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Field guide

Robinscape Wiki

Know the faces above the gate. Learn the bargains below it. Your guide to every room, boon, weapon, and hard-won return.

The Bearslayer mantle

01

Your first descent

Your first goal is a safe return, not a boss kill. Clear the Gatehouse and bank your first Bell mark; go deeper when you know the supplies and choices you can afford.

Opened this guide from the game? Return to your existing game tab to continue. Reading the guide does not pause combat: check it in Robinville or after clearing a room.

Your account is just a character name and password. There is no email and no forgotten-password recovery, so keep your password safe. You can change it on Account help while logged out of the game.

01 · Robinville

Meet Vale

Follow the quest marker and speak to Vale to begin Opening Bell. His introduction unlocks the castle gate.

Click the ground to move. Right-click Vale and choose Talk-to. Wren explains Oaths; the other townsfolk offer permanent upgrades once you have banked marks.

02 · Preparation

Read the gate preview

Check your starting blade and rations, then choose one of the two offered Oaths to enter.

Iron trades accuracy for Defence; Thorn trades Defence for Attack and Strength. Hollow doubles banked marks but removes a starting ration. Read the cost before confirming.

03 · First fight

Clear the Gatehouse

Use Attack on the two level-4 Ledgerlings, one at a time. Stay away from the other guard while you fight. Your starting blade is already equipped.

Open your backpack panel and use Eat on a ration when you need recovery. Both guards must fall to open the exit. Clearing the room awards 100 Attack, Strength and Defence XP for this run; progress is not limited to the XP from individual hits.

04 · First return

Claim, equip, then decide

Use the cleared room’s exit to choose a boon, then compare the cache: take equipment, take a potion, or rest for immediate healing.

Wield or wear equipment from your inventory; carrying it alone gives no bonus. Escape to bank 1 Bell mark (2 with Hollow), or descend to the Quarry. Death banks nothing. A safe early return is progress.

02

Controls

Robinscape is built for a desktop browser with a mouse and keyboard. On phones and tablets, text and buttons are very small and touch play is untested. Click the ground to move. Right-click a character, object or inventory item to see its available actions: Talk-to, Attack, gather, Eat, Drink, Wield or Wear.

The arrow keys turn and tilt the camera; they do not move your character. Hold the middle mouse button and drag to orbit, or scroll over the world to zoom. If a wall hides your target, turn the camera and right-click the target to check its name before acting.

The backpack panel holds your food and newly recovered items. Open it to eat, drink or equip loot. The equipment panel shows what you are wearing; carrying a weapon or armour in the backpack does not equip it. Your starting blade is equipped automatically when a run begins.

Open the Game Options tab for Music Volume and Effect Volume. Each has an Off setting; Effect Volume also controls the fixed character voice cues. Muting music alone does not mute those voices.

Read the room objective and watch your hitpoints, rations, and current stats. Complete the objective, then use the marked exit to claim a boon and decide whether to descend or bank your marks.

03

Other players and chat

Robinville is shared: up to 50 players can be online at once, and you will meet them in town between descents. Each castle descent is a solo run.

Public chat appears above the speaker’s head for players nearby and is relayed to everyone else online as a [Global] line. The relay is filtered for offensive words and limited to one line per player every few seconds. Lines from Robinscape staff read [Global] [Mod].

Use the Global chat button under the chatbox to hide or show [Global] lines. Setting Public chat to Friends or Off also stops them.

To ignore someone, right-click one of their chat lines and choose Add ignore. You will not see their chat for the rest of your session. Ignores are not saved: they end when you log out.

To report a player in the game, right-click one of their chat lines, choose Report abuse and pick a reason. You can also use Report a bug or player on this site: include their character name, roughly when it happened (with your time zone) and what they said. Staff will never ask for your password.

04

If you get stuck

Keep one game tab open. The field guide can stay in a separate tab, but it does not pause your character or a fight.

Known issues and the latest changes are listed on Beta updates. For anything else, use Report a bug or player with your character name and roughly when it happened.

