Roll For Initiative · Official Player Reference · v0.8.0

Adventurer’s Handbook

A little preparation goes a long way. A practical reference for your first days in the village.

Fantasy village artwork from Roll For Initiative

Food & healing

Not every wound needs a feast. Not every meal will put you back on your feet.

Your condition is described in words. Read that description alongside the results of your last fight, then choose what to eat. The healing amounts below help you compare food; your condition tells you when to consider using it.

Do all mushrooms heal the same amount?
Yes—Sauteed Brown, Red, and White Mushrooms each have a base healing value of 12 HP. At the same quality, all three heal equally. Mushroom Stew is a separate dish with a base value of 35 HP.

Food reference

These amounts are for one serving of the prepared food named in the table. Common quality gives the base amount. Choose the column matching the quality of the food you are eating.

On a narrow screen, scroll the table sideways to see every quality.

Healing per serving, in HP. Actual recovery stops at full health.
Prepared foodCommonUncommonRareEpicLegendary
Roasted Blueberry / Blackberry / WildberryBerries810121624
Sauteed Brown / Red / White MushroomMushrooms1215182436
Cooked MinnowFish1012152030
Cooked BluegillFish1215182436
Cooked CarpFish1417212842
Cooked TroutFish1620243248
Cooked CatfishFish1822273654
Cooked BassFish1822273654
Cooked SalmonFish2227334466
Cooked PikeFish2430364872
Cooked SturgeonFish3037456090
Cooked MeatHunting & cooking1215182436
Berry MedleyMeals2531375075
Mushroom StewMeals35435270105
Herb-Crusted SalmonMeals45566790135
Roasted CarrotsFarming3037456090
Tomato SoupFarming40506080120
Baked PotatoFarming506275100150
Onion SoupFarming556882110165
Stuffed PepperFarming607590120180
Vegetable StewMeals · Farming125156187250375

Grouped berry and mushroom entries apply to each named variety individually.

From the garden to the kitchen

Carrot, Tomato, Potato, Onion, and Bell Pepper are cooking ingredients. These recipes turn them into prepared dishes. Each ingredient must match the quality selected for the recipe.

Farming ingredients and prepared dishes
DishIngredients per recipe
Roasted Carrots1 Carrot
Tomato Soup2 Tomato
Baked Potato1 Potato
Onion Soup2 Onion
Stuffed Pepper1 Bell Pepper + 1 Tomato + 1 Onion
Vegetable Stew1 Roasted Carrots + 1 Tomato Soup + 1 Baked Potato + 1 Onion Soup + 1 Stuffed Pepper

Vegetable Stew uses the five prepared dishes listed above. Cook those dishes first, then combine them using the Vegetable Stew recipe. At Common quality, it restores up to 125 HP, enough to recover from even a critical condition at the current maximum health. As with any food, healing stops once you are fully recovered.

Choosing a serving

A smaller serving can help with a little damage; a hearty meal restores more at once. Recheck your condition after eating before deciding whether you need another serving.

Food cannot raise your health above its maximum. Any healing beyond what you need is unused. If you are already at full health, the combat food action will not consume a serving.

Item quality

An item’s name color identifies its quality. The tiers run from Common to Legendary. The table below pairs each color with its name and its effect on food healing.

Food healing multipliers
QualityIn-game colorHealing
CommonWhiteBase × 1
UncommonGreenBase × 1.25
RareDeep sky blueBase × 1.5
EpicVioletBase × 2
LegendaryGoldBase × 3

Food healing is rounded down to a whole number after applying quality. For example, an Uncommon Berry Medley restores 31 HP: 25 × 1.25 = 31.25, rounded down.

These multipliers describe food healing. Do not apply them to weapon damage, tool bonuses, or every other item statistic.

Tools & equipment

An axe in your pack is useful. An axe in your hand is ready.

Check what you have equipped before starting a job. Owning a tool does not activate its equipped bonuses.

Tools for the village’s basic trades
ActivityMatching tool
LoggingAxe
MiningPickaxe
ForagingSickle
FishingFishing Rod
CookingPan
WoodworkingSaw
BlacksmithingHammer
FarmingRake
HunterHunting Bow
TailorSewing Needle Needed for crafting armor at the Workshop; not for spinning or tanning

Use Equip Required Tool on a skill page where available to equip the best valid tool you own for that job. You can also choose equipment manually in your Pack.

