Words
A dimthain
One of the oldest and most feared thanes. Thrymyr is a dimthain.
Spoilers — story revelations
Thrymyr is older than the exodus. Whether being a dimthain explains such an age, Brynja does not say.
For an explanation of attributes, skills, thraedweaving and mastery, read How a Character Grows.
Words
One of the oldest and most feared thanes. Thrymyr is a dimthain.
Thrymyr is older than the exodus. Whether being a dimthain explains such an age, Brynja does not say.
Words
A spell, formally called a galdorthraed, or "spell-thread." The full name is carved over the doors of the Galdorscōl and used by its masters; most weavers simply say thraed or thread. A weaver draws threads from the world and weaves them into spells.
Words
A portal between worlds. The Old Tongue name means "gate of destiny" and predates the Crossing. Natural wyrdports open and close in the Drift. Very few weavers can open one deliberately; Thrymyr can, but Brynja cannot.
A wyrdport's destination is accurate when it first opens, but becomes less reliable the longer it stays open.
The passage that brought you from Ahtar set you down far from where it was aimed, beyond the regions Brynja knows from her charts.
Brynja says Thrymyr and a few others at the Galdorscōl were the first to open wyrdports on purpose, to reach habitable worlds and settle them. In the war that followed, armies were sent through wyrdports into cities, and walls stopped meaning anything.

Thraeds
Affects one target up to 5 tiles away. Applies Adamant (+16 armour, +6 defence, +4 damage) for 40s.
The Bulwarkthraed's elder: one body made adamant for forty seconds, harder to hurt, harder to hit, and heavier in the hand. Laid on whoever is going in first.
Available as a Thraedweaving choice at rank 28, with Stone rank 20 required. The galdorthraed of adamant teaches it; a scroll of adamant weaves it once on the reader.

Recipes
Needs: 2 x Flambell, 1 x Oil
Makes: 1 x Adder Venom
Does: Venomed Edge (+5 damage), 120s
Made at: a mortar and pestle in the field, or an alchemy bench.
A green vial of collected venom. Applied to a weapon, it temporarily increases damage.

Fauna
Alive, which is worse. The necromancer is why the barrows are so busy lately, and it has brought some of its work along.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Fauna
The forest is quiet for a reason. A green dragon poisons what it does not want and keeps what it does, and it has wanted this wood for three hundred years.

Fauna
The mountain has a name and this is why. An adult red does not come down for travellers; if it has come down, something is wrong in the world, and it will not be improved by your being in the way.

Fauna
Stupidest of the great dragons, which is like being the shallowest of the oceans. It hunts the ice and it hunts alone and it remembers every wound.
Characters
The hero-god for whom the Aeternian Empire is named. His armies conquered much of Doma, including Alba, Numidor, Zhonghai and Arania. The Empire imposes his worship and forbids the old religions. Its war engines helped overcome kingdoms that had resisted ordinary armies.
No record tells when he was born. To the people of Ahtar, he is an enduring ruler whose origins are obscure.
Brynja says a weaver named Aeternus fought in the war of the wyrdports and was among the exiles sent to Ahtar. Thrymyr changed the subject when she asked about him. Nobody has said whether he is the same Aeternus who rules the Empire.
Aeternus came from the Drift. He was a contemporary of Thrymyr and one of the defeated weavers sent to Ahtar, stripped of thraedweaving like the other exiles.
On Ahtar he found a way to prolong his life almost indefinitely. He has worked towards returning to the Drift ever since, conquering territory to obtain the resources he needs. Unable to weave, he turned to other forms of magic and to combining magic with technology. His agents hunt Ahrun who show the Glimmering and take them to hidden research sites.

Fauna
A rust-red orangutan screaming from the branches with its lips pulled back. It descends quickly to attack.
Drops (90% chance, 2 tries): Shaggy Pelt, Knuckle Bone, Beast Heart, Gut Cord.

Peoples
The Ahrun are a nomadic people with horns resembling those of the mountain goats in their native hills. They believe their affinity for magic is a gift from the gods. Each tribe worships its own pantheon and adopts customs associated with those deities.
Their magical abilities have made them targets of persecution by other peoples. Some Ahrun are born with the Glimmering, a wild, untaught magic that surfaces without warning. The Empire's agents hunt those who show it, and many are never seen again. They are known for their wit and mischievousness despite this history.
Most Ahrun live in temporary camps where magical ley lines are strong. They travel the mountain trade routes, selling goods and offering their services. Permanent settlements are rare.
Their spiritual guides, the Veiled Sages, are said to speak with the gods, channel divine magic and interpret prophecies.
The Ahrun descend from the thanes of the Drift. See "The thanes".
Brynja says the Crossing was the exile of their thane ancestors after the war of the wyrdports, and that the exiles had their weaving taken away. Their descendants on Ahtar were born without it.
The Glimmering reaches the same power by accident. It is not the weaving the exiles lost, and it has never woken Thrymyr's wards.
Words
Your home world, a moon of the dead gas giant Quoros. Much of its continent of Doma is ruled by the Aeternian Empire.
Its peoples tell of the Crossing: their ancestors' arrival from another world through doors that closed behind them. Once accepted as history, the account is now widely dismissed as a children's tale. Elves lived on Ahtar before the Crossing.
Brynja says the Crossing really happened. Every people on Ahtar came from the Drift, and their kin still live there.
It was no migration. After the war of the wyrdports the defeated peoples were sent to Ahtar, and every one of them had their weaving taken away first. Their descendants were born without it.

Fauna
You cannot see it and it can see you. An air elemental is the dust devil that turns and comes back.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Peoples
Albans are an ancient race of men hailing from the northern and western regions of the continent of Doma. The name "Alban" refers to the ancient Imperium Arbor Alba, or "Empire of the White Tree", which controlled a territory roughly comprising the more modern kingdoms of Esre, Breggania, Firenze, Ispan, and Hermania. All of these kingdoms save for Hermania are now part of the present-day Aeternian Empire.
Albans are known for their resilience and craftsmanship, as well as their close affinity with the Old Gods. In modern times, Albans are almost universally identified with the Aeternian Empire, whether or not they agree with its prescribed religious dogma.
The historical patron god of Alba is Himlos, the White Stag, guardian of nature and most revered deity of the Alban druids.
The Albans descend from the lowlanders of the Drift. See "The lowlanders".
Brynja says the Crossing was the exile of their lowland ancestors after the war of the wyrdports, and that the exiles had their weaving taken away. Their descendants on Ahtar were born without it.

Provisions
+5 food, Merry (+2 damage, -4 dodge), 240s
A mug of the house ale, brown and bitter. Most of a meal, if you ask the man drinking it.

Flora
With its striking cyan cap, adorned with delicate white specks, Alric's Bane is often hunted to extinction near populated areas, but in the wilds it is a common and welcome sight. This mushroom is cherished for its refreshing taste and is often used in culinary dishes to add a touch of exotic flavor. It is widely considered safe and is a favorite among foragers, though its rare counterpart, the dark-hued variant called the Mountain-Flower found only in the Numidorian highlands, is fatally toxic. It is because of this deadly look-alike that Alric's Bane derives its name, for when Duke Alric the Red went to war with the Numidorian clans, he was so fond of the vibrant blue-green fungus that grew within his own borders that he greedily devoured the first flush of false Mountain-Flower he stumbled across during his campaign, saving the Numidorians the trouble of having to kill him themselves.
Used in: Alric's Bane Salad. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 2 x Alric's Bane, 1 x Cabbage
Makes: 2 x Alric's Bane Salad
Does: +25 food, Alric's Bane Salad (+15% skein regeneration), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Raw alric's bane sliced over shredded cabbage. Temporarily increases skein regeneration.

Provisions
+25 food, Alric's Bane Salad (+15% skein regeneration), 900s
Raw alric's bane sliced over shredded cabbage. Temporarily increases skein regeneration.

Masteries
Removes the damage and attack-speed penalties for an off-hand melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 5 and 2 permanently learned tier I Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
A melee attack begun while unseen or ghostwalking gains 50% damage on its first contact with an enemy. A block or dodge still uses the bonus.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 10 and 2 permanently learned tier II Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
Smaller and paler than the soldier that called it up, and just as willing to die on a boot. Where one comes there are always more.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Recipes
Needs: 1 x Magoscild, 1 x Hedgeknife, 1 x Oil
Makes: 1 x Antidote
Does: cures poisoned
Made at: a mortar and pestle in the field, or an alchemy bench.
A bitter green draught that removes poison but does not heal wounds.

Recipes
Needs: 1 x Great Antler, 2 x Horsehair, 2 x Gut Cord
Makes: 1 x Antler Bow
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A stag's antler split, steamed and strung. The beam of it stores more than wood can, and a shot from it arrives before the twang.

Recipes
Needs: 1 x Great Antler, 1 x Gut Cord
Makes: 1 x Antler Charm
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A tine of antler, drilled and hung. Old people in the hills wear one and outlive their children, which they will tell you is the antler.

Provisions
+15 food
A red apple, polished on somebody's sleeve. Crisp enough to hear across a room.

Fauna
Sleek and cold and faster in the water than you are on land. It comes up under the boat.

Peoples
Aranians are descended from the human settlers and elven tribes of Arania, in southern Doma. The human settlers arrived after the Crossing and made their homes in the region's river valleys. Elves had lived there before their arrival. Their descendants inherited both human and elven ancestry.
Aranian tradition attributes the loss of those green valleys to a curse brought on by pride and decadence. A centuries-long drought turned most of the country into desert. Before the Aeternian conquest, Arania was closely associated with Bel, the Fire God.
The Aranians' human ancestors were the Deshru of the Drift. The earlier origin of Ahtar's elves is not known.
Brynja says the Crossing was the exile of their Deshru ancestors after the war of the wyrdports, and that the exiles had their weaving taken away. Their descendants on Ahtar were born without it.

Materials
Enchanted metal, used for the spears that carry fire, frost or lightning.
On a weapon: 1.46× damage, 0.97× the time between swings. On armour: 1.68× armour, +0 dodge a piece. 3.2× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: .

Fauna
A white-coated wolf, larger than its timber cousins and difficult to spot against the snow. You may hear the pack before you see it.
Drops (75% chance, 2 tries): Thick Pelt, Bone, Claw, Raw Hide.

Materials
Seasoned hardwood with some flexibility. Common in early equipment.
On a weapon: 0.74× damage, 0.95× the time between swings. On armour: 0.6× armour, +2 dodge a piece. 0.45× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: ashhilt, ash, oak, hornbeam, yew, emberwood, hedge, shepherd's, drover's, drovers, hunting, hunter's, staff.

Resources
Small magenta crystals broken from an ashbloom. Ground with salt, they make a red dye.
Used in: Red Dye.

Resources
A smoky gray wood, shot through with black streaks as if charred by fire. It has a slight resilience to flame, making it a choice material for hearths and fire-touched implements.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Thraeds
Affects targets within 4.5 tiles of a target up to 8 tiles away. 170–250 damage, and 6 more for every point of Will above five. Applies burning for 10s. Knocks the target back 1.5 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
The pyre the old kings were burnt on, called down on a chosen place. Everything within four and a half tiles is thrown back from it and burns for ten seconds. Bel's priests light it once a year on purpose; a weaver who can throw it has stopped needing a priest.
Available as a Thraedweaving choice at rank 36, with Flame rank 26 required. The galdorthraed of the bale-fire teaches it.

Fauna
A large, white-headed eagle perched on a dead branch, watching the water for prey.
Drops (80% chance, 2 tries): Barred Plume, Talon, Keen Eye.

Thraeds
Affects one target up to 6 tiles away. Restores 40 health at once, and 3 more for every point of Will above five. Restores 6 health a second for 10s. Removes poisoned, burning, chilled, frozen, webbed, bleeding. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A mending at once and a mending that goes on: forty put back on the spot, six more every second for ten, and every thread that was unpicking the body pulled out first. The Wholethraed does more in the moment; this one is still working when the next blow lands.
Available as a Thraedweaving choice at rank 28, with Life rank 20 required. The galdorthraed of balm teaches it; a scroll of balm weaves it once on the reader.

Resources
A length of jointed green cane, hollow between the knuckles. It splits clean, springs back, and makes a rod, a pipe or a scaffold depending on who picks it up.
Dropped by: Panda.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Fauna
A lion's body, a face too nearly a man's, and a tail that throws spines the length of your forearm. It talks, some say. Nobody who says so has said what it said.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Masteries
Your poison deals 20% more damage while the victim is also caught in your own webs.
Requires character level 10 and 2 permanently learned tier II Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A broad flight feather banded light and dark, stiff along the quill. Fletchers want these before anything else; scribes cut the smaller ones into pens.
Dropped by: Bald Eagle, Chicken, Duck, Goose, Owl, Pigeon.

Fauna
The dunes give these up after a wind, still wearing the wrappings they were buried in. They are slow and they do not tire, and they have been waiting long enough that a few more hours of following makes no difference to them.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Resources
A hard, volcanic stone that’s usually black or dark green. With its rugged look, basalt is perfect for sturdy, weather-resistant structures and weapon crafting.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Thraeds
Affects targets within 5 tiles of the weaver. Applies Bastion (+12 armour, +5 defence) for 30s.
The whole party made a wall at once: everyone within five tiles of the weaver wears twelve of armour and five of defence for thirty seconds. Laid at the moment the line is about to break.
Available as a Thraedweaving choice at rank 36, with Stone rank 26 required. The galdorthraed of the bastion teaches it; a scroll of the bastion weaves it once on the reader.

Recipes
Needs: 2 x Brūnswamm, 1 x Oil
Makes: 1 x Bearhide Draught
Does: Bearhide (+3 Vitality), 180s
Made at: an alchemy bench.
A thick brown draught with an earthy taste. Temporarily increases Vitality.

Resources
Still heavy, still warm. Alchemists use hearts where a recipe asks for vigour rather than for any particular chemistry, and are unapologetic about how well it works.
Dropped by: Agitated Orangutan, Cave Bear, Gorilla, Orangutan, Polar Bear.
Used in: Beast Heart Stew, Heart's Vigour.

Recipes
Needs: 1 x Beast Heart, 2 x Red Meat, 1 x Bone Broth, 1 x Bryneblōm
Makes: 2 x Beast Heart Stew
Does: +85 food, Beast Heart Stew (+6 Might, +4 Vitality), 1800s
Made at: a kitchen stove.
Tier: III. Requires Cooking 15.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
A beast's heart and beef stewed slowly in bone broth with bryneblom. Temporarily increases Might and Vitality.

Provisions
+85 food, Beast Heart Stew (+6 Might, +4 Vitality), 1800s
A beast's heart and beef stewed slowly in bone broth with bryneblom. Temporarily increases Might and Vitality.

Recipes
Needs: 2 x any hide, 1 x Leather
Makes: 1 x Bedroll
Made at: a crafting bench.
Hides stitched together and rolled tight with a leather strap. Lay it out to sleep anywhere, even underground, once no enemies are within 20 tiles. Used up after one sleep.

Recipes
Needs: 2 x Red Meat, 2 x Brūnswamm, 2 x Pastry
Makes: 2 x Beef and Brunswamm Pie
Does: +70 food, Beef and Brunswamm Pie (+4 armour), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Beef and brunswamm mushrooms baked in a pastry case. Temporarily increases armour.

Provisions
+70 food, Beef and Brunswamm Pie (+4 armour), 1350s
Beef and brunswamm mushrooms baked in a pastry case. Temporarily increases armour.

Gods
Bel takes the form of a gryphon wreathed in flame. His followers, chiefly from Arania, can summon and control fire. This power has earned them a dangerous reputation. His temples once kept pyres burning continuously.
Many of his shrines were destroyed during the Aeternian conquest. His remaining followers meet in secret to practise and teach their fire magic, avoiding the Graven Order.

Materials
Bronze run heavy with tin: harder than bronze, heavier, and it rings when struck.
On a weapon: 1.06× damage, 1.06× the time between swings. On armour: 1.06× armour, -1 dodge a piece. 1.05× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: bell-metal.

Provisions
+4 food
Pink fruit shaped like small bells, mild and sweet. Eaten raw they do little against hunger.

Recipes
Needs: 4 x Bellberries
Makes: 1 x Bellberry Jam
Does: +16 food, Bellberry Jam (+15% skein regeneration), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of pink jam cooked from bellberries. Temporarily increases skein regeneration.

Provisions
+16 food, Bellberry Jam (+15% skein regeneration), 900s
A jar of pink jam cooked from bellberries. Temporarily increases skein regeneration.

Recipes
Needs: 5 x Bellberries
Makes: 1 x Bellberry Wine
Does: Bellberry Wine (+25% skein regeneration), 600s
Made at: a still.
A pink wine pressed from bellberries. While it lasts, your skein refills 25% faster.

Provisions
Bellberry Wine (+25% skein regeneration), 600s
A pink wine pressed from bellberries. While it lasts, your skein refills 25% faster.

Recipes
Needs: 2 x Red Meat, 2 x any fruit
Makes: 2 x Berry-Glazed Roast
Does: +60 food
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Red meat roasted under a glaze of cooked-down fruit. More filling than a plain roast.

Provisions
+60 food
Red meat roasted under a glaze of cooked-down fruit. More filling than a plain roast.

Fauna
The horns are not for show. A minotaur charges, and if the charge misses it turns faster than something that size should, and charges again.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Resources
A hard grey stone grown in a great beast's gut, ringed like a pearl by the years it took. Physicians hold it draws poison out of a body, and charge accordingly; alchemists know it does something, and are still arguing about what.
Dropped by: Buffalo, Bull, Cow, Elephant, Enraged Buffalo, Moose, Raging Bull, Yak.
Used in: Bezoar Draught.

Recipes
Needs: 1 x Bezoar, 1 x Oil
Makes: 1 x Bezoar Draught
Does: +25 health, cures poisoned
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A bezoar ground and steeped in oil. Draws a poison out and closes the wound it came in by; the old cure, and still the surest.

Provisions
+4 food
Small dark blue berries that stain the fingers. Good to eat, and dyers grind them with salt for a blue dye.

Recipes
Needs: 4 x Bilberries
Makes: 1 x Bilberry Jam
Does: +16 food, Bilberry Jam (+3 Archery), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of blue jam cooked from bilberries. Temporarily increases Archery.

Provisions
+16 food, Bilberry Jam (+3 Archery), 900s
A jar of blue jam cooked from bilberries. Temporarily increases Archery.

Recipes
Needs: 6 x Bilberries
Makes: 1 x Bilberry Wine
Does: Bilberry Wine (+4 Archery), 600s
Made at: a still.
A deep blue wine pressed from bilberries. While it lasts, your Archery is 4 higher.

Provisions
Bilberry Wine (+4 Archery), 600s
A deep blue wine pressed from bilberries. While it lasts, your Archery is 4 higher.

Thraeds
Affects targets within 3 tiles of the weaver. Applies webbed for 4s.
Roots rise around the weaver and bind nearby targets. They slow movement without dealing damage.
Available as a Thraedweaving choice at rank 4. The galdorthraed of binding teaches it.

Fauna
A small brown bird calling from a hedge. A flock taking flight can warn travellers of movement nearby.
Drops (50% chance): Bright Plume, Down Tuft.

Materials
Dense, dark iron with carbon folded through it. Strong but very heavy.
On a weapon: 1.22× damage, 1.08× the time between swings. On armour: 1.4× armour, -2 dodge a piece. 1.5× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: black-iron.

Resources
Ore black as a wet crow, dense past what its size says. Smiths call the metal it yields black-iron and charge accordingly.
Used in: Black-Iron Ingot.

Recipes
Needs: 3 x Black-Iron Ingot, 2 x any wood
Makes: 1 x Black-Iron Boar Spear
Made at: smithing.
A long haft keeps an opponent beyond arm’s reach.

Recipes
Needs: 2 x Black-Iron Ingot, 1 x Leather
Makes: 1 x Black-Iron Gloves
Made at: smithing.
Plain iron, hammered and left rough, with the smith's marks still on the inside. Allows the fingers to move freely.

Recipes
Needs: 2 x Black Ore, 2 x Charcoal
Makes: 1 x Black-Iron Ingot
Made at: smelting.
A bar of black-iron with a bruise-purple sheen where the light catches it. Takes an edge that outlasts its owner.

Resources
A bar of black-iron with a bruise-purple sheen where the light catches it. Takes an edge that outlasts its owner.
Used in: Black-Iron Boar Spear, Black-Iron Gloves, Black-Iron Sabre.

Recipes
Needs: 2 x Black-Iron Ingot, 1 x Leather, 1 x any cloth
Makes: 1 x Black-Iron Sabre
Made at: smithing.
Curved, single-edged, and quicker out of the scabbard than it looks.

Recipes
Needs: 1 x Saltpetre, 1 x Charcoal, 1 x Brimstone Crust, 1 x Sewn Pouch
Makes: 2 x Blackpowder Pouch
Does: thrown from the hot bar, bursting 4.8 tiles wide, 88-136 blunt, staggered, thrown back 2 tiles, damage rises with the maker's tier
Made at: an alchemy bench.
Saltpetre, charcoal and brimstone ground fine and sewn into a pouch with a fuse. Explodes with a deafening report.

Flora
The Blæscēap, or blazecap, has an orange cap and pale stem. It grows in scorched, arid ground. Brewers use its peppery flesh in warming ales and meads.
Used in: Blazecap and Pepper Stew, Blazecap Oil, Lamp Oil, Tonic of Vigor. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 2 x Red Meat, 2 x Blazecap, 1 x Peppercorns
Makes: 2 x Blazecap and Pepper Stew
Does: +65 food, Blazecap and Pepper Stew (+4 Might), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Beef stewed with blazecap mushrooms and cracked pepper. Temporarily increases Might.

Provisions
+65 food, Blazecap and Pepper Stew (+4 Might), 1350s
Beef stewed with blazecap mushrooms and cracked pepper. Temporarily increases Might.

Recipes
Needs: 1 x Blazecap, 1 x Bryneblōm, 1 x Oil
Makes: 1 x Blazecap Oil
Does: Blazing Edge (+3 damage, burns), 120s
Made at: an alchemy bench.
Amber and warm to hold, rendered from the burning bloom. A coated edge sets what it cuts alight, one blow in three.

Thraeds
Affects targets within 2.8 tiles of a target up to 7 tiles away. 88–136 damage, and 4 more for every point of Will above five. Applies burning for 6s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A blaze thrown rather than one raised: the chosen body and everything within three tiles of it alight for six seconds. The Pyrethraed's reach without standing in the middle of it.
Available as a Thraedweaving choice at rank 20, with Flame rank 14 required. The galdorthraed of the blaze teaches it.

Statuses
An open wound causes damage over time. Second Wind or Mend can stop the bleeding.
Default duration: 6s. Individual attacks or spells may set a different duration. Takes 5 health a second.

Thraeds
Affects targets within 2 tiles of a target up to 7 tiles away. 44–74 damage, and 3 more for every point of Will above five. Applies poisoned for 10s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Spreads rot across a patch of ground, poisoning targets in the area.
Available as a Thraedweaving choice at rank 12, with Nature rank 8 required. The galdorthraed of blight teaches it.

Resources
Large, soft magenta fruit with a tight skin. Eating them brings on cramps. Dyers grind them with salt for a purple dye.
Used in: Purple Dye.

Flora
Blōdscyld, or “Bloodshield,” has a bright red cap speckled with white and grows beneath old oaks. It is used to staunch wounds and restore vigour. Too much can cause hallucinations and fevered dreams.
Used in: Blodscyld Pottage, Ironhide Tonic. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 2 x Blodscyld, 1 x Carrot, 1 x Potato
Makes: 2 x Blodscyld Pottage
Does: +40 food, Blodscyld Pottage (+0.2 health a second), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Blodscyld mushrooms boiled down with carrot and potato. Restores health over time for a limited duration.

Provisions
+40 food, Blodscyld Pottage (+0.2 health a second), 900s
Blodscyld mushrooms boiled down with carrot and potato. Restores health over time for a limited duration.

Fauna
Chose this. Everything else in the barrows is dead by accident; the lich did the arithmetic and decided, and it has had centuries to be right.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Materials
Metal quenched in blood.
On a weapon: 1.34× damage, 1× the time between swings. On armour: 1.34× armour, +0 dodge a piece. 2.2× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: blood-tempered, frost, rime.

Resources
A strange, maroon-hued woody substance with dark veins running through its core, said to look almost like flowing blood. Known for its toughness and mystique, it is often used in magical artifacts and ritual structures. The danger in procuring this substance makes it rare and highly valuable.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Recipes
Needs: 4 x Bilberries, 1 x Salt
Makes: 1 x Blue Dye
Made at: a mortar and pestle in the field, or an alchemy bench.
A vial of blue dye, ground from bilberries with salt. Used to dye linen.

Resources
A vial of blue dye, ground from bilberries with salt. Used to dye linen.
Used in: Blue Linen.

Recipes
Needs: 1 x Linen Cloth, 1 x Blue Dye
Makes: 1 x Blue Linen
Made at: a crafting bench.
Linen cloth dyed blue. It serves anywhere plain cloth does, and sells for more.

Resources
Linen cloth dyed blue. It serves anywhere plain cloth does, and sells for more.
As any cloth: Black-Iron Sabre, Bronze Boots, Bronze Bracers, Bronze Buckler, Bronze Cuirass, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Mail Shirt, Bronze Marching Boots, Bronze Padded Hose, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze Trews, Bronze Vambraces, Bronze Work Gloves, Iron Pike, Iron Shortsword, Moonsilver Hatchet, Steel Greaves, Steel Leggings.

Resources
A curved lower tusk, worn to a chisel edge by the tusk above it. Still sharp. Still entirely capable of doing to a hand what it did to trees.
Dropped by: Mad Boar, Pig, Wild Boar.
Used in: Tusk Dirk.

Flora
The Fen-bēger, or “Bog Goblet,” grows deep in wetlands. Its broad bowl holds fragrant golden oil that attracts, traps and digests insects. The oil is used in lanterns, torches, alchemy and medicine.
Used in: Bog Liquor, Skein Draught. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Recipes
Needs: 2 x Bog Goblet, 1 x Wine
Makes: 1 x Bog Liquor
Made at: a still.
Bog goblets fermented in wine and run through the still. It smells of the fen and tastes worse.

Resources
Bog goblets fermented in wine and run through the still. It smells of the fen and tastes worse.
Used in: Witch's Brew.
Materials
Leather stiffened and moulded to hold its shape.
On a weapon: 0.74× damage, 0.97× the time between swings. On armour: 0.9× armour, +1 dodge a piece. 0.6× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: boiled-leather.

Recipes
Needs: 4 x Prawn, 1 x Salt
Makes: 2 x Boiled Prawns
Does: +25 food, Boiled Prawns (+3 Throwing), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Prawns boiled in salted water until they turn pink. Temporarily increases Throwing.

Provisions
+25 food, Boiled Prawns (+3 Throwing), 900s
Prawns boiled in salted water until they turn pink. Temporarily increases Throwing.

Masteries
Fire an exploding bolt from your strongest school. Enemies within 1.5 tiles of impact take 36 to 64 damage, plus 2 per point of Will above five, before skill and mastery bonuses. Has a 50% chance to apply that school's status. Uses no thraed slot.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
Clean enough. Carved, it is a needle, a handle or a charm; burnt, it is a fertiliser; ground, it goes into more recipes than anyone would like to know.
Dropped by: Arctic Wolf, Buffalo, Bull, Camel, Cow, Donkey, Elephant, Ember Slime, Emerald Viper, Enraged Buffalo, Frog, Galvanic Slime, Hex Slime, Horse, Kangaroo, Moose, Raging Bull, Rime Slime, Sand Cobra, Sanguine Slime, Snow Yeti, Swamp Troll, Timber Wolf, Toad, Umbral Slime, Wolf-Rat, Yak.
Used in: Bone Bow, Bone Broth, Bone Round Shield, Bone-Plate Helm, Claw Hook, Fang Knife, Horned Helm, Turtle-Shell Buckler, Tusk Axe, Tusk Dirk, Tusk Spear.

Materials
Bone plates and tines. Hard, brittle, and grim to look at.
On a weapon: 0.78× damage, 1× the time between swings. On armour: 0.8× armour, +0 dodge a piece. 0.45× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: bone-sewn, bonemail, bone.

Recipes
Needs: 6 x Bone, 2 x Horsehair, 1 x Gut Cord
Makes: 1 x Bone Bow
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Long bones scarfed and bound into a stave, strung with twisted horsehair. It draws harder than yew of the same length and does not mind the wet.

Recipes
Needs: 2 x Bone, 1 x any herb
Makes: 2 x Bone Broth
Does: +30 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Bones and an herb boiled down to a broth. Used as a base for stews.

Provisions
+30 food
Bones and an herb boiled down to a broth. Used as a base for stews.

Fauna
Every barrow has more bones than bodies, and somebody found a use for the surplus. A bone golem is a battlefield standing up.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Recipes
Needs: 8 x Bone, 2 x Gut Cord, 1 x Raw Hide
Makes: 1 x Bone Round Shield
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Long bones laid in a wheel and bound with gut, hide stretched over the face. It rattles when struck and holds.

Recipes
Needs: 6 x Bone, 1 x Raw Hide, 1 x Gut Cord
Makes: 1 x Bone-Plate Helm
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Bone plates drilled and laced over a hide cap. It looks like what it is, and what it is stopped a blade once already.

Fauna
Whoever it fought for has been dust a long time and it has not been told. Bony soldiers stand where they fell and come on when something living crosses the line they were holding.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Masteries
At a completed rest, choose one tier I passive from another line to borrow until you change it at a later rest. It costs no points and does not count toward prerequisites or devotion.
Requires character level 5 and 2 permanently learned tier I Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 1 x Storm Tincture, 1 x Salt, 1 x Stoneware Flask
Makes: 2 x Bottled Lightning
Does: thrown from the hot bar, bursting 4.4 tiles wide, 56-96 lightning, staggered, damage rises with the maker's tier
Made at: an alchemy bench.
Storm tincture sealed in salt-glazed stoneware. The bottle crackles faintly and releases a burst of lightning when it breaks.

Recipes
Needs: 4 x Brambleberries
Makes: 1 x Bramble Jam
Does: +16 food, Bramble Jam (+3 dodge), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of dark jam cooked from brambleberries. Temporarily increases dodge.

Provisions
+16 food, Bramble Jam (+3 dodge), 900s
A jar of dark jam cooked from brambleberries. Temporarily increases dodge.

Recipes
Needs: 6 x Brambleberries
Makes: 1 x Bramble Wine
Does: Bramble Wine (+1 Agility), 600s
Made at: a still.
A dark, sweet wine pressed from brambleberries. While it lasts, your Agility is 1 higher.

Provisions
Bramble Wine (+1 Agility), 600s
A dark, sweet wine pressed from brambleberries. While it lasts, your Agility is 1 higher.