Input · Check the scene

Clicks are not moving me

Finish any open dialogue using Click here to continue, or choose one of its answers. Then click a visible floor tile in the world, outside the chatbox and inventory.

Use right-click and Walk here if an NPC or object is covering the tile. Rotate the camera to see the path; walls and barricaded doors are not walkable shortcuts.

Progress · Read the objective

The exit is still locked

Check the room objective in the HUD. Defeat the required enemies or finish the room’s gathering or interaction objective before using its marked exit.

After clearing a room, claim the boon and consider its cache. Choose Escape to bank your marks or Descend to continue. The Red Bear room has no retreat.

Connection · Retry safely

The server is unavailable

If the game page shows Game server unavailable, use Retry to check again. A successful retry reloads the game frame; it does not create a new account.

Sign back in with your existing username and password. Do not create another account to recover progress. The client remembers your username, not your password, so keep your credentials somewhere safe.

Capacity · Wait and retry

Robinscape is full

The beta world admits up to 50 players at once. When it is full, the login screen says Robinscape is full. Wait a few minutes, then sign in again with the same account.

Creating another account will not get you in sooner, and your progress stays with the account you already have.

Network limit · One address

Too many sessions or new accounts

The login screen says Too many sessions or new accounts from your network. Try again later. One network address, such as a home, dorm, LAN or mobile carrier, can have up to 3 players signed in at once and create up to 10 accounts in 24 hours.

Log out other sessions on the same network; a closed tab can take a short time to clear. Sign in to an existing account instead of creating another, or try again later. If it keeps happening, use Report a bug or player.

Recovery · One session

I lost the connection

Return to the same game tab and sign in again when the login screen is available. If the account is still logged in, close any other game tab and allow the previous session to disconnect before retrying.

A closed tab is not a safe escape from combat. For a planned break, clear the danger and log out normally. Recovery uses saved progress; do not assume every action immediately before an interruption was saved.

05

Robinville

The starting town is your pause between descents: Vale and the sealed gate, Wren beside the old market frame, Rowan’s smithing corner, Sable’s supply stall at the eastern market, and Iona’s alchemy corner.

The old market frame and its crates are scenery and story only; it is not a functional exchange. Town services use banked Bell marks.

You begin as the fixed Verdant Wanderer. Defeating the Red Bear unlocks the Bearslayer appearance at the wardrobe.

06

People of Robinville

Five familiar faces keep the town moving. Speak with them before a descent and again when you return; your progress changes what they have to tell you.

Foreman · Opening Bell

Vale

Robinville’s older foreman carries the history of House Corvin and the promises buried beneath the market.

Speak to him first to begin Opening Bell and unlock the castle gate. Return for your last-run summary, saved Bell marks, advice, and the Deeds list.

Omenkeeper · Oaths & survival

Wren the Bellworn

The castle still rings behind their eyes. Wren remembers the cost of a descent and watches for those who return.

Find them by the old market frame for Oath guidance and reflections on your deepest room, deaths, or unfinished run.

Smith · Tempering & kit patterns

Rowan

A broad, bearded smith in a leather apron. Rowan’s welcome is practical: bring back a plan, and he will give the steel a better edge.

Visit him beside the workbench for the Tempered opening blade: a permanent starting-weapon upgrade costing 3 Bell marks after the Red Bear blueprint. After your first win he also cuts kit patterns for your starting weapon and coat, at 4 Bell marks each.

Provisioner · Supply Contract

Sable

A seasoned survivor in a sage-green cloak, travel pack close at hand. Sable measures a journey in the supplies that get you home.

Visit her at the eastern market for the Supply Contract: 2 Bell marks buys one extra starting ration on every future run after Opening Bell begins. Talk to her for a travel parcel: 2 Bell marks for one extra ration on your next descent only.

Alchemist · Preparation & restraint

Iona the Alchemist

An older woman with a silver braid and a teal apron, Iona grows herbs in castle mortar. Each dawn the mortar returns differently; she keeps careful notes on what takes root.

