but it isalso the most misunderstood order in the game,causing more player-errors than almost anyother order. So we'll be sure to go through itclearly and carefully...

There is actually not a 'follow order' as such.Instead, the system uses the 'Move' order in aslightly different way to achieve various typesof following. There are three different uses ofthe order, 'Follow Attack', ' Follow AttackAny Enemy' or 'Just Follow'. Whichever you use,all the normal rules which apply with the MoveOrder are still the same. You must issue oneorder for each square you want to move. EachMove costs 'Move Points' as per the terrain youare crossing (or 1 MP in Dungeons over almostall terrain.) See the page detailing the MoveOrder for the full rules.

This is probably the most common usage! Byissuing this order you are instructing yourcharacter to take a step one square closer to aspecified enemy and if they are within range ofyour currently equipped weapon... to attackthem! The order is written like this:-

___M___ ___0___ __<Targets ID>__

Notice that the second column has a zero orderwritten in it (or is left blank, as you prefer) andthat the third column has a target characters IDNumber. Your character will take a steptowards the target and try to hit them with thecurrently-equipped weapon if they are withinits range.

The order is very helpful for 'going after'particular targets who may be fleeing or hidingout of range, since you have no way of knowingwhat they are going to do during the turn. Theorder will not work though if the targetcharacter manages to get out of range of yourcurrent 'vision' range, or if they are killedduring the turn of course!

This order is helpful when you are travellingwith characters controlled by another player.The order works just like the 'Follow and Attack'order except that you will not try and attackthe target you are following as part of theorder. (You may still do so because of yourhostility if you have it set so that they are anenemy.) The order is written like this:-

___M___ ___9___ __<Targets ID>__

The ''9'' in the second column is always a ninefor this order and is there to identify the orderas a 'Just Follow'. If you are in the same squareas the character you are following the order willreturn an 'I'm already here' type report.

This very powerful order instructs yourcharacter to look around their field of vision,randomly choose a target according to yourcurrent Hostility settings and then issue a 'Moveand Attack' order upon them. You do it likethis:-

__M__ ____ ____

Yes, it really is just an "M". You can't be surewhich direction this will take you in, since youdon't know what your opponent will do, but itsvery useful in mass combat when you are usinga melee weapon rather than a missile one. Thisorder works in *conjunction* with the "A" orderfor ''setting your final target" (see the 'A' orderpage for full details.) Essentially, you issue an'A' order to set your final target and then abunch of "M" orders to chase them down. You*will* still attack other enemies who block yourpath, while heading steadily towards the targetyou want to kill off!

All the follow orders use computer artificialintelligence to plot the route they will take totheir final target. While the computer is verysmart, its not as smart as most players so willnot always take the route you expect. Andremember... one Follow order, like any moveorder, only moves you *one square*. Issuemultiple orders for multiple following.

& &

The FOLLOW Order

Examples

The sprite giggled in theenchanter's palm as the oldman issued his instructions."Ignore those skeletons, theyare just sent to distract us. Seethe Skeletal Master, stood inthe shadow of that pillar? BlastHim!" Striding forwards, hiscloak billowing out behind him,the enchanter headed towardsthe dark master of the undead,pausing only to clear the lessermonsters from his path whileheading ever closer to theirlord.Jeremy Baxter, Player.

"Hey, wait up!" Corinne criedout as their erstwhile leaderTorrios dashed into the gloomahead. She sighed, used to hiseager thirst for monster bloodand turned to her othercompanions who were justcatching up. "Come on, webetter follow him or who knowswhat trouble he'll get into? Hewent that way.... towards theroom with all the webs in it!"Up ahead, Torrios struggled tofree himself from the stickystrands, eyed the grotesquearachnid that was scuttlingtowards him and hoped hiscompanions wouldn't be toolong in coming to his aid.Vince Miller, Player

___M___ __9___ __6701__

___M___ ______ __6701__

___M___ __5___ __2178__

___M___ ______ ________

This order would instruct your character to take a step closer to character ID. 6701

Player NotesPlayer Notes

orders section : 16

WORLDDUNGEON

This order would fail. The number "5" in the 2nd column is not a valid order.

This order would instruct your character to take a step closer to character ID. 6701and attack them if they were within range of your current weapon.

This order would instruct your character to take a step closer to a random enemyand attack them if they were within range of your current weapon.

Training Types

Studying

Bodybuilding

Philosophising

Juggling

Grooming

Practice Makes Perfect!

The Human Maximum

The ''Y'' order in DungeonWorld has numeroususes, some of which can only be discovered byplaying the game. However, the most commonuse of the ''Y'' order is for training. The purposeof training is for a character to practice invarious ways in an attempt to increase one oftheir basic statistics.

It should be noted that this is a slow process...don't expect to see results overnight. Onaverage, there is a chance of between 25-1 and40-1 for a stat increase for each training orderyou attempt. So if you spend your whole turnpracticising the same statistic you would stillonly have a 25%-50% chance of an increase.Some characters are really unlucky and takeforever to get an increase, while somebody elsemight pull it off on the first try! That's thenatural way!

Training orders are used, primarily, as ''fill in''orders. When you've done everything else youwant to do and you have some order slots spare,you can use them for training. They alsobecome quite important to reach minimumlevels for learning skills.

This is the training you do to increase your''Intelligence'' stat. Studying can only beachieved if you have found a Study Book. Theseare not available on general sale, since they arequite expensive and rare... but you can findthem while adventuring and some guilds supplythem too. This is how you write the order forstudying:-

___Y___ ___1___ _______

When you want to increase your strength youneed to do bodybuilding. No special equipmentis needed and you can do this anytime,anywhere, pretty much. The order is:-

___Y___ ___2___ _______

Taking time to sit down and contemplate themeaning of life and your place in the world isachieved by philosophising. This can be doneanywhere, although it has a better chance ofsuccess in peaceful meadows and quiet woods.It increases Wisdom. The order is:-

___Y___ ___3___ _______

Juggling and other feats of manual ability areused to hone and perfect a character'sDexterity. No special equipment is needed. Theorder is:-

___Y___ ___4___ _______

Cut your hair, wash your face, dust off yourclothing, polish your armour and boots.Grooming is the method by which a charactercan increase their appearance score. This is aharder statistic to increase than the others. Nospecial equipment is needed. The order is:-

___Y___ ___5___ _______

Remember, the more orders per turn you use topractice, the more chance you have of anincrease, through sheer law of mathematics! Itis plain silly to leave order spaces blank for yourmain characters because even if you haveabsolutely nothing else to do, you can alwaysuse your time constructively... training!

The maximum of any of the base statistics foran adventurer is 20. Once a stat has reachedtwenty it hits a natural barrier and cannot beincreased further without magical assistance.However, once it has passed twenty thecharacter is considered ''superhuman'' in thatstatistic and can then continue increasing itindefinitely. Characters with a stat of higherthan twenty are ''supernaturally'' gifted in thatarea.

TM

The TRAINING Orders

Examples

I had been in the habit ofleaving a few orders blank.Then, one turn, I thought I'dgive some training a go! I didfour different training ordersand THREE of my statsincreased! I've learnt since thatit was an incredibly lucky feat...but imagine if I'd left thoseorders blank too! Don't wasteyour orders! If you're at a looseend... train!-Gary Marriott, Player

There is no system inDungeonWorld for charactersto be taken ''out'' of the gameif somebody is going to begoing on holiday. It's a phase-based game in its own timestream and as such charactersare always there. So if you aregoing on holiday... why waste aturn? Send in a second sheet oforders before you go andclearly mark them for ''use nextturn because of holidays''. Ifnothing else, you can spend thewhole turn training and itwon't be a waste!-Steve Tierney, Madhouse UK

___Y___ __1___ ________

___Y___ __4___ ________

___Y___ __5___ __2178__

___Y___ ______ ________

This order would instruct your character to do some Studying.

Player NotesPlayer Notes

orders section : 17

WORLDDUNGEON

This order would ignore the unnecessary third colum and just do some Grooming (Y 5)

This order would instruct your character to do some Juggling.