Provisions
+4 food
Glossy black berries, sweet when fully ripe. Eaten raw they do little against hunger; they are better stewed, spread on bread or pressed into wine.

Thraeds
Affects targets within 4 tiles of the weaver. 95–145 damage, and 5 more for every point of Will above five. Applies webbed for 5s. Applies poisoned for 8s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Brambles up out of the ground four tiles round the weaver, with thorns in them. Everything in them is held for five seconds and poisoned for eight. The Briarthraed with a tier of growth on it.
Available as a Thraedweaving choice at rank 28, with Nature rank 20 required. The galdorthraed of brambles teaches it.

Masteries
Strike an enemy you choose for 250% weapon damage and mark it for 5 seconds. The mark makes it take 20% more damage. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Requires a melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 10 and 2 permanently learned tier II Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
A bolt with a range of 9 tiles. 185–275 damage, and 6 more for every point of Will above five. Applies burning for 8s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
One body, and nothing else, burnt by a brand nine tiles long. The hottest single thread in the school; where the Cinderthraed falls on a crowd, this is for the one that has to die first.
Available as a Thraedweaving choice at rank 28, with Flame rank 20 required. The galdorthraed of the brand teaches it.

Materials
A soft metal valued more for its appearance than its cutting edge.
On a weapon: 0.86× damage, 1.01× the time between swings. On armour: 0.88× armour, +0 dodge a piece. 0.9× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: brass, lapis.

Fauna
Eight feet of appetite with a club it made by pulling. Ogres are slow to think and quick to swing, and they eat what they kill, so a party that loses to one is not found.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Recipes
Needs: 2 x Flour, 1 x Salt
Makes: 2 x Bread Loaf
Does: +30 food
Made at: a fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
A brown loaf with a crust worth the argument. The town runs on these.

Recipes
Needs: 1 x Bread Loaf, 2 x any fruit
Makes: 2 x Bread and Jam
Does: +28 food
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Bread spread with fruit cooked down to jam.

Provisions
+28 food
Bread spread with fruit cooked down to jam.

Provisions
+30 food
A brown loaf with a crust worth the argument. The town runs on these.

Masteries
Remove one harmful combat status from yourself or a party ally within 4 tiles, prioritizing control effects, then distance. The recipient resists that same status for 4 seconds. Does not cure hunger, exhaustion or drowning.
Requires character level 17 and 2 permanently learned tier III Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects targets within 2.8 tiles of a target up to 7 tiles away. 82–128 damage, and 4 more for every point of Will above five. Applies soaked for 5s. Knocks the target back 2 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A wave that breaks on the chosen body and everything within three tiles of it, throwing them two tiles back and leaving them soaked for five seconds. The Undertowthraed's bigger sister.
Available as a Thraedweaving choice at rank 20, with Tide rank 14 required. The galdorthraed of the breaker teaches it.

Provisions
+30 food
A freshwater fish caught in lakes. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Materials
Living wood grown into its shape, still green under the grain.
On a weapon: 1.02× damage, 0.98× the time between swings. On armour: 0.98× armour, +1 dodge a piece. 1× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: briar, moss-grown, treant.

Thraeds
Affects targets within 3.5 tiles of the weaver. 74–117 damage, and 4 more for every point of Will above five. Applies webbed for 5s. 50% chance to apply poisoned for 8s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Raises a thicket around the weaver. Its briars injure and trap nearby targets, with a chance to poison them.
Available as a Thraedweaving choice at rank 20, with Nature rank 14 required. The galdorthraed of briars teaches it.

Resources
A small feather in a colour no dye reliably reproduces. Worth more to a hatter than to a fletcher, and worth most to whoever is courting.
Dropped by: Bird.

Flora
A yellow crust that creeps over hot ground like a fungus and smells of struck matches. Alchemists call it brimstone and grind it for powder.
Used in: Blackpowder Pouch. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Resources
Thick pigskin with the bristles left standing in it, pocked and stubborn. It makes brushes, cheap armour facings, and a great deal of noise when you try to cut it.
Dropped by: Mad Boar, Pig, Wild Boar.
As any hide: Bedroll.

Masteries
Once you have earned rank 5 in 3 physical weapon skills, deal +10% damage with physical weapons. Temporary skill bonuses do not count.
Works with: Physical weapons only: not wands.
Requires character level 17 and 2 permanently learned tier III Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Materials
Good bronze: the measure everything else is held against.
On a weapon: 1× damage, 1× the time between swings. On armour: 1× armour, +0 dodge a piece. 1× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: bronze.

Recipes
Needs: 2 x Bronze Ingot, 1 x Leather
Makes: 1 x Bronze Blade
Made at: smithing.
A straight blade, edged both sides and meant for a shield to go with it.

Recipes
Needs: 3 x Bronze Ingot, 1 x any wood
Makes: 1 x Bronze Board
Made at: smithing.
Bronze gone the colour of a wet penny, and it will not rust however long it is left out. Chased patterns run along the borders. Strapped, not held, so the hand stays free to grip.

Recipes
Needs: 2 x Bronze Ingot, 1 x any cloth
Makes: 1 x Bronze Boots
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Nothing decorative anywhere on it. Shin and instep, and heavy on a long day.

Recipes
Needs: 2 x Bronze Ingot, 1 x Leather, 1 x any cloth
Makes: 1 x Bronze Bracers
Made at: smithing.
Bronze gone the colour of a wet penny, and it will not rust however long it is left out. The ornament was worked by hand. Allows the fingers to move freely.

Recipes
Needs: 3 x Bronze Ingot
Makes: 1 x Bronze Breeches
Made at: smithing.
Bronze gone the colour of a wet penny, and it will not rust however long it is left out. Covers thigh and knee, where a man on foot is cut most.

Recipes
Needs: 3 x Bronze Ingot, 1 x any wood, 1 x any cloth
Makes: 1 x Bronze Buckler
Made at: smithing.
Bronze gone the colour of a wet penny, and it will not rust however long it is left out. Nothing decorative anywhere on it. Strapped, not held, so the hand stays free to grip.

Recipes
Needs: 4 x Bronze Ingot, 1 x Leather
Makes: 1 x Bronze Coat
Made at: smithing.
Bronze gone the colour of a wet penny, and it will not rust however long it is left out. Covers the ribs and the belly; the shoulders are left to a cloak.

Recipes
Needs: 2 x Bronze Ingot
Makes: 1 x Bronze Coif
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Sits close on the skull, and takes some getting used to.

Recipes
Needs: 4 x Bronze Ingot, 1 x Leather, 1 x any cloth
Makes: 1 x Bronze Cuirass
Made at: smithing.
Bronze gone the colour of a wet penny, and it will not rust however long it is left out. Chased patterns run along the borders. Covers the ribs and the belly; the shoulders are left to a cloak.

Recipes
Needs: 2 x Bronze Ingot, 1 x any cloth, 1 x Leather, 1 x any wood
Makes: 1 x Bronze Helm
Made at: smithing.
Bronze gone the colour of a wet penny, and it will not rust however long it is left out. It glows in the dark. Sits close on the skull, and takes some getting used to.

Recipes
Needs: 1 x Copper Ore, 1 x Tin Ore
Makes: 1 x Bronze Ingot
Made at: smelting.
Copper married to tin: harder than either parent and the colour of late honey. The old empires armed whole legions with it.

Resources
Copper married to tin: harder than either parent and the colour of late honey. The old empires armed whole legions with it.
Used in: Bronze Blade, Bronze Board, Bronze Boots, Bronze Bracers, Bronze Breeches, Bronze Buckler, Bronze Coat, Bronze Coif, Bronze Cuirass, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Mail Shirt, Bronze Marching Boots, Bronze Padded Hose, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze Trews, Bronze Vambraces, Bronze War Spear, Bronze Work Gloves, Tempered Chitin Boots, Tempered Chitin Cuirass, Tempered Chitin Gauntlets, Tempered Chitin Greaves, Tempered Chitin Helm.

Recipes
Needs: 3 x Bronze Ingot, 1 x any cloth, 1 x Leather, 1 x any wood
Makes: 1 x Bronze Kettle Helm
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Nothing decorative anywhere on it. Sits close on the skull, and takes some getting used to.

Recipes
Needs: 3 x Bronze Ingot, 2 x any wood, 1 x any cloth, 1 x Leather
Makes: 1 x Bronze Kite Shield
Made at: smithing.
Warm-toned brass and bronze, softer than steel. The ornament was worked by hand. Strapped, not held, so the hand stays free to grip.

Recipes
Needs: 4 x Bronze Ingot, 2 x Leather, 1 x any cloth
Makes: 1 x Bronze Mail Shirt
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Chased patterns run along the borders. Covers the ribs and the belly; the shoulders are left to a cloak.

Recipes
Needs: 2 x Bronze Ingot, 2 x any cloth
Makes: 1 x Bronze Marching Boots
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Shin and instep, and heavy on a long day.

Recipes
Needs: 3 x Bronze Ingot, 1 x any cloth
Makes: 1 x Bronze Padded Hose
Made at: smithing.
Warm-toned brass and bronze, softer than steel. The ornament was worked by hand. Covers thigh and knee, where a man on foot is cut most.

Recipes
Needs: 4 x Bronze Ingot, 2 x any wood, 1 x any cloth, 1 x Leather
Makes: 1 x Bronze Round Shield
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Chased patterns run along the borders. Strapped, not held, so the hand stays free to grip.

Recipes
Needs: 4 x Bronze Ingot, 1 x any cloth, 1 x Leather, 1 x any wood
Makes: 1 x Bronze Sallet
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Chased patterns run along the borders. Sits close on the skull, and takes some getting used to.

Recipes
Needs: 4 x Bronze Ingot, 2 x Leather, 1 x any cloth, 1 x any wood
Makes: 1 x Bronze Scale Coat
Made at: smithing.
Bronze gone the colour of a wet penny, and it will not rust however long it is left out. Nothing decorative anywhere on it. Covers the ribs and the belly; the shoulders are left to a cloak.

Recipes
Needs: 3 x Bronze Ingot, 1 x any cloth, 1 x Leather
Makes: 1 x Bronze Trews
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Covers thigh and knee, where a man on foot is cut most.

Recipes
Needs: 2 x Bronze Ingot, 2 x Leather, 1 x any cloth
Makes: 1 x Bronze Vambraces
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Chased patterns run along the borders. Allows the fingers to move freely.

Recipes
Needs: 3 x Bronze Ingot, 2 x any wood
Makes: 1 x Bronze War Spear
Made at: smithing.
A long haft keeps an opponent beyond arm’s reach.

Recipes
Needs: 2 x Bronze Ingot, 2 x Leather, 1 x any cloth, 1 x any wood
Makes: 1 x Bronze Work Gloves
Made at: smithing.
Warm-toned brass and bronze, softer than steel. Nothing decorative anywhere on it. Allows the fingers to move freely.

Flora
Brūnswamm means “brown mushroom.” It grows in shaded forests and grassy woodlands, and develops a rich, nutty aroma when cooked.
Used in: Bearhide Draught, Beef and Brunswamm Pie, Brunswamm on Bread. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 2 x Brūnswamm, 1 x Bread Loaf
Makes: 2 x Brunswamm on Bread
Does: +40 food, Brunswamm on Bread (+2 Vitality), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Brunswamm mushrooms fried and piled on toasted bread. Temporarily increases Vitality.

Provisions
+40 food, Brunswamm on Bread (+2 Vitality), 900s
Brunswamm mushrooms fried and piled on toasted bread. Temporarily increases Vitality.

Flora
Bryneblōm, or “Burn Bloom,” is an orange mushroom that grows on land cleared by fire. Healers use its prepared essence to restore vitality and treat deep wounds.
Used in: Beast Heart Stew, Blazecap Oil, Bryneblom Broth, Firebomb. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 1 x Bryneblōm, 1 x Bone Broth, 1 x Carrot
Makes: 2 x Bryneblom Broth
Does: +50 food, Bryneblom Broth (+0.4 health a second), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Bryneblom and carrot simmered in bone broth. Restores health over time for a limited duration.

Provisions
+50 food, Bryneblom Broth (+0.4 health a second), 1350s
Bryneblom and carrot simmered in bone broth. Restores health over time for a limited duration.

Characters
A thane apprenticed to Thrymyr. She knows thraedweaving, local plants and the charts of the regions familiar to her. On her master's orders, she crossed to Ahtar and brought you back through a wyrdport. Thrymyr opened it; Brynja cannot open one herself.
She looks like a girl of twelve, but is three hundred and nineteen years old—still young for a thane.
She was sent for you because one of Thrymyr's wards woke on Ahtar. She does not know what he means to do with you, and suspects he wants to understand how your ability appeared.
She has heard the name Aeternus in connection with the war, and would like to know whether that exile is the ruler of your Empire.
Materials
Oiled, supple leather that moves with the body.
On a weapon: 0.7× damage, 0.96× the time between swings. On armour: 0.75× armour, +2 dodge a piece. 0.5× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: buff-leather, leather, simple.

Fauna
A heavy, shaggy animal with low horns. The herd usually ignores travellers, but will charge if crowded.
Drops (90% chance, 3 tries): Raw Hide, Ox Horn, Tallow, Bone, Bezoar.

Fauna
The club is a tree that lost an argument. A basher swings slow and does not need to swing twice.

Fauna
A bugbear with a crossbow. It shoots from behind the bugbear line.

Fauna
Armoured, disciplined, and worse for it. The elites are what a bugbear chief keeps back for a fight worth winning, and if you are meeting one the chief has decided you are.

Fauna
Fur, muscle and a quiet that does not suit a thing that size. Bugbears move through woods without a sound and are on you before the goblins they keep have finished pointing.

Fauna
Nobody named it; the name is what the survivors said. Something in the blood ran wrong and kept running, and the bugbears feed it and point it and stay well back.

Fauna
A bugbear who weaves stone thraeds, throwing rock and raising spikes from the ground.

Fauna
A broad, black bull with a thick neck, grazing on the village common. Leave it alone; once provoked, it can endanger everyone nearby.
Drops (90% chance, 3 tries): Raw Hide, Ox Horn, Tallow, Bone, Bezoar.

Masteries
For 6 seconds, you and allies within 4 tiles take 30% less hit damage. Does not reduce damage over time.
Requires character level 17 and 2 permanently learned tier III Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects one target up to 5 tiles away. Applies Bulwarked (+10 armour, +4 defence) for 30s.
A stronger form of Wardthraed that protects one target with stone-like armour.
Available as a Thraedweaving choice at rank 20, with Stone rank 14 required. The galdorthraed of the bulwark teaches it; a scroll of the bulwark weaves it once on the reader.

Statuses
Fire causes damage over time. Wellthraed can extinguish it.
Default duration: 5s. Individual attacks or spells may set a different duration. Takes 8 health a second.

Recipes
Needs: 2 x Cream, 1 x Salt
Makes: 2 x Butter
Does: +10 food
Made at: a fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
Cream churned into butter and salted. Used in cooking and baking.

Provisions
+10 food
Cream churned into butter and salted. Used in cooking and baking.

Recipes
Needs: 2 x any egg, 1 x Butter
Makes: 2 x Buttered Eggs
Does: +35 food, Buttered Eggs (+2 Wits), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Eggs stirred in a pan with butter until they set. Temporarily increases Wits.

Provisions
+35 food, Buttered Eggs (+2 Wits), 900s
Eggs stirred in a pan with butter until they set. Temporarily increases Wits.

Provisions
+15 food
A green cabbage, tight as a drum. Feeds a family or one determined traveller.

Fauna
A long-legged pack animal chewing its cud. It can carry heavy loads over long distances with little water.
Drops (85% chance, 2 tries): Raw Hide, Horsehair, Gut Cord, Bone.

Masteries
Rested lasts 25% longer after you sleep in a bed or bedroll.
Requires character level 5 and 2 permanently learned tier I Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects targets within 2.8 tiles of a target up to 7 tiles away. 70–110 damage, and 4 more for every point of Will above five. Applies poisoned for 10s. 50% chance to apply bleeding for 5s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A rot put into the chosen body and everything within three tiles of it: ten seconds of poison, and half of them opened and bleeding besides. The Blightthraed grown up.
Available as a Thraedweaving choice at rank 20, with Nature rank 14 required. The galdorthraed of the canker teaches it.

Masteries
Buffs from cooked meals and drinks you consume last 20% longer.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+55 food
A large freshwater fish caught in lakes. Can be eaten raw. Process one at a butcher table for two fish fillets, or on a drying rack for two portions of dried fish.

Provisions
+15 food
A carrot with the soil barely brushed off. The greengrocer swears it improves the eyes.

Fauna
It lives here. Not in any particular house — here, in the street, on the wall, under the cart — and it is fed by four families each of whom believe it is theirs.
Drops (70% chance): Raw Hide, Night Pelt, Fang, Claw.

Recipes
Needs: 1 x Wæterwīf, 1 x Dewtussle, 1 x Oil
Makes: 1 x Catfoot Tonic
Does: Catfoot (+8 dodge), 180s
Made at: an alchemy bench.
A green, faintly effervescent tonic that helps the drinker dodge attacks.

Provisions
+12 food
A head of cauliflower.

Recipes
Needs: 1 x Cauliflower, 1 x Cheese Wedge, 1 x Milk
Makes: 2 x Cauliflower Cheese
Does: +45 food, Cauliflower Cheese (+2 Vitality), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Cauliflower baked under a sauce of milk and melted cheese. Temporarily increases Vitality.

Provisions
+45 food, Cauliflower Cheese (+2 Vitality), 900s
Cauliflower baked under a sauce of milk and melted cheese. Temporarily increases Vitality.

Fauna
Brown, humped at the shoulder, filling the mouth of whatever hole it has decided is its. Cave bears do not hunt people either, but they defend a den with a thoroughness that makes the distinction academic.
Drops (95% chance, 3 tries): Snow Pelt, Shaggy Pelt, Great Claw, Fang, Beast Heart.

Recipes
Needs: 3 x any wood
Makes: 2 x Charcoal
Made at: a crafting bench.
Wood burnt slow under turf until it is black, light and burns hot.

Resources
Wood burnt slow under turf until it is black, light and burns hot.
Used in: Black-Iron Ingot, Blackpowder Pouch, Iron Ingot, Steel Ingot, Tempered Chitin Boots, Tempered Chitin Cuirass, Tempered Chitin Gauntlets, Tempered Chitin Greaves, Tempered Chitin Helm.

Recipes
Needs: 1 x Cheese Wedge, 1 x Onion, 1 x any egg, 2 x Pastry
Makes: 2 x Cheese and Onion Tart
Does: +60 food, Cheese and Onion Tart (+4 Wits), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A pastry case filled with cheese, onion and egg and baked until set. Temporarily increases Wits.

Provisions
+60 food, Cheese and Onion Tart (+4 Wits), 1350s
A pastry case filled with cheese, onion and egg and baked until set. Temporarily increases Wits.

Provisions
+22 food
A wedge of hard yellow cheese, aged past politeness into character.

Provisions
+15 food
A pair of dark cherries on the stem. Summer, briefly, in the hand.

Fauna
A brown hen pecking through weeds for insects. Villagers keep them for their eggs.
Drops (75% chance, 2 tries): Down Tuft, Pale Egg, Barred Plume, Tallow.

Masteries
Release a frost burst in a 5-tile radius. Deals 32 to 48 damage, plus 2 per point of Will above five, before bonuses. Chills enemies for 6 seconds, with a 33% chance to freeze them for 2 seconds.
Requires character level 10 and 2 permanently learned tier II Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Statuses
Cold slows movement. Frost attacks can apply this effect.
Default duration: 3s. Individual attacks or spells may set a different duration. Movement at 60%.

Recipes
Needs: 2 x Chitin Plate, 1 x Spider Silk, 1 x Raw Hide
Makes: 1 x Chitin Boots
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Hide boots with chitin over the toe and shin. A scorpion's own sting slides off the stuff, which is what it is for.

Recipes
Needs: 6 x Chitin Plate, 3 x Spider Silk, 1 x Gut Cord
Makes: 1 x Chitin Cuirass
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Plates off a spider's back, drilled and laced with its own silk over a hide lining. Lighter than bronze and it turns a blade better; the smell fades in a week.

Recipes
Needs: 2 x Chitin Plate, 1 x Spider Silk, 1 x Raw Hide
Makes: 1 x Chitin Gauntlets
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Plates over the knuckles and the back of the hand, the palm left in hide so the fingers can close on a hilt. The claws are decoration. Mostly.

Recipes
Needs: 4 x Chitin Plate, 2 x Spider Silk, 1 x Gut Cord
Makes: 1 x Chitin Greaves
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Overlapping plates laced down the thigh and shin, hinged with silk so the knee still bends. Insects have been wearing it longer than we have been forging.

Recipes
Needs: 3 x Chitin Plate, 2 x Spider Silk
Makes: 1 x Chitin Helm
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A carapace cut and shaped to sit over the skull, the eye-ridges left where they were. Nothing on a bronze cap can match the weight of it, which is nearly none.

Resources
A curved piece of shell from something with too many legs. Lighter than bone and harder to cut.
Dropped by: Coral Crab, Dunereave Scorpion, Lava Ant, Tawny Spider.
Used in: Chitin Boots, Chitin Cuirass, Chitin Gauntlets, Chitin Greaves, Chitin Helm.

Provisions
+5 food
Cloudy apple cider from the orchard presses. Sharp, and kinder than ale on the morning after.

Thraeds
Affects targets within 3.2 tiles of a target up to 7 tiles away. 118–176 damage, and 5 more for every point of Will above five. Applies burning for 8s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A fire that has already burnt down, thrown as a cloud of cinders over the chosen body and everything three tiles round it. There is no flame to see at first; everything it lands on is alight for eight seconds, and the cinders keep falling.
Available as a Thraedweaving choice at rank 28, with Flame rank 20 required. The galdorthraed of cinders teaches it.

Resources
A claw or a fang, pulled whole. Hooked, sharp, and still able to open a hand that holds it carelessly.
Dropped by: Arctic Wolf, Cat, Coral Crab, Dog, Dunereave Scorpion, Lava Ant, Skunk, Snow Fox, Snow Yeti, Swamp Troll, Timber Wolf, Wolf-Rat.
Used in: Claw Hook, Claw Ring.

Recipes
Needs: 2 x Great Claw, 3 x Claw, 1 x Bone
Makes: 1 x Claw Hook
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A bear's claw hafted as a hook, smaller claws set behind it for the backswing. It reaches round a shield the way the bear meant it to.

Recipes
Needs: 1 x Talon, 2 x Claw
Makes: 1 x Claw Ring
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A talon bent into a ring, claws set round it. The hand it sits on is quicker than the other, which is a strange thing to notice about yourself.

Fauna
Comes down screaming out of a clear sky and goes back up with something. Harpies roost on the high crags and quarrel over what they bring home, and they are cowards singly and terrible in a flock.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Resources
A fired brick of red clay. Laid in mortar it takes a heat that would crack common stone, which is why hearths and forges are lined with it.

Fauna
Somebody made it to guard something and then died, and it is still guarding. Clay golems are slow and do not bleed and do not stop.

Recipes
Needs: 2 x Wine
Makes: 1 x Clear Spirit
Made at: a still.
Wine distilled twice to make a strong spirit, used as a base for many alchemical preparations.

Resources
Wine distilled twice to make a strong spirit, used as a base for many alchemical preparations.
Used in: Heartblood, Heartsease, Holy Water, Red Measure, Rime Spirit, Storm Tincture, Wound-Wine.

Masteries
+15% damage with heavy arms, or +30% with a two-handed one, and a hammer's or mace's smash lands 25% wider.
Works with: Heavy weapons only.
Requires character level 10 and 2 permanently learned tier II Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.
Materials
Layered cloth. It turns a glancing cut and nothing else.
On a weapon: 0.6× damage, 0.95× the time between swings. On armour: 0.5× armour, +3 dodge a piece. 0.3× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: quilted, padded, linen.

Provisions
+55 food
A large sea fish caught off the shore. Can be eaten raw. Process one at a butcher table for two fish fillets, or on a drying rack for two portions of dried fish.

Masteries
A damaging physical weapon hit against an enemy affected by your own poison chills it for 2 seconds. Can occur once every 8 seconds. Does not replace an existing chill.
Works with: Physical weapons only: not wands.
Requires character level 10 and 2 permanently learned tier II Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 2 x Poultry
Makes: 2 x Cooked Drumstick
Does: +35 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A drumstick roasted to a proper brown. Best eaten walking, like all honest food.

Provisions
+35 food
A drumstick roasted to a proper brown. Best eaten walking, like all honest food.
Words
Cooking recipes list their ingredients, outputs, required skill and station. Tier I covers basic dishes. Tier II requires Cooking 8 and at least a fireplace; Tier III requires Cooking 15 and a kitchen stove. Some recipes, including the Tier III dishes, must first be learned from recipe sheets. A portable cooking kit can make only recipes marked for field use.
Cooking skill also determines a dish's quality: plain at ranks 1-5, Good at 6-10, Fine at 11-15, Excellent at 16-20, Superb at 21-25, Masterful at 26-30 and Perfect at 31 or above. Each grade above plain adds 8% nourishment, 15% buff strength, 15% buff duration and 10% value. The item card shows quality separately from the name. Staples such as flour, butter and bread are not graded. Recipe and Provisions entries show plain-quality values.
Settler cooks use their own Cooking skill. They prepare Tier I recipes by default; raise the permitted tier in the Settlement menu to allow more advanced dishes.

Recipes
Needs: 2 x any stone, 1 x any wood, 1 x Salt
Makes: 1 x Cooking Kit
Does: a field kit for cooking: right-click to open
Made at: a crafting bench.
An iron pan with a folding handle, a knife, salt and a little grease. Used over a fire to cook simple meals; more elaborate dishes require a hearth.

Recipes
Needs: 1 x Wēsteċirċe, 1 x Oil
Makes: 1 x Cooling Salve
Does: +8 health, cures burning
Made at: a mortar and pestle in the field, or an alchemy bench.
A jar of grey-green paste from the waste-mushroom. Smeared on, it puts a fire out and takes the sting with it.

Materials
Soft copper bound over wood or iron. It dents, but it holds.
On a weapon: 0.84× damage, 1× the time between swings. On armour: 0.85× armour, +0 dodge a piece. 0.65× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: copper-banded, bronze-cupped, banded.

Recipes
Needs: 2 x Copper Ore
Makes: 1 x Copper Ingot
Made at: smelting.
A bar of clean copper, warm-coloured and soft enough to mark with a thumbnail. Honest metal for honest work.

Resources
A bar of clean copper, warm-coloured and soft enough to mark with a thumbnail. Honest metal for honest work.

Resources
Green-crusted stone with the metal showing through in dull orange veins. Roasts out easily; the first metal anyone smelts.
Used in: Bronze Ingot, Copper Ingot.

Fauna
A red-shelled crab with one claw much larger than the other. It retreats into a hole when approached, but can take off a finger if cornered.
Drops (80% chance, 2 tries): Chitin Plate, Claw, Speckled Egg.

Provisions
+12 food
An ear of corn, husk and all.

Fauna
Stitched from more than one body and animated by something that did not care about the seams. Walkers hit hard and come apart slowly.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Flora
Pale, jointed fruiting bodies standing up out of the floor like a hand out of a grave, and named accordingly. It is good eating. It is very hard to be the first to try.
Used in: Corpsefinger Stew, Heartsease, Red Measure. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 3 x Corpsefinger, 1 x Potato, 1 x Onion
Makes: 2 x Corpsefinger Stew
Does: +45 food, Corpsefinger Stew (+2 armour), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Corpsefinger mushrooms stewed with potato and onion until soft. Temporarily increases armour.

Provisions
+45 food, Corpsefinger Stew (+2 armour), 900s
Corpsefinger mushrooms stewed with potato and onion until soft. Temporarily increases armour.

Fauna
Something went wrong in the heartwood and kept growing anyway. It is slow enough to walk away from, provided you notice it before it has finished deciding you are worth the effort of turning around.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Masteries
While holding two one-handed melee weapons, a block or dodge returns 75% of the stopped damage to the attacker. Uses the stronger of this and Riposte; they do not add together.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 10 and 2 permanently learned tier II Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 5 x any fruit
Makes: 1 x Wine
Does: +4 food, Merry (+2 damage, -4 dodge), 300s
Made at: a still.
A green bottle of the local red. Courage in, judgement out.

Fauna
A brown-and-white cow chewing steadily. She is the most valuable animal the family owns, and everyone knows her name.
Drops (90% chance, 3 tries): Raw Hide, Ox Horn, Tallow, Bone, Bezoar.

Fauna
Grey where the snow yeti is white, and it lives where the snow gives out and the rock begins. Crag yetis throw stones, and then themselves.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Thraeds
Affects targets within 2.5 tiles of a target up to 6 tiles away. 85–135 damage, and 4 more for every point of Will above five. 50% chance to apply petrified for 2s. Knocks the target back 1.5 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A crag's worth of stone dropped on the chosen body and whatever stands near it. It knocks everything back a tile and a half, and half of what it strikes is left standing stone-still for a moment, which is the time a weaver needs.
Available as a Thraedweaving choice at rank 20, with Stone rank 14 required. The galdorthraed of the crag teaches it.

Recipes
Needs: 2 x Milk
Makes: 1 x Cream
Does: +10 food
Made at: a fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
The thick cream skimmed from milk after it has been left to stand. Used in cooking, and churned into butter.

Provisions
+10 food
The thick cream skimmed from milk after it has been left to stand. Used in cooking, and churned into butter.

Materials
Red-tempered metal that never quite cools.
On a weapon: 1.1× damage, 1× the time between swings. On armour: 1.08× armour, +0 dodge a piece. 1.3× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: crimson, ember, emberstone.

Fauna
A knee-high red imp. They gather in noisy groups in scorched country and attack viciously.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Masteries
Sweep the way you aim 2 times, dealing 100% weapon damage per strike to everyone in the arc. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Requires a melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 10 and 2 permanently learned tier II Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
A damaging melee hit marks that target for 4 seconds. Your next damaging thraed strike against it deals +20% damage and spends the mark, even if blocked or dodged. Only your most recent melee target is marked.
Works with: Melee weapons and thraeds.
Requires character level 10 and 2 permanently learned tier II Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+3 food
Small purple-black berries, watery and mild. Eaten raw they do little against hunger.

Recipes
Needs: 4 x Crowberries
Makes: 1 x Crowberry Jam
Does: +16 food, Crowberry Jam (+2 Wits), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of dark jam cooked from crowberries. Temporarily increases Wits.

Provisions
+16 food, Crowberry Jam (+2 Wits), 900s
A jar of dark jam cooked from crowberries. Temporarily increases Wits.

Recipes
Needs: 6 x Crowberries
Makes: 1 x Crowberry Wine
Does: Crowberry Wine (+2 Will), 600s
Made at: a still.
A dark, mild wine pressed from crowberries. While it lasts, your Will is 2 higher.

Provisions
Crowberry Wine (+2 Will), 600s
A dark, mild wine pressed from crowberries. While it lasts, your Will is 2 higher.