Use Prepare on Iona or her table after beginning Opening Bell. Pay 3 Bell marks once to choose a starting potion for every future run: Mending draught, Battle tincture, or Stone tonic. Switch your choice free between runs. Once prepared, 3 more Bell marks buy a spare bottle: a second copy for your next descent only. Ask her about caches and the cost of a stronger strike or guard.

07

Opening Bell

Speak to Vale to begin Opening Bell. House Corvin bound the market’s promises; when those promises broke, the keep below began collecting people. Vale opens the gate and points you toward Wren.

At the gate, review your starting kit, rations, any prepared potion, and two offered Oaths; from your second descent the gate also names an omen. Confirm an Oath to begin. Defeat the Red Bear in room eight to complete the quest and recover the blade blueprint.

Lime quest seal for Opening Bell

08

The descent

Every run follows an eight-room descent. A saved seed chooses authored Gatehouse and Quarry variants, starting supplies, Oath offers, boons, room loot and, from your second descent, an omen and the wing order.

The Gatehouse and Quarry always open the descent, and the Treasury and Red Bear always close it. Your first descent plays the Gallery, Chapel, Margin Knight and Drowned Archive as rooms 3–6. From your second descent, the seed sets those four rooms in one of six orders, sometimes the usual one; the Margin Knight is always room 5 or 6. The gate names the order in chat before you choose an Oath, and the HUD shows it while the Oath prompt is open. Boons and caches still follow the room number.

After rooms 1–7, choose one boon, then choose equipment or a potion from the room cache, or leave it behind. Descend or escape when ready. Escape banks marks equal to the cleared room number: 1–7 normally, or 2–14 with Hollow. These are the total marks for that attempt, not an extra payout at every door.

Defeating the Red Bear banks 8 Bell marks, or 16 with Hollow. Each Bell Toll adds one more mark. There is no retreat once you enter its room. Logging out during a valid run preserves the same descent and claimed rewards.

Death, escape and victory each end with a run summary once you are back in Robinville. A victory also plays the overture and announces what you unlocked.

Castle descent route seal

09

Choose your Oath

The gate offers two of these three Oaths for each new seed. Choose one for the whole run; reconnecting resumes it. Boons and room training build on that choice.

Force

Thorn

+3 Attack and Strength, −3 Defence.

A harder opening strike at the cost of protection.

Endurance

Iron

+5 Defence, −2 Attack.

A stronger guard at the cost of accuracy.

Risk & reward

Hollow

Double banked marks, one fewer starting ration.

Starting food never falls below one ration. The extra marks count only when you escape or defeat the Bear.

10

Eight rooms beneath the bell

Each room has one objective. Clearing rooms 1–7 awards +100 Attack, Strength and Defence XP for this run, once per room, and opens the exit. Rooms 3–6 are listed in the usual order; from your second descent they can come in another (see The descent).

Sword and shield for castle combat
A closed oak treasury coffer with brass corners and an emerald clasp beneath a lantern in a gothic stone alcove.
Concept art · The Treasury: safe passage, or a guardian’s bargain.

01 · Combat

Gatehouse

Defeat two Ledgerlings.

These level-4 clerks guard your first exit. Finish the pack before reaching for a boon.

02 · Gathering

Quarry

Gather three Bellstones.

Gather normally and the first stone wakes a Ledgerling. Alternatively, right-click your first stone and choose Appease: confirm an offering of one ration to gather it without waking its clerk. The offering frees its own bag slot. Later stones must be gathered normally; leave room for them.

03 · Combat

Thorn Gallery

Defeat three sentries.

The gallery’s level-4 guards watch separate lanes. Clear all three to open the exit.

04 · Choice

Chapel

Ring the bell: recover up to 8 hitpoints, take Glass Edge for +5 Strength, −2 Defence, or pay the Pilgrim’s tithe: 3 HP for a Mending draught to carry.