Read the equipment and Results text to see which tool is active and which bonuses apply. Check again when changing jobs or returning to combat: a work tool can occupy the hand you use for a weapon.

Hunting Bows are tools, not combat weapons. They occupy both hands while equipped. The Rusty Needle is a starter tool for the Tailor’s Workshop, and upgraded Copper, Iron, and Steel Needles are crafted at the Forge.

Choosing a weapon

A sure strike, a heavy blow, or a little more protection—the choice is yours.

Weapon families have different combat effects. Choose a family for how you want to fight, then compare its material and whether it leaves room for a shield.

Weapon families at a glance

Weapons available through the Forge and Sawmill crafting lists
FamilyHands / shieldSpecial effectWhy choose it?
DaggerForgeOne hand
Shield allowed
+1 to every attack roll.More reliable hits while keeping a shield equipped.
MaceForgeOne hand
Shield allowed
+1 extra damage on a natural roll of 17–20.Extra damage on high rolls, with no accuracy penalty.
Battle AxeForgeTwo hands
No shield
−1 to every attack roll; a larger normal damage bonus than a Dagger or Mace of the same metal.Harder hits in exchange for lower accuracy and giving up a shield.
StaffSawmillTwo hands
No shield
5% chance to block an incoming attack completely.A weapon with its own defensive chance. Every wood type has the same 5% block chance.
ClubSawmillOne hand
Shield allowed
+1 extra damage on a natural roll of 18–20.A wooden weapon with a high-roll damage bonus and room for a shield.
GreatclubSawmillTwo hands
No shield
−1 to every attack roll; a larger normal damage bonus than a Staff or Club of the same wood.Heavy damage at the cost of accuracy and a shield. It does not receive the Club’s high-roll bonus.
SpearSawmillTwo hands
No shield
+2 to the first attack roll against the current enemy; no roll modifier afterward.A stronger opening attempt. The opening bonus is spent even if that attack misses.

A natural roll is the number on the die before weapon modifiers. A modified roll includes the weapon’s accuracy bonus or penalty.

Damage bonuses by material

These numbers are added after a successful hit; they are not total damage and do not turn a miss into damage. Family effects apply in addition to these bonuses.

Metal weapons: normal damage added on a hit
FamilyCopperIronSteel
Dagger+1+2+3
Mace+1+2+3
Battle Axe+2+3+4
Wooden weapons: normal damage added on a hit
FamilyPineOakBirchAsh
Staff+1+2+3+4
Club+1+2+3+4
Greatclub+2+3+4+5
SpearNot crafted+2+3+4

How an attack comes together

Your attack uses a d20. After the weapon’s roll modifier, a result below 10 misses. A result of 10–16 deals 1 base damage; 17 or higher deals 2. A successful hit then gains the normal weapon damage bonus shown above.

For ordinary weapon attacks, a natural 20 adds 1 more damage. Mace and Club high-roll bonuses apply as well. A modified roll of 20 does not count as a natural 20. Tower Shield bashes have their own fixed damage and natural-20 bonuses, described below.

Example: Copper Mace. On a natural 17, the hit deals 2 base damage + 1 Copper Mace damage + 1 Mace high-roll damage = 4 damage. On a natural 20, the critical bonus raises that to 5, before any other applicable equipment effects.

Making room for a shield

Daggers, Maces, and Clubs use one hand, leaving Off Hand available for a wooden or standard metal shield. Staves, Battle Axes, Greatclubs, and Spears use both hands, so they cannot be paired with an Off Hand shield. Tower Shields are different: they occupy both hands and replace your weapon. See Shields & defensive combat for blocking and Shield Bash details.

Does weapon quality change these numbers?

Currently, weapon quality does not change the attack modifiers, ordinary weapon damage bonuses, special damage, or Staff block chance listed here. Tower Shield quality does affect blocking, but not Shield Bash damage. The food-quality multipliers do not apply to weapon or shield combat statistics.

A Battle Axe is a combat weapon and cannot replace a Logging Axe. When switching from a trade to combat, check your weapon again: your last job may have left a work tool in Main Hand.