Fauna
One eye, and it has found you. Cyclopes keep to the high dry country with their goats and their grudges, and a traveller is both to them.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Recipes
Needs: 2 x Milk, 1 x Vinegar, 1 x Salt
Makes: 2 x Curd Cheese
Does: +15 food
Made at: a fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
Soft, lightly salted cheese made from milk curds. It spoils quickly; use it to make hard cheese for longer storage.

Provisions
+15 food
Soft, lightly salted cheese made from milk curds. It spoils quickly; use it to make hard cheese for longer storage.

Recipes
Needs: 1 x Curd Cheese, 1 x Honey
Makes: 2 x Curds and Honey
Does: +25 food, Curds and Honey (+15% skein regeneration), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Fresh curd cheese with honey poured over it. Temporarily increases skein regeneration.

Provisions
+25 food, Curds and Honey (+15% skein regeneration), 900s
Fresh curd cheese with honey poured over it. Temporarily increases skein regeneration.

Recipes
Needs: 3 x Pork, 1 x Salt
Makes: 1 x Cured Ham
Does: +45 food, Hearty (+2 damage), 900s
Made at: a butcher table.
Salt-cured ham, dense as a fence post and twice as sustaining.

Provisions
+45 food, Hearty (+2 damage), 900s
Salt-cured ham, dense as a fence post and twice as sustaining.

Resources
A ram's horn, ridged and coiled in on itself. Slices of it press into combs and buttons; whole, it is what a shepherd blows at the pass.
Dropped by: Goat.

Masteries
A small-blade melee hit that leaves an enemy alive gives +8 dodge against that enemy while you move away from it, for 4 seconds. Can trigger once every 6 seconds.
Works with: Small blades only.
Requires character level 10 and 2 permanently learned tier II Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
Two blades and a lifetime longer than yours spent learning them. A blademaster fights as though the fight were already over and it is only showing you how.

Fauna
The one the others defer to, which for dark elves means they do not stab it. A mage does not come to the surface without a reason, and its reason is generally enough to be worth killing everyone who saw it.

Fauna
Draws and casts in the same motion. A spellslinger does not hold ground or take it; it moves, and whatever it throws arrives a moment after you have looked away.

Fauna
Pale, quick, and already behind you. Dark elves do not come up from wherever it is they come from for nothing, and a thief among them is there for something you are carrying.

Resources
A lustrous, almost black wood with a hint of purple sheen under the light. Rare and difficult to work with, it’s valued for high-end weaponry and intricate, luxury carvings.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Resources
A dense, weighty wood with a deep, chocolate-brown core and a rich, reddish hue near the bark. Known for its resistance to warping and moisture, it’s ideal for furniture and durable structures.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Resources
This wood has a dark gray-brown hue, with a slight grainy texture and a faint, earthy scent. While not as strong as hardwoods, its flexibility makes it suitable for crafting and lightweight furniture.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Thraeds
Affects targets within 1.8 tiles of a target up to 7 tiles away. 44–74 damage, and 3 more for every point of Will above five. Applies marked for 6s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A burst of light that damages and marks targets, making them take more damage from subsequent attacks.
Available as a Thraedweaving choice at rank 12, with Life rank 8 required. The galdorthraed of the dawn teaches it.

Fauna
It swore something, once, and broke it, and this is the price. A death knight fights in the armour it died in with a skill death did not take, and the ground frosts where it stands.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Fauna
Starved past death and still hungry. The wendigo walks the white places where somebody once ate somebody, and it is always, always cold near it.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Fauna
A long-legged, red-brown deer feeding at the treeline. Its ears turn toward nearby sounds, and it bolts when it notices a person.
Drops (85% chance, 2 tries): Raw Hide, Great Antler, Gut Cord, Tallow.

Flora
Dewtussle has slender, silvery leaves and clusters of pale blue flowers. Dried and smoked, it has mildly psychoactive and sedative effects.
Used in: Catfoot Tonic, Quickfoot Philter. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Fauna
A rough-coated village dog with scars around its muzzle. It recognises the residents by smell and watches strangers closely.
Drops (70% chance): Raw Hide, Night Pelt, Fang, Claw.
Words
The continent on Ahtar where you were born. The Aeternian Empire conquered many of its kingdoms, including Esre, Breggania, Firenze, Ispan, Arania, Zhonghai and the highland holds. Hermania remains outside the Empire. Knowledge of the Drift is scarce on Doma, and people in the Drift know little of Doma in return.

Fauna
Grey, long-eared, planted. A donkey will carry a ruinous load all day without complaint and then refuse absolutely to cross a puddle, and no amount of pulling has ever settled the question of why.
Drops (85% chance, 2 tries): Raw Hide, Horsehair, Gut Cord, Bone.

Resources
A handful of the soft inner feathers from under a waterfowl's wing. Weightless, warm, and impossible to gather tidily — it gets everywhere.
Dropped by: Bird, Chicken, Duck, Goose, Pigeon.
Used in: Down-Lined Coat.

Recipes
Needs: 4 x Down Tuft, 2 x Raw Fleece, 2 x Raw Hide
Makes: 1 x Down-Lined Coat
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A hide coat quilted with down and fleece. It stops a blow the way a mattress stops one, which is better than it sounds, and it is the warmest thing a walker can wear.

Fauna
A Dracanfolc with a longbow. Dracanfolc archers shoot from behind their spear line.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A Dracanfolc who weaves fire thraeds and burns its targets from a distance.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A blue-green dracanfolc spearman in rough leather armour, carrying a stone-tipped spear. He is shorter than most humans but broad-shouldered and heavily muscled. Dracanfolc defend their tribal territory fiercely, and spearkin watch for intruders.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Recipes
Needs: 1 x any fish
Makes: 1 x Dried Fish
Does: +28 food
Made at: a drying rack.
Fish split and dried on a rack until it is stiff. It keeps for months.

Provisions
+28 food
Fish split and dried on a rack until it is stiff. It keeps for months.

Recipes
Needs: 1 x Fish Fillet
Makes: 1 x Dried Fish
Does: +28 food
Made at: a drying rack.
Fish split and dried on a rack until it is stiff. It keeps for months.

Recipes
Needs: 1 x any large fish
Makes: 2 x Dried Fish
Does: +28 food
Made at: a drying rack.
Fish split and dried on a rack until it is stiff. It keeps for months.

Recipes
Needs: 2 x any small fish
Makes: 1 x Dried Fish
Does: +28 food
Made at: a drying rack.
Fish split and dried on a rack until it is stiff. It keeps for months.

Recipes
Needs: 1 x any meat
Makes: 1 x Dried Meat
Does: +20 food
Made at: a drying rack.
Meat dried hard on a rack and pressed into a block. It keeps for months.

Provisions
+20 food
Meat dried hard on a rack and pressed into a block. It keeps for months.

Recipes
Needs: 1 x King's Glory, 1 x Hēahflox, 1 x Heofonhēap, 2 x Oil
Makes: 1 x Drifter's Elixir
Does: +50 health, Drifter's Luck (+2 AV, +4 dodge, +2 damage), 240s
Made at: a still.
Learned from a recipe sheet. Read the sheet before making this recipe.
A crystal flask of something that moves on its own. Sailors swear by it; apothecaries swear at it.

Masteries
Damage enemies with two different weapon skills within 6 seconds to recover 5% of your maximum vigour. Can trigger once every 8 seconds.
Works with: Any weapon, wands included.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Thrust through a line of enemies up to 4 tiles the way you aim, dealing 240% weapon damage. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Requires a melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 17 and 2 permanently learned tier III Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.
Statuses
Default duration: 1.5s. Individual attacks or spells may set a different duration. Takes 6 health a second.

Thraeds
Affects targets within 4.5 tiles of the weaver. 165–245 damage, and 6 more for every point of Will above five. Applies soaked for 10s. Applies chilled for 6s. Knocks the target back 3.5 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
The sea closes over the weaver's ground and opens again. Everything within four and a half tiles is struck, dragged three tiles and a half out, soaked for ten seconds and slow for six. Haiwang's priests weave it at the quay once a year, over empty water, to remind the town.
Available as a Thraedweaving choice at rank 36, with Tide rank 26 required. The galdorthraed of the drowning teaches it.

Fauna
A brown duck feeding in the shallows with its tail in the air. Ducks often gather near people who feed them.
Drops (75% chance, 2 tries): Down Tuft, Pale Egg, Barred Plume, Tallow.

Recipes
Needs: 1 x King's Glory Petals, 1 x Oil
Makes: 1 x Duelist's Tonic
Does: Duelist's Grace (+10 Swords), 180s
Made at: an alchemy bench.
A teal tonic pressed from King's Glory petals. Temporarily improves skill with swords.

Masteries
When exactly one enemy is within 1.5 tiles, deal +25% melee damage to that enemy and gain +10% dodge chance against its attacks. Enemies on another storey do not count.
Works with: Its damage works with melee weapons only.
Requires character level 17 and 2 permanently learned tier III Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
Black as wet slate and glossy with it, the dunereave scorpion is no part of the sand it hunts over. It shelters by day beneath the dunes and comes up at dusk, and against pale ground there is no mistaking it for anything else. Its sting carries a venom that stiffens the limbs long before it stops the heart. They are seldom found alone: where one has burrowed, its brood-kin lie within a few spans of dune, and all of them surface at once.
Drops (70% chance, 2 tries): Chitin Plate, Venom Sac, Claw.

Thraeds
Affects targets within 2 tiles of a target up to 7 tiles away. 78–120 damage, and 3 more for every point of Will above five. Applies marked for 6s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A burst of darkness that damages and marks targets. It is taught to students the Archmaester trusts, rather than offered through normal Thraedweaving progression.
Learned from a teacher or found in the world; not offered through Thraedweaving progression.

Fauna
A hillside that took exception. Slow, patient, and every blow is the ground itself coming up to meet you.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Provisions
+30 food
A freshwater fish caught in rivers and lakes. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Recipes
Needs: 2 x Eel, 2 x Pastry, 1 x Onion
Makes: 2 x Eel Pie
Does: +65 food, Eel Pie (+4 Might), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Stewed eel and onion baked under a pastry lid. Temporarily increases Might.

Provisions
+65 food, Eel Pie (+4 Might), 1350s
Stewed eel and onion baked under a pastry lid. Temporarily increases Might.

Provisions
+15 food
A hen's egg, brown and warm. The henwife counts them, so account for it.

Masteries
Allies within 4 tiles take 25% less fire, frost and lightning hit damage and cannot be frozen. Does not protect the caster or reduce damage over time.
Requires character level 25 and 2 permanently learned tier IV Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Materials
Dark-forged metal, used for the spears that carry shadow.
On a weapon: 1.5× damage, 1× the time between swings. On armour: 1.62× armour, +0 dodge a piece. 3× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: .

Fauna
A huge grey animal moving at a steady pace. Elephant herds remember familiar roads and water sources, and can recognise people who have harmed them.
Drops (95% chance, 3 tries): Ivory Tusk, Raw Hide, Bone, Tallow, Bezoar.

Recipes
Needs: 1 x Ember Core, 1 x Lamp Oil, 1 x Stoneware Flask
Makes: 2 x Ember Bomb
Does: thrown from the hot bar, bursting 5.2 tiles wide, 80-128 fire, burning, leaves fire ground for 6s, damage rises with the maker's tier
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
An ember slime's core in a flask of oil. It does not so much burst as bloom, and the ground burns after.

Resources
A coal that has been burning since before anyone found it and shows no sign of stopping. Dropped in water it steams the water away and goes on glowing.
Dropped by: Ember Slime.
Used in: Ember Bomb, Venison Roasted on an Ember Core.

Fauna
A gob of the parent, shaken loose and burning just as hot. It has the mother's heat and none of her patience.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Fauna
Fire with a body under it, trailing sparks that outlive it by a moment. It burns whatever it crosses and cannot be smothered by anything a traveller is carrying, so the advice is to let it pass.
Drops (80% chance, 2 tries): Slime, Ember Core, Bone, Venom Sac.

Thraeds
Affects targets within 1.8 tiles of a target up to 7 tiles away. 50–83 damage, and 3 more for every point of Will above five. 50% chance to apply burning for 4s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Scatters embers around the chosen target, damaging those nearby with a chance to set them alight.
Available as a Thraedweaving choice at rank 12, with Flame rank 8 required. The galdorthraed of embers teaches it.

Flora
Small orange caps clustered like coals, the wyrmes-wearte the old miners called it, growing where a seam of something warm runs under the stone. Eaten, it warms the belly; too many, and the belly answers back.
Used in: Emberwart and Pork Skewers, Heartblood, Red Measure. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 2 x Emberwart, 1 x Pork
Makes: 2 x Emberwart and Pork Skewers
Does: +40 food, Emberwart and Pork Skewers (15% less frost), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Pieces of pork and emberwart caps threaded on a stick and roasted. Temporarily reduces frost damage taken.

Provisions
+40 food, Emberwart and Pork Skewers (15% less frost), 900s
Pieces of pork and emberwart caps threaded on a stick and roasted. Temporarily reduces frost damage taken.

Fauna
A green so bright it looks painted, which in the lush country is the best camouflage there is. It hangs in the low branches at about the height of a throat, and it does not rattle, hiss, or otherwise give notice.
Drops (70% chance, 2 tries): Scaled Skin, Venom Sac, Bone.

Masteries
Deal +15% melee damage against a target bearing your strongest school's status, applied by you. The status can come from a thraed or a weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 17 and 2 permanently learned tier III Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
A buffalo pawing the grass with its head lowered and eyes rolling white. The herd is preparing to charge.
Drops (90% chance, 3 tries): Raw Hide, Ox Horn, Tallow, Bone, Bezoar.

Masteries
For each line other than Wanderer that you hold a mastery in, up to 5: +5% armour, +1% dodge chance, +4% block chance and +5% thraed damage.
Requires character level 10 and 2 permanently learned tier II Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Your melee blows deal +40% against a body below 30% of its health.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 17 and 2 permanently learned tier III Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Statuses
Default duration: 4s. Individual attacks or spells may set a different duration. Movement at 90%.

Masteries
Throw a fan of blades up to 5 tiles the way you aim, dealing 60% weapon damage to each enemy caught. Both small blades count when you hold two. Fast weapons deal a little more, slow ones a little less. 6 knives also fly out across the fan and keep going until they hit something, each dealing 25% of one hit with your weapon. Each knife is a random knife: piercing and slashing knives can cause bleeding, shadow knives can mark, lightning knives can stagger and poisoned knives can poison. Requires a small blade or a sling in your hand.
Works with: Small blades and slings only.
Requires character level 5 and 2 permanently learned tier I Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A single long tooth, root and all. Charm-makers drill them, alchemists grind them, and children fight over them.
Dropped by: Cat, Cave Bear, Dog, Monkey, Polar Bear, Snow Fox.
Used in: Fang Amulet, Fang Knife.

Recipes
Needs: 2 x Fang, 1 x Gut Cord
Makes: 1 x Fang Amulet
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Two fangs on a cord, points down. Worn against the chest it lends a little of what the beast had; it is not clear how, and it is clear that it does.

Recipes
Needs: 3 x Fang, 1 x Bone, 1 x Gut Cord
Makes: 1 x Fang Knife
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Three fangs set in a line down a bone haft. It does not cut so much as puncture, repeatedly, and it is very quick.

Materials
Bog-hardened wood, dark as iron and nearly as tough.
On a weapon: 0.86× damage, 0.97× the time between swings. On armour: 0.85× armour, +1 dodge a piece. 0.7× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: mosswood, fen, green, greenheart.

Fauna
A ragged figure that walks like a man. Fen reavers raid the roads alone or in pairs and retreat when outmatched.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Provisions
+4 food
Small dark purple berries, sour and juicy. Eaten raw they do little against hunger; they are better stewed or pressed into wine.

Recipes
Needs: 4 x Fenberries
Makes: 1 x Fenberry Jam
Does: +16 food, Fenberry Jam (+3 Foraging), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of sour purple jam cooked from fenberries. Temporarily increases Foraging.

Provisions
+16 food, Fenberry Jam (+3 Foraging), 900s
A jar of sour purple jam cooked from fenberries. Temporarily increases Foraging.

Recipes
Needs: 6 x Fenberries
Makes: 1 x Fenberry Wine
Does: Fenberry Wine (15% less poison), 600s
Made at: a still.
A sour purple wine pressed from fenberries. While it lasts, poison does 15% less damage to you.

Provisions
Fenberry Wine (15% less poison), 600s
A sour purple wine pressed from fenberries. While it lasts, poison does 15% less damage to you.

Fauna
The worst parts of both, and a temper that belongs to neither. An owlbear does not hunt you; it takes offence at you, which comes to the same thing.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Masteries
Treat the most injured ally within 3 tiles, including yourself. Restore 20% of their maximum health and stop bleeding.
Requires character level 5 and 2 permanently learned tier I Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Flora
A fat brown cap on a stout stem, often standing alone in open ground. Foragers consider it safe to eat.
Used in: Fieldwatcher Fry. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 3 x Fieldwatcher, 1 x Tallow
Makes: 2 x Fieldwatcher Fry
Does: +35 food, Fieldwatcher Fry (+2 Might), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Fieldwatcher mushrooms sliced thick and fried in tallow. Temporarily increases Might.

Provisions
+35 food, Fieldwatcher Fry (+2 Might), 900s
Fieldwatcher mushrooms sliced thick and fried in tallow. Temporarily increases Might.

Masteries
With at least two enemies within 1.5 tiles, deal +20% melee damage and gain +6% dodge against those nearby enemies.
Works with: Its damage works with melee weapons only.
Requires character level 25 and 2 permanently learned tier IV Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 1 x Clay Lamp, 1 x Oil
Makes: 1 x Filled Lamp
Does: burns for 1500 seconds
Made at: a tinker's roll in the field, or a crafting bench.
A clay lamp with its saucer full and its wick trimmed. Burns longer and steadier than a torch, with a lower flame.

Thraeds
Affects targets within 4.5 tiles of the weaver. 160–240 damage, and 6 more for every point of Will above five. Applies frozen for 4s. Applies chilled for 10s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
The winter that ends the world, for four seconds, with the weaver at its centre. Everything within four and a half tiles freezes solid, and is slow for a long while after it thaws. The thanes have a word for it, and they do not say it indoors.
Available as a Thraedweaving choice at rank 36, with Frost rank 26 required. The galdorthraed of the fimbulwinter teaches it.

Fauna
A fire that decided. It goes where the wind would not take it and it is looking for something to burn, and you will do.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Fauna
Iron-skinned and smith-born, and it hates what it did not make. Fire giants come up out of the burning lands with weapons that are still glowing.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Recipes
Needs: 1 x Lamp Oil, 1 x Bryneblōm, 1 x Stoneware Flask
Makes: 2 x Firebomb
Does: thrown from the hot bar, bursting 5 tiles wide, 64-104 fire, burning, leaves fire ground for 5s, damage rises with the maker's tier
Made at: an alchemy bench.
Lamp oil and fire-mushroom pulp in a stoppered flask, with a rag wick. On impact it spreads burning oil across the ground.

Recipes
Needs: 1 x Lamp Oil, 1 x Firebuds, 1 x Stoneware Flask
Makes: 2 x Firebomb
Does: thrown from the hot bar, bursting 5 tiles wide, 64-104 fire, burning, leaves fire ground for 5s, damage rises with the maker's tier
Made at: an alchemy bench.
Lamp oil and fire-mushroom pulp in a stoppered flask, with a rag wick. On impact it spreads burning oil across the ground.

Resources
Glowing orange buds, hot to the touch. Not food. Alchemists use them in firebombs in place of Bryneblōm.
Used in: Firebomb with Firebuds.

Recipes
Needs: 2 x Fish Fillet, 1 x Potato, 1 x any egg
Makes: 3 x Fish Cakes
Does: +30 food, Fish Cakes (+2 armour), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Flaked fish mashed with potato and egg, shaped into cakes and fried. Temporarily increases armour.

Provisions
+30 food, Fish Cakes (+2 armour), 900s
Flaked fish mashed with potato and egg, shaped into cakes and fried. Temporarily increases armour.

Recipes
Needs: 2 x Fish Fillet, 1 x Milk, 1 x Onion
Makes: 1 x Fish Chowder
Does: +75 food, Lined Belly (+3 armour), 900s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
Fish, milk and onion cooked into a thick chowder. A warming meal in cold weather.

Provisions
+75 food, Lined Belly (+3 armour), 900s
Fish, milk and onion cooked into a thick chowder. A warming meal in cold weather.

Recipes
Needs: 1 x any fish
Makes: 1 x Fish Fillet
Does: +25 food
Made at: a butcher table.
A silver-blue fillet off the morning boat. The harbour's answer to every question.

Provisions
+25 food
A silver-blue fillet off the morning boat. The harbour's answer to every question.

Recipes
Needs: 2 x any small fish
Makes: 1 x Fish Fillet
Does: +25 food
Made at: a butcher table.
A silver-blue fillet off the morning boat. The harbour's answer to every question.

Recipes
Needs: 1 x any large fish
Makes: 2 x Fish Fillet
Does: +25 food
Made at: a butcher table.
A silver-blue fillet off the morning boat. The harbour's answer to every question.

Recipes
Needs: 2 x any small fish, 1 x Onion
Makes: 2 x Fish Stock
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
Small fish and onion boiled down to a thin stock. Used as a base for fish soups and stews.

Resources
Small fish and onion boiled down to a thin stock. Used as a base for fish soups and stews.
Used in: Seafood Stew.

Flora
A sunset-coloured bloom common in temperate and tropical regions of Ahtar. Highly toxic if consumed.
Used in: Adder Venom, Nightshade Tar, Witch's Brew. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Thraeds
A bolt with a range of 7 tiles. 53–96 damage, and 2 more for every point of Will above five. Applies burning for 4s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A basic spell taught at the Galdorscōl. It throws a bolt of Bel's fire that damages its target and sets it alight.
Available as a Thraedweaving choice at rank 4. The galdorthraed of flame teaches it.

Recipes
Needs: 1 x Flour, 1 x Oil
Makes: 2 x Flatbread
Does: +20 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A flat bread made with flour and oil, cooked on a hot stone.

Provisions
+20 food
A flat bread made with flour and oil, cooked on a hot stone.

Materials
Knapped stone fitted to a haft. It hits hard but is slow to swing.
On a weapon: 0.74× damage, 1.12× the time between swings. On armour: 0.7× armour, -1 dodge a piece. 0.3× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: flint, slate, stone, stonework.

Thraeds
Affects targets within 3.5 tiles of a target up to 7 tiles away. 110–165 damage, and 5 more for every point of Will above five. Applies soaked for 8s. Knocks the target back 2 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A river's worth of water dropped on the chosen body and three and a half tiles round it. Everything in it is knocked two tiles back and left soaked for eight seconds — and a soaked body takes the cold and the lightning half again as hard, which is the point of a weaver who holds the tide and the storm both.
Available as a Thraedweaving choice at rank 28, with Tide rank 20 required. The galdorthraed of the flood teaches it.

Recipes
Needs: 3 x Wheat
Makes: 2 x Flour
Made at: a fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
Wheat ground fine and kept in a cloth sack. Used for bread, flatbread, pastry and cakes.

Resources
Wheat ground fine and kept in a cloth sack. Used for bread, flatbread, pastry and cakes.
Used in: Bread, Flatbread, Honey Cakes, King's Glory Pudding, Pastry, Pike Dumplings.
Materials
Steel ribbed for strength without weight: a master's work.
On a weapon: 1.36× damage, 0.98× the time between swings. On armour: 1.5× armour, -1 dodge a piece. 2.2× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: fluted-steel, pale-steel, silvered.

Masteries
Consecutive damaging thraed hits against the same enemy add 8% damage per previous hit, up to 24%. Hitting another enemy or waiting 4 seconds starts over. Status damage does not count.
Works with: Thraeds only, not weapons.
Requires character level 10 and 2 permanently learned tier II Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.
Words
Perishable food can spoil in packs, containers and settlement storage as days pass. Raw meat, fish, shellfish and cream spoil fastest. Cooking, drying, salting and curing make food last longer. Milk, curd cheese, pastry and fish stock spoil at the cooked-food rate; butter, jams and Tier III dishes keep as long as dried food.
On average, about half a stack of raw food spoils in three days, cooked food in ten days, dried food in seventy days, and salted or cured food in about a year. These are averages, not expiry dates. Eggs, bread, flour, hard cheese, honey, fruit and vegetables do not spoil.
Food stored in a Rune Icebox spoils at one tenth of its usual rate. Build one using a rime core. A rime core used to prepare Hrimblom Ice, or an ember core used to roast venison, is returned with the finished food.

Masteries
Dash 4 tiles the way you aim, cutting everyone you pass for 100% weapon damage. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Then gain 15 dodge points for 3 seconds. Walls, gaps and changes of height stop the dash; enemies do not. Requires a melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 2 x any mushroom, 1 x Salt
Makes: 2 x Forager's Stew
Does: +40 food, Hearty (+2 damage), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mushrooms and salt boiled together in a pot.

Provisions
+40 food, Hearty (+2 damage), 900s
Mushrooms and salt boiled together in a pot.

Thraeds
Affects targets within 2 tiles of a target up to 7 tiles away. 48–79 damage, and 3 more for every point of Will above five. Applies staggered for 2s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Forked lightning strikes around the chosen target, damaging and staggering those caught in it.
Available as a Thraedweaving choice at rank 12, with Storm rank 8 required. The galdorthraed of the fork teaches it.

Recipes
Needs: 2 x Poultry, 1 x Garlic
Makes: 2 x Fowl with Garlic
Does: +45 food, Fowl with Garlic (10% less poison), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Fowl roasted with whole cloves of garlic. Temporarily reduces poison damage taken.

Provisions
+45 food, Fowl with Garlic (10% less poison), 900s
Fowl roasted with whole cloves of garlic. Temporarily reduces poison damage taken.

Recipes
Needs: 3 x any small fish, 1 x Oil
Makes: 2 x Fried Small Fish
Does: +35 food, Fried Small Fish (+2 damage), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Small fish fried whole in oil until crisp. Temporarily increases the damage you deal.

Provisions
+35 food, Fried Small Fish (+2 damage), 900s
Small fish fried whole in oil until crisp. Temporarily increases the damage you deal.

Fauna
A green frog sheltering among the reeds. They scatter at the slightest movement, but herons still catch plenty.
Drops (65% chance): Toad Gland, Slime, Bone.

Thraeds
Affects targets within 3.5 tiles of the weaver. 120–175 damage, and 5 more for every point of Will above five. Applies frozen for 1.5s. Applies chilled for 8s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Frore: the old word for frozen hard. Everything within three and a half tiles of the weaver is held in ice for a second and a half and slow for eight after. The Haglthraed is thrown; this one is for the fight that has closed round you.
Available as a Thraedweaving choice at rank 28, with Frost rank 20 required. The galdorthraed of the frore teaches it.

Fauna
The cold made it and the cold keeps it. Frost giants walk out of blizzards that were not there a moment ago, and the ground rings under them.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Statuses
Prevents movement until the effect ends. Some frost attacks can freeze a target; Glacethraed always does.
Default duration: 2.5s. Individual attacks or spells may set a different duration. Movement at 0%.

Resources
Soft, fibrous, and faintly luminescent, with a mottled multicolored surface that almost feels damp. While it lacks strength, it’s easy to shape and valued by alchemists and herbalists for its natural fungal properties.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Flora
An orange mushroom flecked with white, found among fallen leaves and in sunlit clearings. Used in warming remedies and treatments for chest ailments. Improper preparation can cause severe stomach distress.
Used in: Warming Draught. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.
Words
An old name for the magical arts, also called drýcræft by those who distrust them. A galdorword is an incantation; galdorcræft is the practice of using such words. The Galdorscōl preserves this terminology.

Thraeds
Affects targets within 2.5 tiles of the weaver. 40–70 damage, and 2 more for every point of Will above five. Knocks the target back 2.5 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A gust of wind pushes nearby targets away from the weaver.
Available as a Thraedweaving choice at rank 4, with Storm rank 2 required. The galdorthraed of the gale teaches it.

Recipes
Needs: 1 x Galvanic Core, 1 x Lamp Oil, 1 x Stoneware Flask
Makes: 2 x Galvanic Bomb
Does: thrown from the hot bar, bursting 4.8 tiles wide, 72-120 lightning, webbed 60% of the time, damage rises with the maker's tier
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A galvanic slime's core, sealed in a flask and shaken. Everything in reach jumps, then stands there ringing.

Resources
A bead of stored lightning, ticking faintly and raising the hair on the arm that carries it. Alchemists keep them in wax and still lose the occasional apprentice.
Dropped by: Galvanic Slime.
Used in: Galvanic Bomb.

Fauna
Yellow, taut, and shedding small arcs into the sand around it. It is the fastest of its kind and the one that kills armoured men most reliably, mail being a poor thing to be wearing when it touches you.
Drops (80% chance, 2 tries): Slime, Galvanic Core, Bone, Venom Sac.

Fauna
A leech as long as a hand, with a sucker at each end. They gather in the shallows when something warm disturbs the water. One is a nuisance; several are harder to remove.
Drops (65% chance): Slime, Venom Sac.

Provisions
+3 food
A bulb of garlic. Used to season meat, fish and shellfish.

Masteries
An aura: you and allies within 3 tiles walk unseen. If any of you attacks, the group becomes visible for five seconds.
Requires character level 17 and 2 permanently learned tier III Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Statuses
Default duration: 5s. Individual attacks or spells may set a different duration.

Materials
Steel with a decorative layer of gold.
On a weapon: 0.96× damage, 1.02× the time between swings. On armour: 1.1× armour, -1 dodge a piece. 2.6× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: gold-chased, gilded, gilt, ornamented, court.

Thraeds
A bolt with a range of 6 tiles. 76–114 damage, and 3 more for every point of Will above five. Applies frozen for 3s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A bolt of ice that freezes its target in place.
Available as a Thraedweaving choice at rank 12, with Frost rank 8 required. The galdorthraed of the glaze teaches it.

Materials
Woven glass, light and exceptionally sharp.
On a weapon: 1.48× damage, 0.95× the time between swings. On armour: 1.25× armour, +1 dodge a piece. 2.4× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: glasswrought, glass, crystal, winged.

Resources
Round teal fruit that glow softly. They are not good to eat. Pressed with oil at a still, they make lamp oil.
Used in: Glimmerberry Cordial.
As any glowfruit: Lamp Oil from Glowing Fruit.

Recipes
Needs: 4 x Glimmerberries, 1 x Wine
Makes: 1 x Glimmerberry Cordial
Does: Glimmerberry Cordial (+4 Thraedweaving, 25% less lightning), 600s
Made at: a still.
Glimmerberries steeped in wine and distilled. It glows faintly in the bottle and is safe to drink. While it lasts, your Thraedweaving is 4 higher and lightning does 25% less damage to you.