Choose once, separately from the exit boon and cache. The tithe needs more than 3 HP and one empty inventory slot; a refusal spends nothing. Its bottle heals up to 8 HP later, capped at your maximum. The chapel keeps three drops; you decide when to take the blessing. An omen can change these choices; see Omens.

05 · Elite

Margin Knight

Defeat the level-10 Margin Knight.

A tougher guard tests the equipment and supplies you brought through the chapel.

06 · Gathering

Drowned Archive

Recover three sealed records.

Each record wakes a clerk. Collecting the records is the objective; keep an inventory slot free for each one. Under the Ledger omen, clerks can drop rations.

07 · Choice

Treasury

Leave the coffer sealed for safe passage, or challenge its guardian for two rations.

Choosing the fight commits you to winning before you leave. Claiming the prize needs one free slot per item; return to the coffer if your bag was full. An omen changes the prize, and the coffer names it before you choose.

08 · Boss

Red Bear

Defeat the level-18 Red Bear. There is no retreat.

Victory completes Opening Bell, banks the run’s marks, and returns you to Robinville for the run summary.

11

Market Boons

After each cleared room from 1 through 7, pick one of three seeded offers: one offence, one defence, and one sustain option. Nine boons make up the pool. Claiming one is final for that room, even if you close the prompt.

Once per run, spend 1 ration to redraft before claiming a boon. All three offers change, keeping one offence, one defence, and one sustain option. The option appears when you have a ration and have not used your redraft. Closing the menu or reconnecting preserves the replacement offers and the cost; you cannot return to the old offers.

Stat changes last for the current run. Recovery heals only missing hitpoints. Liquidity and Field Medicine each need one empty inventory slot. Blood Ward requires more than 3 hitpoints, so its cost cannot kill you.

Offence

Long

+2 Attack and Strength.

Improve accuracy and power together.

Defence

Hedge

+3 Defence and heal up to 4 hitpoints.

Recover while strengthening your guard.

Sustain

Liquidity

+1 ration.

Carry the recovery into a later room; needs one free slot.

Offence

Glass Edge

+5 Strength, −2 Defence.

More damage potential, less protection.

Defence

Patient Guard

+5 Defence, −2 Attack.

More protection, less accuracy.

Sustain

Second Wind

Heal up to 8 hitpoints, +1 Attack.

Immediate recovery with a small accuracy boost.

Offence

Measured Strike

+6 Attack, −2 Strength.

More accurate attacks at the cost of damage potential.

Defence

Blood Ward

+8 Defence, costs 3 hitpoints.

Requires more than 3 hitpoints. Pay health now for a stronger guard; the cost cannot be lethal.

Sustain

Field Medicine

+1 Mending draught.

Needs one free inventory slot. Save the draught for a later wound.

12

Weapons, armour & rings

The opening caches draw equipment from eight items: Thornfang, Bellhammer, Warden cuirass, Pilgrim vest, Needle rapier, Gravecleaver, Duelist coat, and Bastion plate. From room 3 onward, Briar signet and Gravesilver band join the pool. Choose the offered equipment instead of the potion, then wield or wear it before descending. Each item needs one free inventory slot.

The figures below are equipment bonuses, separate from your skill levels and boon effects. A lower attack interval means a faster weapon. Run loot is temporary; tempering permanently changes the blade issued on future runs, and Rowan’s kit patterns can start a run with Thornfang, the Needle rapier or a coat.