This order would fail... no training type has been set in the second column.

Foraging

Dinnertime!

Sleeping

Sub-Characters

Notes

In DungeonWorld characters need to eat orthey will starve. This is quite a slow process andshouldn't cause a character undue problemsunless they are somewhere in which food isscarce and have forgotten to buy rations. Ofcourse, while you can buy your food from atrader, you can also hunt for it yourself. TheForage order lets you attempt to find edibles inyour surrounding area. The chances ofsucceeding vary according to where you are. Ifyou do succeed, no matter what sort of foodyou find it will be converted to ''a portion ofrations'' in your backpack. The order to forageyour surrounding area is:-

___Y___ ___6___ _______

You will notice that every character in Dungeonhas a 'last ate' statistic which shows how manyturns it has been since they last had a full meal.This is not something you need to worry aboutuntil after it passes five turns. At this pointyour character will begin to suffer invisibleminuses in combat and in other game actionsdue to hunger pains, these negative modifiersbecoming increasingly worse each further turnno meal is eaten. The matter becomesparticularly serious after ten turns, when yourcharacter will begin to starve, taking actualdamage which gets progressively worse eachturn thereafter until they either eat... or starveto death!

In order to eat a meal you must have a portionof rations. Then all you need to do is issue onesimple order and the rations will be eaten. Thatorder is...

___Y___ ___7___ _______

Eating a single portion of rations resets the 'lastate' counter to zero.

In the same way that there is a 'last ate' counteron your character there is also a 'last slept'counter. Going without some decent sleep overlong periods is dangerous for anybody and sothe system works in a similiar fashion to that offood. Three to nine turns without sleep resultin invisible negative modifiers in combat andother game actions... after the tenth turn youwill begin to take damage which getsprogressively worse each turn thereafter. It isentirely possible to die of sleeplessness.

Adventurers are a hardy bunch. They are usedto grabbing their rest almost anywhere and sono special location is needed for sleeping. Youonly need to issue a simple order...

___Y___ ___8___ _______

Sub-Characters and summoned monsters haveno 'last ate' and 'last slept' statistic. This is notto suggest they do not need to sleep, only thatthe game does not deem it necessary to keeptrack of such things for minor characters whichare meant to be 'simple' additions to a position.It is assumed the Sub-Characters are quietlysleeping and eating whenever they get a chancewithout you needing to do orders or providerations. The 'upkeep' you pay certain sub-characters automatically is also assumed tocover food and suchlike, where necessary.

It is a common misconception that while youare eating or sleeping, monsters or othercharacters could sneak up on you and attackyou. This is not true. There is no attackadvantage during these orders. For ease of playwe decided to treat combat the same duringthese orders. They are simply there to refreshyour character's mind and stomach!

TM

Eating & Sleeping

Examples

An Anubian Warrior came at mefrom the left, while itscompanion, a Midnight ElfPriestess, cast a spell from infront of me. I had loads of timeto respond... I'd taken worsethan this pair of jokers manytimes... and yet as I swung myblade I felt my concentrationwaver! The icy chill of a darkenchantment crept over my skinand my parry of the Anubian'sblade was weak and useless. Istumbled backwards in time formy own friends to come to myrescue and I learnt a valuablelesson. It doesn't matter howgood you are... without sleepyour skills go to hell! Nextchance I got I lay down on thecold Dungeon floor andgrabbed a few hours sleep. Itwas hardly 'quality' rest, but itwas enough.-Darren Carmichael, Player

I didn't bother to buy anyrations for my trip toDaemonrift. I knew thatforaging was usually easy. Ofcourse... Daemonrift isn't partof the real world and it turnedout there was nothing to huntor scavenge! I can beat the badguys... but I'm starving to death.Victim of my own lack ofpreparation!-Kelly Pearce, Player

___Y___ __6___ ________

___Y___ __7___ ________

___Y___ __8___ ________

___Y___ ______ ________

This order would instruct your character to forage for edibles in the nearby area.

Player NotesPlayer Notes

orders section : 18

WORLDDUNGEON

This order would just make the character grab some sleep.

This order would have your character make a meal from one portion of rations.

This order would fail... no order type has been set in the second column.

The Power Of Prayer

Healing Yourself

The Gift Of Mana Bread

Healing Other Characters

Prayer For Non-Priests

Common Mistakes

Priests in DungeonWorld are able to pray tothe Gods of Light in an attempt to heal theirown bodies or to grant the holy boon of ManaBread. Without special skills these are theironly special powers.

A Priest can pray to the Gods Of Light to healwounds upon their own body. This is achievedby using a plain ''W'' order as follows:-

___W___ _______ _______

The order may or may not succeed, dependingon various hidden factors. Priests can issue asmany ''W'' orders as they have order slots eachturn and each will have the same chance ofsuccess. When a ''W'' order succeeds it healsthe priest of five points of Damage. A priestcannot heal themselves higher than their ''maxhealth''.

Priests also have the ability to pray for a holyboon which is called ''Mana Bread''. Again,there is a chance per order that the prayer willsucceed and multiple orders can be issued perturn. Each time the order succeeds the priestwill be granted one loaf of Mana Bread. Thisholy food can then be given to other charactercompanions to eat (or eaten by the priest). Theorder to pray for Mana Bread is:-

___W___ ___1___ _______

Giving Mana Bread to another character is doneusing the ''Transfer'' order (described in its ownsection). They must then issue a special order toeat the Mana Bread. This order can bediscovered by Investigating the Mana Bread.

Mana Bread can also be used for healing sub-characters and animals of damage. All animalshave at least one backpack slot, which means itis possible to transfer Mana Bread to them forconsumption.

Using Mana Bread is the only way priests haveof healing other characters when they first startthe game. Obviously, to issue an order to eatthe mana bread the other character needs to beconscious... so if a character is killed the priestcannot heal them. Certain special skills, like''Healing 1'', grant a priest the ability to heal ''atrange'' without using Mana Bread... althoughthe amount of healing they do is much less.

Any character can issue the ''W'' order and prayto the Gods Of Light. Only Priests have achance to heal themselves with prayer, butother characters might like to do so justbecause they are pious and good...

Players who have been in other fantasy gamesof various types often have misconceptionsabout Priests in DungeonWorld . You shouldnote that this game's priests do not have spellsto cast. They do not have the ability to heal by'laying on hands'. They do not have rangedhealing at all without special skills to give themthat power. This is a deliberate part of theflavour of this game and this setting, anintrinsic part of the game balance!

TM

TM

Praying & Healing

Examples

It's generally NOT a good ideato stand in the middle of a knotof monsters and pray forhealing. For every successfulprayer, two or three monstershit you. You lose more pointsthan you gain and you tend todie, which isn't much fun! Thesame applies for munching onMana Bread. They are greatafter you've reached a quietplace... but mid-combat youhave to know exactly what youare doing...Ray Stevens, Player

Like all items in DungeonWorld,you have to investigate ManaBread to know how to use it.It's no good having a dozen hotloaves if you haven't found outthe order to eat them. You'llwish you'd spent an order slotinvestigating when you'relaying in a puddle of blood,your backpack bulging withunusable holy bread! All thathealing within your grasp andyou're still going to die...Mia Mensch, Player

___W___ __1___ ________

___W___ ______ ________

___W___ __5___ __2610__

This order would instruct a priest to pray for Mana Bread.

Player NotesPlayer Notes

orders section : 19

WORLDDUNGEON

This order would have your character pray to the Gods of Light.For priests this order has a chance to heal themselves.

This order would fail... since it is absolute nonsense.

Using Your Gear

Already Something Equipped?

Equip Things Fast!

Non-Equippable Items

Cursed Items!

Equipment Limitations

Anything you buy, pick-up or otherwise acquirein the game will be placed into your backpack.If they are items that can be worn, you canchoose to put them on (activating any bonusesthey give you) by using the Equip Order.The order is written like this:-

___E___ __<Backpack Slot ID>__ ____

The second slot contains the ID number of thebackpack slot where the item you want to equipis stored. You do NOT need to write a numberto show where the item is being equipped to,since all items in the game can only go in oneslot... and the computer already knows what itis!

