WIKI
Wiki/The Party

Who goes down

The party

A party is one to four members. You name each one and pick a class and a color. Four colors to choose from , and five classes, one of which nobody chooses.

Fighter attacking Fighter

Fighter

Chosen in a party or alone

Starts with more health than a wizard or a rogue, and wears the heavy mail that is closed to them both.

Health
23 to start
Purse
100 gold to start
Equipment
Uses any melee weapon, ranged weapon, armor and shield, but never the parrying fang, the wizard blade, the hunter's bow and the shadow weave
Wizard attacking Wizard

Wizard

Chosen in a party or alone

Brings an identified protection scroll. Says what an untried find is for, or that it will harm, while the wizard lives.

Health
18 to start
Purse
50 gold to start
Mana
8 at level 1, +2 a level, 40 at level 20
Starts with
Protection
Equipment
Uses only the simplest melee weapon, ranged weapon, armor and shield, and the wizard blade
  • Reads scrolls, wands, words and the king's book
  • Senses what an untried find is for
Rogue attacking Rogue

Rogue

Chosen in a party or alone

Opens a chest with twenty in a hundred better odds against the trap, and a vault hands the rogue its first digit free.

Health
21 to start
Purse
80 gold to start
Equipment
Uses any melee weapon and ranged weapon, and only the simplest armor and shield, and the shadow weave, but never the wizard blade
  • Better odds against chest traps, by 20 points
  • Is handed the first digit of every number lock
  • Starts every lock plate a hint ahead
King attacking King

King

Chosen alone

Can use every weapon and every armor, opens a chest like a rogue, and starts with a lightning rod.

Health
27 to start
Purse
120 gold to start
Mana
4 at level 1, +1 a level, 23 at level 20
Starts with
Lightning Rod
Equipment
Uses any melee weapon, ranged weapon, armor and shield
  • Reads scrolls, wands, words and the king's book
  • Better odds against chest traps, by 20 points
Hero attacking Hero

Hero

Never chosen: a fighter becomes one

Opens a chest like a rogue. Brings a lightning rod and descends alone.

Health
27 to start
Purse
120 gold to start
Mana
4 at level 1, +1 a level, 23 at level 20
Starts with
Lightning Rod
Equipment
Uses any melee weapon, ranged weapon, armor and shield
  • Reads scrolls, wands, words and the king's book
  • Better odds against chest traps, by 20 points

Changing class

From fighter to hero

The hero is offered to nobody at the start. A fighter who reaches level 20 can pay a Living Statue 2,000 gold to become one; every other change of class costs 1,000. The king, who leads a lone adventurer's run, never changes.

FromMay become
FighterWizard (1,000 gold), Rogue (1,000 gold), Hero (2,000 gold, from level 20)
WizardFighter (1,000 gold), Rogue (1,000 gold)
RogueFighter (1,000 gold), Wizard (1,000 gold)
HeroFighter (1,000 gold), Wizard (1,000 gold), Rogue (1,000 gold)

Growing stronger

Experience and levels

Gold is shared by the whole party. Experience is not, a kill pays only the member who struck the killing blow. A Bath of Fates, the training ground and some magic pay it too. Each level adds one to six maximum health points and raises a caster's maximum mana, but refills neither. Every third level from 4 adds one to attack bonus. A level is a reading of the experience earned, so losing enough drops it. Level means experience, floor means depth.

Experience needed to reach a level, by difficulty. The cap is level 100.

LevelNewcomerMediumHardest
2400400400
39001,0001,100
52,2002,8003,400
107,20010,80014,400
1514,70023,80032,900
2024,70041,80058,900
3052,20092,800133,400
50137,200254,800372,400
75299,700569,800839,900
100524,7001,009,8001,494,900