Shields & defensive combat

An ordinary villager has every reason to appreciate a sturdy shield.

Shields give you a chance to stop an incoming attack completely. A smaller shield leaves a hand free for a weapon; a Tower Shield sacrifices most of your offense in exchange for much stronger protection.

One-handed shields

Wooden shields and standard metal shields use Off Hand. You can carry one alongside a Dagger, Mace, or Club. Their block chance depends on the shield's material, not its quality.

Chance to block an incoming attack completely
ShieldBlock chanceShieldBlock chance
Pine Shield5%Copper Shield15%
Oak Shield7.5%Iron Shield20%
Birch Shield10%Steel Shield25%
Ash Shield12.5%

Two-handed Tower Shields

Tower Shields occupy Main Hand and both hands. Equipping one clears your Off Hand, and it cannot be used with a conventional weapon. While carrying one, your attack becomes Shield Bash.

Unlike standard shields, a Tower Shield gains a small blocking bonus from item quality. Metal determines the starting block chance, while quality increases that chance by 0, 1, 2, 3, or 5 percentage points.

On a narrow screen, scroll the table sideways to compare every quality.

Tower Shield chance to block by material and quality
Tower ShieldCommonUncommonRareEpicLegendary
Copper Tower Shield60%61%62%63%65%
Iron Tower Shield65%66%67%68%70%
Steel Tower Shield70%71%72%73%75%

Shield Bash

A Tower Shield is a defensive choice, not a fast weapon. Shield Bash must still land its attack roll, so missed attempts deal no damage. On a successful bash, damage depends only on the shield's metal. A natural 20 adds a small material-based bonus. Shield quality does not increase bash damage.

Fixed Shield Bash damage on a successful hit
Tower ShieldOrdinary hitNatural 20
Copper56 +1 bonus
Iron68 +2 bonus
Steel710 +3 bonus

In combat, a natural 20 is announced with a short, powerful description of the attack rather than a damage number. A modified roll of 20 does not qualify.

Shields and armor work together

When an incoming attack would deal damage, the shield gets its own chance to block it. If the shield fails, your equipped armor receives a separate opportunity to stop the blow. If both fail, the attack gets through. These block chances are not added together.

Example: If a shield fails to stop a Spider Queen's attack, your armor may still turn it aside. A successful shield or armor block prevents that attack's damage entirely.

A two-handed Staff uses its own blocking chance in place of a shield. Staff blocking is checked before armor, just as shield blocking is. Changing to a two-handed weapon or Tower Shield can clear your Off Hand slot; check your equipment after switching.

Armor protection by material

Each equipped armor piece adds its own chance to block an incoming attack. You can mix materials across your five armor slots. Cloth, Fur, and Leather armor are made by the Tailor; metal armor comes from the Forge.

Armor block chance per equipped piece
Armor materialBlock chance per pieceFive matching pieces
Cloth0.5%2.5%
Fur1%5%
Leather2%10%
Copper2.5%12.5%
Iron4%20%
Steel5.5%27.5%

These are armor-only chances. A successful shield or Staff block stops the incoming blow before armor needs to roll.

Forging metal shields

All six metal shields are forged from bars and wooden handles. The level below is when recipe assistance becomes free; you may attempt a recipe sooner if you provide the materials and pay the displayed assistance fee. Crafting at higher item qualities may still require separate quality assistance.

Materials required at the selected item quality
ShieldMaterialsRecipe assistance free at
Copper Shield4 Copper Bars + 1 Pine HandleBlacksmith Lv. 5
Iron Shield4 Iron Bars + 1 Oak HandleBlacksmith Lv. 10
Steel Shield4 Steel Bars + 1 Birch HandleBlacksmith Lv. 15
Copper Tower Shield12 Copper Bars + 2 Pine HandlesBlacksmith Lv. 15
Iron Tower Shield12 Iron Bars + 2 Oak HandlesBlacksmith Lv. 20
Steel Tower Shield12 Steel Bars + 2 Birch HandlesBlacksmith Lv. 25

Tower Shields require premium recipe assistance. At Blacksmith Level 1, the Common-quality recipe fee is 500 gold for Copper, 750 for Iron, and 1,200 for Steel. The fee decreases as your skill approaches each recipe's level and reaches zero at that level. Quality assistance, when needed, is calculated separately; the Forge shows your current total before you commit.