If there is already an item in the body slotwhich you are trying to equip something to,that's no problem! The system willautomatically de-equip that item and replace itwith the new one you have ordered it to equip,placing the old one into the backpack. Onlytwo things can cause you a problem with this.The first is if the item that is already equipped isa non-removable item (usually cursed), whichwill cause the order to fail. The second is ifthere is no room in your backpack for the itemyou are removing, which will cause it to fall tothe ground.

When you start a character in the game it isimportant to remember to equip everything youcan right away! Walking into a roomful of Orcswhile your armour and sword are still stored inyour backpack is not a smart move!

Some items (quite a few, actually) can't beequipped or do not need to be equipped to beused. Enchanter's Scrolls, Necromancer'sParchments and various special items are allexamples of this. To find out about an item youshould investigate it.

You should be aware, when equipping items,that there are cursed items in the game! If youequip a cursed item it will magically fix in placeand be impossible to remove except in veryspecial circumstances. When you buy itemsfrom an official Trader or Market place you aresafe from cursed items. But while adventuring,if you find something that you've not heard ofbefore that sounds weird, it's a good idea toinvestigate it and/or diplomacise with otherplayers before equipping it... just in case!

Remember, some characters are unable to usecertain sorts of equipment. Rogues andEnchanters, for instance, couldn't equip a suitof plate mail. In the same way, certainequipment requires minimum statistics, acertain skill or some other pre-requisite toenable you to equip it. All these things can bediscovered by reading the section on charactertypes in this guide and by investigating the itemin question.

The EQUIP Order

Examples

I pulled on my leather bootsand leather cap. I reached intomy pack and pulled out my ringof protection + 5, which Islipped onto my finger, feelingits warmth tingle a paththrough my body. I buckled myleathers on and gripped mylong sword firmly in my righthand. Taking a deep breath, Ipinned my Medal of Braveryonto my chest and surroundedmyself with a Magical Nimbusof Energy which hovered overmy body, its protective energy asanctuary in the darkness. NowI was ready. It was time toventure into the Dungeon.P. McClusky, Player

It sure looked pretty!Glimmering there in my hand, atiny blue and green stone. Tinysparks flew from its surface as Istared, transfixed by thestrange magic! I already had aring, but this one was far moreinspiring and exciting. Icouldn't resist... quickly I pulledoff my old ring and thrust thenew one into its place.Immediately I felt my strengthbegan to fade, screaming inagony I tried to pull the ringloose... but it had fixed tight asit sucked the life from mymuscles!Tony Barber, Player

___E___ __5__ _____

___E___ _____ __7__

___E___ __5__ __7__

This order would equip the item in Backpack slot No.5

Player NotesPlayer Notes

orders section : 20

WORLDDUNGEON

This order would fail. The backpack slot number should be in the 2nd column!

This order would equip the item in Backpack slot No.5. The system willignore the unnecessary number in the third column.

What Is This Worth?

Rogues Do It Anywhere!

Traders Only!

The Valuation Order is a simple way to findout what price something you are carryingwill fetch, if sold to a magical trader, in acourtyard or in a marketplace. This can bevery useful because the various tradersoften value things far lower than youmight expect. Sometimes it is better to tryand arrange a trade with another playerwho needs the item.

The Valuation Order can be used byRogues in any location. It is an innate skillthey have to estimate something's worth.Other character types may appear at alater date which can also use this orderanywhere. For information on this see thenew character descriptions as they appear.

The rest of the character types can onlyissue the valuation order on an actualcourtyard, market or magical tradersquare.The order is issued as follows:-

_I_ _100_ _<Backpack Slot ID No.>_

The 'I' and the '100' are always presentwhen issuing this order. The third columnis used for the backpack slot ID where theitem you want valued is stored. Youcannot use the Valuation Order on itemsyou are equipped with.

The VALUATION Order

Examples

Darran of Settledell approachedthe trader. "Look at thisamazing item I've found! Ahuge diamond with an ebonyskull set in the middle. It glowswith a strange orange hue andwhen I lift it above my head itsings a soothing lullaby. I canfire bolts of pure energy fromits core at my enemies andwhen I'm hungry I can use it tosummon a sumptuous meal anda bottle of the finest Jobollanwine! So... how much will yougive me for it?""5 GPs," the Trader said. "Timesare hard.""Forget it," Darran told him."Go suck an egg."

Darran of Settledell approachedthe trader. "Here! I'll sell youthis! A huge diamond with anebony skull set in the middle. Itglows with a strange orangehue and when I lift it above myhead it sings a soothing lullaby.I can fire bolts of pure energyfrom its core at my enemies andwhen I'm hungry I can use it tosummon a sumptuous meal anda bottle of the finest Jobollanwine!"5 GPs," the Trader said. "Timesare hard.""Damn," Darran muttered,wishing he'd valued the itembefore selling it. He went off tosuck an egg.

___I___ _100_ __1__

___I___ _101_ __1__

___I___ _100_ _10__

This order would value the item type in Backpack slot No.1

Player NotesPlayer Notes

orders section : 21

WORLDDUNGEON

This order would fail. The number '100' is always in the 2nd column for valuation.

This order would value the item type in Backpack slot No.10

Rough & Tumble

Brawl Mechanics

Something To Think About

Brawling Monsters

Brawling is an order that is used primarilyfor roleplay. It was introduced as asimulation for the kind of massive tavernand street fights that any self-respectingadventurers gets involved with at one timeor another in fantasy novels, films and thelike. The results of Brawling do not causeany real damage, it cannot ever kill thePCs involved or even harm any more thantheir pride.

When issuing an order for your characterto Brawl you use the letter "A" just likeyou would a real attack. The big differentis that there is nothing put in the centercolumn. Only the first and last column areused. It is the fact that the second columnis empty and the target ID number in thethird column which tells the computer it isa Brawl, rather than a real attack, that youwant to do.

_A_ _____ _<Target ID No.>_

You can only Brawl a character who is inthe same, or an adjacent square as you atthe time you issue the order. If thatcharacter has moved out of this rangeearlier in the turn, the Brawl order willsimply fail. Consequently, it is most usefulfor instances where two players haveagreed to a brawl to find out who is thetoughest in a fistfight.

When Brawling the characters do not useweapons, even if they are equipped. Nordo any magic items which reduce damageor negate 'normal' damage types functionfor the period of the brawl. They do notdo real damage of any kind, but ratherthey score damage against an invisible'brawl' health which is calculated fromvarious statistics and skills they have. Thebrawl lasts until one of the fighters isknocked senseless and then ends.

Brawling has no real in-game effectbeyond roleplay and so, even if a characterhas just been knocked out in a brawl theycan still defend and attack monsters as ifnothing had happened.

Possibly one of the most potentiallydangerous mistakes you could make in thegame would be to try and do a brawl orderbut write it incorrectly. For instance, ifyou wrote the target ID number in thesecond, instead of the third column, thatcould be a major disaster. The computerwould action an attack order instead of aBrawl order, doing real damage. If thisresulted in the death of the targetcharacter then your attacking characterwould become an Outlaw, as per the Lawsof the Land. It would be no good saying"but I used the wrong order!", becauseyour character did still commit murder andthe mistake was yours. It is important thatplayers are aware of this potential danger.The Outlaw status is very difficult tosurvive without careful planning.

The Brawl order is intended for usebetween PCs, simply for a bit of fun. It isentirely possible to Brawl with monsters,but its a pretty silly thing to do and reallynot the reason the Brawl order wasinvented. After all, while you are Brawlingthe monster (and doing no damage to it)the monster is likely to be pounding onyour head with its largest and most lethalweapon.