Current castle equipment · 12 itemsSwipe or scroll sideways to compare all columns.
EquipmentBonusesHow to get it
Opening bladeWeapon · 5-tick attacksAttack: Stab +5, Slash +4, Crush −2. Strength +40.Issued at the start of a run.
Tempered opening bladeWeapon · 4-tick attacksAttack: Stab +12, Slash +10, Crush −2. Strength +48.Starting blade after the permanent 3-mark tempering upgrade.
ThornfangWeapon · 4-tick attacksAttack: Stab +18, Slash +8, Crush −4. Strength +32.Seeded room loot, or a kit pattern from Rowan. A fast, precise blade.
BellhammerWeapon · 6-tick attacksAttack: Stab +2, Slash −4, Crush +20. Strength +64.Seeded room loot. Slow, heavy crushing blows.
Warden cuirassArmour · TorsoDefence: Stab +12, Slash +14, Crush +10, Magic +2, Ranged +10. Magic attack −3.Seeded room loot, or a kit pattern from Rowan. Strong physical protection.
Pilgrim vestArmour · TorsoAttack: Stab +3, Slash +3. Defence: Stab +5, Slash +6, Crush +5, Magic +5, Ranged +5.Seeded room loot, or a kit pattern from Rowan. Light protection with a melee accuracy bonus.
Needle rapierWeapon · 3-tick attacksAttack: Stab +26, Slash +2, Crush −6. Strength +24.Seeded room cache, or a kit pattern from Rowan. Fast stab attacks with lower strength.
GravecleaverWeapon · 6-tick attacksAttack: Stab −4, Slash +26, Crush +6. Strength +58. Defence: Stab −6, Slash −6.Seeded room cache. Choose Slash in the combat panel to use its strong slash bonus; Stab uses its weaker stab bonus. Heavy swings leave your guard exposed.
Duelist coatArmour · TorsoAttack: Stab +6, Slash +6. Defence: Stab +2, Slash +3, Crush +2, Magic +4, Ranged +2.Seeded room cache, or a kit pattern from Rowan. Accuracy with light protection.
Bastion plateArmour · TorsoDefence: Stab +22, Slash +24, Crush +18, Magic −4, Ranged +18. Strength −12.Seeded room cache, or a kit pattern from Rowan. Strong physical protection costs strength and magic defence.
Briar signetJewellery · RingAttack: Stab +8, Slash +8, Crush +8. Defence: Stab −5, Slash −5, Crush −5.Seeded cache from room 3 onward. Accuracy at the cost of physical protection; only while worn.
Gravesilver bandJewellery · RingAttack: Stab −4, Slash −4, Crush −4. Defence: Stab +8, Slash +8, Crush +8.Seeded cache from room 3 onward. Physical protection at the cost of accuracy; only while worn.

13

The patrons’ bargains

House Corvin’s patrons sealed their promises with two signets: Briar for a sure hand, Gravesilver for a safe return. Rowan says the castle honours half of every bargain. Ask him what he can make to hear how the rings change a fight.

Find signets in caches from room 3 onward. Wear one ring at a time alongside your weapon and torso armour. Briar adds 8 to each melee attack bonus and subtracts 5 from each physical defence bonus. Gravesilver adds 8 to each physical defence bonus and subtracts 4 from each melee attack bonus.

These are equipment bonuses, not skill levels or boons. Removing or replacing a ring removes its benefits and costs. Keeping a spare in your bag gives no bonus. Equipped signets are lost when a run ends. A signet in your backpack can be selected as your one random keepsake on death; escape and victory clear all run gear.

An antique-brass Briar signet with a pointed red gem and a broad Gravesilver band with a teal bell seal.
Briar & Gravesilver · the patrons’ bargains

14

One cache. One choice.

Complete the objective and claim your boon in rooms 1–7 to open a room cache. It offers one seeded equipment item and one seeded potion. Take equipment or take the potion, never both. Either item needs one free inventory slot. Alternatively, rest beneath the sanctuary bell: forfeit both items to heal up to 4 HP immediately. Rest needs no bag space, cannot exceed maximum health, and leaves the cache unclaimed if you are already at full health.

Under the Iron omen, caches in rooms 3–7 hold two gear pieces and no potion; under the Thorn omen, two potions and no gear. Take one of the two, or rest. See Omens.

Leave keeps that same choice available while you remain in the room. Descending or banking ends the opportunity. Reopening the prompt or reconnecting cannot reroll the offers or reclaim a reward already taken.

Choose Compare rewards and worn gear before committing. The appraisal shows equipment bonuses and attack speed beside the item currently in the matching equipment slot, then previews the potion against your current stats. Comparing takes nothing and returns to the same cache choices.