Provisions
Glimmerberry Cordial (+4 Thraedweaving, 25% less lightning), 600s
Glimmerberries steeped in wine and distilled. It glows faintly in the bottle and is safe to drink. While it lasts, your Thraedweaving is 4 higher and lightning does 25% less damage to you.

Masteries
For 6 seconds, enemies inside a 4-tile circle at your position cannot see or pursue targets outside it. The circle stays where you cast it.
Requires character level 5 and 2 permanently learned tier I Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.
Materials
Iron forged in complete darkness. Its surface absorbs lamplight.
On a weapon: 1.5× damage, 1× the time between swings. On armour: 1.62× armour, +0 dodge a piece. 3× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: gloamed, witch-iron, wyrmhide.

Thraeds
Affects targets within 3 tiles of the weaver. 76–118 damage, and 4 more for every point of Will above five. Applies marked for 5s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
The half-light the Drift keeps, drawn in round the weaver three tiles out. Everything in it is struck and shown, so that for five seconds every blow on it lands harder. The Duskthraed's answer when the fight has closed in.
Available as a Thraedweaving choice at rank 20. The galdorthraed of the gloaming teaches it.

Flora
A grey-blue cap on a stem gone pale as a root, found only where no sun has ever been. It has a cold taste and a colder afterthought, and the foragers of the deep places prize it for the second.
Used in: Gloomcap Soup, Wound-Wine. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 3 x Gloomcap, 1 x Salt
Makes: 2 x Gloomcap Soup
Does: +30 food, Gloomcap Soup (15% less fire), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Gloomcap mushrooms simmered in salted water. The cooked mushrooms still feel cold in the mouth. Temporarily reduces fire damage taken.

Provisions
+30 food, Gloomcap Soup (15% less fire), 900s
Gloomcap mushrooms simmered in salted water. The cooked mushrooms still feel cold in the mouth. Temporarily reduces fire damage taken.

Fauna
A light with nothing holding it, the size of a lantern's flame and the colour of one, drifting along the walkways after the wicks. It is not curious about you. It is curious about the lamps, and it does not like to share.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Recipes
Needs: 4 x Glowsloes, 1 x Wine
Makes: 1 x Glowsloe Cordial
Does: Glowsloe Cordial (+2 Will, +40% skein regeneration), 600s
Made at: a still.
Glowsloes steeped in wine and distilled. It glows faintly in the bottle and is safe to drink. While it lasts, your Will is 2 higher and your skein refills 40% faster.

Provisions
Glowsloe Cordial (+2 Will, +40% skein regeneration), 600s
Glowsloes steeped in wine and distilled. It glows faintly in the bottle and is safe to drink. While it lasts, your Will is 2 higher and your skein refills 40% faster.

Resources
Small round fruit that glow blue or violet. They are not good to eat. Pressed with oil at a still, they make lamp oil.
Used in: Glowsloe Cordial.
As any glowfruit: Lamp Oil from Glowing Fruit.

Resources
Pale with delicate striations that emit a faint glow in dim light. Lightweight yet surprisingly strong, it’s sought after for lantern frames and decorative pieces.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Resources
A striped or banded metamorphic rock, typically gray or pink, with alternating layers of dark and light minerals. Its striking patterns make it ideal for decorative masonry.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Fauna
A gnoll with a bow. Gnoll archers shoot from the back of the pack.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Half again the size of its kin and fed first for that reason. The brute does not raid; it is brought along, pointed at whatever is holding the rest up, and let go.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A hunched, hyena-headed thing in scavenged leather, carrying a blade it did not make. Gnolls raid the grasslands in loose bands, quarrelling constantly among themselves until something worth killing appears, at which point they agree perfectly.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Wears the proof of the name on a cord. Headhunters go ahead of the band and pick who dies first, and they are quick, and they are not quarrelling with anyone when they do it.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
The grunts hold the line and the pikemen reach over it. A gnoll with a spear has more patience than a gnoll with a cleaver, which is not saying much, but it is enough to keep you where the others can get at you.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A gnoll who weaves nature thraeds: thorns that fly and rot that spreads.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
The one the packs stop quarrelling for. A warlord fights at the front because a gnoll that fights at the back is not a warlord for long, and the band around it fights like a band and not a mob.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A yellow-eyed goat balanced on steep ground. Goats browse whatever they can reach and may chew through an unattended pack.
Drops (85% chance, 2 tries): Curled Horn, Raw Hide, Raw Fleece, Tallow.

Fauna
Knee-high and hooting, with a bow it can barely draw and no intention of coming closer. A goblin archer shoots from behind the others and runs when the others are gone, which is sound tactics for a thing that weighs as much as a dog.

Fauna
Painted, shrieking, and convinced. Fanatics come straight on, all of them at once, and the only mercy in it is that none of them has learned to use the knife they are waving.

Fauna
Somebody taught this one a trick and it has been unbearable ever since. The occultist stands well back and throws whatever it has learned at you, and its band fights harder for having a witch of their own to impress.

Fauna
A goblin on a wolf is two problems that agree about you. They circle wide and come in fast, and if you kill the rider the wolf does not consider the matter closed.

Materials
Gilded steel, used for the spears that carry holy damage.
On a weapon: 0.96× damage, 1.02× the time between swings. On armour: 1.1× armour, -1 dodge a piece. 2.6× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: .

Resources
Golden, leaf-shaped buds with a waxy coat. Not food. Ground with salt, they make a yellow dye.
Used in: Yellow Dye.

Fauna
A grey-and-white goose advancing with its neck outstretched. It will defend its patch of ground against much larger intruders.
Drops (75% chance, 2 tries): Down Tuft, Pale Egg, Barred Plume, Tallow.

Fauna
A silver-backed slab of an animal that walks on its knuckles and stands to make a point. It gives every warning it has — the chest, the roar, the charge that stops short — and the one after that is not a warning.
Drops (90% chance, 2 tries): Shaggy Pelt, Knuckle Bone, Beast Heart, Gut Cord.

Fauna
Made a bargain and got the better of it, so far. A grandmaster warlock does not travel alone and does not need to; what it travels with is the bargain.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Resources
A piece of molten rock from deep within Ahtar. Cooled, broken, and shaped by the elements into a craggy lump, it can now be handled by a mere mortal such as yourself.
"I'll wait for you there
Like a stone
I'll wait for you there
Alone"
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Provisions
+15 food
A cluster of purple grapes, one wine that never happened.

Fauna
It came back for somebody and it has not found them. A revenant fights with the whole of its old skill and none of its old fear, and it will not stop until it is cut down or you are the one it was looking for.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Provisions
+30 food
A freshwater fish caught in rivers. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Resources
A branched antler, shed or taken. Denser than bone and easier to carve, which is why half the tool handles in a hunting village are made of it.
Dropped by: Deer, Moose.
Used in: Antler Bow, Antler Charm.

Resources
A claw the length of a finger, off something that did not need to be quick because nothing argued with it. Used whole as a knife, or ground for reagents.
Dropped by: Cave Bear, Polar Bear.
Used in: Claw Hook.

Fauna
The old stories say the golden ones were kind. The old stories have not been out here lately.

Fauna
Older than the mountain. Nobody has fought one of these and written it down.

Recipes
Needs: 2 x Scarlet Balm, 1 x Wintremēte, 2 x Oil
Makes: 1 x Greater Healing Potion
Does: +100 health
Made at: an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A strong healing draught, deep crimson with an iron taste.
Materials
Steel chased with verdigris lines that grow back when polished off.
On a weapon: 1.08× damage, 0.98× the time between swings. On armour: 1.1× armour, +1 dodge a piece. 1.4× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: green-chased.

Fauna
A woman to the waist and a serpent below it, and a scholar the whole way through. Nagas keep the old wet temples and keep the old wet secrets, and they resent being interrupted.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Recipes
Needs: 2 x Herring, 1 x Salt
Makes: 2 x Grilled Herring
Does: +30 food, Grilled Herring (+3 dodge), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Herring salted and grilled whole over the fire. Temporarily increases dodge.

Provisions
+30 food, Grilled Herring (+3 dodge), 900s
Herring salted and grilled whole over the fire. Temporarily increases dodge.

Recipes
Needs: 3 x any mushroom
Makes: 2 x Grilled Mushrooms
Does: +30 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mushrooms grilled on a hot stone by the fire. A small meal.

Provisions
+30 food
Mushrooms grilled on a hot stone by the fire. A small meal.

Masteries
Drive a shockwave 8 tiles ahead, dealing 220% weapon damage to enemies in its path. Both count when you hold two heavy weapons or polearms. Fast weapons deal a little more, slow ones a little less. Requires heavy arms or a polearm.
Works with: Heavy weapons and polearms only.
Requires character level 10 and 2 permanently learned tier II Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+30 food
A sea fish caught off the shore. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Resources
Cleaned intestine twisted and dried into cord: unpleasant to make, unmatched at holding a knot. Every bowyer's back room smells of it.
Dropped by: Agitated Orangutan, Camel, Deer, Donkey, Gorilla, Horse, Kangaroo, Orangutan.
Used in: Antler Bow, Antler Charm, Bone Bow, Bone Round Shield, Bone-Plate Helm, Chitin Cuirass, Chitin Greaves, Fang Amulet, Fang Knife, Scaled Coat, Scaled Greaves, Shaggy Cap, Stormcrow Mantle, Turtle-Shell Buckler, Tusk Axe, Tusk Dirk, Tusk Spear, Wolf-Pelt Cloak.

Provisions
+30 food
A sea fish caught off the shore. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Thraeds
Affects targets within 3.2 tiles of a target up to 7 tiles away. 110–165 damage, and 5 more for every point of Will above five. Applies chilled for 8s. 50% chance to apply frozen for 2s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Hail the size of fists, out of a clear sky, on the chosen body and everything round it. It bruises as a stone does, it slows everything it falls on, and half of what it falls on is frozen where it stands.
Available as a Thraedweaving choice at rank 28, with Frost rank 20 required. The galdorthraed of hail teaches it.

Gods
Haiwang, also called the Water Dragon, is the god of the seas and patron of the Zhonghai. His followers can command water to protect their ships and fight at sea. The Zhonghai attribute much of their wealth from trade and piracy to his favour.
During Zhonghai's golden age, worshippers filled his temples with treasures from across Doma. Under Aeternian rule, they worship in secret and hope to regain their former power on the Orange Sea. Haiwang also rules its storms; his most favoured followers are said to call down lightning.

Fauna
Paid, and already paid, which is why talking will not help. An assassin does not announce itself and does not stay to see the result.

Fauna
A halfling who weaves frost thraeds. Mages chill and freeze their targets from a distance.

Fauna
A halfling archer. Rangers shoot from a distance and step back when someone reaches them.

Fauna
Small enough to overlook and counting on it. Halfling rogues work the roads in pairs, one talking and one behind you, and are gone before you know what is missing.

Fauna
A halfling with a staff sling. Slingers keep to the back of a band and throw stones while the others close in.

Flora
A bright, peppery cress that grows only where water runs clean over stone. Shrines are often built beside patches of it.
Used in: Holy Water, Salmon Baked in Butter, Trout with Hallowcress. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Thraeds
Affects targets within 5 tiles of the weaver. Restores 36 health at once, and 3 more for every point of Will above five. Removes poisoned, burning, bleeding. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Hal: whole, hale. Thirty-six put back on everyone within five tiles of the weaver, and the poison, the fire and the bleeding taken off them first. Not as much as the Wholethraed on one body; a great deal more on four.
Available as a Thraedweaving choice at rank 28, with Life rank 20 required. The galdorthraed of the whole teaches it; a scroll of the whole weaves it once on the reader.

Provisions
+3 food
Long hanging clusters of small red berries. Bitter raw, better cooked.

Recipes
Needs: 4 x Hangberries
Makes: 1 x Hangberry Jam
Does: +16 food, Hangberry Jam (+2 armour), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of red jam cooked from hangberries. Temporarily increases armour.

Provisions
+16 food, Hangberry Jam (+2 armour), 900s
A jar of red jam cooked from hangberries. Temporarily increases armour.

Recipes
Needs: 5 x Hangberries
Makes: 1 x Hangberry Wine
Does: Hangberry Wine (+3 armour), 600s
Made at: a still.
A bitter red wine pressed from hangberries. While it lasts, you have 3 more armour.

Provisions
Hangberry Wine (+3 armour), 600s
A bitter red wine pressed from hangberries. While it lasts, you have 3 more armour.

Recipes
Needs: 3 x Curd Cheese, 1 x Salt
Makes: 2 x Cheese Wedge
Does: +22 food
Made at: a fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
A wedge of hard yellow cheese, aged past politeness into character.

Masteries
Clear chilled, staggered and webbed from yourself and allies within 8 tiles. For 6 seconds, new chilled and staggered effects on all of you last 50% less time.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
While wielding two one-handed melee weapons, a damaging melee hit that leaves an enemy alive below half health restores 2 vigour. Once every 4 seconds.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 17 and 2 permanently learned tier III Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Flora
Clusters of small white flowers with a heavy, sweet smell. Used like any herb in poultices, broths and other cooking.
As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Flora
Highfox rises above meadow grasses on slender stalks topped with clusters of deep-purple flowers.
Used in: Drifter's Elixir. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Recipes
Needs: 2 x Scarlet Balm, 2 x Oil
Makes: 1 x Healing Potion
Does: +60 health
Made at: a mortar and pestle in the field, or an alchemy bench.
A sealed red draught that heals wounds, leaving a sensation of heat.

Recipes
Needs: 1 x Beast Heart, 1 x Oil, 1 x Tallow
Makes: 1 x Heart's Vigour
Does: Vigour (+3 damage), 240s
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A beast's heart rendered in tallow and thinned with oil. Whatever the beast had in it for the length of a fight, the drinker has for a while.

Recipes
Needs: 2 x Hollowgill, 2 x Emberwart, 2 x Scarlet Balm, 2 x Clear Spirit
Makes: 1 x Heartblood
Does: +60 health
Made at: an alchemy bench.
A dark healing draught that stays warm even on cold nights.

Recipes
Needs: 1 x Hollowgill, 2 x Corpsefinger, 2 x Clear Spirit
Makes: 1 x Heartsease
Does: +45 health
Made at: an alchemy bench.
A pink healing draught in a heart-shaped bottle. It tastes of roses and copper.

Provisions
+4 food
Small, tart red berries. Eaten raw they do little against hunger; they are better stewed, spread on bread or pressed into wine.

Recipes
Needs: 4 x Hedgeberries
Makes: 1 x Hedgeberry Jam
Does: +16 food, Hedgeberry Jam (+2 damage), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of red jam cooked from hedgeberries. Temporarily increases the damage you deal.

Provisions
+16 food, Hedgeberry Jam (+2 damage), 900s
A jar of red jam cooked from hedgeberries. Temporarily increases the damage you deal.

Recipes
Needs: 6 x Hedgeberries
Makes: 1 x Hedgeberry Wine
Does: Hedgeberry Wine (+2 damage), 600s
Made at: a still.
A thin, sharp red wine pressed from hedgeberries. While it lasts, your blows deal 2 more damage.

Provisions
Hedgeberry Wine (+2 damage), 600s
A thin, sharp red wine pressed from hedgeberries. While it lasts, your blows deal 2 more damage.

Flora
The hæġesċēað, or hedgeknife, grows beneath taller shrubs. Broad, cabbage-like fronds surround a thick stalk topped by a brown-orange bloom. When a small animal approaches, a blade-like growth shoots out and injects a deadly toxin. Its dose is too small to kill a human, but a sting can leave someone bedridden for a day.
Used in: Antidote, Hedgeknife Venom. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Recipes
Needs: 2 x Hedgeknife, 1 x Oil
Makes: 1 x Hedgeknife Venom
Does: Hedgeknife Edge (+7 damage), 120s
Made at: a mortar and pestle in the field, or an alchemy bench.
Toxin collected from a hedgeknife's blade-like stalk. Applied to a weapon, it temporarily increases damage.

Recipes
Needs: 1 x Cabbage, 1 x Tomato, 1 x any herb
Makes: 2 x Hedgerow Salad
Does: +30 food, Light on the Feet (+4 dodge), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Cabbage, tomato and whatever the hedge gave up, torn rather than cut and dressed with a little oil. Eaten before a fight rather than after one.

Provisions
+30 food, Light on the Feet (+4 dodge), 900s
Cabbage, tomato and whatever the hedge gave up, torn rather than cut and dressed with a little oil. Eaten before a fight rather than after one.

Flora
Heofonhēap, or “Heaven’s Hoard,” is a faintly glowing lavender mushroom found deep in damp swamps. Its brew is said to lift the drinker off the ground.
Used in: Drifter's Elixir, Heofonheap Omelette, Thoughtbloom Tincture. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 1 x Heofonhēap, 3 x any egg, 1 x Cream, 1 x Cheese Wedge
Makes: 2 x Heofonheap Omelette
Does: +60 food, Heofonheap Omelette (+8 dodge, +4 Agility), 1800s
Made at: a kitchen stove.
Tier: III. Requires Cooking 15.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
A fluffy omelette made with eggs and cream, filled with heofonheap and cheese. Temporarily increases dodge and Agility.

Provisions
+60 food, Heofonheap Omelette (+8 dodge, +4 Agility), 1800s
A fluffy omelette made with eggs and cream, filled with heofonheap and cheese. Temporarily increases dodge and Agility.

Recipes
Needs: 2 x any herb, 1 x Oil
Makes: 2 x Herb Poultice
Does: +12 health
Made at: a mortar and pestle in the field, or an alchemy bench.
Crushed green herbs wrapped in linen, applied to help heal wounds.

Fauna
A large, slow-moving hill ant bred by the Hēahfolc. They keep these ants in terrace pens for their eggs and use them to haul loads. It will not sting unless struck.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Provisions
+15 food
A small sea fish caught off the shore. Can be eaten raw. Process two at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Masteries
+10% damage with swords, heavy arms and polearms.
Works with: Swords, heavy weapons and polearms only.
Requires character level 5 and 2 permanently learned tier I Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 1 x Hex Core, 1 x Lamp Oil, 1 x Stoneware Flask
Makes: 2 x Hex Bomb
Does: thrown from the hot bar, bursting 5.2 tiles wide, 48-88 poison, poisoned, webbed 50% of the time, leaves poison ground for 6s, damage rises with the maker's tier
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A hex slime's core. What it throws is not quite smoke and not quite a curse; it sickens what it touches and slows the rest.

Resources
A violet stone humming just below hearing, dense with whatever the slime absorbed. Enchanters grind them for binding work and complain about the headaches.
Dropped by: Hex Slime.
Used in: Hex Bomb.

Fauna
Violet, ear-tufted, humming to itself in the reeds. It absorbs what it engulfs and keeps some of it, which is why two hex slimes from the same fen rarely do quite the same thing to you.
Drops (80% chance, 2 tries): Slime, Hex Core, Bone, Venom Sac.

Masteries
+3% dodge chance against attackers affected by your own poison or webs. Poison and webs your thraeds apply last 2 seconds longer.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Materials
Raw hide, thick and poorly cured.
On a weapon: 0.66× damage, 0.96× the time between swings. On armour: 0.65× armour, +2 dodge a piece. 0.35× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: hide-wrapped, hide.

Fauna
Stupid, enormous and hungry, in that order. A hill giant will chase you a long way for a mule and does not stop to consider whether the mule is worth it.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Gods
Himlos is one of the four ancient deities of Doma, the god of forests, nature, and balance. He is usually depicted in the form of a white stag, his antlers sprouting into the leaf-covered boughs of an Alban maple. Himlos confers numerous powers to his worshippers, including - to those most deeply devoted - the ability to summon or even transform into the shapes of wild creatures and beastfolk.
In spite of the Aeternian ban on ancient religion, wayshrines and carvings of Himlos are still common sights in Alban kingdoms and beyond, and he retains a place in the hearts and minds of many Domans as a protector-god and foremost among the Doman pantheon.

Thraeds
Affects one target up to 2.5 tiles away. 50–85 damage, and 2 more for every point of Will above five. Applies chilled for 7s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A touch that chills the target and slows its movement.
Available as a Thraedweaving choice at rank 4, with Frost rank 2 required. The galdorthraed of hoarfrost teaches it.

Fauna
Broad as a door and just as quick to shut. The brawler is the hobgoblins' answer to anyone who thought armour would save them.

Fauna
A hobgoblin with a crossbow. Crossbowmen shoot from behind the hobgoblin line and step back when someone reaches them.

Fauna
A goblin's cousin that grew up, learned to hold a line, and does not find any of this funny. Hobgoblins fight in ranks and fall back in ranks, and a band that retreats is a band you will meet again.

Fauna
Faster than the grunts and better paid. Raiders go for the pack animals and the packs, and only fight you if you are between them and those.

Fauna
Carries fire and knows where to put it. A sapper is what makes a hobgoblin warband a siege rather than a fight, and it will use a firebomb on one person if that person is you.

Fauna
A hobgoblin who weaves storm thraeds. Shamans throw lightning from behind the rest of the band.

Flora
A violet cap, faintly luminous, with gills that ring like a bell when tapped. The learned of the Galdorscōl are said to have used it to see in the dark, and to have seen rather more than they wished.
Used in: Heartblood, Heartsease, Hollowgill Broth. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 2 x Hollowgill, 1 x Salt
Makes: 2 x Hollowgill Broth
Does: +25 food, Hollowgill Broth (+2 Wits), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A thin broth of hollowgill mushrooms and salt. Temporarily increases Wits.

Provisions
+25 food, Hollowgill Broth (+2 Wits), 900s
A thin broth of hollowgill mushrooms and salt. Temporarily increases Wits.

Flora
A bush with prickly, glossy leaves and red berries that feed birds through winter. The berries are poisonous to many other creatures. Traditionally used as a charm against evil spirits.
Used in: Rime Oil, Rimewater. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Recipes
Needs: 1 x Clear Spirit, 2 x Hallowcress, 1 x Stoneware Flask
Makes: 2 x Holy Water
Does: thrown from the hot bar, bursting 5 tiles wide, 32-56 arcane, 3x against undead and demon, marks undead and demons for 8s, damage rises with the maker's tier
Made at: an alchemy bench.
Clear spirit steeped with hallowcress, which grows only where water runs clean. Splashed on the living it stings. On the dead, and on what crawled up from under the world, it burns like lye, and marks them for every blow that follows.

Provisions
+10 food
A clay pot of honey. Used to sweeten cakes and glaze meat. It does not spoil.

Recipes
Needs: 2 x Flour, 1 x Honey, 1 x Butter, 1 x any egg
Makes: 3 x Honey Cakes
Does: +40 food, Honey Cakes (+30% skein regeneration), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Small cakes of flour, butter and egg, sweetened with honey. Temporarily increases skein regeneration.

Provisions
+40 food, Honey Cakes (+30% skein regeneration), 1350s
Small cakes of flour, butter and egg, sweetened with honey. Temporarily increases skein regeneration.

Recipes
Needs: 2 x Pork, 1 x Honey, 1 x Garlic
Makes: 2 x Honey-Glazed Pork
Does: +65 food, Honey-Glazed Pork (+3 damage), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Pork roasted with garlic and basted with honey until the outside is dark and sticky. Temporarily increases the damage you deal.

Provisions
+65 food, Honey-Glazed Pork (+3 damage), 1350s
Pork roasted with garlic and basted with honey until the outside is dark and sticky. Temporarily increases the damage you deal.

Recipes
Needs: 2 x Ox Horn, 3 x Bone, 1 x Raw Hide
Makes: 1 x Horned Helm
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A bone-plated cap with an ox's horns set either side. The horns are not for goring; they are for the moment before, when the other side sees them.

Fauna
A red-brown horse shifting its weight by the gate. A valuable animal, but easily startled.
Drops (85% chance, 2 tries): Raw Hide, Horsehair, Gut Cord, Bone.

Resources
A hank of long tail hair, coarse and springy. It goes into bowstrings, brushes, fiddle bows and the stuffing of every good saddle.
Dropped by: Camel, Donkey, Horse.
Used in: Antler Bow, Bone Bow, Tusk Spear.

Thraeds
Affects targets within 2.5 tiles of the weaver. 46–74 damage, and 3 more for every point of Will above five. 60% chance to apply staggered for 3s. Knocks the target back 3 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A violent gust that damages nearby targets and knocks them away, with a chance to stagger them.
Available as a Thraedweaving choice at rank 12, with Storm rank 8 required.

Flora
Hrimblōm, or “Rime Bloom,” is an icy-blue rose found in the coldest regions. Its scent is faint and sharp. Legend holds that its flowers contain a fragment of the first frost and bring clarity to those who look upon them.
Used in: Hrimblom Ice, Keen Eye Broth, Quickfoot Philter, Rime Oil, Rime Spirit. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Recipes
Needs: 1 x Hrimblōm, 1 x Honey, 1 x Cream, 1 x Rime Core
Makes: 2 x Hrimblom Ice, 1 x Rime Core
Does: +30 food, Hrimblom Ice (35% less fire, +4 Will), 1800s
Made at: a kitchen stove.
Tier: III. Requires Cooking 15.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
Cream and honey frozen around hrimblom petals in a bowl set on a rime core. The rime core is not used up. Temporarily reduces fire damage taken and increases Will.

Provisions
+30 food, Hrimblom Ice (35% less fire, +4 Will), 1800s
Cream and honey frozen around hrimblom petals in a bowl set on a rime core. The rime core is not used up. Temporarily reduces fire damage taken and increases Will.

Fauna
Two heads, and they do not agree about anything except you. An ettin is a giant that cannot be flanked, because one of it is always looking.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Masteries
For 8s, physical weapon attacks use your highest earned physical weapon rank if it is higher than their own. Each weapon keeps its normal family and bonuses. Wands and thraeds are unaffected.
Works with: Physical weapons only: not wands.
Requires character level 17 and 2 permanently learned tier III Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Materials
Forged iron, common in soldiers' equipment.
On a weapon: 1.12× damage, 1.04× the time between swings. On armour: 1.16× armour, -1 dodge a piece. 1.15× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: iron, chain, hooked, barbed, heavy, war, hammer, francisca, boarding, throwing, hatchet, pickaxe, poisoned, venomous, venom, javelin, whip, braided, web, bodkin.

Recipes
Needs: 3 x Iron Ingot, 2 x any wood
Makes: 1 x Iron Boar Spear
Made at: smithing.
A long haft keeps an opponent beyond arm’s reach.

Recipes
Needs: 1 x Iron Ingot, 1 x Leather
Makes: 1 x Iron Dirk
Made at: smithing.
A plain iron dirk with a wrapped grip, the sort carried by everyone who walks a road alone and admits to nothing.

Fauna
The smiths who made it are a legend and it is the proof. Iron golems shrug off steel and walk through fire and are, above all, heavy.

Recipes
Needs: 2 x Iron Ore, 1 x Charcoal
Makes: 1 x Iron Ingot
Made at: smelting.
A bar of smelted iron, grey and cold and heavier than it looks. Every hinge, band, nail and blade a smith makes begins as one of these.

Resources
A bar of smelted iron, grey and cold and heavier than it looks. Every hinge, band, nail and blade a smith makes begins as one of these.
Used in: Iron Boar Spear, Iron Dirk, Iron Pike, Iron Sabre, Iron Shortsword, Steel Ingot.

Resources
Rust-red stone that stains the hands. Stubborn in the fire — it wants charcoal and a long hot roast before it gives up its iron.
Used in: Iron Ingot.

Recipes
Needs: 3 x Iron Ingot, 2 x any wood, 1 x any cloth
Makes: 1 x Iron Pike
Made at: smithing.
A long haft keeps an opponent beyond arm’s reach.

Recipes
Needs: 2 x Iron Ingot, 1 x Leather
Makes: 1 x Iron Sabre
Made at: smithing.
Curved, single-edged, and quicker out of the scabbard than it looks.

Recipes
Needs: 2 x Iron Ingot, 1 x Leather, 1 x any cloth
Makes: 1 x Iron Shortsword
Made at: smithing.
A short blade of soft iron. It bends before it breaks.

Masteries
+20% armour, and +20% more while you are below half health.
Requires character level 5 and 2 permanently learned tier I Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 2 x Blodscyld, 1 x Oil
Makes: 1 x Ironhide Tonic
Does: Ironhide (+4 armour), 180s
Made at: an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
An amber tonic as thick as honey. Temporarily increases armour.

Resources
A length of pale ivory, heavy as stone and warm to the touch. It is the most valuable thing most travellers will ever be unable to fit in a pack.
Dropped by: Elephant.
Used in: Tusk Axe, Tusk Spear.

Recipes
Needs: 4 x any wood, 1 x any stone
Makes: 2 x Javelin
Made at: a tinker's roll in the field, or a crafting bench.
A light throwing spear, carried in bundles and recovered when possible.

Masteries
After damaging a target with melee or a thraed, your next strike of the other kind against the same target within 4 seconds deals +25% damage. A blocked or dodged attempt spends the bonus. Repeated hits of the same kind renew the window without increasing damage.
Works with: Melee weapons and thraeds.
Requires character level 25 and 2 permanently learned tier IV Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
A bolt with a range of 7 tiles. 45–84 damage, and 2 more for every point of Will above five. 35% chance to apply staggered for 1.5s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A quick electrical bolt with a chance to stagger its target.
Available as a Thraedweaving choice at rank 4. The galdorthraed of the jolt teaches it.

Flora
Small, waxy blue berries with a sharp, resinous taste. Too bitter to eat by the handful; cooks use them as a seasoning, like any herb.
Used in: Venison Pie, Venison Roasted on an Ember Core, Venison with Juniper. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Fauna
It stands taller than you when it wants to, balanced on a tail as thick as a thigh, and it crosses the flats in bounds that cover ground no walker will match. The forearms look comical right up until it leans back and kicks.
Drops (85% chance, 2 tries): Raw Hide, Gut Cord, Bone.

Masteries
+10% damage with small blades, archery and throwing.
Works with: Small blades, bows, crossbows and thrown weapons only.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
The eye of a bird that hunts by sight, clouding already. Scryers steep them, believing a little of the seeing is left; whether it is, they do not say.
Dropped by: Bald Eagle, Owl, Raven.
Used in: Keen Eye Broth, Keen-Eye Tincture.

Recipes
Needs: 1 x Keen Eye, 1 x Bone Broth, 1 x Hrimblōm
Makes: 2 x Keen Eye Broth
Does: +50 food, Keen Eye Broth (+8 Archery, +4 Wits), 1800s
Made at: a kitchen stove.
Tier: III. Requires Cooking 15.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
A hunting bird's eye simmered whole in bone broth with hrimblom petals. Temporarily increases Archery and Wits.

Provisions
+50 food, Keen Eye Broth (+8 Archery, +4 Wits), 1800s
A hunting bird's eye simmered whole in bone broth with hrimblom petals. Temporarily increases Archery and Wits.