The BRAWL Order

Examples

The smoke-filled bar wasbursting with adventurers.With no room to breathe andnot a hell of a lot of air even ifthere had been, with tempershigh and strong ale addlingtheir brains, it was only amatter of time before thetrouble started. When ithappened it was like a force ofnature. Arms and legs andbodies flying in every direction,glass breaking, chairs thrown.The chaos quickly spilt out intothe street and the violence waseverywhere. The town guardwould arrive soon, but notbefore a lot of heads had beenbusted. The normal townsfolkstayed well clear. Adventurersnever seemed to seriously hurtthemselves in these brawls, butthey weren't at all sure thesame was true for them.Andrew Mathieson, Player

___A___ ____ __1621__

___A___ ____ __9887__

___A___ __1621__ ______

This order would cause your character to have a brawl with the character with ID number 1621.

Player NotesPlayer Notes

orders section : 22

WORLDDUNGEON

This order would cause your character to have a brawl with the character with ID number 9887.

This order would be a mistake, since it is not a brawl order it is an attack order.

Mountable Characters

Mounting

Riding

Riding Limits

Riding An Unwilling Mount

Dismounting

Why Ride?

Non-Living Mounts

It is possible to gain quite a variety ofdifferent mounts. The most commonmounts are horses, of course, which are asub-character you can buy from stables.Many other sorts of mountable characterscan be found. All mounts, no matter whatthey are, are still considered 'characters'just like any other.

Once you have found a mount you canhave a character ride it by issuing theMount order:-

_Z_ _<Target ID No.>_ ______

You can only mount a character which isin the same square as you, and which is amountable character type (like a horse).

Once you have mounted a mountablecharacter you are then considered to beriding. As long as you are riding themount your character will move with thatmount according to the mounts moveorders. The rider does not need to issuemove orders, they will be carried alongwith the mount as it moves, using themounts movement points and limitsinstead of their own. Some mounts havean effect on defense, attack or other statsof the rider, which is expained when the'View' order is used on the mount ifapplicable.

Some mounts can carry more than onerider at a time. Most horses, for instance,can carry two. Centaurs can only carryone. The different limits are usually fairlyobvious, and where they are not theinformation is given in the View Order forthe mount.

It's even possible to ride a mountablecharacter which is not willing to be ridden.Usually, its wise to only mount somethingyou control, but if you wanted to youcould jump onto the back of, for instance,a Dark Centaur, and attempt to ride it.This will usually result in the Dark Centaurhaving you nice and close so it cancontinually attack you every phase, so itsnot a common tactic. Unwilling mountscan also attempt to throw you off. If theymanage to do so, you will probably takesome damage when you fall.

When your rider is ready to dismount, asimple non-targetted Z order will havethem climb off the mount and be free tomove on their own again. The order is:-

_Z_ _____ ______

Riding is mainly used on the overland, toallow characters to move faster over thehigh move point cost terrain found on thesurface. It is possible to ride undergroundthough, if a suitable mount is found. TheCentaur character class is capable ofcarrying a rider, for instance. Owning amount and riding is a status symbol inBereny. The better horse or other mount acharacter has the more respect they willearn from the general populace. Anynoble worth anything would certainly buyand keep a horse at the first opportunity.

Some mounts, like a Wagon for instance,are still considered a character by thegame system and climbing onto the wagonworks in the same way as with a livingmount. The Wagon would still have an IDnumber like any other character.

The MOUNT Order

Examples

"Ride," said Dajin, "ride like thewind!"So we spurred the horses onand rode into the sunset, withthe sound of the demonsbehind us and the voices ofdestiny in front.Adam Layzell, Player.

"So let me get this straight,"said Carmaline as she lookedthe wyrm its strange greenslitted eye. "You'll fly me up tothe top of the mountain as longas I promise to bring back oneof those eggs?"The dragon nodded its hugehead, a gaseous puff of scarletsmoke rising from its nostrils."All you have to do," it said, "isclimb on board.""You'll just sit there while Iclimb onto your back? Youaren't going to eat me, orsomething?""That's right," the Dragonbreathed. Heat from its mouthwarmed her face."How do I know I can trustyou?" Carmaline asked.The dragon smiled, a wide andtoothy grin, "you don't."-Tony Barber, Player.

___Z___ ______ __805__

___Z___ __4150__ _____

___Z___ _______ _______

This order would fail, the ID number should be in the second, not the third, column.

Player NotesPlayer Notes

orders section : 23

WORLDDUNGEON

This order would cause you to try and mount character ID 4150, if it was in the same square.

This is a dismount order. If you are mounted, you will climb off the mount.

Non-Player Characters

Talkative NPCs

Prolongued Conversation

Non-Player Characters (NPCs) are what wecall all those characters which wanderaround being controlled by the systemrather than by a player. Many of themwill be monsters, but it is possible toencounter friendly ones, particularly inplaces like cities. These are usually fairlyeasy to spot. For instance, you are unlikelyto think a 'Baker' that you encounter in acity is a monster. If in doubt, use the vieworder for more information on thecharacter type. Try not to kill a good guy(like the baker mentioned above) sincethey could result in your being given theoutlaw status.

Some of the NPCs you meet might be thesort you can have a chat with. If this isthe case they will have the letters (NPC)after their name, or after their charactertype, on your 'Other Characters I Can See'list. If you see NPC after their name, thatmeans you can engage them inconversation (if you want to.) To do soyou can issue the Narrative Order:-

_N_ _<Target ID No.>_ ______

You can only use this order to talk to acharacter in the same, or an adjacentsquare as yourself.

Please Note:- There is absolutely no pointin trying to talk to characters who do nothave the letters (NPC) after either theirname or their character type. They willnot have anything useful to say to you.Talkative characters are quite rare in mostsituations, but become more common incertain places.

The standard Narrative order shown abovewill really only engage the targetcharacter is some very basic chatteraccording to their nature. However, it ispossible that when making small talk thecharacter may say something which youcan encourage them to talk more about.For example, if you issued an N order onthe baker he might say:-

"Hello! Im John Smith the Baker. I'velived in this city for most of my life, but Iwas born in Hampton (1). My wife is theleader of the Emerald Widows (2), a groupof women's rights activists operating outof the city center."

In the above example, you would havebeen given the option to talk furtherabout (1) the place, "Hampton", or (2) thegroup "Emerald Widows". Issuing anotherNarrative order which targetted the thingyou wanted to know more about wouldattempt to continue the conversationalong one of those paths. As follows:-

_N_ _<Target ID No.>_ __1___

would try and talk about "Hampton."And:-

_N_ _<Target ID No.>_ __2___

would try and talk about the EmeraldWidows.

If no additional numbers in brackets areavailable in a narrative conversation thenthere are no obvious further avenues tochat to the NPC about.

It is possible for conversations to follow a'trail', with each new item offering moreoptions. But this only works if you areprepared to spend several turns hangingaround and talking.

The NARRATIVE Order

Examples

I walked past the TownGuardsman four times, ignoringhis suspicious looks and surlygrunts. As the day began tofade I was beginning to despairof ever finding the Hall ofRecords. The city streets, noless busy for the imminentnightfall, seemed determined tohide the source of my franticsearch from me. Finally, as theGuard headed towards me, Ireached the end of my patience."What?" I shouted at him. "Isthere a law in this city that saysI can't walk around and getlost? Am I a troublemakersimply because I look like anadventurer? Or is it becauseyou have something againstseven-foot tall barbarians?"The guard seemed a little takenaback by my outburst and hisvoice was a little shaky. "Nosir," he replied respectfully, "Iwas just wondering if I couldhelp you find something?""Not unless you know wherethe damn Hall Of Records is," Isnarled."Sure," he smiled, "second onthe left, the big red building.You can't miss it.""Huh?" I muttered, feelingabout as stupid as I had everdone.-Dane Everitt, Player.

___N___ __121___ _______

___N___ __121___ ___3___

___N___ _______ _______

With this order I would try to talk to character ID 121.

Player NotesPlayer Notes

orders section : 24

WORLDDUNGEON

With this order I would try and talk in more depth withcharacter ID 121 about item (2) of a previous conversation.

