Raw Might
Carry weight, force, obstacle breaking, and the brutal answer to locked passages.
Every character is shaped by ten core stats. They determine how much you can carry, how accurately you strike, how quickly you act, how well you read danger, and what kind of weakness the dungeon can exploit.

Carry weight, force, obstacle breaking, and the brutal answer to locked passages.
Accuracy, stealth, nimble interaction, and part of the Action Point cap.
Health, stamina, marching, suffering, and resistance to exhaustion or toxicity.
Trap awareness, ranged sense, enemy distance, and the warning before ambush.
Charm, command, and whether the figure across the campfire greets you or draws a knife. Used to recruit companions and barter with merchants.
Careful craft, timed actions, disarming traps, and the refusal to hurry badly.
Mental resistance, spell pressure, fear checks, and the refusal to be bent.
Reading, scrolls, books, cursed item recognition, lore, and hidden grammar.
Mana, spell focus, recovery, and part of the Action Point cap.
Luck, fate, and the small mercies the dungeon owes nobody. Affects critical rolls and rare card draws.
A Measure set to 5 grants a positive trait. Titanic Strength doubles carrying tolerance; Eagle-Eyed Perception spots hidden traps; Savant Knowledge identifies cursed items immediately.
A Measure set to 1 grants a negative trait. Weakling halves carry weight, Clumsy prevents sneaking, Ignorant cannot read books or scrolls, and Shattered cannot use runic magic spells.
Proficiencies rise through use. Weapons, spell schools, crafting, trap work, fishing, mining, runecraft, and similar actions gain progress by being performed.

The dungeon is generated as a grid of rooms. Each room has a center location card and four side cards: north, south, east, and west. A side card may be an enemy, item, event, trap, container, key, exit, weapon, armour, scroll, or another consequence waiting to be read.
Every dungeon starts as a single room and grows outward in unpredictable directions. Its character - cavern, crypt, mine, library - shapes what fills the rooms. Now and then, the wandering carries you into a chamber that was carved by hand, set there by the Guild a long time ago.
Some dungeons are wet. Water spills through neighbouring rooms, drowns whatever was already there, leaves silt and rot behind. By the time you arrive, the place has settled into its new shape. Deeper rooms still ask for decisions made earlier: a forced door, a lock, a skeleton key, or a way back out.
A library will never spawn a swamp-rat. A mine has its own table of cards. A few rare things - wandering NPCs, lost relics - can show up almost anywhere.
Rooms fill according to where you are, how deep you have gone, and what the place can reasonably hold.
Entering a new slot reveals what the dungeon had prepared. Some doors can be forced. Some locks need keys. Some containers trigger traps before you see the loot.
Action Points are the turn's budget. Maximum AP is based on Dexterity, Perception, and Psyche. Moving, attacking, interacting, crafting, and most inventory actions spend it.
Overburdened characters slow to one AP. Carrying capacity comes from Strength and Endurance, then traits and perks bend the threshold.
Distance is tracked per card slot. Melee attacks close distance before striking. Ranged attacks need a weapon, ammunition where required, and enough space to draw.
Sneaking changes enemy awareness. Movement and closing distance can set enemies to oblivious, and attacking an oblivious target improves critical opportunity.
Traps can hide in rooms and containers. Perception may reveal them. Movement still tests avoidance. Disarming leans on Dexterity, Patience, and trap proficiency.
Some enemies roam. Cowardly logic flees the player's last known direction; angered logic seeks it. Moving enemies can trigger traps, attack doors, or equip gear.
Quality scales an item's power. Materials determine what it is made from, alter small stats, shape durability, and let enemies fear or resist specific substances.
Items roll from Dismal to Masterful. Quality multiplies durability, damage, defense, value, cure chance, spellcraft, sneak, and other relevant stats.
Fourteen domains drive description and mechanics: wood, leather, metal, textile, stone, glass, herb, mushroom, gem, bone, wax, organic, twine, and alch.
Crafting passes material bias from consumed ingredients into the result, so output can echo the things sacrificed to make it.
Rooms and non-consumable items can receive sockets. A rune inserted into a socket replaces any previous rune and consumes the old one.
Runes on weapons, shields, rings, armour, containers, and tools apply different buffs depending on the item category and rune school.
A socketed room applies rune effects while you stand there. Fire can warm, water can chill or affect flooding, and other elements alter survival or magic.
The body's integrity. Wounds, poison, starvation, thirst, freezing, heat, traps, and enemy steel all speak here.
The soul's current. Spent on spells and runic practice, restored by time and the right conditions.
Used by sprinting, heavy attacks, and certain crafts. Run out and you cannot do much beyond stand still.
Rises by action-driven ticks. At the edge, it becomes damage. Food, spells, perks, and strange appetites alter the pace.
Like hunger, it worsens with action. Dirty water, boiling, clean bottles, and overheating all matter.
Rooms, insulation, flooded ground, torches, campfires, gear, runes, drinking, and spells pull the body toward heat or cold.
Comfort shifts gradually from gear, rooms, dirt, mismatched equipment, afflictions, weight, consumables, and personality traits.
Persistent injuries and conditions modify stats, can evolve when their duration ends, and may need specific cures.
The dungeon is not empty machinery. NPCs are cards that move, eat, fight, speak, carry gear, offer work, and remember enough for trade and quests to matter.
Every NPC you will ever meet - wandering townsfolk, the figure waiting in a dungeon room, the companion at your side, the merchant on the road - is a card. Your dealings with them follow you out of the dungeon.
Recruits move from the grid into your carried companion list. They can be dismissed back to a slot, equipped, asked for help, and sent to explore.
NPC hunger and thirst rise over turns. They search their own inventory and then the room for safe food or drink, and complain when need becomes severe.
Every merchant deals in one of three trades: food, books, or junk. Each carries their own coin. The more you buy and sell with them, the better their stock and the harder their prices.
Stealing requires the Thief perk and AP. Success improves stealing and transfers the item; failure can turn the merchant event into a hostile encounter.
The world waits. A merchant might not appear until you have slain your first wyrm. A spell might not unlock until you have read a particular book in a particular city. Timelines like these run quietly behind every game.
This page is an overview. Each of the mechanics covered here has a dedicated page in the Systems Reference - spell schools and the spellcraft roll, dungeon generation step by step, material domains and crafting inheritance, enemy AI, merchants, timelines, traits, mining, and more.
Six schools, the spellcraft roll, proficiency scaling, conversion spells, and how enemies cast back.
How rooms spread, how dungeon themes shape what appears, and why locks, floods, keys, and sub-dungeons change the route home.
Fourteen domains, the quality scale, durability, vulnerability, and crafting inheritance.
How people and enemies move, eat, fight, carry gear, join you, betray you, and remember what you did.
Eight trait kinds, rolling at creation, how comfort settles, and where traits come from.
Delayed quests, waiting encounters, quiet clocks, and the cards that appear only when the world is ready.