Recipes
Needs: 1 x Keen Eye, 1 x Oil
Makes: 1 x Keen-Eye Tincture
Does: Keen Eye (+6 dodge), 240s
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A raptor's eye in oil, which is exactly as pleasant as it sounds. For a while afterwards the world moves a little slower than the drinker does.

Masteries
+10% damage on every damaging thraed, and the status effects your thraeds apply last 1s longer.
Works with: Thraeds only, not weapons.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects targets within 1.3 tiles of a target up to 5 tiles away. 28–48 damage, and 2 more for every point of Will above five. Applies burning for 6s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A burst of fire around the target that sets everyone near it alight.
Available as a Thraedweaving choice at rank 4, with Flame rank 2 required. The galdorthraed of kindling teaches it.

Flora
King Ealdred the Brave died fighting the mer, amphibious, snake-like beings skilled in magic. He fought with a golden sword blessed by Himlos. After his death, Cyningesgēat, or King’s Glory, sprang from the place where he fell. Its gold and fuchsia petals bear the colours of his house.
Used in: Drifter's Elixir. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Flora
Unwilted petals of Cyningesgēat, or King’s Glory. The flower is said to have first grown where King Ealdred the Brave fell fighting the mer with a golden sword blessed by Himlos. Its gold and fuchsia petals bear the colours of his house.
Used in: Duelist's Tonic, King's Glory Pudding. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Recipes
Needs: 2 x King's Glory Petals, 1 x Honey, 1 x Cream, 2 x Flour
Makes: 2 x King's Glory Pudding
Does: +60 food, King's Glory Pudding (+4 Will, 25% less shadow), 1800s
Made at: a kitchen stove.
Tier: III. Requires Cooking 15.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
A steamed pudding of flour and cream, sweetened with honey and coloured by king's glory petals. Temporarily increases Will and reduces shadow damage taken.

Provisions
+60 food, King's Glory Pudding (+4 Will, 25% less shadow), 1800s
A steamed pudding of flour and cream, sweetened with honey and coloured by king's glory petals. Temporarily increases Will and reduces shadow damage taken.

Resources
A joint bone, smooth where it turned in its socket. Gamblers throw them, alchemists calcine them, and dogs know exactly where you are keeping them.
Dropped by: Agitated Orangutan, Gorilla, Monkey, Orangutan, Panda.

Fauna
Stones from a ledge you cannot reach. Not deadly, exactly, but a kobold on a ledge is never alone, and the stones keep coming while you look for the way up.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Kobolds scavenge carcasses in the desert. A lone kobold usually flees from a traveller, but a group may attack.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Would rather you fell into something than fought it. Trappers lay snares along the paths kobolds know you take, and come out afterward with the knife.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A little magic and a great deal of running about. The trickster's business is confusion, and the scavengers do the rest while you are turning round.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Recipes
Needs: 2 x Oil, 1 x Blazecap
Makes: 2 x Lamp Oil
Made at: a still.
Common oil distilled with blazecap to make it burn more readily.

Resources
Common oil distilled with blazecap to make it burn more readily.
Used in: Ember Bomb, Firebomb with Firebuds, Firebomb, Galvanic Bomb, Hex Bomb, Rime Bomb, Sanguine Bomb, Umbral Bomb.
As any oil: Torch.

Recipes
Needs: 2 x any glowfruit, 1 x Oil
Makes: 2 x Lamp Oil
Made at: a still.
Common oil distilled with blazecap to make it burn more readily.

Resources
Heart-shaped yellow or pink fruit that glow faintly in the dark. They are not good to eat. Pressed with oil at a still, they make lamp oil.
As any glowfruit: Lamp Oil from Glowing Fruit.

Fauna
Carapace the colour of a cooling ingot, and it runs over ground that would take the sole off a boot. Where the burnt lands crack open, lava ants pour out along the seam in a line that does not end for a long time.
Drops (65% chance): Chitin Plate, Claw.

Resources
A tanned hide, supple and rolled for carrying. Straps, bellows, bindings and boots are all cut from it.
Used in: Bedroll, Black-Iron Gloves, Black-Iron Sabre, Bronze Blade, Bronze Bracers, Bronze Coat, Bronze Cuirass, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Mail Shirt, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze Trews, Bronze Vambraces, Bronze Work Gloves, Iron Dirk, Iron Sabre, Iron Shortsword, Moonsilver Arming Sword, Moonsilver Zweihander.

Provisions
+8 food
A long white and green leek. Used in soups and stews.

Recipes
Needs: 1 x Leek, 2 x Potato, 1 x Milk
Makes: 2 x Leek and Potato Soup
Does: +40 food, Leek and Potato Soup (10% less frost), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Leek and potato boiled soft in milk. Temporarily reduces frost damage taken.

Provisions
+40 food, Leek and Potato Soup (10% less frost), 900s
Leek and potato boiled soft in milk. Temporarily reduces frost damage taken.

Thraeds
A bolt with a range of 9 tiles. 190–280 damage, and 6 more for every point of Will above five. Applies staggered for 3s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Levin: the bolt itself, nine tiles long, on one body. The hardest single strike in the school and the one that staggers longest. For the thing in the crowd that has to go down first.
Available as a Thraedweaving choice at rank 28, with Storm rank 20 required. The galdorthraed of the levin teaches it.

Resources
A unique pale wood with silvery veins and a subtle fragrance that lingers in the air. Often prized for its intricate grain patterns and used in decorative pieces and ceremonial items.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Resources
Strong hardwood with a light, pleasant honey-color to its pith and heartwood that fades to palest gold by the newest growth rings.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Resources
Soft and pliable, this wood has a pale, creamy color with occasional amber streaks. It’s lightweight, easy to carve, and commonly used for basic construction and tool handles.
As any wood: Black-Iron Boar Spear, Bronze Board, Bronze Buckler, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze War Spear, Bronze Work Gloves, Charcoal, Cooking Kit, Iron Boar Spear, Iron Pike, Javelins, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Mortar and Pestle, Steel Kite Shield, Steel Spear, Tinker's Roll, Torch, from a candle, Torch.

Masteries
While you wear only cloth or leather armour and carry no shield: +4% dodge chance, and enemies notice you only from 60% of their usual distance. Empty armour slots are allowed.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A soft, pale stone often ranging from off-white to light brown. It's easy to shape, making it popular for basic structures, but it can wear quickly in rough climates.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Resources
A bolt of plain woven linen, undyed. Tents, sacks, bedding and bandages are all cut from the same stuff.
Used in: Blue Linen, Purple Linen, Red Linen, Yellow Linen.
As any cloth: Black-Iron Sabre, Bronze Boots, Bronze Bracers, Bronze Buckler, Bronze Cuirass, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Mail Shirt, Bronze Marching Boots, Bronze Padded Hose, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze Trews, Bronze Vambraces, Bronze Work Gloves, Iron Pike, Iron Shortsword, Moonsilver Hatchet, Steel Greaves, Steel Leggings.

Masteries
Re-applying a status effect that an enemy already has from you adds the new duration to the time it has left, up to 2 times the duration of a single application.
Requires character level 10 and 2 permanently learned tier II Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
Shoots from the reeds and sinks when you look. The arrows are tipped with what the swamp has plenty of.

Fauna
Scarred by choice, in patterns. A gladiator has fought for the pleasure of the mound-kings and won, and it fights you the same way, for an audience you cannot see.

Fauna
A lizardfolk who weaves tide thraeds, striking with water from a distance.

Fauna
Mud-coloured until it moves, and then all teeth and reach. Lizardfolk hunt the wet country in silence and take what the water brings them, and a walker on the causeway is what the water brought.

Provisions
+40 food
A shellfish caught off the shore. Can be eaten raw.

Recipes
Needs: 1 x Lobster, 1 x Salmon, 1 x Cream, 2 x Pastry
Makes: 3 x Lobster and Salmon Pie
Does: +80 food, Lobster and Salmon Pie (+4 Agility, +4 armour), 1800s
Made at: a kitchen stove.
Tier: III. Requires Cooking 15.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
Lobster and salmon in a cream sauce, baked in a pastry case. Temporarily increases Agility and armour.

Provisions
+80 food, Lobster and Salmon Pie (+4 Agility, +4 armour), 1800s
Lobster and salmon in a cream sauce, baked in a pastry case. Temporarily increases Agility and armour.

Recipes
Needs: 1 x Lobster, 1 x Butter, 1 x Garlic
Makes: 1 x Lobster in Garlic Butter
Does: +70 food, Lobster in Garlic Butter (+3 damage, +3 dodge), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A lobster split and cooked in butter and garlic. Temporarily increases the damage you deal and your dodge.

Provisions
+70 food, Lobster in Garlic Butter (+3 damage, +3 dodge), 1350s
A lobster split and cooked in butter and garlic. Temporarily increases the damage you deal and your dodge.

Masteries
Lunge up to 8 tiles at an enemy you choose and strike for 320% weapon damage. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Requires a melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 10 and 2 permanently learned tier II Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+30 food
A sea fish caught off the shore. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Recipes
Needs: 1 x Mackerel, 2 x Fenberries
Makes: 1 x Mackerel with Fenberries
Does: +35 food, Mackerel with Fenberries (+2 Agility), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Grilled mackerel with fenberries cooked down into a sour sauce. Temporarily increases Agility.

Provisions
+35 food, Mackerel with Fenberries (+2 Agility), 900s
Grilled mackerel with fenberries cooked down into a sour sauce. Temporarily increases Agility.

Fauna
A boar frothing at the tusks, with bristles raised along its spine. It circles restlessly and charges anything it sees.
Drops (85% chance, 2 tries): Boar Tusk, Bristled Hide, Raw Hide, Tallow.

Thraeds
Affects targets within 3.5 tiles of the weaver. 77–125 damage, and 4 more for every point of Will above five. Applies chilled for 5s. Knocks the target back 3 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A ring of cold water damages nearby targets, throws them away from the weaver and slows them.
Available as a Thraedweaving choice at rank 20, with Tide rank 14 required. The galdorthraed of the maelstrom teaches it.

Flora
Magoscild, or “Mage’s Shield,” is a fuchsia mushroom with a faintly glowing cap. It grows in damp forests and swamps. Brewed into a potion, it grants temporary resistance to magic.
Used in: Antidote, Magoscild Stew. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 2 x Magoscild, 2 x Mutton, 1 x Bone Broth
Makes: 2 x Magoscild Stew
Does: +60 food, Magoscild Stew (15% less fire, frost and lightning), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mutton stewed in bone broth with magoscild mushrooms. Temporarily reduces fire, frost and lightning damage taken.

Provisions
+60 food, Magoscild Stew (15% less fire, frost and lightning), 1350s
Mutton stewed in bone broth with magoscild mushrooms. Temporarily reduces fire, frost and lightning damage taken.

Masteries
A standing aura: allies within 6 tiles also have every passive mastery of tier IV or below that you have permanently learned. Passives they get this way do not count toward their prerequisites or devotion.
Requires character level 25 and 2 permanently learned tier IV Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A luxurious, veined stone with smooth texture, typically in shades of white, green, or black. Marble's elegant appearance makes it ideal for ornate works and high-status buildings.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Statuses
The target takes 25% more damage from attacks. Dawnthraed and Hunter's Mark can apply this effect.
Default duration: 6s. Individual attacks or spells may set a different duration.

Masteries
+12% damage and +5% critical chance with archery and throwing.
Works with: Bows, crossbows and thrown weapons only.
Requires character level 5 and 2 permanently learned tier I Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+4 food, Hearty (+2 damage), 300s
Honey wine, pale gold and stronger than it tastes.

Masteries
Pay skein for thraeds from two different schools within 6 seconds to recover 20% of the second payment, up to 4 skein. 6-second recovery cooldown. Free casts and mastery abilities do not count.
Works with: Thraeds only, not weapons.
Requires character level 5 and 2 permanently learned tier I Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
Do not look. Everybody says do not look, and the statues along the road are the ones who thought they could manage a glance.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Masteries
Heal yourself or an ally for 25% of your maximum health, increased by Thraedweaving and Life, and cure poison and bleeding.
Requires character level 17 and 2 permanently learned tier III Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Statuses
Restores health over time. Seamthraed and Sapthraed apply this effect.
Default duration: 12s. Individual attacks or spells may set a different duration. Mends 2.5 health a second.

Thraeds
Affects one target up to 5 tiles away. Restores 30 health at once, and 2 more for every point of Will above five. Removes poisoned. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Restores health immediately and cures poison. It uses a substantial amount of skein, which regenerates more slowly during combat. A Skein Draught can help replenish it.
Available as a Thraedweaving choice at rank 12. The galdorthraed of mending teaches it; a scroll of mending weaves it once on the reader.

Provisions
+15 food
A stoppered bottle of fresh milk, cool from the cellar.

Recipes
Needs: 1 x Scarlet Balm, 1 x Oil
Makes: 1 x Minor Healing Potion
Does: +30 health
Made at: a mortar and pestle in the field, or an alchemy bench.
A small vial of red tincture for healing minor wounds.

Fauna
A grey-brown monkey searching for food in an unattended pack. Troops post lookouts while the others forage or steal.
Drops (70% chance): Shaggy Pelt, Knuckle Bone, Fang.

Materials
Silver that was never mined. It weighs almost nothing and nothing marks it.
On a weapon: 1.62× damage, 0.9× the time between swings. On armour: 1.8× armour, +1 dodge a piece. 4.5× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: moonsilver.

Recipes
Needs: 2 x Moonsilver Ingot, 1 x Leather
Makes: 1 x Moonsilver Arming Sword
Made at: smithing.
A straight blade, edged both sides and meant for a shield to go with it.

Recipes
Needs: 2 x Moonsilver Ingot, 1 x any wood
Makes: 1 x Moonsilver Billhook
Made at: smithing.
A farm tool that never went back to the field.

Recipes
Needs: 2 x Moonsilver Ingot, 1 x any wood, 1 x any cloth
Makes: 1 x Moonsilver Hatchet
Made at: smithing.
Head-heavy, and every bit of that weight arrives at once.

Recipes
Needs: 3 x Moonsilver Ingot, 1 x any wood
Makes: 1 x Moonsilver Horseman's Pick
Made at: smithing.
A spike on a haft, for getting through what an edge cannot.

Recipes
Needs: 3 x Moonsilver Ore, 1 x Hearthcoal
Makes: 1 x Moonsilver Ingot
Made at: smelting.
A bar of moonsilver, cold to the touch in any weather and faintly luminous. Smiths speak to it politely, just in case.

Resources
A bar of moonsilver, cold to the touch in any weather and faintly luminous. Smiths speak to it politely, just in case.
Used in: Moonsilver Arming Sword, Moonsilver Billhook, Moonsilver Hatchet, Moonsilver Horseman's Pick, Moonsilver Lance, Moonsilver Zweihander.

Recipes
Needs: 3 x Moonsilver Ingot, 2 x any wood
Makes: 1 x Moonsilver Lance
Made at: smithing.
A long haft keeps an opponent beyond arm’s reach.

Resources
Pale ore that holds a faint shine in the dark, as though it had swallowed a sliver of the moon. The rarest thing a pick can strike.
Used in: Moonsilver Ingot.

Recipes
Needs: 4 x Moonsilver Ingot, 1 x Leather
Makes: 1 x Moonsilver Zweihander
Made at: smithing.
A heavy blade that needs two hands and room to swing.

Fauna
Taller at the shoulder than a man is tall, with a spread of antler that has to be turned sideways to get through trees. Placid until the rut, at which point it is the single most dangerous animal in the north.
Drops (90% chance, 3 tries): Great Antler, Thick Pelt, Raw Hide, Bone, Bezoar.

Recipes
Needs: 3 x any stone, 1 x any wood
Makes: 1 x Mortar and Pestle
Does: a field kit for alchemy: right-click to open
Made at: a crafting bench.
A stone bowl and pestle wrapped in oilcloth with six small vials. Used to prepare simple remedies and venoms in the field. More complex preparations require an alchemy bench.

Thraeds
Affects targets within 4.5 tiles of the weaver. 160–240 damage, and 6 more for every point of Will above five. Applies petrified for 3s. Knocks the target back 3 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Skorrim's own weight, borrowed. The ground within four and a half tiles of the weaver stands up and falls, everything on it is flung three tiles and left as stone for three seconds. It is the loudest thraed there is, and it is over before the dust is.
Available as a Thraedweaving choice at rank 36, with Stone rank 26 required. The galdorthraed of the mountain teaches it.

Fauna
Lies under the surface with its nostrils out and waits for the causeway to bring it dinner. The tail is the fast part.

Recipes
Needs: 2 x any mushroom, 1 x Oil
Makes: 2 x Mushroom Fry
Does: +30 food, Well Fed (+2 Wits), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mushrooms sliced thin and fried in oil until their edges brown.

Provisions
+30 food, Well Fed (+2 Wits), 900s
Mushrooms sliced thin and fried in oil until their edges brown.

Resources
A small sac of something that clears a room. Diluted past all reason it is the base note of expensive perfume; undiluted it is a weapon, and has been used as one.
Dropped by: Skunk.

Provisions
+6 food
A shellfish caught off the shore. Can be eaten raw.

Recipes
Needs: 4 x Mussel, 1 x Onion
Makes: 2 x Mussels in Broth
Does: +30 food, Mussels in Broth (+2 Will), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mussels steamed open over onion and served in their own broth. Temporarily increases Will.

Provisions
+30 food, Mussels in Broth (+2 Will), 900s
Mussels steamed open over onion and served in their own broth. Temporarily increases Will.

Provisions
+8 food
Off a sheep or a goat, with the fat left on because the fat is the point. A handful of any herb in the pot takes the edge off it.

Recipes
Needs: 2 x Mutton, 1 x Leek
Makes: 2 x Mutton and Leek
Does: +50 food, Mutton and Leek (+2 Vitality), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mutton stewed with sliced leek. Temporarily increases Vitality.

Provisions
+50 food, Mutton and Leek (+2 Vitality), 900s
Mutton stewed with sliced leek. Temporarily increases Vitality.

Recipes
Needs: 2 x Mutton, 1 x any herb
Makes: 2 x Mutton Broth
Does: +45 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mutton boiled with an herb, with the fat left in.

Provisions
+45 food
Mutton boiled with an herb, with the fat left in.

Recipes
Needs: 2 x Mutton, 2 x Potato, 1 x Onion, 1 x Bone Broth
Makes: 3 x Mutton Hotpot
Does: +65 food, Mutton Hotpot (+4 Vitality), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mutton and onion covered with sliced potato and baked slowly in bone broth. Temporarily increases Vitality.

Provisions
+65 food, Mutton Hotpot (+4 Vitality), 1350s
Mutton and onion covered with sliced potato and baked slowly in bone broth. Temporarily increases Vitality.

Resources
Black fur that swallows lamplight instead of shining in it. Poachers cut cloaks from it, which is exactly why the watch ask where it came from.
Dropped by: Cat, Dog, Skunk, Snow Fox.
Used in: Night-Pelt Boots, Stormcrow Mantle.
As any hide: Bedroll.

Recipes
Needs: 2 x Night Pelt, 1 x Raw Hide
Makes: 1 x Night-Pelt Boots
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
The dark pelt over a hide sole, fur inward. Quiet on stone and quieter on leaves, which is the whole of why anyone hunts the thing it came off.

Recipes
Needs: 2 x Purpleshade, 1 x Flambell
Makes: 1 x Nightshade Tar
Does: Blackened Edge (+10 damage), 90s
Made at: an alchemy bench.
Purpleshade boiled into a black weapon coating that temporarily increases damage.

Recipes
Needs: 1 x Toad Gland, 1 x Oil
Makes: 2 x Numbing Coat
Does: Numbed (+2 venom, chills), 150s
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A toad's gland in oil. Whatever the edge touches goes slow and stupid, which in a fight is most of the way to dead.

Peoples
Numidorians come from the central and eastern highlands of Doma. Their natural armour resembles a highland armadillo's carapace. This protection and their knowledge of the mountain terrain make them formidable defenders.
Their clans once fought over mineral deposits and mountain passes, until the warlord Temur united them. Their kingdom resisted the Aeternian Empire longer than any other, but Highguard, their mountain capital, eventually fell to the Empire's arcane engine, the Orthofex. Mountain creatures now inhabit its ruins.
Numidorians worship Skorrim, the God of the Mountain.
Names. A Numidorian name has two parts: a given name, then a parent's name joined by ur ("son of") or dis ("daughter of"). Sons use their father's name after their own; daughters use their mother's. Tevand ur Arsen means Tevand, son of Arsen. In conversation people use the given name alone.
The Numidorians descend from the Hēahfolc of the Drift's mountains. See "The Hēahfolc".
Brynja says the Crossing was the exile of their Hēahfolc ancestors after the war of the wyrdports, and that the exiles had their weaving taken away. Their descendants on Ahtar were born without it.

Masteries
Allies within 4 tiles deal +15% fire, frost and lightning hit damage. You take 20% less hit damage of those types. Does not affect damage over time.
Requires character level 17 and 2 permanently learned tier III Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A naturally glassy, dark volcanic rock with a smooth, sharp-edged surface. While brittle, it’s highly valued for making sharp tools, blades, and mysterious artifacts.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Fauna
Glass from the burning lands, shaped and woken. Every edge of it is a blade and it is all edges.

Fauna
An ogre that learned, which nobody planned for. Blue-skinned and horned and very calm, and everything an ogre is with a mind behind it.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Resources
A small, thick-walled jar of clay holds the precious oil within, its surface rough but tightly sealed with wax to preserve the liquid’s purity. Pale and golden, the oil glistens when poured, rich with the scent of crushed olives or rare herbs, a treasure from distant lands. Used for anointing, healing, or fueling flickering lamps through long nights, this oil is as vital as it is scarce. In the hands of healers or travelers, it becomes a symbol of life and light, protecting against both shadow and chill.
"In þin vessel sealed so tight,
Oil for balm and oil for light.
Bless’d be þe hands þat bear thee near,
And lend thy warmth in shadows drear."
Used in: Adder Venom, Antidote, Bearhide Draught, Bezoar Draught, Blazecap Oil, Catfoot Tonic, Cooling Salve, Drifter's Elixir, Duelist's Tonic, Filled Lamp, Flatbread, Fried Small Fish, Greater Healing Potion, Healing Potion, Heart's Vigour, Hedgeknife Venom, Herb Poultice, Ironhide Tonic, Keen-Eye Tincture, Lamp Oil from Glowing Fruit, Lamp Oil, Minor Healing Potion, Mushroom Fry, Numbing Coat, Quickfoot Philter, Rime Oil, Skein Draught, Thoughtbloom Tincture, Tonic of Vigor, Venom Coat, Warming Draught, Wodbrew.
As any oil: Torch.

Masteries
Travelling on the world map uses 30% less nourishment for the whole party.
Requires character level 10 and 2 permanently learned tier II Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+15 food
A golden onion. Eaten raw it is a declaration; cooked, a foundation.

Masteries
Archery and throwing hits deal +20% damage to enemies above 90% health.
Works with: Bows, crossbows and thrown weapons only.
Requires character level 10 and 2 permanently learned tier II Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
A rust-red orangutan sitting in the fork of a tree. Usually solitary and slow-moving, it is much stronger than it looks and dangerous when attacked.
Drops (90% chance, 2 tries): Shaggy Pelt, Knuckle Bone, Beast Heart, Gut Cord.

Fauna
An orc with a longbow. Orc archers shoot over the heads of the warband's front line.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Scarred in the places that show and armoured in the places that matter. An orc captain keeps a band of savages moving in one direction, which is the whole of orcish generalship and quite enough.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Plate hammered onto plate until the orc underneath is a rumour. The juggernaut walks into a fight the way a rock walks into a river, and the fight goes round it or stops.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A broad-shouldered orc marked with ritual scars. Orc bands occupy the scorched margins, where few others settle.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Bones on the staff, ash on the face, and a voice the savages are afraid of. The shaman stands where it can see and makes the fight go worse for you in ways you will not be able to name afterwards.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
What a shaman becomes when it stops asking the spirits and starts telling them. A warlock's band does not need to win; it only needs to keep you standing still long enough.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A bandit with a bow. Outlaw archers shoot from behind the rest of the band.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A bandit who weaves frost thraeds. Cryomancers chill and slow their targets from a distance.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A bandit who weaves fire thraeds. Pyromancers set their targets alight from a distance.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
Round-faced and silent, turning its head further than a head should turn. Village wisdom credits owls with knowing things; what they demonstrably know is exactly where a mouse is in the dark.
Drops (80% chance, 2 tries): Barred Plume, Talon, Keen Eye.

Resources
A hollow horn off a bull or a yak, scraped clean. It becomes a cup, a signal horn, a lantern pane beaten thin enough to pass light, or glue if you boil the core.
Dropped by: Buffalo, Bull, Cow, Enraged Buffalo, Raging Bull, Yak.
Used in: Horned Helm.
Materials
Lacquer over iron plates, dark as dried blood.
On a weapon: 0.96× damage, 0.98× the time between swings. On armour: 1.04× armour, +1 dodge a piece. 1× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: oxblood.

Materials
A pale alloy that seems to draw the colour out of whatever it cuts.
On a weapon: 1.4× damage, 0.96× the time between swings. On armour: 1.42× armour, +0 dodge a piece. 2.3× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: pale, starved, wrong-angled.

Provisions
A plain farmyard egg. Half the recipes in any kitchen and a surprising number outside it begin with one of these.

Resources
A plain farmyard egg. Half the recipes in any kitchen and a surprising number outside it begin with one of these.
Dropped by: Chicken, Duck, Goose, Pigeon.
As any egg: Buttered Eggs, Cheese and Onion Tart, Fish Cakes, Heofonheap Omelette, Honey Cakes, Pike Dumplings.

Fauna
A black-and-white bear eating cane with both paws. Usually placid, but strong enough to be dangerous when disturbed.
Drops (85% chance, 2 tries): Shaggy Pelt, Bamboo Cane, Knuckle Bone.

Recipes
Needs: 2 x Flour, 1 x Butter
Makes: 2 x Pastry
Made at: a fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
Pastry dough made with flour and butter, rolled into a sheet. Used for pies and tarts.

Resources
Pastry dough made with flour and butter, rolled into a sheet. Used for pies and tarts.
Used in: Beef and Brunswamm Pie, Cheese and Onion Tart, Eel Pie, Lobster and Salmon Pie, Venison Pie.

Masteries
Your poison deals 25% more damage while its victim has more than half health.
Requires character level 17 and 2 permanently learned tier III Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A small jar of dried peppercorns. Used to season meat.
Used in: Blazecap and Pepper Stew.

Provisions
+15 food
A small freshwater fish caught in rivers and lakes. Can be eaten raw. Process two at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Fauna
Where it walks the water goes bad and the flies come. The drowned villages did not drown; something like this passed through.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Statuses
Stiffens the target, reducing movement to 30% of normal speed and increasing the time between attacks to 1.6 times normal. Grants +4 armour while active.
Default duration: 3s. Individual attacks or spells may set a different duration. Movement at 30%.

Masteries
Fire through enemies in a line up to 8 tiles the way you aim, dealing 260% weapon damage. Fast weapons deal a little more, slow ones a little less. Requires a bow or crossbow.
Works with: Bows and crossbows only.
Requires character level 17 and 2 permanently learned tier III Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
A muddy, pink-skinned pig foraging near a house. Villagers feed pigs household scraps and raise them for meat.
Drops (85% chance, 2 tries): Bristled Hide, Tallow, Boar Tusk.

Materials
Crude, brittle iron. Heavy for the protection it offers.
On a weapon: 0.98× damage, 1.08× the time between swings. On armour: 1.05× armour, -1 dodge a piece. 0.8× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: pig-iron.

Fauna
Grey, iridescent at the throat, working the cobbles for whatever was dropped. Every market square in the Drift keeps a flock it did not ask for and cannot be rid of.
Drops (75% chance, 2 tries): Down Tuft, Pale Egg, Barred Plume, Tallow.

Provisions
+55 food
A large freshwater fish caught in rivers and lakes. Can be eaten raw. Process one at a butcher table for two fish fillets, or on a drying rack for two portions of dried fish.

Recipes
Needs: 1 x Pike, 1 x Flour, 1 x any egg, 1 x Cream
Makes: 3 x Pike Dumplings
Does: +50 food, Pike Dumplings (+4 Wits), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Pike flesh beaten with flour, egg and cream, shaped into dumplings and poached. Temporarily increases Wits.

Provisions
+50 food, Pike Dumplings (+4 Wits), 1350s
Pike flesh beaten with flour, egg and cream, shaped into dumplings and poached. Temporarily increases Wits.

Provisions
+30 food
A sea fish caught off the shore. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Masteries
With one one-handed melee weapon and your other hand empty, gain +20 percentage points of dodge chance, whether moving or standing still. The normal dodge cap still applies.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 5 and 2 permanently learned tier I Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
A dragon in the way a jackal is a wolf. Drakes do not fly and do not need to; the poison drake's breath does the reaching.

Statuses
Poison causes damage over time. Antidotes, Purgethraed and healing effects that cure poison can remove it.
Default duration: 8s. Individual attacks or spells may set a different duration. Takes 5 health a second.

Masteries
Your direct physical weapon hits deal 12% more damage to enemies affected by your own poison.
Works with: Physical weapons only: not wands.
Requires character level 5 and 2 permanently learned tier I Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Small blades and swords poison on 25% of hits.
Works with: Small blades and swords, in melee only.
Requires character level 5 and 2 permanently learned tier I Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
A cream-coloured bear that blends into the ice. It moves quickly despite its size and will hunt people.
Drops (95% chance, 3 tries): Snow Pelt, Shaggy Pelt, Great Claw, Fang, Beast Heart.

Fauna
A cushion of barbed quills with a face at one end, rattling as it walks. It cannot throw them, whatever the stories say; it simply backs into you, which turns out to be quite enough.
Drops (85% chance, 2 tries): Quill Spines, Raw Hide, Tallow.

Provisions
+8 food
Pale, marbled, and wants cooking through — nobody who has eaten a wild boar underdone has forgotten it. Two cuts over a fire.

Recipes
Needs: 2 x Pork, 1 x Apple
Makes: 2 x Pork and Apples
Does: +50 food, Pork and Apples (+2 damage), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Roast pork with apples cooked soft in its fat. Temporarily increases the damage you deal.

Provisions
+50 food, Pork and Apples (+2 damage), 900s
Roast pork with apples cooked soft in its fat. Temporarily increases the damage you deal.

Provisions
+15 food
Two honest potatoes. There is no situation they make worse.

Provisions
+6 food
A bird, plucked and drawn, small enough that it takes two to make a drumstick worth the name. Not raw. Never raw.

Provisions
+8 food
A shellfish caught off the shore. Can be eaten raw.

Masteries
Potion buffs you drink outside combat last 25% longer. Does not affect weapon coats, healing over time or food.
Requires character level 10 and 2 permanently learned tier II Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 4 x Prickly Pears
Makes: 1 x Prickly Pear Jam
Does: +20 food, Prickly Pear Jam (+2 Vitality), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of pink jam cooked from prickly pears. Temporarily increases Vitality.