This order would fail. No target has been specified to chat to.

Quick Reference Chart

orders section : final Many Thanks to Mark Hayes for his help in compilation.

WORLDDUNGEON

Order Letter Order Slot 2 Order Slot 3 Notes

Attack

Attack (Brawl)

Attack Target

Buy Sharpen Weapon Service

Buy Item

Cast Spell

Drop Equipped Item

Drop Item From Backpack

Equip Item

Fear Factor Setting

Get Gold

Give Gold

Hostility Setting

Investigate Equipped Item

Investigate Backpack Item

Valuation Order

Look Around

Up/Down Stairs In Dungeons

Move

Move & Attack Target

Pick Up All

Pick Up Specific & Equip

Pick Up Specific & Store

Remove Item

Sell Item/s

Transfer

Inspire

Demoralise

Soothe

Unlock

View

Pray

Pray For Mana Bread

Set Aggression

Pick Pockets

Training

Forage / Eat / Sleep

Mount

Follow Target

A

A

A

B

B

C

D

D

E

F

G

G

H

I

I

I

L

L

M

M

P

P

P

R

S

T

U

U

U

U

V

W

W

X

X

Y

Y

Z

M

Target ID

500

Buy Code

Varies

Equip Slot

Backpack Slot

New Factor

GP Amount

Hostility Code

Equip Slot

100

2

Direction Code

9

Floor ID Code

Floor ID Code

Equip Slot

Quantity

Backpack Slot

100

200

300

1

Target ID

1

Style Code

32

Train Code

Code

Target ID

Target ID

Varies

Backpack Slot

Target ID

Backpack ID

Backpack Slot

Target ID

Target ID

2

Backpack Slot

Target ID

Target ID

Target ID

Target ID

Direction Code

Attack random enemy in range (no movement).

Harmless brawl, no weapons are used, no damage is done.

Attack chosen target (no movement).

Sharpen blunt weapons at courtyard/trader. Cost: 3 GPs.

Buys item at current cost from courtyard/trader.

Used to cast some spells. See spell scroll/parchment for info.

Drops item from chosen equip slot number to the floor.

Drops item from chosen backpack slot number. to the floor.

Equips item from chosen backpack slot number.

Chooses new factor (number of health points) for Fear Factor.

Get all loose gold from square you are standing in.

Give some gold to target character in same/adjacent square.

Set New Hostility. 1=Passive. 2=Neutral. 3=Aggressive.

Investigate item in chosen equip slot number.

Investigate item in chosen backpack slot number.

Ask what sale value of item is at courtyard/trader.

Look around current area and reveal additional area info.

On stairs square this will order ascent or descent as applicable.

Move In Chosen Direction.

Move towards target and attack if in range.

Move towards target (follow).

Pick Up all loose items on the floor in current square.

Pick Up specific item only and immediately equip it.

Pick Up specific item only and put it in backpack.

Remove an equipped item and place it in your backpack.

Sell quantity of items from a backpack slot at courtyard/trader.

Give item from backpack to target in same/adjacent square.1

Bard Ability. Inspire ally with music.

Bard Ability. Demoralise enemy with music.

Bard Ability. Soothe target character with music.

Rogue ability. Try to pick locked door in chosen direction.

Take closer look at chosen character/monster in field of vision.

Pray to the Gods of Light. (Chance to heal priests.)

Priest Ability. Pray for mana bread.

Set Aggression. 2001=Cautious. 2002=Normal. 2003=Gung Ho.

Rogue Ability. Pick pockets in courtyard.

1=Int. 2=str. 3=wis. 4=dex. 5=app.

6=Forage for food. 7= Eat Rations. 8= Sleep.

Mount horse (or other) in same square. Just "Z" dismounts.

N

S

EW

NENW

SESW

1

5

37

28

46

skills section : 0

WORLDDUNGEON

WORLDDUNGEON

Skills & Talents

Character Improvements

Experience Points

Buying Skills

The Skills Chart

The X Order

Multiple Attempts

Pre-Skill Levels

Limits

A Last note

The primary ways to improve your characters inDungeonWorld are by buying and findingmore and better equipment... and by learningskills!

As your character has adventures you will seetheir 'experience' points increase. You earnexperience points by killing monsters, by usingyour powers and abilities or by exploring thegame. Exactly how many points you get fordifferent things is a game secret which you willlearn more about through play.

In this section you will find a 'list of skills',which is a column-based chart showing you allthe skills presently in the game. Additions tothe chart will be sent to you in future to beadded to these rules, as and when new skills areadded to the game.

The following is a list of the different aspects ofthe skills chart... and what they mean!

Skill Name: This is the name of the skill. If theskill name has a number after it then thatmeans it is an 'upgradable' skill (for instanceHealing 1). Higher levels of the same skill willbe available now or later. Higher level skillscannot be learnt alone, you must first learn thelower level and then 'upgrade' it.

Who Can Learn?These columns refer to which classes can learnthe skill. Abbreviations are used as follows:-HF=Human Fighter, DF=Dwarven Fighter,GB=Glacier Barbarian, EW=Elven WarriorMaiden, B=Bards, N=Necromancers, P=Priests,E=Enchanters, C=Human Crusaders, A=Assasins,R=Rogues, M=Monks

XP FullThis column shows you how much experienceyou need to try and learn the skill. If yousucceed in learning the skill this amount will bededucted from your experience point total.

XP PenaltyThis column shows you how much experienceyou lose if you try to learn the skill and fail todo so. This is called a 'penalty experiencecharge'. If you try and fail to learn the skill onthree separate orders, you will be charged threeseparate penalty costs.

GP FullThis column shows you how many gold piecesyou need to try and learn the skill. If yousucceed in learning the skill this amount will bededucted in GPs from your purse.

GP PenaltyThis column shows you how many Gold Piecesyou lose if you try to learn the skill and fail todo so. This is called a 'penalty gold charge'. Ifyou try and fail to learn the skill on threeseparate orders, you will be charged threeseparate penalty gold costs.

TeacherThis column tells you where you need to be tolearn a skill. There are three possibilities. (1)Self, which means you teach yourself and cantry to learn this skill anywhere. (2) Trader,which means the skill is taught at any trader,merchant, magic trader or courtyard square.You must be standing on the trader square totry and learn the skill. (3) Instructor, whichmeans that you must find out where to learnthe skill by exploring the game.

Pre-Reqs:-Most skills have statistic requirements beforeyou can learn them. For instance, to learn the'awareness' skill you must have a wisdom of atleast 10. This column shows you what pre-requisites exist for learning the skill.

% ChanceThis column shows you the percentage chanceto learn the skill per order tried. These chancesare *not* cumulative. For instance, if thepercentage chance is 25% then it will (onaverage) take four attempts to learn the skill.Then again you might get lucky and learn it onthe first try, or be very unlucky and learn it onthe twentieth try! This should be considered asan 'aptitude' (or not) for the skill in question.

CodeThis column shows the Skill Code needed to tryand learn the skill. You write the Skill Code inthe second column of an X order to make anattempt to learn a skill.

While the 'X' order has many uses, one of themain ones is to learn skills. Each skill has a code(shown in the 'code' column). To try and learnthe skill the order is written like this:-

__X__ _<Skill Code>_ _____

The third column is not used.

Each order you write is one attempt to learn theskill. If you want to try and learn it multipletimes you should write multiple orders.Remember, your attempts to learn could (andoften do) fail multiple times too!

It is quite safe to try and learn a skill multipletimes as long as you can afford the penaltycharges (in experience and sometimes gold) forfailing. If you tried to get a skill with six ordersand succeeded on the second order you *wouldnot* be charged penalty costs on the remainingfour orders, they would simply report 'I alreadyhave that skill.'

