(Player Kill)


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How to Trashtalk

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Style Damage Done Damage Taken
Berserk 120% 120%
Aggressive 110% 110%
Standard 100% 100%
Defensive 85% 85%
Evasive 80% 80%

Styles are pretty simple, the higher your style the more damage you do but the more damage you take and vise versa with lower styles. Remember that cannot flee in an Aggressive or Berserk stance, and you also cannot drink from springs in Berserk, so be cautious. If you are taking way to much damage you might want to style down for a while, and if you arn't tanking you probably want to go to a higher style to do more melee damage, or if someone you are keying starts getting low style up to try to deal the killing blow on them. Overall you will learn to feel when and how you should style up or down.

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Weapons, Damage, and Health

Weapon Type Damage Type
Long Blades Slash, Slice
Short Blades Pierce, Stab
Pugilism Blast, Bite, Suction, nomessage
Bludgeons Crush, Pound
Talonous Arms Claw
Flexible Arms Whip
Missile Weapons Arrow, Dart, Stone, Pea, Bolt

Blade Blunt Generic
barely scratch barely scuff brush
scratch scuff scratch
nick pelt graze
cut bruise nick
hit strike jolt
tear thrash wound
rip batter injure
gash flog hit
lacerate pummel jar
hack smash thrash
maul maul maul
rend bludgeon decimate
decimate decimate _traumatize_
_mangle_ _shatter_ _devastate_
_devastate_ _devastate_ _maim_
_cleave_ _maim_ _demolish_
_butcher_ _cripple_ MUTILATE

Glance Description Health Level
perfect health 100%
slightly scratched 95%-99%
a few bruises 81%-94%
some cuts 71%-80%
several wounds 61%-70%
many nasty wounds 51%-60%
bleeding freely 41%-50%
covered in blood 31%-40%
leaking guts 21%-30%
almost dead 11%-20%
DYING 1%-10%

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Armor Class

AC will help you take less damage from hits and avoid more hits, the maximum AC you can get is -500, after that the affects are too small to make a difference. Theres two types of AC the -AC on the equipments aff stats, and then the armors actual AC(The hits it can take before it scraps). The armors AC is added to your own -AC, all eq slots are x1, so 20 ac on a piece of equipment equals -20 personal ac, but there are a few slots that get an extra bonus, body is AC x 3, and head, legs, and about are AC x 2.

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  • Strength(STR): Affects max weight capacity, damage roll, hit roll, and successfulness of bash, shove, and drag.
  • Dexterity(DEX): Affects how much you can carry in your inventory, raises your natural AC, dropping potions when you quaff in combat, and the successfulness of bash, gouge, and thieves being able to poison weapons.
  • Constitution(CON): Affects the number of rounds gouge lasts, and saves vs poisoning.
  • Intelligence(INT): Affects the success rate of casting spells.
  • Wisdom(WIS): Affects saves vs wands, spells and staves, also helps in the casting of spells and thieves poisoning of weapons.
  • Charisma(CHA): Affects the cost of store bought items.
  • Luck(LCK): Affects everything in general, the overall successfulness of fleeing, landing secondary attacks etc...
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Race Affects Experience Gain Rate Available Classes
Human No affects 1.00 All
Dwarf Infrared, Res_Fire 0.97 Augurer, Barbarian, Bladesinger, Cleric, Druid, Ranger, Thief, Vampire, Warrior
Elf Det_Magic, Res_Cold 1.10 Augurer, Bladesinger, Cleric, Druid, Mage, Paladin Ranger, Thief, Vampire, Warrior
Halfling Det_Evil, Sneak, Fight bonus when grouped with other halflings 1.02 Ranger, Thief, Vampire, Warrior
Pixie Flying, Sus_Blunt 1.08 Cleric, Druid, Mage, Nephandi, Ranger, Thief
Half-Elf Infrared, Res_Cold 1.04 Barbarian, Bladesinger, Cleric, Druid, Mage, Fathomer, Paladin, Ranger, Thief, Vampire, Warrior
Half-Ogre Infrared, Res_Pierce 0.92 Barbarian, Bladesinger, Thief, Vampire, Warrior
Half-Orc Infrared 0.94 Barbarian, Bladesinger, Thief, Vampire, Warrior
Half-Troll Infrared, Res_Poison 0.90 Augurer, Barbarian, Bladesinger, Thief, Vampire, Warrior
Gith Det_Invis 1.06 Augurer, Bladesinger, Cleric, Mage, Nephandi, Thief, Vampire, Warrior
Sea-Elf Dev_Only, Aqua_Breath, Det_Magic, Res_Cold 1.12 Augurer, Cleric, Druid, Fathomer, Mage, Thief, Warrior
Drow Evil_Only, Infrared, Scry, Res_Poison 1.08 Augurer, Bladesinger, Cleric, Mage, Nephandi, Thief, Vampire, Warrior
Lizardmen Evil_Only, Aqua_Breath, Res_Slash, Tail secondary attack 0.91 This class is OOG, you cannot choose to make one anymore.
Gnome Det_Magic, Infrared, Res_Energy, Sus_Fire 1.20 Augurer, Cleric, Druid, Mage, Thief

These are the stat modifiers that affect your characters stat rolls based on the race you pick:

Human 0 0 0 0 0 0 0 0 0
Dwarf +6 -6 +1 0 +1 0 +2 -1 0
Elf -2 +10 -1 +1 0 +2 -1 +1 +1
Halfling -3 +10 -2 0 0 +1 +1 0 0
Pixie -5 +40 -4 -1 0 +3 -2 +3 0
Half-Elf +3 +3 -1 +1 0 +1 -1 +1 0
Half-Ogre +5 -8 +2 -2 -1 -3 +3 -4 0
Half-Orc +6 -9 +1 -1 -2 -2 +2 -4 0
Half-Troll +7 -9 +3 +1 -2 -2 +2 -5 0
Gith +4 +20 0 +1 -1 +2 -2 -5 +1
Sea-Elf -2 +10 -1 +1 0 +2 -1 +1 +1
Drow +1 +12 -1 +1 0 +2 -1 -4 +1
Lizardmen +2 0 +2 -6 -6 -3 +2 -2 -4
Gnome -3 +18 -2 +2 +1 0 -1 -1 +1

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Theres alot of deities, but most of them are useless if you want to PK, these ones would be your best option:

  • Estathius: Res Magic and Non Magic
  • Kardis: Res Pierce
  • Keltas: Res Blunt, Invis. Sneak when not at full loved.
  • Ghordohl: Res Slash
  • Sil-Galith: Res Blunt and Pass Door
  • The choice is up to you, if you don't mind brewing for the resistances then go with Keltas or Sil-Galith for sneak and pass door. If you are lazy go for one of the others that gives brewable resistances.

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