Provisions
+20 food, Prickly Pear Jam (+2 Vitality), 900s
A jar of pink jam cooked from prickly pears. Temporarily increases Vitality.

Recipes
Needs: 6 x Prickly Pears
Makes: 1 x Prickly Pear Wine
Does: Prickly Pear Wine (20% less fire), 600s
Made at: a still.
A pink wine pressed from prickly pears. While it lasts, fire does 20% less damage to you.

Provisions
Prickly Pear Wine (20% less fire), 600s
A pink wine pressed from prickly pears. While it lasts, fire does 20% less damage to you.

Provisions
+7 food
Red and orange fruit with sweet flesh and a spiny skin. More filling than berries.

Masteries
Cures your poison and prevents further poisoning for 6 seconds.
Requires character level 10 and 2 permanently learned tier II Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects one target up to 5 tiles away. Removes poisoned, burning, chilled, frozen, webbed.
Removes poison, burning, cold and webs from the target. It does not restore health.
Available as a Thraedweaving choice at rank 12. The galdorthraed of purging teaches it; a scroll of purging weaves it once on the reader.

Recipes
Needs: 2 x Bloatberries, 1 x Salt
Makes: 1 x Purple Dye
Made at: a mortar and pestle in the field, or an alchemy bench.
A vial of purple dye, ground from bloatberries with salt. Used to dye linen.

Resources
A vial of purple dye, ground from bloatberries with salt. Used to dye linen.
Used in: Purple Linen.

Recipes
Needs: 1 x Linen Cloth, 1 x Purple Dye
Makes: 1 x Purple Linen
Made at: a crafting bench.
Linen cloth dyed purple. It serves anywhere plain cloth does, and sells for more.

Resources
Linen cloth dyed purple. It serves anywhere plain cloth does, and sells for more.
As any cloth: Black-Iron Sabre, Bronze Boots, Bronze Bracers, Bronze Buckler, Bronze Cuirass, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Mail Shirt, Bronze Marching Boots, Bronze Padded Hose, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze Trews, Bronze Vambraces, Bronze Work Gloves, Iron Pike, Iron Shortsword, Moonsilver Hatchet, Steel Greaves, Steel Leggings.

Flora
Purpurscadu, or Purpleshade, has a deep purple cap with pale spots and grows in misty woods. Dried and eaten raw, it soothes the mind and helps with restless sleep; too much can cause a dangerously deep slumber. Thorough cooking removes these effects and makes it safe to eat.
Used in: Nightshade Tar, Witch's Brew. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Fauna
Dog-sized and venomous and very, very pleased with itself. Pygmy wyverns hunt in squabbling flocks and go for the eyes.

Masteries
An aura: everything within 3 tiles burns each second for a fifth of your Bolt's damage.
Requires character level 17 and 2 permanently learned tier III Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects targets within 3 tiles of the weaver. 89–138 damage, and 4 more for every point of Will above five. Applies burning for 6s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Surrounds the weaver with fire, damaging and igniting nearby targets while leaving the weaver unharmed.
Available as a Thraedweaving choice at rank 20, with Flame rank 14 required. The galdorthraed of the pyre teaches it.

Thraeds
Affects targets within 2.5 tiles of the weaver. 47–75 damage, and 3 more for every point of Will above five. Knocks the target back 2 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Shakes the ground around the weaver, damaging nearby targets and knocking them back.
Available as a Thraedweaving choice at rank 12, with Stone rank 8 required. The galdorthraed of quaking teaches it.

Resources
A hard, crystalline rock, often white or pink, with a slightly sparkling surface. Known for its durability, it’s a prime material for polished stonework and decorative items.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Masteries
Your small blades strike 12% faster.
Works with: Small blades only.
Requires character level 10 and 2 permanently learned tier II Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.
Fauna
An ugru that has quickened: it looks like the ordinary trees around it, but it casts no shadow. It cannot move. When anything comes within reach it throws its whole body down at it. Villagers clear quickened ugru from around their homes.
Drops (90% chance): Ugru Tendril, Ugru Heartwood.
Fauna
An ugru that has quickened: it looks like the ordinary trees around it, but it casts no shadow. It cannot move. When anything comes within reach it throws its whole body down at it. Villagers clear quickened ugru from around their homes.
Drops (90% chance): Ugru Tendril, Ugru Heartwood.

Recipes
Needs: 1 x Hrimblōm, 1 x Dewtussle, 1 x Oil
Makes: 1 x Quickfoot Philter
Does: Quickfoot (+3 Agility), 180s
Made at: an alchemy bench.
A cold cyan drink distilled from rime-blooms. Temporarily increases Agility.

Materials
Metal that makes no sound when struck.
On a weapon: 1.18× damage, 0.96× the time between swings. On armour: 1.2× armour, +1 dodge a piece. 1.7× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: quiet, hollow.

Resources
A bundle of barbed spines, each one wanting to go in and not come out. Fletchers use them for small darts and everyone else uses tongs.
Dropped by: Porcupine.

Thraeds
Affects targets within 3.5 tiles of a target up to 7 tiles away. 150–225 damage, and 6 more for every point of Will above five. Applies marked for 8s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Noon, all at once, on a place that should not be standing in it. Everything within three and a half tiles of the chosen body is burnt by the light and shown plainly for eight seconds, taking every blow harder. The Dawnthraed's whole day.
Available as a Thraedweaving choice at rank 36, with Life rank 26 required. The galdorthraed of radiance teaches it.

Fauna
Broad, black, and entirely out of patience with the field it is in. Nobody needs to trouble this one: it is coming for whoever is nearest, and it will not be talked round.
Drops (90% chance, 3 tries): Raw Hide, Ox Horn, Tallow, Bone, Bezoar.

Fauna
Half-grown, still pink about the muzzle, and already carrying the full wolf-rat mouthful of teeth. They come out in a rush and do not stop to think.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Fauna
A crossbow taken off someone who no longer needed it, and a rat that learned to wind it. Crossbowmen keep to the stilt-walks and shoot down, and the bolts are dipped like everything else the ratkin own.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Something the plaguespreaders made and are proud of. Too big, too many teeth, and no longer interested in being told what to do.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Carries what the drowned villages died of and is not sick with it, which is the frightening part. Kill it before it opens the jar.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
Ratkin keep to the drowned villages and the rotting stilt-walks, and the poisoners among them do the work the rest will not. The blade matters less than what has been wiped along it.
Drops (32% chance): a weapon, armour, a shield, Bone Dice, Torch, Herb Poultice.

Fauna
A black raven with a heavy bill. It follows travellers and armies in search of food.
Drops (70% chance): Stormcrow Feather, Talon, Keen Eye.

Resources
Shorn wool, still greasy with lanolin and full of burrs. Washed and carded it spins into anything; unwashed it keeps the rain off surprisingly well.
Dropped by: Goat, Sheep.
Used in: Down-Lined Coat, Snow-Pelt Mantle.

Resources
A scrap of skin with the hair scraped off, stiff and smelling of what it came from. Tanned, it is leather; untanned, it is the start of a pouch, a strap or a patch.
Dropped by: Arctic Wolf, Buffalo, Bull, Camel, Cat, Cow, Deer, Dog, Donkey, Elephant, Enraged Buffalo, Goat, Horse, Kangaroo, Mad Boar, Moose, Porcupine, Raging Bull, Sheep, Snow Fox, Swamp Troll, Timber Wolf, Wild Boar, Wolf-Rat, Yak.
Used in: Bone Round Shield, Bone-Plate Helm, Chitin Boots, Chitin Gauntlets, Down-Lined Coat, Horned Helm, Night-Pelt Boots, Scaled Bracers.
As any hide: Bedroll.

Fauna
The cap is red for the reason you are afraid it is, and it has to be kept that way. Redcaps haunt old stones and older roads and are delighted, genuinely delighted, to see a traveller.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Recipes
Needs: 2 x Ashbloom Crystals, 1 x Salt
Makes: 1 x Red Dye
Made at: a mortar and pestle in the field, or an alchemy bench.
A vial of red dye, ground from ashbloom crystals with salt. Used to dye linen.

Resources
A vial of red dye, ground from ashbloom crystals with salt. Used to dye linen.
Used in: Red Linen.

Materials
Hardwood and leather sealed under layers of red lacquer. Light and stiff.
On a weapon: 0.82× damage, 0.97× the time between swings. On armour: 0.92× armour, +1 dodge a piece. 0.75× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: red-lacquer.

Recipes
Needs: 1 x Linen Cloth, 1 x Red Dye
Makes: 1 x Red Linen
Made at: a crafting bench.
Linen cloth dyed red. It serves anywhere plain cloth does, and sells for more.

Resources
Linen cloth dyed red. It serves anywhere plain cloth does, and sells for more.
As any cloth: Black-Iron Sabre, Bronze Boots, Bronze Bracers, Bronze Buckler, Bronze Cuirass, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Mail Shirt, Bronze Marching Boots, Bronze Padded Hose, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze Trews, Bronze Vambraces, Bronze Work Gloves, Iron Pike, Iron Shortsword, Moonsilver Hatchet, Steel Greaves, Steel Leggings.

Recipes
Needs: 2 x Corpsefinger, 1 x Emberwart, 1 x Clear Spirit
Makes: 1 x Red Measure
Does: +30 health
Made at: a mortar and pestle in the field, or an alchemy bench.
A round flask of the red, the size a soldier's ration is poured to.

Provisions
+8 food
A cut off something large, dark and still cold. It will keep a day or two and it will not do you much good raw. Two cuts over a fire make a meal.

Statuses
Default duration: 4s. Individual attacks or spells may set a different duration.

Thraeds
Affects targets within 3 tiles of a target up to 8 tiles away. 120–180 damage, and 5 more for every point of Will above five. Applies staggered for 2s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A thread pulled not from fire or frost but from the Drift itself: the place opens for an instant and closes. Everything within three tiles of the chosen body is torn by the closing and staggered for two seconds. It belongs to no school, and no master will admit to teaching it.
Available as a Thraedweaving choice at rank 28. The galdorthraed of the rift teaches it.

Recipes
Needs: 1 x Rime Core, 1 x Lamp Oil, 1 x Stoneware Flask
Makes: 2 x Rime Bomb
Does: thrown from the hot bar, bursting 5.2 tiles wide, 56-96 frost, chilled, frozen 35% of the time, leaves frost ground for 6s, damage rises with the maker's tier
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A rime slime's core, which wants very badly to be cold and takes everything near it along. Feet freeze to the ground first.

Resources
A knot of ice at the heart of a frost slime, still cold hours after the body around it has gone to water. It will not melt in a warm hand, which is the first thing everyone tries.
Dropped by: Rime Slime.
Used in: Hrimblom Ice, Rime Bomb.

Recipes
Needs: 1 x Hrimblōm, 1 x Holly, 1 x Oil
Makes: 1 x Rime Oil
Does: Rimed Edge (+3 damage, chills), 120s
Made at: an alchemy bench.
Holly and rime-bloom steeped until the oil frosts the glass. A coated edge leaves the cold in the wound, and the cold slows them down.

Fauna
A blue blob crusted with frost, leaving a rime of ice on the stone behind it. It is slow and it does not hide, and neither matters: it simply keeps coming, and the ground it has crossed is treacherous for an hour.
Drops (80% chance, 2 tries): Slime, Rime Core, Bone, Venom Sac.

Recipes
Needs: 1 x Clear Spirit, 1 x Hrimblōm, 1 x Wintremēte
Makes: 1 x Rime Spirit
Made at: a still.
Clear spirit with rime-bloom and wintremete distilled into it, cold enough to hurt the teeth.

Resources
Clear spirit with rime-bloom and wintremete distilled into it, cold enough to hurt the teeth.
Used in: Rimewater.

Provisions
+4 food
Bright red berries, sharp and sour, often found frozen. Eaten raw they do little against hunger; they are better cooked.

Recipes
Needs: 4 x Rimeberries
Makes: 1 x Rimeberry Jam
Does: +16 food, Rimeberry Jam (10% less frost), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of bright red jam cooked from rimeberries. Temporarily reduces frost damage taken.

Provisions
+16 food, Rimeberry Jam (10% less frost), 900s
A jar of bright red jam cooked from rimeberries. Temporarily reduces frost damage taken.

Recipes
Needs: 6 x Rimeberries
Makes: 1 x Rimeberry Wine
Does: Rimeberry Wine (20% less frost), 600s
Made at: a still.
A bright red wine pressed from rimeberries. While it lasts, frost does 20% less damage to you.

Provisions
Rimeberry Wine (20% less frost), 600s
A bright red wine pressed from rimeberries. While it lasts, frost does 20% less damage to you.

Thraeds
A bolt with a range of 7 tiles. 49–85 damage, and 2 more for every point of Will above five. Applies chilled for 5s. 33% chance to apply frozen for 1s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A frost bolt that chills its target and may briefly freeze it. Frost is not associated with a god.
Available as a Thraedweaving choice at rank 4. The galdorthraed of rime teaches it.

Recipes
Needs: 1 x Rime Spirit, 1 x Holly, 1 x Stoneware Flask
Makes: 2 x Rimewater
Does: thrown from the hot bar, bursting 6 tiles wide, 32-56 frost, chilled, frozen 40% of the time, leaves frost ground for 6s, damage rises with the maker's tier
Made at: an alchemy bench.
Rime spirit and holly in a frost-covered flask. When broken, it releases a burst of cold that can freeze targets.

Masteries
Blocking or dodging an attack deals 60% of its damage back to the attacker.
Requires character level 10 and 2 permanently learned tier II Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+15 food
A small freshwater fish caught in rivers and lakes. Can be eaten raw. Process two at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Recipes
Needs: 2 x Red Meat
Makes: 2 x Roast Beef
Does: +50 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Two cuts of beef seared over the fire.

Provisions
+50 food
Two cuts of beef seared over the fire.

Recipes
Needs: 2 x Cooked Drumstick, 1 x Salt
Makes: 1 x Roast Fowl
Does: +75 food, Fed Well (+3 damage), 900s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
Fowl turned on a spit until the skin crisps. A filling meal that temporarily increases damage.

Provisions
+75 food, Fed Well (+3 damage), 900s
Fowl turned on a spit until the skin crisps. A filling meal that temporarily increases damage.

Recipes
Needs: 2 x Pork
Makes: 2 x Roast Pork
Does: +50 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Roast pork with crisp crackling.

Provisions
+50 food
Roast pork with crisp crackling.

Recipes
Needs: 3 x Potato, 1 x Tallow
Makes: 2 x Roast Potatoes
Does: +40 food, Roast Potatoes (+2 armour), 900s
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Potatoes roasted in tallow until the outsides crisp. Temporarily increases armour.

Provisions
+40 food, Roast Potatoes (+2 armour), 900s
Potatoes roasted in tallow until the outsides crisp. Temporarily increases armour.

Fauna
The band's bagman, carrying a grey sack of supplies over one shoulder.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A bandit in a bandana, carrying a club he calls his persuader.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A bald brute with arms like a ship's timbers, who does not carry a weapon because he has never needed to.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
Wulfgar's second: red cape, black beard, and the habit of pointing at the thing he wants someone else to fetch.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A cardsharp in a red bandana with a fan of cards he was not dealt, and a knife for when the cards are not enough.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A masked cutpurse with a dagger held ready, crouching low as he approaches.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A hooded woman with a red scarf. She makes no attempt to hide her knife.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A fence in a dark coat, weighing a purse in one hand. He buys and sells the band's stolen goods.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A knifeman in a red bandana, holding his blade low and level.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A hooded man holding a lantern ahead of him to light the passage.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A lookout in a green hood, the one who sees you first and says so.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A hooded man with a sack on his back that clinks when he moves, and he moves carefully.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A boy in a cap with a satchel at his hip and someone else's purse inside it.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A woman in a red hood who took deer off the lord's land for years before she took anything else.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A bandit with a coil of rope at his hip, used to climbing walls and descending wells.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Fauna
A masked stalker, all in black, the dagger reversed in his fist. He was behind you a moment ago.
Drops (38% chance): a weapon, armour, a shield, jewellery, Bread Loaf, Torch, Minor Healing Potion, Rope, Whetstone, Bone Dice, Firebomb, Blackpowder Pouch, Stoneware Flask.

Masteries
Dash 8 tiles the way you are moving (or toward your aim), untouchable for the 0.4 seconds it takes.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 2 x Potato, 1 x Carrot, 1 x Onion
Makes: 2 x Root Pottage
Does: +45 food, Stout (+2 Vitality), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Potato, carrot and onion cooked down to a thick pottage. A common meal during long sieges and hard winters.

Provisions
+45 food, Stout (+2 Vitality), 900s
Potato, carrot and onion cooked down to a thick pottage. A common meal during long sieges and hard winters.

Flora
Pink petals from the dog-rose. They keep their scent when dried, and serve as an herb in poultices and cooking.
As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Fauna
The bowstring is the only thing on it that has not rotted. Rotting archers shoot without hurry and without missing much, and they do not need to breathe between shots.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.
Materials
Steel engraved with runes that strengthen its protection and cutting edge.
On a weapon: 1.46× damage, 0.97× the time between swings. On armour: 1.68× armour, +0 dodge a piece. 3.2× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: runed.

Masteries
Your melee weapons, bows and crossbows apply your strongest school's status effect on 15% of hits.
Works with: Melee weapons, bows and crossbows. Not wands or thrown weapons.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
While you carry a shield, +0.5% chance to block for every point of Will.
Works with: Needs a shield on your arm.
Requires character level 5 and 2 permanently learned tier I Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Send a wave from your strongest school through enemies ahead. Deals 70 to 110 damage, plus 2 per point of Will above five, before skill and mastery bonuses. Reaches 6 tiles.
Requires character level 5 and 2 permanently learned tier I Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Skein regenerates 2x as fast outside combat. After 6 seconds without weaving a thraed, your next thraed costs no skein. Bolt uses the school of the last damaging thraed you wove, with that school's status effect and damage type; its damage still uses your best school's rank.
Requires character level 10 and 2 permanently learned tier II Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+55 food
A large freshwater fish caught in rivers. Can be eaten raw. Process one at a butcher table for two fish fillets, or on a drying rack for two portions of dried fish.

Recipes
Needs: 1 x Salmon, 1 x Butter, 1 x Hallowcress
Makes: 2 x Salmon Baked in Butter
Does: +60 food, Salmon Baked in Butter (+4 Will), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A side of salmon baked in butter, with hallowcress laid over it. Temporarily increases Will.

Provisions
+60 food, Salmon Baked in Butter (+4 Will), 1350s
A side of salmon baked in butter, with hallowcress laid over it. Temporarily increases Will.

Recipes
Needs: 2 x Fish Fillet, 1 x Salt
Makes: 2 x Salt Fish
Does: +28 food
Made at: a butcher table.
Fish fillets packed in salt. They keep for about a year.

Provisions
+28 food
Fish fillets packed in salt. They keep for about a year.

Recipes
Needs: 4 x Saltberries
Makes: 1 x Salt
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A small sack of grey salt, caked but honest. The builders of this place would have counted it wealth; it still keeps meat and still tastes of the sea.

Provisions
+3 food
Small berries with a salty skin. Boiled down over a fire, four of them leave a pinch of salt.

Recipes
Needs: 4 x Saltberries
Makes: 1 x Saltberry Jam
Does: +16 food, Saltberry Jam (+3 Cooking), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of pale, salty jam cooked from saltberries. Temporarily increases Cooking.

Provisions
+16 food, Saltberry Jam (+3 Cooking), 900s
A jar of pale, salty jam cooked from saltberries. Temporarily increases Cooking.

Recipes
Needs: 6 x Saltberries
Makes: 1 x Saltberry Wine
Does: Saltberry Wine (+2 Vitality), 600s
Made at: a still.
A pale, salty wine pressed from saltberries. While it lasts, your Vitality is 2 higher.

Provisions
Saltberry Wine (+2 Vitality), 600s
A pale, salty wine pressed from saltberries. While it lasts, your Vitality is 2 higher.

Recipes
Needs: 2 x Salt, 1 x Wōdlēaf
Makes: 2 x Saltpetre
Made at: a still.
Salt leached through rotting wodleaf and boiled down to a grey, bitter crust.

Resources
Salt leached through rotting wodleaf and boiled down to a grey, bitter crust.
Used in: Blackpowder Pouch.

Fauna
Banded the colour of dry riverbed, it lies coiled under a stone until the ground shakes with a footfall. The strike is over before the hood is fully spread, and the venom does its work slowly enough that people have walked a long way before falling down.
Drops (70% chance, 2 tries): Scaled Skin, Venom Sac, Bone.

Resources
A grainy, layered stone found in earthy colors such as red, tan, and yellow. Its layers make it prone to weathering but easy to quarry and cut.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Recipes
Needs: 1 x Sanguine Core, 1 x Lamp Oil, 1 x Stoneware Flask
Makes: 2 x Sanguine Bomb
Does: thrown from the hot bar, bursting 4.8 tiles wide, 88-144 slashing, poisoned, damage rises with the maker's tier
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A sanguine slime's core, which goes off in a spray of something with edges. What it leaves in a wound sickens the blood.

Resources
A red pearl grown in something that fed on blood, warm and beating very slightly. Every physician who has examined one has put it down again.
Dropped by: Sanguine Slime.
Used in: Sanguine Bomb.

Fauna
A large, dark-red slime with horns. It flings droplets as it moves, leaving stinging marks where they land.
Drops (80% chance, 2 tries): Slime, Sanguine Core, Bone, Venom Sac.

Thraeds
Affects one target up to 5 tiles away. Restores 3 health a second for 10s, plus 0.2 health a second for each point of Will above five. Removes poisoned. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A Nature spell that cures poison and restores health over time.
Available as a Thraedweaving choice at rank 12, with Nature rank 6 required. The galdorthraed of sap teaches it; a scroll of sap weaves it once on the reader.

Recipes
Needs: 2 x Scaled Skin, 1 x Raw Hide
Makes: 1 x Scaled Bracers
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Scale over the forearm and the back of the hand, hide in the palm. A parry lands on the scales and the scales do not care.

Recipes
Needs: 5 x Scaled Skin, 2 x Gut Cord
Makes: 1 x Scaled Coat
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Serpent skin laced in overlapping courses over hide, the scales all running the one way so a blade skates. As good as bronze and it bends.

Recipes
Needs: 3 x Scaled Skin, 1 x Gut Cord
Makes: 1 x Scaled Greaves
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Scaled skin down the shin and thigh, laced behind the knee. A scorpion's sting and a briar's thorn slide off it alike.

Resources
A snake's skin, shed or taken, the scales overlapping like roof slates. Supple and tough, and it keeps water out.
Dropped by: Emerald Viper, Sand Cobra, Turtle.
Used in: Scaled Bracers, Scaled Coat, Scaled Greaves.
As any hide: Bedroll.

Flora
A red-capped mushroom with a pale stem, found in humid jungles. Toxic when eaten raw; properly prepared, it grants resistance to illness and infection.
Used in: Greater Healing Potion, Healing Potion, Heartblood, Minor Healing Potion, Twice-Boiled Scarlet Balm. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Masteries
Scatter caltrops in a 3-tile radius for 8 seconds. Each enemy takes 25 physical damage on first entering and moves 40% slower while inside.
Requires character level 5 and 2 permanently learned tier I Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
Ridden off the mother's back and dropped in the sand, no longer than a thumb and with the whole of her sting. They scatter, then they close.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Thraeds
Affects targets within 3.5 tiles of a target up to 7 tiles away. 120–175 damage, and 5 more for every point of Will above five. 50% chance to apply petrified for 2.5s. Knocks the target back 2 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A hillside's loose stone let go over the chosen body and three and a half tiles round it. Everything there is thrown two tiles and half of it left stone-still. The Cragthraed thrown wider and further.
Available as a Thraedweaving choice at rank 28, with Stone rank 20 required. The galdorthraed of the scree teaches it.

Provisions
+30 food
A sea fish caught off the shore. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Provisions
+3 food
Small orange berries, very sour, packed tightly along the stems. Better cooked than eaten raw.

Recipes
Needs: 4 x Sea Buckthorn Berries
Makes: 1 x Sea Buckthorn Jam
Does: +16 food, Sea Buckthorn Jam (+0.2 health a second), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of orange jam cooked from sea buckthorn berries. Restores health over time for a limited duration.

Provisions
+16 food, Sea Buckthorn Jam (+0.2 health a second), 900s
A jar of orange jam cooked from sea buckthorn berries. Restores health over time for a limited duration.

Recipes
Needs: 5 x Sea Buckthorn Berries
Makes: 1 x Sea Buckthorn Wine
Does: Sea Buckthorn Wine (+0.3 health a second), 600s
Made at: a still.
A cloudy orange wine pressed from sea buckthorn berries. While it lasts, you regain 0.3 health a second.

Provisions
Sea Buckthorn Wine (+0.3 health a second), 600s
A cloudy orange wine pressed from sea buckthorn berries. While it lasts, you regain 0.3 health a second.

Recipes
Needs: 2 x Mussel, 2 x Prawn, 1 x Fish Stock, 1 x Tomato
Makes: 3 x Seafood Stew
Does: +55 food, Seafood Stew (+4 Agility), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Mussels and prawns stewed in fish stock with tomato. Temporarily increases Agility.

Provisions
+55 food, Seafood Stew (+4 Agility), 1350s
Mussels and prawns stewed in fish stock with tomato. Temporarily increases Agility.

Thraeds
Affects one target up to 5 tiles away. Restores 2.5 health a second for 12s, plus 0.15 health a second for each point of Will above five. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A basic healing spell that restores health gradually. Its low skein cost makes it useful early in a weaver's training.
Available as a Thraedweaving choice at rank 4. The galdorthraed of stitching teaches it; a scroll of stitching weaves it once on the reader.

Thraeds
A bolt with a range of 7 tiles. 68–104 damage, and 3 more for every point of Will above five. 70% chance to apply burning for 5s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A concentrated bolt of flame that deals damage and usually sets its target alight.
Available as a Thraedweaving choice at rank 12, with Flame rank 8 required.

Masteries
Dodging an enemy while wielding two one-handed melee weapons restores 3 vigour. Once every 8 seconds.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 5 and 2 permanently learned tier I Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Thraeds of the school you are second best at use your best school's rank for their damage and healing. Learning those thraeds still needs that school's own rank.
Works with: Thraeds only, not weapons.
Requires character level 5 and 2 permanently learned tier I Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Heal 20% of your health at once, and throw off poison and bleeding.
Requires character level 10 and 2 permanently learned tier II Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A little bag of oiled cloth sewn shut with cord, made to hold something that must not get wet.
Used in: Blackpowder Pouch.

Recipes
Needs: 1 x Rope
Makes: 2 x Sewn Pouch
Made at: a tinker's roll in the field, or a crafting bench.
A little bag of oiled cloth sewn shut with cord, made to hold something that must not get wet.

Masteries
Dodging restores 10% of your maximum vigour.
Requires character level 25 and 2 permanently learned tier IV Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Blink up to 6 tiles in your movement or aim direction. Walls, gaps and changes of height stop you.
Requires character level 5 and 2 permanently learned tier I Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 2 x Shaggy Pelt, 1 x Gut Cord
Makes: 1 x Shaggy Cap
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A bear's or an ape's pelt, cut and stitched into a cap with the shag left long. It takes a club better than a leather cap and it keeps the ears.

Resources
Coarse brown fur with the undercoat still in it, shed in handfuls and smelling of wet animal for weeks. Hard-wearing rather than fine: a teamster's coat, not a lady's.
Dropped by: Agitated Orangutan, Cave Bear, Gorilla, Monkey, Orangutan, Panda, Polar Bear.
Used in: Shaggy Cap.
As any hide: Bedroll.

Thraeds
A bolt with a range of 7 tiles. 58–88 damage, and 3 more for every point of Will above five. Applies chilled for 5s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Conjures and throws a spear of ice, damaging and chilling its target. It can be cast again sooner than Glacethraed.
Available as a Thraedweaving choice at rank 12, with Frost rank 8 required.

Masteries
In combat, spending skein and landing a damaging melee hit within 4 seconds of each other wards your nearest ally within 4 tiles. They take 20% less damage from hits for 3 seconds. Triggers at most once every 6 seconds; multiple Shared Guards do not stack.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 17 and 2 permanently learned tier III Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Establish a shelter in a 3-tile radius for 6 seconds. Allies inside recover 3% of maximum health immediately and every 2 seconds. Overlapping shelters do not stack their healing.
Requires character level 10 and 2 permanently learned tier II Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
A thick-fleeced sheep with a black face, staying close to the flock. They readily escape through gaps in fences.
Drops (90% chance, 2 tries): Raw Fleece, Tallow, Raw Hide.

Masteries
+40% damage with the weapon in your hand while a shield is on your arm.
Works with: Needs a shield on your arm.
Requires character level 5 and 2 permanently learned tier I Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
+10% chance to block with a shield, and a shield's burden is 30% lighter.
Works with: Needs a shield on your arm.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects one target up to 2.5 tiles away. 45–75 damage, and 2 more for every point of Will above five. Knocks the target back 8 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A brief push of solid air that knocks a target away, giving the weaver room to move.
Available as a Thraedweaving choice at rank 4. The galdorthraed of shoving teaches it.

Masteries
+5% dodge chance while you are moving. Dodging an attack while moving makes your next melee hit within 3 seconds deal 20% more damage, at most once every 4 seconds.
Works with: Its damage works with melee weapons only.
Requires character level 5 and 2 permanently learned tier I Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
With one one-handed melee weapon and your other hand empty, deal +60% melee damage and attack 20% faster.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 1 x Bog Goblet, 1 x Oil
Makes: 1 x Skein Draught
Does: +20 skein
Made at: a mortar and pestle in the field, or an alchemy bench.
A blue drink pressed from bog goblet. Restores twenty skein without healing wounds.

Masteries
Spending skein empowers your next melee strike or bow or crossbow shot within 4 seconds for +15% damage. The strike spends the benefit even if blocked or dodged. Can prepare once every 6 seconds.
Works with: Melee weapons, bows and crossbows. Not wands or thrown weapons.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
The robes are dust and the knowledge is not. A skeletal mage remembers every working it ever learned and has had a very long time to practise.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Fauna
A hand, and nothing else, and it knows where your throat is. They come out of barrows in a rustling crowd, and the trick is to keep your feet moving.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Gods
Skorrim is the mountain god worshipped by the Numidorians. His blessings let his followers work earth and stone, helping them build the strong fortresses and cities for which they are known.
Highguard was their greatest achievement before the Aeternian Empire destroyed it. Skorrim's worshippers continue to build and fortify their settlements in his honour.

Fauna
Black with two white stripes, ambling with the unhurried confidence of a thing that has never needed to run. The stripes are a warning, honestly given. People ignore it once.
Drops (80% chance): Musk Gland, Night Pelt, Claw.