Once you succeed in getting a skill you still donot have it immediately. Instead, you get a pre-skill level. This will usually be level 1 or level 2.This represents the skill being very new and notyet practised enough to be fully used. Eachturn there is a 20-50% chance (depending onvarious hidden factors) that the skill willincrease. You do not need to issue orders, youare considered to be 'practicising' automatically.Remember... once you have got the pre-skillthen you *have* learnt it... you can't lose theskill... you just need to wait until it 'matures' toits fully-active level. The pre-skill levels start at(1) or (2), go through (3), then (4) and finallymature to a full skill at the fifth level. No costsare attached to the advancement of pre-skilllevels.

Each character can have up to twelve skills.Upgraded skills replace the original lower level...they don't take an additional slot. Skills cannotever be removed. Once you have learnt them,they are permanent. Some caution is needed tobe sure you don't use up all your skill slots andthen wish you had space for a new skill addedto the game later... but that's up to you!

When learning 'trader' skills in a courtyard ormarket you can ONLY learn them when standingon an actual courtyard or market square.Unlike buy and sell orders, the skills cannot belearnt from other terrain squares within thecourtyard like guild houses, water or stairs.

TM

The Skill System

skills section : 1

WORLDDUNGEON

The Skill Chart (1)

skills section : 2

WORLDDUNGEON

Skill Name

Awareness

XP Full

100

XP Penalty

10

GP Full

None

GP Penalty

None

Teacher?

Self

Pre-Req's

Wisdom 10+

% chance

25%

Code

1001

HF DF GB EW B N P E C A R M

Who Can Learn?

Athlete 1 100 10 None None Self Strength 13+ 25% 1002

Fishing 100 10 100 10 Trader Wisdom 13+ 25% 1003

Running 100 10 Self Willpower 11+ 25% 1004None None

Jeweller 200 30 Trader Intelligence 13+ 25% 1005200 30

Melee Combat 1 Self None 25% 1006100 10 None None

Real Grit 1 Self None 25% 1007100 10 None None

Arena Combat 1 Trader Willpower 13+ 25% 1008100 10 100 10

Disarm Opponent Trader Dexterity 13+ 25% 1009100 10 100 10

Weaponsmith Instructor Intelligence 13+ 25% 1010150 20 150 20

Beserking Self None 25% 1011100 10 None None

Healing 1 Trader Intelligence 13+ 25% 1012100 10 100 10

Natural Lore Instructor Wisdom 13+ 25% 1013100 10 100 10

Oration Trader Appearance 13+ 25% 1014150 20 150 20

Quivering Palm Instructor Wisdom 13+ 25% 1015150 20 150 20

Iron Fist Instructor Willpower 14+ 25% 1016150 20 150 20

Serpent's Dance Self Dexterity 14+ 25% 1017100 10 None None

Scouting 1 Self Wisdom 13+ 25% 1018100 10 None None

Gambling 1 Trader Wis 14+, Dex 14+ 25% 1019150 20 150 20

Shadow Blending 1 Instructor Dexterity 13+ 25% 1020150 20 150 20

Cold Rage Self None 25% 1021100 10 None None

Endurance Self Willpower 13+ 25% 1022100 10 None None

Astrology Trader Wis 13+, Dex 14+ 25% 1023150 20 150 20

Summon Familiar Instructor Intelligence 14+ 25% 1024150 20 150 20

Demonology 1 Instructor Intelligence 15+ 25% 1025200 30 200 30

Faerie Magic Self Wis 13+, App 15+ 25% 1026100 10 None None

Magical Aura 1 Instructor Intelligence 13+ 25% 1027150 20 150 20

Spirit Of Valhalla Instructor Willpower 15+ 25% 1028150 20 150 20

Hum

anFi

ghte

rs

Dw

arve

nFi

ghte

rs

Gla

cier

Barb

aria

ns

Elve

nW

arrio

rM

aide

ns

Bard

s

Nec

rom

ance

rs

Prie

sts

Ench

ante

rs

Crus

ader

s

Assa

ssin

s

Rogu

es

Mon

ks

= CAN Learn

The Skill Chart (2)

skills section : 3

WORLDDUNGEON

Skill Name XP Full XP Penalty GP Full GP Penalty Teacher? Pre-Req's % chance CodeHF DF GB EW B N P E C A R M

Who Can Learn?

Hum

anFi

ghte

rs

Dw

arve

nFi

ghte

rs

Gla

cier

Barb

aria

ns

Elve

nW

arrio

rM

aide

ns

Bard

s

Nec

rom

ance

rs

Prie

sts

Ench

ante

rs

Crus

ader

s

Assa

ssin

s

Rogu

es

Mon

ks

= CAN Learn

Self-Defence 1 100 10 100 10 Trader Wisdom 8+ 25% 1030

Adventuring 1 100 10 None None Self None 25% 1031

Martyr's Blessing 200 20 None None Self None 25% 1032

Holy Fire None None Self Wisdom 13+ 25% 1033200 20

Healing 2 (upgrade) 200 20 200 20 Trader Intelligence 14+ 25% 1034

Shadow Dancing Wisdom 14+ 25% 1035200 20 200 20 Trader

Scouting 2 (upgrade) 200 20 None None Self Wisdom 14+ 25% 1036

Open Chests Dexterity 13+ 25% 1037150 15 150 15 Trader

Assassinate 250 50 250 50 Instructor Dex 16+, Wis 15+ 25% 1038

Make Antidote Intelligence 13+ 25% 1039150 15 150 15 Trader

Mantis Sting Trader Dexterity 13+ 25% 1040

Arena Combat 2 (Upgrade) Willpower 14+ 25% 1041Trader

150 15 150 15

200 20 200 20

Magical Analysis Trader Dexterity 13+ 25% 1042

Ghost Form Willpower 14+ 25% 1043Trader

150 15 150 15

200 20 200 20

Shortbow Expert Dexterity 15+ 10% 1044Trader400 40 600 60

Scimitar Expert 1052600

Hand Axe Expert Dexterity 14+ 1051Trader

Battle Axe Expert Dexterity 15+ 1050Trader

Dagger Expert Dexterity 15+ 1049Trader300 30

Great Sword Expert Str 17+ 1048Trader1000 100 1200 120

Long Sword Expert Dexterity 16+ 10% 1047Trader600 60 1000 100

Short Sword Expert Dexterity 14+ 10% 1046Trader

Longbow Expert Dexterity 17+ 10% 1045Trader700 70 1200 120

Wooden Staff Expert

2H Strach Expert

Dexterity 15+

Str 17+

1053

1054

Trader

Instructor

400 40 600 60

10%

10%

10%

10%

10%

10%

600 60

1000 100 1000 100

400 40 600 60

Dexterity 17+Trader60 1200 120 10%

400

1000

40

100

600

1200

60

120

Weapon Expert Skills

The Skill Chart (3)

skills section : 6

WORLDDUNGEON

Skill Name XP FullXP

Penalty GP Full Teacher? Pre-Req's % chance CodeHF DF GB EW Ba Ne Pr En Cr As Ro Ce Dr Al RaMo

Who Can Learn?