Compare what you can use now with what your bag can carry. A weapon changes your next attack; a Mending draught can wait for a wound. The cache is separate from the room’s boon.

15

Alchemy for the descent

Potions are single-use supplies for the current run. Each bottle occupies one inventory slot; choose Drink from its inventory action menu. Find them in room caches, receive a Mending draught from Field Medicine, or unlock a chosen starting bottle through Iona’s Preparation. A spare bottle adds a second one for a single descent.

Battle tincture and Stone tonic change your current run stats through the same boost system as boons. Their effects are not timed in seconds. Potions and their stat effects do not carry into the next run.

From room 3 onward, caches can also offer Thornblood cordial or Moonwell phial. These two castle brews are not available through Preparation. Iona will explain their price, but will not bottle either: the castle grows their ingredients where daylight never reaches.

Iona teaches preparation and restraint. Ask her about the next room, then weigh a potion’s benefit against its cost before drinking.

A tall wine-purple Thornblood cordial and broad pale teal Moonwell phial on a mossy castle sill.
Thornblood & Moonwell · deep-castle brews

Recovery

Mending draught

Heal up to 8 hitpoints.

Drink after taking damage. At full health, drinking is refused and the draught stays in your bag.

Offence

Battle tincture

+4 Attack and Strength, −3 Defence.

More accuracy and power at the cost of protection. Check your guard before committing to the next fight.

Defence

Stone tonic

+7 Defence, −3 Strength.

Stronger protection at the cost of damage potential. Consider the weapon and boons already shaping your run.

Deep cache · Blood price

Thornblood cordial

+6 Strength, costs 3 hitpoints.

Requires more than 3 hitpoints. At 3 or fewer, drinking is refused and the bottle stays in your bag. Save it until you can afford a stronger strike.

Deep cache · Recovery & guard

Moonwell phial

Heal up to 4 hitpoints, +3 Defence.

A modest recovery with a stronger guard. Can be drunk at full health for the Defence boost alone.

16

Rations & resources

Robin rations heal up to 4 hitpoints. Eating at full health does not consume one. A normal starting kit has 2–4 rations, determined by the seed; Supply Contract adds one, and Hollow removes one with a minimum of one remaining. Toll I and above also remove one, never below one. A travel parcel adds one after those rules.

Bellstones and sealed records satisfy their room objectives. Gathering needs free inventory space. The Treasury’s guardian reward needs one slot per item: two for the usual two rations. A boon ration, potion, or equipment reward needs one.

During a run, dropping an item asks you to confirm first. A confirmed drop is destroyed (castle goods crumble when set down) and cannot be picked up again. Free space by eating or drinking where you can.

Gathering supplies and resources

17

The castle’s keepers

Ledgerlings and Gallery sentries are level 4 with 4 hitpoints. The Margin Knight and Treasury guardian are level 10 with 10 hitpoints. The Red Bear is level 18 with 29 hitpoints; below half health (two-thirds from Toll III) it roars a warning, then strikes faster and harder until it falls.

The Bear guards the final room. Prepare your weapon, armour, and remaining rations at the Treasury exit before committing to the last fight.

Red Bear boss portrait

18

What you bring back

Banked Bell marks buy permanent preparation in Robinville. Finish your current run before buying an upgrade. Rowan and Sable offer the same permanent purchases as the workbench. After your first win, marks also buy kit patterns; one-run supplies are bought again for each descent. See Bell Tolls, Rowan’s Rack and One-run supplies below.

Workbench upgrade blueprint seal

2 Bell marks · Sable or workbench

Supply Contract

One extra starting ration on every future run.

Available after Vale begins Opening Bell. Buy once; the contract stays active.

3 Bell marks once · Iona or alchemy table

Alchemist’s Preparation

Begin each future run with one chosen starting potion: Mending draught, Battle tincture, or Stone tonic.

Available after Vale begins Opening Bell. Use Prepare to unlock; switch the chosen remedy free between runs. No bottles are issued in town. The castle gate previews your choice and grants one bottle when you begin.