Resources
A dense, fine-grained rock in dark hues like gray and blue-black. Known for splitting into thin sheets, it’s often used for roof tiles and paving stones.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Thraeds
Affects targets within 3 tiles of the weaver. 80–126 damage, and 4 more for every point of Will above five. Applies chilled for 7s. 33% chance to apply frozen for 1.5s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Driven sleet round the weaver, three tiles out. Everything in it is slowed for seven seconds and a third of it freezes where it stands. The first frost working that is for being surrounded rather than for picking one out.
Available as a Thraedweaving choice at rank 20, with Frost rank 14 required. The galdorthraed of sleet teaches it.

Resources
A handful of the grey-green muck a slug or a leech leaves behind. It does not dry, and it does not wash off.
Dropped by: Ember Slime, Frog, Galvanic Slime, Gaping Leech, Hex Slime, Rime Slime, Sanguine Slime, Toad, Toxic Slug, Umbral Slime.
Used in: Slime Salve.

Recipes
Needs: 2 x Slime, 1 x Tallow
Makes: 1 x Slime Salve
Does: +40 health
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Slime boiled down with tallow into a jelly that seals a cut and keeps sealing it. Cheap, because slimes are cheap, and it works.

Masteries
Dodging an attacker affected by your own poison or webs restores 3 skein. Can occur once every 6 seconds.
Requires character level 5 and 2 permanently learned tier I Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Strike an enemy you choose for 300% weapon damage, plus 5% per point of Will. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Requires a melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 10 and 2 permanently learned tier II Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 1 x Cured Ham, 1 x Salt, 1 x any herb
Makes: 2 x Smoked Sausage
Does: +35 food, Salted Strength (+2 Might), 900s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
Ham, salt and a handful of herbs, packed and hung over a slow smoke. It keeps for a season and tastes better in the third month than the first.

Provisions
+35 food, Salted Strength (+2 Might), 900s
Ham, salt and a handful of herbs, packed and hung over a slow smoke. It keeps for a season and tastes better in the third month than the first.

Fauna
A white fox, difficult to spot except for its dark eyes and tracks. It follows bears at a distance to feed on their leftovers.
Drops (70% chance): Raw Hide, Night Pelt, Fang, Claw.

Resources
A white winter coat off a thing built for cold, so dense the wind never reaches the skin under it. Furriers in the warm cantons pay absurdly for these and swear they came by them honestly.
Dropped by: Cave Bear, Polar Bear.
Used in: Snow-Pelt Mantle.
As any hide: Bedroll.

Fauna
A yeti of the high snows, half again the height of a man. Its pelt is grey-white and its long arms are powerful enough to kill a horse.
Drops (90% chance, 2 tries): Thick Pelt, Bone, Claw, jewellery, Healing Potion.

Recipes
Needs: 2 x Snow Pelt, 2 x Raw Fleece
Makes: 1 x Snow-Pelt Mantle
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
White pelt over a fleece lining, and the two together weigh less than one bronze pauldron. On snow the wearer is a rumour.
Statuses
The target takes 50% more lightning and frost damage and cannot regenerate skein while the effect lasts.
Default duration: 6s. Individual attacks or spells may set a different duration.

Recipes
Needs: 1 x Carp, 1 x Vinegar, 1 x Onion
Makes: 2 x Soused Carp
Does: +55 food, Soused Carp (25% less poison), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Carp cooked in vinegar with onion and left to cool in it. Temporarily reduces poison damage taken.

Provisions
+55 food, Soused Carp (25% less poison), 1350s
Carp cooked in vinegar with onion and left to cool in it. Temporarily reduces poison damage taken.

Thraeds
A bolt with a range of 7 tiles. 45–75 damage, and 2 more for every point of Will above five. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A simple bolt of magical force, often the first spell a weaver learns. It costs little skein.
Available as a Thraedweaving choice at rank 4. The galdorthraed of sparking teaches it.

Masteries
+12% damage with polearms, or +55% with a two-handed one, and +8% dodge chance while one is in your hand.
Works with: Polearms only.
Requires character level 10 and 2 permanently learned tier II Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
A mottled egg still warm from the nest, its shell freckled for hiding in gravel. Good eating, better in a binding agent, and best left alone if the mother is nearby.

Resources
A mottled egg still warm from the nest, its shell freckled for hiding in gravel. Good eating, better in a binding agent, and best left alone if the mother is nearby.
Dropped by: Coral Crab, Turtle.
Used in: Speckled Omelette.
As any egg: Buttered Eggs, Cheese and Onion Tart, Fish Cakes, Heofonheap Omelette, Honey Cakes, Pike Dumplings.

Recipes
Needs: 2 x Speckled Egg, 1 x any herb
Makes: 2 x Speckled Omelette
Does: +45 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
Two speckled eggs beaten with whatever herb was nearest and folded in the pan. Eaten off the pan, usually, by whoever cooked it.

Provisions
+45 food
Two speckled eggs beaten with whatever herb was nearest and folded in the pan. Eaten off the pan, usually, by whoever cooked it.

Masteries
Blocking fire, frost or lightning with a shield empowers your next damaging thraed strike within 6 seconds by 20%. The charge is spent even if that strike is blocked or dodged; an area spell empowers one target.
Works with: Needs a shield on your arm.
Requires character level 5 and 2 permanently learned tier I Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A wound skein of web, sticky until it is washed in brine, then finer and stronger than any thread a spinner makes.
Dropped by: Tawny Spider.
Used in: Chitin Boots, Chitin Cuirass, Chitin Gauntlets, Chitin Greaves, Chitin Helm.

Fauna
A spider the size of a spread finger, all legs and hurry, thrown out of its mother's nest-sack the moment something warm comes near. The bite is the mother's; the body is not.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Thraeds
Affects targets within 1.5 tiles of a target up to 6 tiles away. 52–80 damage, and 3 more for every point of Will above five. 50% chance to apply bleeding for 4s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Stone spikes erupt beneath the chosen target, damaging those nearby with a chance to cause bleeding.
Available as a Thraedweaving choice at rank 12, with Stone rank 8 required.

Thraeds
Affects targets within 3.5 tiles of a target up to 7 tiles away. 72–112 damage, and 4 more for every point of Will above five. Applies poisoned for 14s. 50% chance to apply webbed for 3s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A puffball's worth of spores over the chosen body and three and a half tiles round it. The landing is nothing; the poison is fourteen seconds long, and half of what breathes it is held fast by the threads that follow.
Available as a Thraedweaving choice at rank 28, with Nature rank 20 required. The galdorthraed of spores teaches it.

Thraeds
Affects targets within 3 tiles of the weaver. 80–125 damage, and 4 more for every point of Will above five. 70% chance to apply staggered for 2.5s. Knocks the target back 1.5 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A squall with the weaver in it: everything within three tiles is struck, thrown back a tile and a half, and most of it staggered. The Howlthraed with lightning in the wind.
Available as a Thraedweaving choice at rank 20, with Storm rank 14 required. The galdorthraed of the squall teaches it.

Statuses
A heavy blow temporarily slows movement. Onslaught and Line-Breaker can apply this effect.
Default duration: 3s. Individual attacks or spells may set a different duration. Movement at 60%.
Statuses
Default duration: 4s. Individual attacks or spells may set a different duration. Movement at 75%.

Materials
Folded and tempered steel, used for better-quality arms and armour.
On a weapon: 1.24× damage, 1× the time between swings. On armour: 1.32× armour, -1 dodge a piece. 1.6× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: steel, knights, crossguard, broadsword, hand-and-a-half, cavalry, swept-hilt, falchion, estoc, seax, shamshir, khopesh, karambit, sand-curved, twin-hook, warblade, morningstar, greatsword, reapers, harvest, duelists, imp, blue, dracan.

Recipes
Needs: 3 x Steel Ingot
Makes: 1 x Steel Cuisses
Made at: smithing.
Polished, interlocking steel plates protect the upper legs at the cost of some flexibility.

Fauna
Newer than the iron ones and worse. Something is still making these, somewhere, and that is the part to worry about.

Recipes
Needs: 2 x Steel Ingot, 1 x any cloth
Makes: 1 x Steel Greaves
Made at: smithing.
Steel boots and greaves with articulated joints, thick soles and secure fastenings. They protect the feet, shins and calves.

Recipes
Needs: 1 x Iron Ingot, 2 x Charcoal
Makes: 1 x Steel Ingot
Made at: smelting.
Iron folded with charcoal until it rings when struck. Brighter, harder and crueller than the bar it began as.

Resources
Iron folded with charcoal until it rings when struck. Brighter, harder and crueller than the bar it began as.
Used in: Steel Cuisses, Steel Greaves, Steel Kite Shield, Steel Leggings, Steel Spear.

Recipes
Needs: 3 x Steel Ingot, 1 x any wood
Makes: 1 x Steel Kite Shield
Made at: smithing.
A tall shield of steel over ash, faced in blue and silver. Covers the body from chin to shin.

Recipes
Needs: 3 x Steel Ingot, 1 x any cloth
Makes: 1 x Steel Leggings
Made at: smithing.
Good steel, fluted for stiffness, and the fluting is doing more work than the thickness. Covers thigh and knee, where a man on foot is cut most.

Recipes
Needs: 3 x Steel Ingot, 2 x any wood
Makes: 1 x Steel Spear
Made at: smithing.
A length of hardened ashwood topped with a razor-sharp spearpoint, deadly and unforgiving, even if simple. What such weapons lack in finesse, they more than make up for in effectiveness, which is why spears tend to be the primary killing tool of the common soldier, regardless of the more fanciful reputation that other arms such as swords tend to enjoy.

Recipes
Needs: 1 x Eel, 1 x Onion, 1 x Salt
Makes: 2 x Stewed Eel
Does: +35 food, Stewed Eel (+2 Might), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Eel cut into rounds and stewed with onion. Temporarily increases Might.

Provisions
+35 food, Stewed Eel (+2 Might), 900s
Eel cut into rounds and stewed with onion. Temporarily increases Might.

Recipes
Needs: 3 x any fruit
Makes: 1 x Stewed Fruit
Does: +22 food
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Fruit stewed soft over a fire. More filling than the same fruit eaten raw.

Provisions
+22 food
Fruit stewed soft over a fire. More filling than the same fruit eaten raw.

Fauna
You will have walked past it twice. Stone giants sit still for years and are not pleased to be made to move.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Fauna
Cut from one block and told one thing. A stone golem has never been persuaded of anything and is not going to start with you.

Thraeds
A bolt with a range of 6 tiles. 52–87 damage, and 2 more for every point of Will above five. Knocks the target back 1 tile. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Throws a lump of stone that damages its target and knocks it back.
Available as a Thraedweaving choice at rank 4. The galdorthraed of stone teaches it.

Resources
A squat salt-glazed flask with a wooden stopper. Thick enough to carry, thin enough to break where it is thrown.
Used in: Bottled Lightning, Ember Bomb, Firebomb with Firebuds, Firebomb, Galvanic Bomb, Hex Bomb, Holy Water, Rime Bomb, Rimewater, Sanguine Bomb, Umbral Bomb, Witch's Brew.

Recipes
Needs: 1 x any stone, 1 x Salt
Makes: 3 x Stoneware Flask
Made at: a crafting bench.
A squat salt-glazed flask with a wooden stopper. Thick enough to carry, thin enough to break where it is thrown.

Fauna
The weather changes when it stands up. Storm giants are the eldest and the fewest, and the one you meet on the road has come down for a reason it will not explain.
Drops (50% chance): a weapon, armour, a shield, jewellery, Healing Potion, Bread Loaf, Rope.

Masteries
Unleash 6 spinning strikes around you, each dealing 60% weapon damage. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Requires a melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 25 and 2 permanently learned tier IV Skirmisher masteries.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Recipes
Needs: 1 x Clear Spirit, 2 x Stormcap
Makes: 1 x Storm Tincture
Made at: a still.
Stormcap steeped in clear spirit. The glass hums, and hair lifts near it.

Resources
Stormcap steeped in clear spirit. The glass hums, and hair lifts near it.
Used in: Bottled Lightning.

Flora
A tall grey mushroom that comes up after thunderstorms on high, open ground. Its gills spark when crushed.
Used in: Storm Tincture. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Resources
A raven's feather, oil-black and faintly iridescent. The superstition is that a bird that watched a battle carries some of it away in the quill, and enchanters have never gone out of their way to correct the belief.
Dropped by: Raven.
Used in: Stormcrow Mantle.

Recipes
Needs: 3 x Stormcrow Feather, 1 x Night Pelt, 1 x Gut Cord
Makes: 1 x Stormcrow Mantle
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Stormcrow feathers laid over a night pelt so the whole thing drinks light. Nothing about it is heavy, and nothing about it is easy to hit.

Thraeds
Affects targets within 2.5 tiles of a target up to 8 tiles away. 85–135 damage, and 4 more for every point of Will above five. Applies staggered for 2.5s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Calls down lightning around the chosen target. Haiwang's priests regard it as a gift from the Azure Dragon.
Available as a Thraedweaving choice at rank 20, with Storm rank 14 required. The galdorthraed of storms teaches it.

Resources
A bundle of dry stalks threshed of their grain. Bedding for beasts and poor folk, stuffing for a mattress, and a roof if there is enough of it.

Recipes
Needs: 3 x Sun Apples
Makes: 1 x Sun Apple Jam
Does: +24 food, Sun Apple Jam (+2 Might), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of golden jam cooked from sun apples. Temporarily increases Might.

Provisions
+24 food, Sun Apple Jam (+2 Might), 900s
A jar of golden jam cooked from sun apples. Temporarily increases Might.

Recipes
Needs: 5 x Sun Apples
Makes: 1 x Sun Apple Wine
Does: Sun Apple Wine (+2 Might, +2 Vitality), 600s
Made at: a still.
A golden wine pressed from sun apples. While it lasts, your Might and Vitality are each 2 higher.

Provisions
Sun Apple Wine (+2 Might, +2 Vitality), 600s
A golden wine pressed from sun apples. While it lasts, your Might and Vitality are each 2 higher.

Provisions
+8 food
Round orange fruit with a thick skin and sweet flesh. More filling than berries, and good stewed or pressed into wine.

Thraeds
Affects targets within 2.5 tiles of the weaver. 60–95 damage, and 3 more for every point of Will above five. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A flash of sunlight damages nearby enemies. The Seeress teaches it to a few students.
Learned from a teacher or found in the world; not offered through Thraedweaving progression.

Thraeds
Affects targets within 2.5 tiles of the weaver. 44–72 damage, and 3 more for every point of Will above five. 60% chance to apply chilled for 4s. Knocks the target back 2.5 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A ring of cold water bursts outward from the weaver, damaging and knocking back nearby targets with a chance to chill them.
Available as a Thraedweaving choice at rank 12, with Tide rank 8 required.

Fauna
Moss grows on its back where it lies half-sunk through the hot part of the day. A swamp troll is slow to rouse and slower to stop, and the wounds you open on it close while you are still deciding whether to open another.
Drops (80% chance, 2 tries): Raw Hide, Bone, Claw, jewellery, Healing Potion.

Masteries
+15% damage with swords, and +3% dodge chance while a sword is in your hand.
Works with: Swords only.
Requires character level 5 and 2 permanently learned tier I Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
10 seconds: every kill looses a free Bolt at the nearest enemy.
Requires character level 25 and 2 permanently learned tier IV Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
Rendered fat, set pale and waxy in the pot. Candles, soap, waterproofing, frying and greasing an axle all come out of the same block.
Dropped by: Buffalo, Bull, Chicken, Cow, Deer, Duck, Elephant, Enraged Buffalo, Goat, Goose, Mad Boar, Pig, Pigeon, Porcupine, Raging Bull, Sheep, Wild Boar, Yak.
Used in: Fieldwatcher Fry, Heart's Vigour, Roast Potatoes, Slime Salve, Tempered Chitin Boots, Tempered Chitin Cuirass, Tempered Chitin Gauntlets, Tempered Chitin Greaves, Tempered Chitin Helm.

Resources
A raptor's hooked claw, black and needle-fine at the tip. Set into a ring or a haft it makes a nasty little weapon, which is presumably what the bird thought too.
Dropped by: Bald Eagle, Owl, Raven.
Used in: Claw Ring.

Fauna
Broad as a spread hand and the colour of dead bracken, so that you find them by touch rather than by sight. In the deep green they nest close together, and a disturbed nest empties in one motion.
Drops (70% chance, 2 tries): Spider Silk, Chitin Plate, Venom Sac.

Recipes
Needs: 1 x Chitin Boots, 2 x Bronze Ingot, 1 x Charcoal, 1 x Tallow
Makes: 1 x Tempered Chitin Boots
Made at: smithing.
Learned from a recipe sheet. Read the sheet before making this recipe.
Tempered chitin over the toe and shin, the hide beneath it oiled with the same tallow. The kind of boot that is bought once.

Recipes
Needs: 1 x Chitin Cuirass, 2 x Bronze Ingot, 1 x Charcoal, 1 x Tallow
Makes: 1 x Tempered Chitin Cuirass
Made at: smithing.
Learned from a recipe sheet. Read the sheet before making this recipe.
Chitin heated over charcoal and quenched in tallow until it goes glassy and dark, then bronze-riveted at the edges. It will stop what a bronze cuirass stops and it weighs half as much.

Recipes
Needs: 1 x Chitin Gauntlets, 2 x Bronze Ingot, 1 x Charcoal, 1 x Tallow
Makes: 1 x Tempered Chitin Gauntlets
Made at: smithing.
Learned from a recipe sheet. Read the sheet before making this recipe.
The knuckle plates tempered dark and set in bronze. A fist in these is an argument.

Recipes
Needs: 1 x Chitin Greaves, 2 x Bronze Ingot, 1 x Charcoal, 1 x Tallow
Makes: 1 x Tempered Chitin Greaves
Made at: smithing.
Learned from a recipe sheet. Read the sheet before making this recipe.
Tempered plates over the legs, bronze at the hinge. Dark, hard and quiet; a good pair will outlast the smith who tempered them.

Recipes
Needs: 1 x Chitin Helm, 2 x Bronze Ingot, 1 x Charcoal, 1 x Tallow
Makes: 1 x Tempered Chitin Helm
Made at: smithing.
Learned from a recipe sheet. Read the sheet before making this recipe.
The carapace helm, tempered until it rings when struck, and edged in bronze. The eye-ridges have been polished to a shine somebody will regret.

Masteries
For 6 seconds, take 20% less damage from hits while holding a two-handed melee weapon. Requires a two-handed melee weapon to activate.
Works with: Two-handed melee weapons only.
Requires character level 10 and 2 permanently learned tier II Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects targets within 5 tiles of the weaver. 165–250 damage, and 6 more for every point of Will above five. Applies staggered for 3.5s. Knocks the target back 2 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A storm with the weaver for its eye. Everything within five tiles is struck by lightning, thrown two tiles and staggered. The Dragon lends it; the Galdorscol's masters teach it only to weavers who have stopped being afraid of it, and they are rarer than the thraed.
Available as a Thraedweaving choice at rank 36, with Storm rank 26 required. The galdorthraed of the tempest teaches it.

Provisions
+30 food
A freshwater fish caught in lakes. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.
History
Brynja says the Drift has existed since the time of Terra, the first world. The Terrans destroyed themselves, but the Drift survived them. Every world has doors into the Drift somewhere.
Words
The empire founded by Aeternus, ruling much of Doma on Ahtar. It bans the old religions; the Graven Order enforces the ban. Its conquest of the highlands ended with the destruction of Highguard by the Orthofex.
The Empire's agents also hunt Ahrun who display the Glimmering.
Aeternus's conquests serve his effort to return to the Drift. Territory, labour and materials feed his pursuit of other magic and of technology. Captured Ahrun are taken to hidden research sites. His subjects do not know their ruler's origins or his purpose.

Characters
Head of the Galdorscōl and the authority its masters answer to. He oversees the school and decides whether it will grant you passage onward.
He ordered the harbour closed after the relic bound for the school was stolen.
With the relic returned, he can lift the chain. He will grant passage onward once his required tasks are done; other work the masters offer is optional.

Peoples
The Deshru are the human inhabitants of the Drift's deserts. Those who crossed to Ahtar during the exodus became the ancestors of the Aranians. Their descendants intermarried with the elven tribes already living in Arania.
Brynja says those of them who left for Ahtar went as exiles after the war of the wyrdports, and had their weaving taken away first. Their kin stayed in the Drift.

Peoples
The Dracanfolc are a lizard-like people of the Drift. The Hēahfolc call them the dragon-get and regard them as a twisted, lesser version of themselves.
Dracanfolc bands raid Hēahfolc towns, usually at night. They often approach along mountain spurs out of sight of the road guards, then attack in large groups to overwhelm the defenders.
Words
Drīfmēarc, in the Old Tongue, is a world separate from Ahtar. Its name appears in the saying "Drīfmēarc is þæt rīce drēama and sceadua, mid manigum durum þe lædaþ ūt and inn": the realm of dreams and shadows, with many doors leading out and in. Brynja says it has existed since the time of Terra, the first world, and survived the Terrans' destruction. Every world has doors into it somewhere. Travellers and creatures cross in both directions, making the Drift a place of opportunity and danger.

Masteries
For 8 seconds your learned thraeds cost no skein. Mastery abilities still cost their normal resources.
Requires character level 25 and 2 permanently learned tier IV Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.
Peoples
The dwarves live in halls dug deep into the Drift's mountains. The Hēahfolc, who live on the slopes above them, call them the under-folk.
The two peoples trade with one another, exchanging iron and ore for wool and other goods. They argue over old debts and mountain passes, and each considers its stonework superior. They are rivals rather than enemies.
There are no dwarves on Ahtar.
Peoples
Elves live in both the Drift and Ahtar. Elven tribes were already settled in Arania when the Aranians' human ancestors arrived there. The two peoples intermarried, giving rise to the half-elven Aranians.
History
Known on Ahtar as the Crossing: the migration through wyrdports from the Drift to Ahtar. The passages closed, separating the emigrants from kin who remained in the Drift. On Ahtar, belief in the account has faded, particularly under the Aeternian Empire.
The Albans descend from lowlanders; the Aranians' human ancestors were Deshru; the Numidorians descend from Hēahfolc; the Zhonghai from Junghae; and the Ahrun from thanes. Aranians also have ancestry from elves already living on Ahtar.
Brynja says the exodus followed defeat in the war of the wyrdports. The defeated were sent to Ahtar, and every one of them had their weaving taken away first. Their descendants were born without it.
A weaver named Aeternus was among the exiles.
Thrymyr imposed the settlement.
Words
The academy of the seven schools, reached by sea from the harbour. Its masters teach thraedweaving and act as authorities on the magical arts. The Archmaester heads the school.
The school ordered the harbour closed after a stolen relic caused sickness in the town.
Before the war of the wyrdports, the school's greatest weavers, Thrymyr among them, opened the first wyrdports. The school's quarrel with the weavers of other nations began the war.
After an attack on the Galdorscōl, the Junghae's thraedweaving elite were almost entirely massacred in retaliation.
Words
Also called the Glimmer. Some Ahrun are born with this wild, untaught magic. It can emerge without warning, and its users have no established discipline for controlling it. The Empire hunts those who display it; many disappear after being taken.
The Glimmering draws on the same power as thraedweaving, but reaches it by accident. Aeternus studies captured Ahrun in secret, seeking a way back to that lost ability, a power for his machinery, or a passage to the Drift.
The Glimmering has never woken Thrymyr's wards. It is too weak and unfocused. If Aeternus's experiments have concentrated it, he has hidden them from the wards.
Words
Enormous holes in the ground, miles across, torn by the largest weavings of the war of the wyrdports. What was used there never went away, and it changes the creatures that live in their depths. Some are said to hold dragons and worse.
People go into them for what is buried there: weapons from the war, and things the old cities made that nobody knows how to make now. Thrymyr has forbidden Brynja to go near one.

Characters
The official responsible for the harbour, its shipping and the enforcement of the quarantine.
The Galdorscōl ordered the harbour closed after a stolen relic caused sickness in the town. Until the academy recovers it, no ship may sail, however much its passengers offer to pay.

Peoples
The Hēahfolc ("high folk") are a scaled people of the Drift's mountains. Their towns have homes dug into cliff faces, stone houses and towers built on ledges, and roads winding between them.
Several related families share a home and its work. Together they form a hearth; the town is called the Height. A clerk records each hearth's work and debts, and the accounts are settled at an annual public Reckoning. Some disputes are settled by a bout witnessed by the Elder. Each town maintains an axe-line of fighters, and guests are under the Height's protection. Herd ants haul their goods, and mushrooms are grown in caves.
They trade with the dwarves, whom they call the under-folk, and with human towns in the valleys. Their enemies are the Dracanfolc.
The Numidorians of Ahtar descend from Hēahfolc who left during the exodus. They retain their ancestors' natural armour and are known for their skill in mountainous country.
Hēahfolc lineage names use vor and dus. Their Numidorian relatives on Ahtar use ur and dis: a son's name is followed by his father's, and a daughter's by her mother's.
Brynja says those of them who left for Ahtar went as exiles after the war of the wyrdports, and had their weaving taken away first. Their kin stayed in the Drift.

Peoples
The Junghae are seafarers from beyond the charted Drift. Their homeland lies outside the lowlands, but their traders visit its harbours.
The Zhonghai of Ahtar descend from Junghae who left during the exodus.
Their history reaches back to the populous, technologically advanced Drift that existed before the war of the wyrdports.
Brynja says those of them who left for Ahtar went as exiles after the war of the wyrdports, and had their weaving taken away first. Their kin stayed in the Drift.
During the war, the Junghae's thraedweaving elite were almost entirely massacred in retaliation for an attack on the Galdorscōl.
Words
A red star that sits low in the western sky on Ahtar, brighter than anything near it. Thrymyr gave it its name.
A weaver anchors a wyrdport to the Latch when opening one. It appears in the sky of every world, the Drift included. On your first night in the Drift it had not yet risen, which is part of why Brynja could not work out where you were.

Masteries
At a completed rest, choose two passives of tier IV or below from other lines to borrow until you change them at a later rest. Does not need Borrowed Craft, and adds to its slot. Borrowed passives cost no points and do not count toward prerequisites or devotion.
Requires character level 25 and 2 permanently learned tier IV Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Peoples
Most humans in the charted Drift live in its lowlands. Roads connect their farming and fishing villages with harbour and market towns. Their place names come from the Old Tongue.
The Albans of Ahtar descend from lowlanders who left during the exodus.
Brynja says those of them who left for Ahtar went as exiles after the war of the wyrdports, and had their weaving taken away first. Their kin stayed in the Drift.
Words
The Aeternian Empire's arcane engine that destroyed Highguard, the Numidorian capital. Its use ended the kingdom's long resistance to imperial conquest.
Aeternus has pursued the combination of magic and technology since losing his weaving. Whether the Orthofex is his own creation is not known.
Words
Burned regions of the Drift, also called the ash wastes. In places the land has been reduced to bare rock, and some ground remains hot.
Brynja says the war of the wyrdports burned them, and that in places the ground is still hot.
Words
The reserve of power a weaver spends to cast thraeds. The name refers to a wound bundle of thread. Will determines its capacity, while training in Thraedweaving affects how quickly it regenerates.

Peoples
The horned, long-lived people native to the Drift. Brynja is a thane, and at three hundred years old is still considered young. The Ahrun of Ahtar descend from thanes who left during the ancient exodus, but their lifespans grew shorter on Ahtar. Thanes still call them cousins. The oldest and most feared thanes are known as dimthain.
Brynja says those of them who left for Ahtar went as exiles after the war of the wyrdports, and had their weaving taken away first. Their kin stayed in the Drift.
History
An ancient war that devastated the Drift. Before it, the Drift was crowded, with cities larger than any in the Aeternian Empire. Wyrdports were new then, and Thrymyr and a few others at the Galdorscōl were the first to open one on purpose.
When the Galdorscōl quarrelled with the weavers of other nations, an army was sent through a wyrdport into a city. After that every side did it, and used weavings nobody had dared to use before. Most of the ruins across the Drift were towns until then. The names of many of its nations have almost been forgotten.
The scorched wastes and the Great Pits are what the fighting left. The largest weavings tore the Pits into the ground, and what was used there still changes the creatures that live in them.
When it ended, Thrymyr's side had won. The defeated were stripped of weaving and sent to Ahtar.
The Junghae's thraedweaving elite were almost entirely massacred in retaliation for an attack on the Galdorscōl.
Thrymyr imposed that settlement himself.

Resources
A whole winter coat, fur still on it. Warm enough to sleep under and worth more to a tanner than most things a traveller carries.
Dropped by: Arctic Wolf, Moose, Snow Yeti, Timber Wolf.
Used in: Wolf-Pelt Cloak.
As any hide: Bedroll.

Masteries
+10% maximum health.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Provisions
+4 food
Small berries with a dry, sweet taste. Eaten raw they do little against hunger.

Recipes
Needs: 4 x Thornberries
Makes: 1 x Thornberry Jam
Does: +16 food, Thornberry Jam (+3 Throwing), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A jar of red jam cooked from thornberries. Temporarily increases Throwing.

Provisions
+16 food, Thornberry Jam (+3 Throwing), 900s
A jar of red jam cooked from thornberries. Temporarily increases Throwing.

Recipes
Needs: 6 x Thornberries
Makes: 1 x Thornberry Wine
Does: Thornberry Wine (+5 dodge), 600s
Made at: a still.
A dry, sweet wine pressed from thornberries. While it lasts, you have 5 more dodge.

Provisions
Thornberry Wine (+5 dodge), 600s
A dry, sweet wine pressed from thornberries. While it lasts, you have 5 more dodge.

Thraeds
A bolt with a range of 6 tiles. 43–79 damage, and 2 more for every point of Will above five. 50% chance to apply poisoned for 8s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Conjures and throws a thorn, with a chance to poison its target.
Available as a Thraedweaving choice at rank 4. The galdorthraed of thorns teaches it.

Flora
Þōhtfrēat, or “Thought Bloom,” is a sky-blue mushroom with a swollen, faintly glowing cap. It grows in polar regions and disappears when the tundra warms. Scholars say its essence lets people hear thoughts that are not their own.
Used in: Thoughtbloom Broth, Thoughtbloom Tincture. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 1 x Thoughtbloom, 1 x Bone Broth, 1 x Cream
Makes: 2 x Thoughtbloom Broth
Does: +50 food, Thoughtbloom Broth (+6 Wits, +4 Will), 1800s
Made at: a kitchen stove.
Tier: III. Requires Cooking 15.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
Thoughtbloom simmered in bone broth and finished with cream. Temporarily increases Wits and Will.

Provisions
+50 food, Thoughtbloom Broth (+6 Wits, +4 Will), 1800s
Thoughtbloom simmered in bone broth and finished with cream. Temporarily increases Wits and Will.

Recipes
Needs: 1 x Thoughtbloom, 1 x Heofonhēap, 1 x Oil
Makes: 1 x Thoughtbloom Tincture
Does: Clear Thought (+3 Will), 180s
Made at: a still.
A pale violet tincture, cold and faintly bitter. Temporarily increases Will.