Hum

anFi

ghte

rs

Dw

arve

nFi

ghte

rs

Gla

cier

Barb

aria

ns

Elve

nW

arrio

rM

aide

ns

Bard

s

Nec

rom

ance

rs

Prie

sts

Ench

ante

rs

Crus

ader

s

Assa

ssin

s

Rogu

es

Mon

ks

= CAN Learn = CANNOT Learn

Self-Defence 2 (upgrade) 300 30 300 30 previous level 25% 1509

Adventuring 2 (upgrade) Self previous level 25% 1512

Healing 3 (upgrade) 500 50 500 50 Trader previous level 25% 1531

Scouting 4 (upgrade)

Scouting 3 (upgrade)

1000

500

100

50

None

None

None

None

Trader

25%

25%

1540

1539

GPPenalty

Cent

aurs

Dru

ids

Alch

emis

tss

Rang

ers

Spar

e

Spar

e

Self-Defence 3 (upgrade) 800 80 800 80 previous level 25% 1510

Self-Defence 4 (upgrade) 1500 150 1500 150 previous level 25% 1511

Adventuring 3 (upgrade) Self previous level 25% 1513

Adventuring 4 (upgrade) Self previous level 25% 1514

Trader

Trader

Trader

Healing 4 (upgrade) 1000 100 1000 100 Trader previous level

previous level

previous level

25% 1532

Awareness 2 (Upgrade)

Awareness 3 (Upgrade)

Awareness 4 (Upgrade)

Athlete 2 (Upgrade)

Athlete 3 (Upgrade)

Athlete 4 (Upgrade)

Melee Combat 2 (Upgrade)

Melee Combat 3 (Upgrade)

Melee Combat 4 (Upgrade)

Real Grit 2 (Upgrade)

Real Grit 3 (Upgrade)

Real Grit 4 (Upgrade)

Shadow Blend. 2 (Upgrade)

Magic. Aura 2 (Upgrade)

Shadow Blend. 3 (Upgrade)

Magic. Aura 3 (Upgrade)

previous level

previous level

previous level

previous level

previous level

previous level

previous level

previous level

previous level

previous level

previous level

previous level

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

500

1000

1000

300

800

1500

1500

1500

400

400

800

800

50

100

100

30

80

150

150

150

40

40

80

80

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

None

Arena Combat 4 (Upgrade) previous level 25%1500 150 1500 150

Arena Combat 3 (Upgrade) previous level 25%800 80 800 80

Self

Self

Trader

Self

Self

Self

Self

Self

Self

Self

Self

Self

Instructor

Self

Instructor

1520

1521

1500

1501

1502

1503

1504

1505

1506

1517

1507

1518

1508

1519

1541

1543

1542

1544

300 30 None

None

None

None

None

None

800 80

1500 150

previous level

previous level

previous level

previous level

300

300

800

800

30

30

80

80

None

None

None

None

None

None

None

None

Self

Self

Self

Self

The Skill Chart (4)

skills section : 7

WORLDDUNGEON

Skill Name XP FullXP

Penalty GP Full Teacher? Pre-Req's % chance CodeHF DF GB EW Ba Ne Pr En Cr As Ro Ce Dr Al RaMo

Who Can Learn?

Hum

anFi

ghte

rs

Dw

arve

nFi

ghte

rs

Gla

cier

Barb

aria

ns

Elve

nW

arrio

rM

aide

ns

Bard

s

Nec

rom

ance

rs

Prie

sts

Ench

ante

rs

Crus

ader

s

Assa

ssin

s

Rogu

es

Mon

ks

= CAN Learn = CANNOT Learn

Expert Horsemanship 1

Acupuncture

Hard Case

Build Battle Engine

Hard Drinking

Mining

Brewing

Wodesserain

Way Of The Wild

Beer Breath

1st Circle (Adamant)

2nd Circle (Derimant)

3rd Circle (Deacon)

Blessing

Bless Food

Pilgrim

Death's Door

Speak With Dead

Psionics 1

Bladesing

Mantis Strike

500

1000

200

1000

200

1000

300

300

500

300

200

1000

2500

500

200

500

500

200

300

300

300

50

100

20

100

20

100

30

30

50

30

20

100

250

50

20

50

50

20

30

30

30

500

1000

None

1000

None

1000

300

None

None

None

None

None

None

500

200

None

500

200

300

300

300

50

100

None

100

None

100

30

None

None

None

None

None

None

50

20

None

50

20

30

30

30

On Horse

Int. 14+

App. less than 12

Int. 12+

None

Wis. 14+

Int. 12+

Str. 14+

Wis. 12+

Dex. 12+

None

previous level

previous level

Wis. 14+

None

Wis. 13+

Will. 15+

Will. 12+

None

Dex. 12+

Dex. 13+

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

25%

1515

1516

1522

1523

1524

1525

1526

1527

1528

1529

1530

special

special

1533

1534

1535

1536

1537

1538

1545

1546

GPPenalty

Cent

aurs

Dru

ids

Alch

emis

tss

Rang

ers

Spar

e

Spar

e

Instructor

Instructor

Self

Instructor

Self

Instructor

Instructor

Self

Self

Self

Instructor

Instructor

Instructor

Trader

Trader

Self

Instructor

Instructor

Instructor

Trader

Instructor

Awareness 1

Athlete 1

Fishing

Running 1

Jeweller

Melee Combat 1

Real Grit 1

Arena Combat 1

Disarm Opponent

Weaponsmith

Beserking

Healing 1

Natural Lore

Oration

Quivering Palm

Iron Fist

Serpent's Dance

Scouting 1

Gambling 1

Shadow Blending 1

Cold Rage

Endurance

Astrology

Summon Familiar

Demonology 1

Faerie Magic

Magical Aura 1

Spirit Of Valhalla

Lets a character scan their surroundings betterand understand possible dangers. Actualadjustment is 'Vision' + 1. Higher levels granthigher bonuses.

Grants an additional +5 Max Health due to highlevel of physical fitness. Higher levels granthigher bonuses.

This skill lets a character fish in water forrations. Some unusual results can occur...

A runner is able to move further due to fitnessand movement training, gaining +1 MovePoints. Higher levels grant higher bonuses.

This skill lets a character cut and set certainbase gems into attractive bases.

Hard training in basic combat styles withassorted weapons and with bare hands enablesthis skill to grant +2 to 'Attack' score. Higherlevels grant higher bonuses.

Gruelling training in this skill grants a higherlevel of pain tolerance and thus +5 on 'MaxHealth'. Higher levels grant higher bonuses.

More demanding and more skilful than MeleeCombat (although both can be learnt), this skillgrants +5 to 'Attack' score. Higher levels granthigher bonuses.

This skill allows a practisioner to disarm anopponent. Although quite difficult even to theskilled, its very effective when it works.

This skill allows a character to sharpen bluntedweapons and make weapons (in a suitableworkshop)... which can (rarely) even bemagical...

This skill is a two-edged sword. When incombat, the character will go crazy, grantingthem +10 to 'Attack' score, +1 to 'Damage' and-5 to defence. This skill cannot be 'turned off'.

Very useful indeed, this skill allows a priest tomake holy water (in a shallow water square) andthen, by splashing it on a target character, toheal them at range. Higher Levels grant morepoints of healing per use.

This skill grants a priest the ability to find'healing herbs' in an overland (surface world)area.

By speaking in public areas (courtyards andmarket places) the user of this skill preaches theword of the Gods. Sometimes this can result inan Acolyte or follower joining the priest.

This ability adds a point of damage onto anyblow struck by the bare hands of a Monk.

A Monk using the legendary 'Iron Fist' adds apoint of damage onto any blow struck by hisbare hands. (Stacks with Quivering Palm.)

An intricate series of winding and swayingmovements, this skill grants a Monk a +5 bonuson all defence categories.

This skill allows the character to automaticallyscout an area without actual movement ororders, essentially giving them +1 to their'Vision' score. Stacks with Awareness. Higherlevels grant higher bonuses.

A gambler can find games or bets in almost anycourtyard or market area and involvethemselves in them... quite often (although notalways) to their advantage for the cost of asmall stake.

This skill gives the character a +5 bonus on alldefence categories by teaching them to moveand use shadows and darkness to theiradvantage in combat. Higher levels granthigher bonuses.

A character with this skill becomes fierce andmerciless in combat, gaining +5 to their 'Attack'score and +1 to their damage range.

Rigorous training allows a character withendurance +1 to their ''Move Points'' due toexceptional health and fitness.

This skill grants a mage an additional +1 visionand will sometimes (rarely) warn of hiddendangers.

This skill lets a mage call upon an animalfamiliar to serve them. The animal is not real,but is summoned from the magical ether, muchlike a summoned monster. This skill is magicalin nature and eats up 50gps per use. Theanimal that comes is a sub-character but is*free* to play as long as it lives, although you dohave to feed them (upkeep charges apply as pernormal sub-characters.)

Although it is a forbidden magic, some mageschoose to try and learn the dark art ofDemonology. While in a Temple of Minh amage with Demonology skills can summonDemons and bind them to their will. This is adangerous skill... sometimes the Demons will notbe bound... Higher Levels allow for morepowerful demons to be summoned.