Extra shields can be sold at the Market. A currently equipped shield is protected from sale, so unequip it first if you intend to sell that copy.

Skills & crafting

The village’s trades support one another: gathering brings in materials, and crafting turns materials into useful goods. Follow the requirements shown on the page for the job you have chosen.

Before you craft

  1. Choose the recipe. Check the item you will make and the materials it asks for.
  2. Check the selected quality. Having the right material name may not be enough; the recipe can require that material at the selected quality.
  3. Equip the appropriate tool. Check the page’s tool feedback before proceeding.
  4. Read the cost and Results. Account for any displayed assistance fee, then check what you made and which materials were used.

A note from the kitchen

Cooking requires an equipped Pan. Select your category, recipe, and ingredient quality. For example, cooking with Rare Minnow requires a Rare Minnow; a Common one does not fill that requirement.

If your Cooking level is below a recipe’s or quality’s requirement, expert assistance can let you proceed for gold. Check the displayed fee before cooking. Successful cooking earns Cooking XP.

When preparing for a fight, compare the finished food’s healing and quality with what is already in your Pack. A larger dish may save you several smaller servings.

Hunter

A good hunter reads the ground before drawing a bow.

Hunter is a noncombat skill with three hunting grounds: Field, Forest, and Lakeside. Each has its own wildlife. Choose a location and follow the hunt through three stages:

  1. Scout: Search for signs of wildlife. Not every search finds a trail.
  2. Track: Follow the trail. More challenging quarry may require several successful Tracking attempts. Losing a trail means scouting again.
  3. Hunt: With a Hunting Bow equipped, take your shot. You get one attempt before returning to the scouting stage.

A successful hunt provides animal materials such as fur, pelts, hides, or feathers. Some animals also provide Raw Meat or Bone. The final hunt roll determines the quality of what you bring home. At the Kitchen, 1 Raw Meat can be cooked into 1 Cooked Meat of the selected quality.

Hunting Bows

Hunting Bows are two-handed Hunter tools made to improve the quantity of an animal’s primary material. Their bonuses do not multiply Raw Meat or Bone drops. Craft improved bows at the Sawmill and equip one before hunting.

Additional primary material on a successful hunt
Hunting BowBonus
SplinteredNormal yield, no bonus.
Pine35% chance of +1 extra primary material.
Oak+1 extra primary material, guaranteed.
Birch+1 guaranteed, plus a separate 35% chance of another +1.
Ash+2 extra primary materials, guaranteed.

Remember: A Hunting Bow is not a weapon for ordinary combat. Before entering a fight, equip your preferred combat weapon again.

Tailor

Fine work begins with good material and a steady hand.

Tailor has three stations in one location. Cycle between the Spinning Wheel, Tanning Rack, and Tailor’s Workshop to prepare materials and craft protective clothing.

Spinning Wheel

Spinning requires no equipped Needle. Select a material, its quality, and the output you want. Cotton can become either Thread or Cloth Fabric.

Spinning recipes, per action
InputGuaranteed output
1 Cotton1 Thread
1 Cotton1 Cloth Fabric
1 Spider Silk2 Thread

Tanning Rack

The Tanning Rack also requires no Needle. It converts gathered animal materials into Prepared Fur or Leather for sewing.

Tanning recipes, per action
InputGuaranteed output
1 Rabbit Fur1 Prepared Fur
1 Fox Fur3 Prepared Fur
1 Squirrel Pelt1 Leather
1 Raccoon Pelt2 Leather
1 Beaver Pelt2 Leather
1 Wolf Pelt5 Leather
1 Deer Hide2 Leather
1 Boar Hide2 Leather

Bonus material from processing

Every Spinning or Tanning action gives at least the amount listed above, and its output keeps the input material’s quality. A separate roll may award exactly one extra output item. It never replaces or removes the guaranteed output.