Masteries
Strike an enemy you choose 5 times in rapid succession, each for 110% weapon damage. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Requires a melee weapon; the sequence ends if the target leaves reach.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 25 and 2 permanently learned tier IV Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.
Words
The craft of drawing and weaving thraeds. You can study it at the Galdorscōl for a fee or learn from other weavers. Training and Will determine how many thraeds a weaver can hold at once. Weaving spends skein, which regenerates on its own and recovers faster outside combat.

Masteries
Your damaging thraed hits deal 10% more damage to enemies affected by your own chill or webs. Having both effects grants no further bonus.
Works with: Thraeds only, not weapons.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Characters
Brynja's master, a dimthain and ancient even by thane standards. He lives in a remote tower workshop and usually sends Brynja on errands in his place. He can open wyrdports; she cannot. He sent her to Ahtar to bring you to the Drift.
Brynja says Thrymyr was one of the Galdorscōl weavers who first opened wyrdports on purpose, and that his side won the war of the wyrdports.
He is older than the exodus. Brynja has never got his age out of him.
He set wards on Ahtar to warn him if anyone there began to weave. One of them woke because of you, and he sent Brynja to fetch you. He has not told her what he wants with you.
After the war, Thrymyr imposed the settlement on the defeated peoples: exile to Ahtar and the removal of their ability to weave.
Words
Wards Thrymyr set on Ahtar to warn him if anyone there begins to weave. One of them woke because of you. Nobody knows why you were born able to weave.
The wards were placed after the expulsion. They have never responded to the Ahrun's Glimmering, which is too weak and unfocused to trigger them.

Thraeds
Affects targets within 3.5 tiles of a target up to 8 tiles away. 115–170 damage, and 5 more for every point of Will above five. Applies staggered for 3s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Not the bolt: the thunder after it, brought down whole on the chosen body and three and a half tiles round it. Everything in it is struck and staggered for three seconds, which in a fight is a long time to be on the wrong foot.
Available as a Thraedweaving choice at rank 28, with Storm rank 20 required. The galdorthraed of thunder teaches it.

Thraeds
A bolt with a range of 6 tiles. 59–99 damage, and 2 more for every point of Will above five. Knocks the target back 2 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Throws a wave of water that damages its target and knocks it back.
Available as a Thraedweaving choice at rank 4. The galdorthraed of the tide teaches it.

Fauna
Grey and rangy, with the long trot that eats a day's distance without effort. Timber wolves hunt the open grass in small families and will follow a walker for hours before deciding, and once they decide they come from three sides at once.
Drops (75% chance, 2 tries): Thick Pelt, Bone, Claw, Raw Hide.

Fauna
A king of a country that is now sand, and it does not know that. The pharaoh rises when the barrow is opened and expects to be obeyed, and the dead around it still do.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Resources
Heavy grey stone, unremarkable until it meets copper in the crucible. A tenth part of tin turns soft copper into bronze.
Used in: Bronze Ingot.

Recipes
Needs: 4 x any wood, 1 x Rope
Makes: 1 x Tinker's Roll
Does: a field kit for crafting: right-click to open
Made at: a crafting bench.
A leather roll holding an awl, knife, twine, tin pot and file. Useful for making javelins, filling lamps and binding torches in the field. More involved work requires a crafting bench.

Fauna
A squat, warty toad sitting in the mud. Its skin secretions deter predators; dogs quickly learn to leave it alone.
Drops (65% chance): Toad Gland, Slime, Bone.

Resources
A warty gland off a toad's back, weeping a milky poison. It numbs a tongue that touches it and stops a heart that drinks it, and the line between those doses is an alchemist's whole trade.
Dropped by: Frog, Toad.
Used in: Numbing Coat.

Provisions
+15 food
A ripe tomato, one strong opinion away from being sauce.

Fauna
Set at a door three dynasties ago and still at it. Tomb guardians do not chase; they stand, and the door stays shut.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Recipes
Needs: 2 x Blazecap, 1 x Oil
Makes: 1 x Tonic of Vigor
Does: Vigor (+4 damage), 180s
Made at: an alchemy bench.
An orange tonic that temporarily increases damage.

Recipes
Needs: 5 x any wood, 2 x any oil
Makes: 1 x Torch
Does: burns for 500 seconds
Made at: a tinker's roll in the field, or a crafting bench.
A wooden handle bound with coarse cloth and soaked in oil. It provides light and a little warmth while it burns.

Recipes
Needs: 2 x any wood, 1 x Tallow Candle
Makes: 1 x Torch
Does: burns for 500 seconds
Made at: a tinker's roll in the field, or a crafting bench.
A wooden handle bound with coarse cloth and soaked in oil. It provides light and a little warmth while it burns.

Fauna
It leaves a track that kills the reeds behind it. Nothing about the toxic slug is fast, and it does not need to be: the swamp is full of things that learned too late not to bite one.
Drops (65% chance): Slime, Venom Sac.

Masteries
While your chest armour slot is empty, recover vigour 30% faster outside combat.
Requires character level 17 and 2 permanently learned tier III Wanderer masteries.
Associated attributes: Might, Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
A porous, banded rock with warm colors, often tan or cream. Travertine is valued for its rustic appeal and is commonly used in floors and facades.
As any stone: Cooking Kit, Javelins, Mortar and Pestle, Stoneware Flasks, Whetstone.

Provisions
+30 food
A freshwater fish caught in rivers. Can be eaten raw. Process one at a butcher table for one fish fillet, or on a drying rack for one portion of dried fish.

Recipes
Needs: 1 x Trout, 1 x Hallowcress
Makes: 1 x Trout with Hallowcress
Does: +35 food, Trout with Hallowcress (+3 Archery), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
A trout baked whole and served on a bed of hallowcress. Temporarily increases Archery.

Provisions
+35 food, Trout with Hallowcress (+3 Archery), 900s
A trout baked whole and served on a bed of hallowcress. Temporarily increases Archery.

Fauna
A turtle with a domed shell, slowly extending its wrinkled head.
Drops (90% chance): Turtle Shell, Scaled Skin, Speckled Egg.

Resources
A whole carapace, ridged in plates and dished like a shield — which is the first thing anyone thinks of doing with it, and it works better than it ought to.
Dropped by: Turtle.
Used in: Turtle-Shell Buckler.

Recipes
Needs: 1 x Turtle Shell, 2 x Bone, 1 x Gut Cord
Makes: 1 x Turtle-Shell Buckler
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A river turtle's shell with a bone grip lashed inside it. Lighter than a bronze buckler and rounder, which is why blows glance off it.

Recipes
Needs: 1 x Ivory Tusk, 3 x Bone, 2 x Gut Cord
Makes: 1 x Tusk Axe
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Ivory ground to a bit and set in a bone haft. Ivory holds an edge longer than bronze, and a thing this size does not need a keen one.

Recipes
Needs: 2 x Boar Tusk, 1 x Bone, 1 x Gut Cord
Makes: 1 x Tusk Dirk
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
A boar's tusk ground to an edge along its inner curve and bound to a bone grip. It goes in on the hook and comes out on the point, which the boar knew.

Recipes
Needs: 1 x Ivory Tusk, 2 x Bone, 2 x Gut Cord, 1 x Horsehair
Makes: 1 x Tusk Spear
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
An ivory point on a long bone-and-hardwood shaft, the join whipped in horsehair. Reach and weight, and a point nothing on four legs can turn.

Recipes
Needs: 2 x Scarlet Balm, 1 x Vinegar, 1 x Salt
Makes: 2 x Twice-Boiled Scarlet Balm
Does: +40 food, Twice-Boiled Scarlet Balm (30% less poison), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Scarlet balm boiled twice, the first water poured away, then dressed with vinegar and salt. Raw scarlet balm is poisonous; prepared this way it is safe. Temporarily reduces poison damage taken.

Provisions
+40 food, Twice-Boiled Scarlet Balm (30% less poison), 1350s
Scarlet balm boiled twice, the first water poured away, then dressed with vinegar and salt. Raw scarlet balm is poisonous; prepared this way it is safe. Temporarily reduces poison damage taken.

Masteries
+25% melee damage while you hold a weapon in each hand.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might and Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Removes the damage and attack-speed penalties for an off-hand wand.
Works with: Wands only.
Requires character level 5 and 2 permanently learned tier I Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Resources
Dense red wood from the core of a quickened ugru. A felled ugru seldom yields any. It has no use in any recipe yet.
Dropped by: Quickened Ugru, Quickened Ugru Coil.

Flora
The bloated, bulb-like spawn of an ugru vine. It pulses, wriggles at the touch of flesh, and gives a brief, high-pitched keen when pulled from the ground.
As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Resources
A length of tendril cut from a quickened ugru. It is dark red, tough and still slightly flexible. It has no use in any recipe yet.
Dropped by: Quickened Ugru, Quickened Ugru Coil.

Fauna
Comes up through the ground. That is the whole of what you need to know, and by the time you know it the ground is already open.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Recipes
Needs: 1 x Umbral Core, 1 x Lamp Oil, 1 x Stoneware Flask
Makes: 2 x Umbral Bomb
Does: thrown from the hot bar, bursting 5.6 tiles wide, 64-112 shadow, marked, damage rises with the maker's tier
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
An umbral slime's core. The dark it makes is brief, but nothing in it can find its feet, and everything in it is easier to hit after.

Resources
A sphere that light goes into and does not come out of. Held up to a lamp it shows as a hole rather than as a stone, and it is cold in a way that has nothing to do with temperature.
Dropped by: Umbral Slime.
Used in: Umbral Bomb.

Fauna
A slick of something black with two red lights in it, easy to walk into in a tunnel because it reads as a wet patch until the lights turn. It is the only one of them that seems to wait.
Drops (80% chance, 2 tries): Slime, Umbral Core, Bone, Venom Sac.

Fauna
Slow, and there are more of them than there were. Shufflers are what a plague-town becomes when nobody burns it.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Thraeds
Affects targets within 2 tiles of a target up to 7 tiles away. 42–73 damage, and 3 more for every point of Will above five. Applies chilled for 4s. Knocks the target back 1 tile. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Strikes around the chosen target with cold water, slowing those caught in it and knocking them back.
Available as a Thraedweaving choice at rank 12, with Tide rank 8 required. The galdorthraed of the undertow teaches it.

Masteries
For 8 seconds, your damaging statuses on enemies deal 2x damage. Dodging chills the attacker for 2 seconds. Does not amplify healing or another caster's statuses.
Requires character level 25 and 2 permanently learned tier IV Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Burst your webs on enemies within 6 tiles. Each burst hits enemies within 2 tiles for 40 to 60 damage, plus 2 per point of Will above five, before bonuses. Only your own webs are consumed.
Requires character level 17 and 2 permanently learned tier III Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Statuses
Enemies lose track of the affected character and do not notice them while the effect lasts. Vanish applies it; attacking ends it.
Default duration: 5s. Individual attacks or spells may set a different duration.

Masteries
The blow that would kill you leaves you at 1 health instead. Once a day.
Requires character level 17 and 2 permanently learned tier III Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Statuses
Almost no enemy notices the affected character, and enemies already hunting them lose them. Veilthraed applies it, and minibosses see through it. Attacking ends it, and the first hit of that attack deals 2.5 times the damage.
Default duration: 12s. Individual attacks or spells may set a different duration.

Thraeds
Affects one target up to 5 tiles away. Makes the target veiled for 12s. Applies Veil (+6 dodge) for 30s.
A grey veil hides the target. They get +6 dodge for 30 seconds and are Veiled for 12: almost no enemy notices them, and enemies already hunting them lose them. Attacking ends the veil, and the first hit of that attack deals 2.5 times the damage. Minibosses see through it. The spell belongs to no school.
Available as a Thraedweaving choice at rank 12.

Provisions
+8 food
Lean, dark and close-grained, off a deer or a moose. It stews better than it roasts; a few mushrooms in the pot with it and the road is a good deal shorter.

Recipes
Needs: 2 x Venison, 2 x Pastry, 1 x Juniper Berries
Makes: 2 x Venison Pie
Does: +70 food, Venison Pie (+6 Archery), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Venison and juniper baked in a pastry case. Temporarily increases Archery.

Provisions
+70 food, Venison Pie (+6 Archery), 1350s
Venison and juniper baked in a pastry case. Temporarily increases Archery.

Recipes
Needs: 2 x Venison, 1 x Juniper Berries, 1 x Garlic, 1 x Ember Core
Makes: 3 x Venison Roasted on an Ember Core, 1 x Ember Core
Does: +90 food, Venison Roasted on an Ember Core (35% less frost, +3 damage), 1800s
Made at: a kitchen stove.
Tier: III. Requires Cooking 15.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Learned from a recipe sheet. Read the sheet before making this recipe.
Venison roasted slowly over an ember core with juniper and garlic. The ember core is not used up. Temporarily reduces frost damage taken and increases the damage you deal.

Provisions
+90 food, Venison Roasted on an Ember Core (35% less frost, +3 damage), 1800s
Venison roasted slowly over an ember core with juniper and garlic. The ember core is not used up. Temporarily reduces frost damage taken and increases the damage you deal.

Recipes
Needs: 2 x Venison, 2 x any mushroom
Makes: 2 x Venison Stew
Does: +55 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Venison and mushrooms stewed until the meat is tender.

Provisions
+55 food
Venison and mushrooms stewed until the meat is tender.

Recipes
Needs: 2 x Venison, 1 x Juniper Berries
Makes: 2 x Venison with Juniper
Does: +50 food, Venison with Juniper (+3 Archery), 900s
Made at: a campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Venison roasted with crushed juniper berries. Temporarily increases Archery.

Provisions
+50 food, Venison with Juniper (+3 Archery), 900s
Venison roasted with crushed juniper berries. Temporarily increases Archery.

Recipes
Needs: 2 x Venom Sac, 1 x Oil
Makes: 2 x Venom Coat
Does: Venomed (+4 venom, poisons), 150s
Made at: a mortar and pestle in the field, or an alchemy bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Two venom sacs pressed into oil and worked into an edge. The cut is worse than it should be and it keeps getting worse for a while.

Resources
A soft gland cut out whole, its poison still inside. Alchemists pay for these, and handle them with gloves.
Dropped by: Dunereave Scorpion, Ember Slime, Emerald Viper, Galvanic Slime, Gaping Leech, Hex Slime, Rime Slime, Sand Cobra, Sanguine Slime, Tawny Spider, Toxic Slug, Umbral Slime.
Used in: Venom Coat.

Masteries
+20% poison resistance, and the poison you apply lasts 2 seconds longer.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
When a victim dies, every status on it spreads to one adjacent enemy.
Requires character level 17 and 2 permanently learned tier III Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
Three heads and none of them the one you were watching. A chimera is what happens when something goes wrong on purpose.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Fauna
The cottage is charming and the witch is not. She has been out here a long time and has strong views about visitors.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Recipes
Needs: 1 x Wine
Makes: 2 x Vinegar
Made at: a fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Staple: cooking quality does not apply.
A flask of wine vinegar. Used for pickling and to add acidity to dishes.

Resources
A flask of wine vinegar. Used for pickling and to add acidity to dishes.
Used in: Curd Cheese, Soused Carp, Twice-Boiled Scarlet Balm.

Fauna
Green on green, and it has been watching you from the canopy for a mile. Viridian drakes are patient hunters with a patient hunter's temper when the patience runs out.

Fauna
Cold, and hungry for what is warm in you. A wight's touch takes something you do not get back, and the barrow-folk say the ones it kills get up.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.

Flora
Wæterwīf, or “water wife,” is a dark purple mushroom found along rivers and lake shores. A potion brewed from it allows the drinker to breathe underwater.
Used in: Catfoot Tonic. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Masteries
+35% armour while you hold a shield or a two-handed weapon.
Works with: Needs a shield or a two-handed weapon. Bows, crossbows and staves count.
Requires character level 5 and 2 permanently learned tier I Runeblade masteries.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Land a damaging melee hit and spend skein on a thraed or mastery within 4 seconds of each other to take 8% less hit damage for 3 seconds. Can trigger once every 6 seconds.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
A standing aura: allies within 5 tiles stand under your oath, +3 armour while they keep near.
Requires character level 25 and 2 permanently learned tier IV Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Spending skein grants +10% fire, frost and lightning resistance for 4 seconds. Further paid casts refresh the duration.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects one target up to 5 tiles away. Applies Warded (+40% armour) for 45s.
Hardens the target's skin with a protective layer of stone. It increases armour rather than healing injuries.
Available as a Thraedweaving choice at rank 4. The galdorthraed of warding teaches it; a scroll of warding weaves it once on the reader.

Recipes
Needs: 1 x Bread Loaf, 1 x Cheese Wedge
Makes: 2 x Warm Bread and Cheese
Does: +32 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Bread browned in a pan with cheese melted over it.

Provisions
+32 food
Bread browned in a pan with cheese melted over it.

Recipes
Needs: 1 x Fȳrlēac, 1 x Oil
Makes: 1 x Warming Draught
Does: +10 health, cures chilled and frozen
Made at: a mortar and pestle in the field, or an alchemy bench.
Fireleek steeped in oil, orange as a coal. Thaws the fingers, lifts a chill off the chest, and closes a small wound while it is at it.

Fauna
The river stood up. It hits like a wave and drowns like one, and steel goes through it and does nothing at all.
Drops (26% chance): jewellery, a weapon, a cloak, Healing Potion, Skein Sip, Bottled Lightning.

Recipes
Needs: 1 x Bread Loaf, 1 x Cured Ham, 1 x Cheese Wedge
Makes: 2 x Wayfarer's Ration
Does: +55 food
Made at: a cooking kit over a fire, campfire, fireplace or kitchen stove.
Tier: I. Requires Cooking 1.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Bread, ham and hard cheese wrapped in waxed paper. It keeps for a long time.

Provisions
+55 food
Bread, ham and hard cheese wrapped in waxed paper. It keeps for a long time.

Masteries
Direct weapon hits that deal damage strip 10% of the target's armour, up to 3 shared stacks. Further hits refresh the 8-second duration. The applying hit does not benefit from its new stack.
Works with: Any weapon, wands included.
Requires character level 17 and 2 permanently learned tier III Rogue masteries.
Associated attributes: Agility. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Enemies within 3 tiles of you are webbed for 4 seconds.
Requires character level 5 and 2 permanently learned tier I Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Masteries
Webs can't hold you.
Requires character level 10 and 2 permanently learned tier II Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Statuses
Webs or roots slow movement. Spiders and Bindthraed can apply this effect.
Default duration: 3s. Individual attacks or spells may set a different duration. Movement at 45%.

Masteries
+15% maximum skein.
Requires character level 5 and 2 permanently learned tier I Magician masteries.
Associated attributes: Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects one target up to 5 tiles away. Restores 12 health at once, and 1 more for every point of Will above five. Removes burning. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Conjures cool water to heal a wound and extinguish burning.
Available as a Thraedweaving choice at rank 4, with Tide rank 2 required. The galdorthraed of the well teaches it; a scroll of the well weaves it once on the reader.

Fauna
It was somebody once, and the somebody is still in there watching. Stalkers hunt at the edge of the firelight and take the one who steps out to look.
Drops (12% chance): jewellery, a cloak, Minor Healing Potion.

Flora
Wēsteċirċe, or “Wasteland’s Crown,” is a bright pink desert mushroom. Its flesh is highly poisonous, and nearby spores can cause disturbing dreams.
Used in: Cooling Salve. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Resources
Ripe ears of wheat, grown in fields. Make flour from them at a fireplace or kitchen stove.
Used in: Flour.

Thraeds
Affects targets within 3.5 tiles of the weaver. 125–180 damage, and 5 more for every point of Will above five. Applies soaked for 8s. Knocks the target back 2.5 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
The water comes up round the weaver, three and a half tiles out, and goes out again with everything in it. Two and a half tiles of throw and eight seconds soaked. The Maelstromthraed, deeper.
Available as a Thraedweaving choice at rank 28, with Tide rank 20 required. The galdorthraed of the whelming teaches it.

Recipes
Needs: 2 x any stone
Makes: 1 x Whetstone
Does: Keen Edge (+2 damage), 300s
Made at: a tinker's roll in the field, or a crafting bench.
A flat grey stone with a hollow worn in it, used to sharpen an edge.

Masteries
Spin through nearby enemies, striking 4 times at 45% weapon damage per strike. Both weapons count when you hold two. Fast weapons deal a little more, slow ones a little less. Requires a melee weapon.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 1; no earlier mastery is needed.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Thraeds
Affects one target up to 5 tiles away. Restores 60 health at once, and 4 more for every point of Will above five. Removes poisoned, burning, chilled, frozen, webbed. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
A powerful healing spell that restores health and removes harmful effects. Its high skein cost limits repeated use.
Available as a Thraedweaving choice at rank 20, with Life rank 14 required. The galdorthraed of wholeness teaches it; a scroll of wholeness weaves it once on the reader.

Masteries
For 8 seconds, your direct physical weapon hits deal 40% more damage to enemies affected by both your own poison and your own webs.
Works with: Physical weapons only: not wands.
Requires character level 25 and 2 permanently learned tier IV Nightweaver masteries.
Associated attributes: Agility and Will. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Fauna
A muscular boar with mud on its shoulders and sharp tusks. It usually feeds undisturbed, but will charge when cornered or wounded.
Drops (85% chance, 2 tries): Boar Tusk, Bristled Hide, Raw Hide, Tallow.

Provisions
+4 food, Merry (+2 damage, -4 dodge), 300s
A green bottle of the local red. Courage in, judgement out.

Flora
Wintremēte, or “Winter Cap,” is an icy-blue mushroom found in polar tundra. It is used in brews said to strengthen resistance to cold and enhance frost magic.
Used in: Greater Healing Potion, Rime Spirit, Wintremete Broth. As any mushroom: Forager's Stew, Grilled Mushrooms, Mushroom Fry, Venison Stew.

Recipes
Needs: 2 x Wintremēte, 1 x Bone Broth, 1 x Leek
Makes: 2 x Wintremete Broth
Does: +50 food, Wintremete Broth (25% less frost), 1350s
Made at: a fireplace or kitchen stove.
Tier: II. Requires Cooking 8.
Values shown are for plain quality. The cook's Cooking skill improves nourishment, buffs, buff duration and value.
Wintremete mushrooms and leek simmered in bone broth. Temporarily reduces frost damage taken.

Provisions
+50 food, Wintremete Broth (25% less frost), 1350s
Wintremete mushrooms and leek simmered in bone broth. Temporarily reduces frost damage taken.

Thraeds
Affects targets within 2.5 tiles of a target up to 7 tiles away. 82–127 damage, and 4 more for every point of Will above five. Applies frozen for 2.5s. Applies chilled for 6s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
Freezes targets in an area and leaves them chilled.
Available as a Thraedweaving choice at rank 20, with Frost rank 14 required. The galdorthraed of winter teaches it.

Recipes
Needs: 1 x Bog Liquor, 1 x Purpleshade, 1 x Flambell, 1 x Stoneware Flask
Makes: 2 x Witch's Brew
Does: thrown from the hot bar, bursting 6 tiles wide, 24-40 poison, poisoned, webbed 60% of the time, leaves poison ground for 8s, damage rises with the maker's tier
Made at: an alchemy bench.
Bog liquor thickened with purpleshade and flambell. When thrown, it releases a lingering green fog that poisons and slows targets.

Resources
Round purple fruit that glow faintly. They are not safe to eat. Pressed with oil at a still, they make lamp oil.
Used in: Witherberry Cordial.
As any glowfruit: Lamp Oil from Glowing Fruit.

Recipes
Needs: 4 x Witherberries, 1 x Wine
Makes: 1 x Witherberry Cordial
Does: Witherberry Cordial (30% less shadow, +0.3 health a second), 600s
Made at: a still.
Witherberries steeped in wine and distilled, which makes them safe to drink. While it lasts, shadow does 30% less damage to you and you regain 0.3 health a second.

Provisions
Witherberry Cordial (30% less shadow, +0.3 health a second), 600s
Witherberries steeped in wine and distilled, which makes them safe to drink. While it lasts, shadow does 30% less damage to you and you regain 0.3 health a second.
Materials
Green wood, cut this season. Light, quick, and soon splintered.
On a weapon: 0.62× damage, 0.94× the time between swings. On armour: 0.55× armour, +2 dodge a piece. 0.3× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: withy, greenwood, rowan, bark-scale, wooden.

Recipes
Needs: 2 x Wōdlēaf, 1 x Oil
Makes: 1 x Wodbrew
Does: Wod-fury (+3 Might), 180s
Made at: an alchemy bench.
A magenta brew of wodleaf that hums against the cork. Temporarily increases Might.

Flora
Wōdlēaf grows in tangled clusters across meadows. Its leaves are jagged and dark green. Herbalists claim it can treat ailments of the mind, but handle it cautiously.
Used in: Saltpetre, Wodbrew. As any herb: Bone Broth, Hedgerow Salad, Herb Poultice, Mutton Broth, Smoked Sausage, Speckled Omelette.

Recipes
Needs: 3 x Thick Pelt, 1 x Gut Cord
Makes: 1 x Wolf-Pelt Cloak
Made at: a crafting bench.
Learned from a recipe sheet. Read the sheet before making this recipe.
Three wolf pelts sewn nose to tail, the fur turned in. Warm in the way only something that used to be alive is warm, and it sheds a blade as well as it sheds rain.

Fauna
A rat the size of a hound, with matted fur and yellowed teeth. Wolf-rats wander alone, following the scent of carrion or grain and fighting anything that blocks their way to food. They are found throughout the Drift.
Drops (60% chance): Raw Hide, Bone, Claw.

Materials
Something has been eating this metal, and it is stronger for it.
On a weapon: 1.08× damage, 1× the time between swings. On armour: 1.04× armour, +0 dodge a piece. 1.2× the price.
Multipliers are relative to bronze. Lower grades are more common early in the game.
Associated item names: wormed, gnarled.

Recipes
Needs: 2 x Gloomcap, 1 x Clear Spirit
Makes: 2 x Wound-Wine
Does: +20 health
Made at: a mortar and pestle in the field, or an alchemy bench.
A small glass vial of thin red liquid that restores a little health.

Masteries
For 10 seconds: 1.5x melee damage, and nothing can stagger or freeze you. Each kill adds 2 seconds.
Works with: Melee weapons only: swords, heavy weapons, polearms and small blades.
Requires character level 25 and 2 permanently learned tier IV Warrior masteries.
Associated attributes: Might. Attributes do not restrict mastery purchases; borrowed skills do not count toward prerequisites.

Characters
Captain of a band of forest rogues. His people are short of food, and he is responsible for families as well as fighters.
Wulfgar's men stole a sealed crate bound for the Galdorscōl. He hoped to sell its contents for enough food to last the winter, without knowing what was inside. After sickness spread through the harbour, he took the relic into the ruin and fell ill himself.

Thraeds
Affects targets within 4.5 tiles of the weaver. 150–220 damage, and 6 more for every point of Will above five. Applies webbed for 6s. Applies poisoned for 12s. Knocks the target back 1.5 tiles. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
The forest, told that the weaver is its heart. Everything within four and a half tiles is thrown back, torn, bound by roots for six seconds and poisoned for twelve. Himlos's masters teach it last, and to few.
Available as a Thraedweaving choice at rank 36, with Nature rank 26 required. The galdorthraed of the wild teaches it.

Thraeds
Affects targets within 4.5 tiles of the weaver. 160–240 damage, and 6 more for every point of Will above five. Applies marked for 6s. Damage and healing values are before Thraedweaving and school skill bonuses; damage can also benefit from masteries.
What was going to happen to everything within four and a half tiles of the weaver, made to happen now. Everything in it is struck, and marked for six seconds, so that what comes next lands harder. Thrymyr is said to hold it. Nobody says who taught him.
Available as a Thraedweaving choice at rank 36. The galdorthraed of the wyrd teaches it.

Fauna
A shaggy black animal with thick horns, breathing steam in the cold. Its coat allows it to withstand blizzards that would kill a horse.
Drops (90% chance, 3 tries): Raw Hide, Ox Horn, Tallow, Bone, Bezoar.

Recipes
Needs: 2 x Goldbuds, 1 x Salt
Makes: 1 x Yellow Dye
Made at: a mortar and pestle in the field, or an alchemy bench.
A vial of yellow dye, ground from goldbuds with salt. Used to dye linen.

Resources
A vial of yellow dye, ground from goldbuds with salt. Used to dye linen.
Used in: Yellow Linen.

Recipes
Needs: 1 x Linen Cloth, 1 x Yellow Dye
Makes: 1 x Yellow Linen
Made at: a crafting bench.
Linen cloth dyed yellow. It serves anywhere plain cloth does, and sells for more.

Resources
Linen cloth dyed yellow. It serves anywhere plain cloth does, and sells for more.
As any cloth: Black-Iron Sabre, Bronze Boots, Bronze Bracers, Bronze Buckler, Bronze Cuirass, Bronze Helm, Bronze Kettle Helm, Bronze Kite Shield, Bronze Mail Shirt, Bronze Marching Boots, Bronze Padded Hose, Bronze Round Shield, Bronze Sallet, Bronze Scale Coat, Bronze Trews, Bronze Vambraces, Bronze Work Gloves, Iron Pike, Iron Shortsword, Moonsilver Hatchet, Steel Greaves, Steel Leggings.

Fauna
Bright as a bell and twice as loud. Bronze dragons like a coast and a storm and a fight, and a young one likes all three at once.

Fauna
Talks, and thinks it is funny. It is not funny. The jokes are a way of finding out what you are afraid of.

Fauna
Young, which for a dragon means it has not yet learned restraint, and never will. A young red burns what it cannot eat and eats what it cannot burn.

Peoples
The Zhonghai are master traders and sailors whose homelands are the numerous island archipelagos that dot the surface of the Orange Ocean on the eastern coast of Doma. The largest of these islands, Zhonghai, is both the capital of the Republic of Zhonghai and - under current Aeternian rule - the busiest port in Doma and the site of the sprawling imperial shipyards.
In the distant past, early Zhonghai sailors were the first to fully chart Doma's coasts, and made great riches from trade - and piracy.
The patron god of Zhonghai in pre-Aeternian times was Haiwang, also called the Azure Dragon or the Water Dragon.
The Zhonghai descend from the Junghae, seafarers of the Drift. See "The Junghae".
Brynja says the Crossing was the exile of their Junghae ancestors after the war of the wyrdports, and that the exiles had their weaving taken away. Their descendants on Ahtar were born without it.

Fauna
Buried in its mail and got up in it. A zombie warrior is slow, and it is wearing armour, and it does not care how many times you cut it.
Drops (30% chance): a weapon, armour, jewellery, Rusted Key, Tarnished Ring, Bone Dice.
Into the Drift is in early alpha. These guides are incomplete, and features, lore and gameplay values may change during development.
Based on the game's lore, item descriptions and gameplay data, with artwork from the game.