This skill lets the character make Faerie Dust, aneat ranged weapon which does magicaldamage.

The user of this skill can summon the powers offaerie to create a magical field aboutthemselves that reduces the severity of anywound by 1 point. Higher levels grant higherbonuses.

This skill lets the Elven Warrior Maiden summona spirit from beyond which rides with them incombat, granting them +3 damage to everyblow they strike. The Spirit, being magical, eats25gs when summoned.

Skill Descriptions (1)

skills section : 4

WORLDDUNGEON

Self-Defence 1

Adventuring 1

Martyr's Blessing

Holy Fire

Shadow Dancing

Open Chests

Assassinate

Make Antidote

Mantis Sting

Magical Analysis

Ghost Form

Weapon Expert

This most basic form of combat training isavailable to anybody. It draws from theexperience of seasoned fighters and whenlearnt, grants +3 to ''normal'' defence. Higherlevels grant higher bonuses.

This skill is gained simply by learning fromexperience of adventuring. It covers a range ofuseful information that can only be learned inpractice and grants +2 to Max Health and +1 toWisdom. Higher levels grant higher bonuses.

This skill is considered a 'gift from the gods'themselves. A Crusader who can show truepiety and honour can be blessed with it. Theskill grants an additional +5 Max Health. Theskill can be 'burnt out' (the blessing used) bythe use of a special order which totally healsthe character. Once burnt out the skill can berelearnt as a new skill.

Like Martyr's Blessing this skill is a holy power,this time granted by Selador, Emperor of Light.Once learnt, the user of the skill gains theability to sacrifice their own life energy for thepower of light, blasting forth with a fieryranged attack. Each blast the user does coststhem health points.

This skill gives the character a +5 bonus on alldefence categories by teaching them to moveand use shadows and darkness to theiradvantage in combat. The skills learnt areslightly different to those of Shadow Blendingand when used together the two skills are veryeffective indeed.

A very useful skill, the student of Open Chestslearns important information about a variety ofsmall locks and traps commonly-used on them,granting a better chance of successfullyopening a treasure chest when one isencountered.

This skill has two uses. In settlements aboveground the skill allows the Assassin to practicetheir trade (unlawfully, of course) to earn extramoney by taking out 'NPC' 'hits', although thereis no guarantee things will always go smoothly.While adventuring, the Assassin gains a specialorder which, when successful, allows them toattempt to kill (or do very high damage) to anenemy by means of an Assasination attack. Thiscan be quite difficult to achieve, but is verypowerful when it works.

By using this skill in conjunction with specialherbs an Antidote can be made which countersthe 'poisoned' condition.

Mantis Sting is a devastating Monk Skill. Usinga secret technique the character can deliver ajarring two-fingered blow which causespermanent nerve damage to the victim, losing1-4 dexterity points permanently.

Mages who have practised hard enough canlearn the nature of magical attacks directed atthem and know the best means of avoidingthem. This skill grants the owner +6 on their'magical defence'.

Although it resembles a spell, Ghost Form is askill which enables the Necromancer to phasehimself partially out of reality into a strangeplace called the 'quasi-zone'. While in thissemi-real state the Necromancer cannot issueany move orders but gains +60 to 'normal'defence.

The various different Weapon Expert skills grantan additional +5 to 'attack' and +1 damagewhen using that weapon. An Expert can laterupgrade to a Master and then finally, a GrandMaster.

Skill Descriptions (2)

skills section : 5

WORLDDUNGEON

Expert Horsemanship

Acupuncture

Hard Case

Build Battle Engine

Hard Drinking

Mining

Brewing

Wodesserain

Way Of The Wild

Beer Breath

Crusader Circles

Blessing

Bless Food

Pilgrim

Death's Door

Speak With Dead

Psionics 1

Bladesing

Mantis Strike

While mounted, the owner of this skill gains anattack and defence bonus due to their excellenthorsemanship. When a Centaur gains this skillit represents an increased ability to maneuver.

Practitioners of this strange skill learn to usesmall needles on nerve endings to access innerstrengths of another character. Very little isknown about this strange science.

This character spent too much time on thewrong side of the tracks and as a result isstreetwise and tough, but scarred and ugly. +2Willpower, -2 Appearance.

This skill allows a dwarf to build a wheeledvehicle that can be travelled upon and usedeffectively in combat. However, actuallybuilding a Battle Engine costs a lot of gold andregular upkeep costs too. Still, it's a prouddwarf that owns such a fine piece ofcraftsmanship.

Expert at holding their beer and strong spirits,the skilled can negate the drunken conditionand can use certain drinks to actually healthem!

Allows a dwarf to mine dungeon areas for goldand valuables.

This skill allows the brewing of specialist beersfor use with the Hard Drinking and Beer Breathskills and also for general trade. Ingredientsneeded.

This is a skill which is taken very seriously byGlacier Barbarians who are proud of theirheritage. Wodesserain are branded bodytattoos which cover the chest and arms. Thepresence of the Wodesserain marks a barbarianof great courage and presence. It is a Barbarianstatus symbol. Barbarians brand themselves, aritual which is incredibly painful, resulting inwounds and weakness. However, later, thisskills negative effect on max health is reversed.Among Barbarians the Wodesserain are animportant symbol of virility, passion, courageand honour. Only Barbarians with this skill mayattempt the ritual quests of advancement andlegend, where they are found.

To become one with the wilderness you mustunderstand its very nature. The owner of thisskill gains +5 cold defence and +1 vision whileon the overland, to reflect their understandingof survival techniques.

Using a special beer, brewed to be flammable,the barbarians have worked out a way toliterally breathe fire. However, this is more aparty trick than a real weapon and it can gohorribly wrong.

As Crusaders prove themselves in battle, serviceto their deity and service to the people, so theyadvance through a series of 'ranks'. These arecalled 'Circles'. The 1st Circle is the rank of"Adamant", the second the rank of "Deriment"and the third the rank of "Deacon". Crusadersmay use these titles before their name onceachieved if they wish to. The actual effect ofthe rank skill varies depending on whichCrusader type has gained it. All the ranks grantone point of damage reduction, and each granta bonus on a statistic as follows; Bethseline -Appearance, Marial - Intelligence, Shanna -Wisdom, Merl - Willpower, Cambron - Strength,Selador - Max Health. Damage reductionmeans that any wound dealt to them isautomatically reduced by 1 point. HigherCircles grant higher bonuses. Important Note:-The Lord Crusader of each arm of Crusaders atany time and for *any* reason, without offeringany explanation if they choose not to, canremove ranks from a Crusader, demoting orstripping them of rank entirely if they sochoose. The player controlling the LordCrusader has total and utter control over thisand players of Crusaders are reminded that thisspecial class is not an easy ride, which is whythey are recommended for experienced playersonly! There are a total of nine ranks before theLord Crusader rank; other ones will be availablelater.

This spell allows the priest to place the 'Blessed'status upon a character, or to remove the'cursed' status.

This skill allows a priest to bless normal rations,turning them into Mana Bread.

The possessor of this skill can attempt toconvert a 'heathen' character to the religion ofthe Gods of Light. This is mainly for use inFrontier, but has some rare uses in Bereny.

Making a pact with death is a dangerous thingto do and comes with hidden costs, but theNecromancer who has achieved this skill takesthose chances for the right to return from thedead if they are slain. Once used, this skill isgone and must be relearnt if the Necromancerwishes to have it again. In some instances,Death refuses to deal fair and does not returnthe skilled to life. In these cases, there isnothing you can do... you can't argue withdeath!

Allows a Necromancer to determine ifsomebody who's adventuring license number isknown is alive or dead.

Grants a telepathic attack upon a chosen targetwithin range... even through walls!

Bladesing is the use of the Kyrian weaponknown as a Scimitar in a whirling display ofswordplay that is entrancing to watch andeffective in use.

This difficult martial technique allows the monkto strike nerve clusters to devastating effect.

Skill Descriptions (3)

skills section : 8

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