Chance of one bonus item, based on the input quality
QualityBonus chance
Common0%
Uncommon5%
Rare10%
Epic15%
Legendary25%

Tailor’s Workshop

The Workshop uses a Sewing Needle equipped in Main Hand. Combine Thread with Cloth Fabric, Prepared Fur, or Leather to craft five wearable pieces per armor family: head, body, hands, legs, and feet. Material requirements must match the selected quality, and the Workshop displays any applicable crafting-assistance fee.

Material cost for one piece of Cloth, Fur, or Leather armor
Armor slotMain materialThread
Head21
Body42
Hands21
Legs31
Feet21

For Cloth armor, the main material is Cloth Fabric. For Fur armor, use Prepared Fur. For Leather armor, use Leather. A complete five-piece set costs 13 main materials and 6 Thread, all of the chosen quality. You can also mix different armor families in your Pack.

Needle upgrades are crafted at the Forge. Higher-quality armor crafting follows the game’s usual quality rules, including the natural-20 requirement to retain Legendary quality when crafting from Legendary materials.

Cotton & village work

One trade supplies another. That is how a village thrives.

Cotton farming

Cotton is a farm crop and a source of Tailor materials. Plant a Cotton Seed, then Water, Tend, and Harvest it using the familiar Farming steps. Cotton can be processed into Thread or Cloth Fabric at the Spinning Wheel.

Keep an eye out for Cotton Seed rewards from certain Notice Board requests. Successful Foraging actions can also turn up a Common Cotton Seed without replacing the usual forage. The Master Farmer can exchange 3 Cotton of the same quality for 1 Common Cotton Seed.

Notice Board

The Notice Board now displays five requests. You can freely browse them without accepting or locking yourself into a job. When you have the requested items, use Deliver Request to hand them over and claim the listed reward.

Market stalls

The Market has new Hunter Goods and Tailor Goods selling stalls for animal materials, prepared materials, crafted bows, and finished clothing. Sewing Needles are sold with other forged goods at Forge Goods. As with other equipment, an item you currently have equipped is protected from being sold.

Combat basics

Mind your equipment. Mind your supper. Mind when it is time to leave.

Before fighting, check your equipped weapon or Tower Shield, armor, and supply of prepared food. Read your condition and each combat result before choosing another action.

A natural 20 is announced in the Results text with a powerful description that matches your weapon or Shield Bash. It signals an especially strong hit without displaying raw damage numbers in the combat narration.

Select a food and use Eat to consume one serving. The table above lets you compare your choices without needing a numerical health display.

If the game says you are too unsteady to fight, eat before trying again. If your condition is poor, take time to recover before another exchange.

Common questions

Does mushroom color change its healing?

The Brown, Red, and White varieties have equal healing when sautéed at the same quality. The item name’s quality color is a separate thing: it tells you which healing column to use.

Does food quality matter?

Yes. A Common sautéed mushroom heals 12 HP; an Uncommon one heals 15; a Rare one heals 18; an Epic one heals 24; a Legendary one heals 36.

Can I use a shield with every weapon?

No. Daggers, Maces, and Clubs leave room for a one-handed shield. Staves, Battle Axes, Greatclubs, and Spears use both hands. A Tower Shield also uses both hands, replacing your normal weapon with Shield Bash.

Does shield quality improve blocking?

Only for Tower Shields. Wooden and standard metal shield block chances remain fixed by material. Tower Shields gain up to 5 additional percentage points of block chance at Legendary quality.

Does “12 HP” mean I can see my exact health?

No. It tells you how much recovery a food provides. Your condition remains descriptive, so pay attention to how you feel before and after eating.

Why can’t I cook with ingredients I own?

Check the ingredient quantities, selected quality, equipped Pan, and any assistance fee. Ingredients at a different quality do not count toward the selected quality’s requirement.

Do I need a Sewing Needle for every Tailor action?

No. Spinning and Tanning use their own stations without an equipped tool. You need a Sewing Needle in Main Hand to craft armor at the Tailor’s Workshop.

Why doesn’t my Hunting Bow work in combat?

Hunting Bows are two-handed Hunter tools, not combat weapons. Equip a Dagger, Mace, Staff, or another combat weapon before entering battle.

Can I work on more than one Notice Board request?

Yes. You can browse five posted requests freely. There is no acceptance step; deliver a request whenever you possess the necessary materials.

Pack a meal. Choose your tools. Make your own way.

Back to the top ↑