3 Bell marks · Rowan or workbench

Tempered opening blade

Begin future runs with the faster, stronger tempered blade.

Requires the blueprint and workbench unlock from your first Red Bear victory. Buy once.

Red Bear victory · Wardrobe

Bearslayer mantle

Unlock the Bearslayer appearance and switch looks at the wardrobe.

A cosmetic reward, separate from equipped armour and combat bonuses.

19

Bell Tolls

Your first Red Bear win completes Opening Bell. Besides the blade blueprint and the Bearslayer mantle, it opens Bell Tolls at the castle gate and kit patterns at Rowan’s ledger. Two other additions do not wait for a win: one-run supplies can be bought once Vale begins Opening Bell, and omens start with your second descent.

A toll is an optional, harder descent. Between runs, right-click the castle gate and choose Set-toll, then pick Toll 0 or any open toll. Choosing is free: setting a toll costs no marks. The gate keeps your choice for later descents until you change it, and the Oath prompt and the HUD show the toll you are playing.

Toll 0 is the usual castle. Rules stack: Toll III plays the rules of Tolls I, II and III together. Each toll adds one Bell mark to a victory, from 8 at Toll 0 to 12 at Toll IV, and Hollow still adds 8 more. Escape payouts do not change, and death still banks nothing.

The gate opens one toll above your best win, up to Toll IV. Your first win opens Toll I, a win at Toll I opens Toll II, and so on; a win at a lower toll opens nothing new. Victory summaries show your best toll.

A win pays 9 Bell marks

Toll I · Lean Ledger

One fewer starting ration, never below one. In-run boosts stop 3 levels above each stat’s level, instead of 12.

The cap counts every boost together: Oath, boons, potions and the chapel. Under it the Iron Oath grants +3 Defence. Costs such as −3 Defence still apply in full.

A win pays 10 Bell marks

Toll II · Sharp Margins

The Margin Knight and the Treasury guardian hit up to 4 instead of 3.

Adds to Toll I’s rules. Their level and hitpoints do not change.

A win pays 11 Bell marks

Toll III · Early Bell

The Red Bear enrages at two-thirds of its health instead of half.

Adds to the rules of Tolls I and II. More of the fight is spent against the enraged Bear, so plan your food for room 8.

A win pays 12 Bell marks

Toll IV · Red Wrath

The enraged Red Bear lands more of its blows.

Adds to the rules of Tolls I–III. Toll IV is the highest toll.

20

Rowan’s Rack

After your first win, Rowan cuts kit patterns from castle gear for 4 Bell marks each. A pattern is bought once and changes what your starting kit wears on every future run.

Use Upgrade on Rowan, Sable, the workbench, Rowan’s anvil or Sable’s provisions, then choose Weapon or Coat. Weapon patterns: Thornfang and Needle rapier. Coat patterns: Pilgrim vest, Duelist coat, Warden cuirass and Bastion plate. The six patterns cost 24 marks in all. The Bellhammer and Gravecleaver are not offered.

A new pattern goes straight into your kit. Between runs, switch free to any owned weapon pattern or back to your Opening blade (tempered, if you bought tempering), and to any owned coat or no coat. The Oath prompt shows your kit, and you wear it when the descent begins.

Kit items are run gear: they are lost when the run ends and issued again with your next Oath. The keepsake draw never picks a copy of your kit’s weapon or coat, and a waiting keepsake that matches your kit keeps waiting. See Death & persistence.

21

One-run supplies

Supplies are packed for your next descent only, at most one of each. They do not need a win: buy them between runs once Vale begins Opening Bell.

The gate lists what is packed before you choose an Oath. Accepting an Oath uses the supplies; cancelling at the gate, or disconnecting before you accept, keeps them for a later descent.

2 Bell marks · Sable

Travel parcel

One extra starting ration on your next descent.

Talk to Sable and choose Travel parcel. It is added after every other ration rule, so Hollow and Lean Ledger do not remove it.

3 Bell marks · Iona

Spare bottle

A second bottle of your prepared potion on your next descent.

