Stats and survival

The game never explains its numbers. These are the rules, read from its code: what each stat does, how to stay alive, and what to watch out for.

Making a character

You have 210 points to share among seven stats, each from 0 to 100. Drag each bar to set it. You begin with full health, full fatigue, 30 gold and nothing else.

The creation screen mislabels two bars. The bar labelled Dexterity sets Agility, and the one labelled Agility sets Dexterity. It's a quirk of the 1997 game, kept as it was. Check the panel once you start.

Stats don't grow as you play. Potions raise them 10 at a time, and food restores Body, but the points you choose now are most of what you'll have. Some values are worth aiming for:

StatValueWhy
Intelligence60Magic never fails
Dexterity60Tools (lockpicks, powder kegs) never backfire
Dexterity89Every blow is aimed at the weakest body part
Karma8+Needed to use magic at all, and each use costs 2 to 8

Two examples, as a starting point:

The seven stats

Might
Each blow you land does 1 more damage for every 10 points. Fighting bare-handed, it counts twice. Raise it with a red potion.
Body
Each blow that lands on you does 1 less for every 10 points. Every blow you take also costs you 1 Body, so it wears down in a fight. Restore it with food, or the Scroll of Salvation.
Willpower
When your fatigue runs out, it's your chance of staying on your feet: Willpower + 1 in 150, so 100 Willpower resists two times in three. See Fatigue for why that matters. Raise it with a blue potion.
Agility
The chance to land a blow is about 50%, plus the attacker's Agility, less the defender's. So each point makes you 1% likelier to hit, and 1% harder to hit. Missiles ignore the defender's Agility. Raise it with a yellow potion.
Dexterity
When you hit, Dexterity against a roll of 0 to 89 decides whether you aim for the weakest body part; otherwise the blow lands anywhere. It's also the roll for tools like lockpicks. Raise it with a black potion.
Intelligence
A scroll works if your Intelligence beats a roll of 0 to 59. A failed scroll crumbles and costs 20 Karma. Raise it with a green potion.
Karma
You need 8 to use magic, and every attempt uses 2 to 8. An orange potion gives 40, an ankh 50 (ten times over), and food a little.

Every stat stops at 100. Potions and scrolls work on others too: a poison potion or a Scroll of Feebleness can weaken an enemy.

Health

The figure on your panel has five health pies: head, torso, each arm, and legs, 100 each. A blow lands on one of them.

Fatigue

The candle on your panel. It starts full at 100.

Don't let it run out. When a cost would take your fatigue below zero you may collapse, with only your Willpower to save you. If you collapse, you wake with 30 fatigue and everything you were carrying is gone. Rest before a fight, and step back to rest during a long one.

It works both ways: an enemy who runs out may be knocked cold, and you take their gold. Monsters with 10 fatigue or less stop to rest instead of attacking.

Rest and sleep

Day and night

Gear and gold

Horses