Needs Alchemist’s Preparation. Use Prepare on Iona or her table and choose Spare bottle. If you switch remedies before the descent, the spare matches your new choice.

22

Omens

From your second descent, the gate names an omen before you choose an Oath: Iron, Thorn or Ledger. It appears in chat and on the HUD while the Oath prompt is open. Your first descent never has an omen.

The omen is fixed by the descent’s saved seed, so it cannot be rerolled: cancelling at the gate and coming back names the same omen. It lasts the whole run and resumes after a reconnect.

Omens change rewards, not enemies or room goals. Rooms 1 and 2 are never affected. Room briefings repeat what the omen changes, and boosts still stop at your toll’s cap.

Rooms 3–7 · More gear

Iron omen

Caches hold two gear pieces and no potion. At the Chapel, rest heals up to 4 and adds 4 Defence.

Glass Edge and the Mending tithe are unchanged. The Treasury guardian guards one piece of castle equipment and a ration instead of two rations; the gate and the coffer name the piece, and the prize needs two free slots.

Rooms 3–7 · More potions

Thorn omen

Caches hold two potions and no gear: the seeded potion and a Moonwell phial, or a Mending draught if the first is a Moonwell.

At the Chapel, rest heals up to 4 and adds 3 Attack, Measured Strike replaces Glass Edge, and the tithe pours a Battle tincture. The Treasury guardian guards a Mending draught, which needs one free slot.

Rooms 3–7 · More rations

Ledger omen

Caches are as usual. The Chapel tithe costs 2 HP instead of 3.

In the Archive, each clerk you kill before taking the last record drops a ration, up to 2; with a full bag it crumbles. The Treasury guardian guards the usual two rations.

23

Deeds

Vale keeps twelve Deeds: one-time feats of a winning run. Right-click Vale and choose Deeds to see which you have earned. Each Deed pays its bounty of 2–4 Bell marks once, the first time a win earns it; the victory summary and chat name every new Deed. Escapes and deaths earn none.

Win under the Thorn Oath (2 marks), the Iron Oath (2) or the Hollow Oath (3). Win without eating a ration (3), without claiming cache gear (3), without drinking a potion (3), or without taking an offence boon (3): Long, Glass Edge or Measured Strike, at an exit or the Chapel. Fight the Treasury guardian and win (2). Win with your kit weapon still wielded (2). Win on a new wing order (2). Win at Toll II or higher (3) and at Toll IV (4).

Earlier wins count where the game kept the record: a Hollow win, your best toll and your last run’s Oath. Those Deeds are paid when you next log in.

24

Death & persistence

Death banks nothing from that attempt. It ends the run, resets run stats and progress, and returns you to Robinville. All run inventory and equipment are lost, except for at most one keepsake: one item, not the whole stack.

The keepsake is drawn at random from the eligible items in your backpack. Bellstones, sealed records and your starting Opening blade or its tempered upgrade are never eligible, nor is a copy of the weapon or coat pattern your kit starts with, and equipped items are excluded. Each eligible item you dropped during the run adds one blank chance to the draw, so dropping lowers every item’s odds and never lets you choose the survivor. If a blank is drawn, nothing survives. If you carried nothing eligible, the bell tells you nothing was worth keeping.

Your keepsake waits safely through logout and is placed in your backpack when you accept the next Oath. If your kit already starts with the same weapon or coat, for example after you buy or switch to that pattern, it is not added: it keeps waiting, through escapes and wins, for a descent whose kit does not carry it. A keepsake from a later death replaces it. It is not a permanent unlock: once carried into another run, normal loss rules apply again. Ask Vale about the item that survived. Escaping and winning clear run gear without selecting a keepsake.

Already banked Bell marks, quest milestones, the blade blueprint, purchased upgrades and kit patterns, your chosen starting potion and kit, your chosen toll and best toll won, supplies packed for the next descent, and your unlocked appearance persist. An unfinished valid run can be resumed after logout; reconnecting does not refill a used starting bottle.