📖 Basic Rules Attributes 🛡 Systems and Equipment
Systems and Equipment

Systems and Equipment

Weapons, armor, crafting, enchanting, potions, materials, deities, and guilds.

🐉 Summoning

Animals, machines, undead, elementals, and dragons that add another active combat unit to the party.

Summoning is a way to bring another helper onto the battlefield to fight beside its character. It is not a cosmetic pet, but an independent unit with its own hit points, defense, damage, and special ability. Each companion fills a different role. Some hold the line, others break defenses, deal area damage, stack debuffs, or protect the summoner directly. Because of that, summoning can change the tactics of the whole party by adding another target, another attack, and often another problem the enemy has to solve.

Rules-wise, summoned companions are independent combat units. They act during their summoner's round, use their own attacks and abilities, and remain on the battlefield according to the specific spell or class rule. If an ability says it activates every Xth round, the first round of combat counts as well.

📜 Summoning Rules

  • Companion turn: A summoned companion is an independent combat unit controlled by its summoner. It uses its own attacks and abilities on its turn; ideally, it acts immediately after the summoner's turn.
  • Ability timing: If an ability says it is used every Xth round, the first round of combat counts. The ability therefore activates in round 1 and then again after the listed interval.
  • Independence: Companions are independent combat units with their own hit points, damage, defense, and abilities.
  • Perma duration: If a summoning spell lists its duration as Perma, the companion remains active according to combat rules or until destroyed, unless a specific rule says otherwise. After it is destroyed, it can only be summoned again in the next combat.
  • Multiple companions: A summoner can have multiple companions, but only one companion from a single spell or ability can be active at a time. The same spell cannot summon the same companion multiple times.
Filter:

Mechider

Mechanical companion Control Level 1+
Mechider
Attack 3d+4
Defense 🛡 +2
Damage 💥 6
AC 🛡 1
HP 35

A spider-like mechanical helper built to entangle enemies and open space for follow-up attacks.

Mechider acts like a small engineering predator. It does not rely on brute force, but on speed, metal limbs, and tangling cable threads. In combat it rarely looks like the main threat until it catches an enemy's legs, weapon, or armor and breaks their rhythm. It is the ideal image of a Mechanic's first combat construct: not a perfect killer, but an irritating tool that makes every opponent slower and more vulnerable.

Mechanically, Mechider is a control companion with low durability, weaker defense, and a useful on-hit effect. Its main value is not damage, but a short defense penalty that combines very well with the summoner's next attack or the party's focus fire.

Origin mechanical construction
Size small to medium
Combat style single-target control
Battlefield presence fast disruptor in the front or flank line
Temperament emotionless, precise, persistent
Entangle on a successful hit

When Mechider successfully hits an enemy, it applies a short debuff that reduces the target's defense by 3 for 1 round. It is a simple but very practical ability because it sets up the target for the summoner's next attacks or for allied follow-up attacks.

Target defense penalty 3 Duration (rounds) 1

🔓 Unlock

💪 Strengths

  • Reduces the defense of the target it hits.
  • Sets enemies up well for stronger allied attacks.
  • Useful from the start of the game as simple control.

🎯 Tactical Use

Mechider works best against one important target the party wants to break through quickly. Send it at enemies with higher defense and then aim heavier attacks at the same target.

Golem

Construct Tank Level 5+
Golem
Attack 3d+6
Defense 🛡 +5
Damage 💥 6
AC 🛡 4
HP 80

A heavy construct that blocks space, absorbs pressure, and punishes enemies that fail to break through it.

The Golem is a slow, heavy presence that turns the battlefield into a wall. It does not need speed or subtlety; it simply stands where the enemy wants to pass and makes that choice expensive. Its body feels more like moving fortification than living creature, and its value is clearest when enemies are forced to waste attacks on it.

The Golem is a defensive companion focused on soaking hits and controlling space. Its retaliation can briefly stun an enemy after a successful defense or when it takes no physical damage, making it excellent at protecting fragile allies and slowing enemy pressure.

Origin animated construct
Size large
Combat style defensive line and counterattack
Battlefield presence solid space blocker
Temperament silent, stubborn, mechanically loyal
Iron Retaliation on successful defense / 0 damage

When the Golem successfully defends, or when it takes 0 physical damage from an attack, it can punish the attacker with a stunning counter. The target is stunned for 1 round, which makes the Golem useful not only as a shield, but also as a way to stop enemy momentum.

Stun (rounds) 1

🔓 Unlock

💪 Strengths

  • Very good at holding a line.
  • Can punish attacks that fail to break through it.
  • Protects fragile allies by occupying enemy attention.

🎯 Tactical Use

Place the Golem where enemies need to pass or where a fragile ally needs cover. Its job is not to chase targets, but to make the enemy lose time and actions.

Firestarter

Mechanical companion Damage over time Level 10+
Firestarter
Attack 3d+13
Defense 🛡 +6
Damage 💥 13
AC 🛡 2
HP 55

A combat machine with a burning core that turns critical hits into stacking fire damage.

Firestarter is the Mechanic's answer to enemies who think one hit is over once the blade or claw pulls away. Its unstable core burns through armor seams and keeps the pressure going after a critical strike. It feels aggressive, volatile, and dangerous even to stand near.

Firestarter is a damage-over-time companion. It has solid offensive pressure and gains most of its value when critical hits land, because its burn can stack and keep damaging the target over several rounds.

Origin combat machine with a fire core
Size medium
Combat style damage over time
Battlefield presence pressure attacker with high critical threat
Temperament unstable, aggressive, burning
Ignition on a critical hit

When Firestarter scores a critical hit, the target starts burning. The burn deals 3 damage per round for 3 rounds and can stack, so repeated critical hits can quickly turn into serious ongoing pressure.

Damage / round 3 Duration (rounds) 3 Stacks Yes

🔓 Unlock

  • Mechanic level 10+ Class companion

💪 Strengths

  • Rewards critical hits with ongoing damage.
  • Stacking burn can punish durable targets.
  • Keeps pressure on enemies even after its turn ends.

🎯 Tactical Use

Use Firestarter against enemies that will survive multiple rounds. The longer the fight goes and the more critical hits land, the more valuable its burn becomes.

Dinodroid

Mechanical companion Guardian Level 15+
Dinodroid
Attack 3d+20
Defense 🛡 +10
Damage 💥 25
AC 🛡 7
HP 175

A masterwork war machine that can protect its summoner even at the cost of its own existence.

Dinodroid is less a companion and more a walking oath in metal form. It dominates the field through size, weight, and absolute loyalty. When the summoner is about to fall, the machine can step between life and death in the most literal way possible.

Dinodroid is an elite guardian companion. Its key rule is death prevention: if the summoner would die before the companion, Dinodroid can be sacrificed so the summoner survives with the companion's remaining hit points.

Origin masterwork combat machine
Size huge
Combat style summoner protection and heavy pressure
Battlefield presence dominant elite unit
Temperament loyal, relentless, almost sacredly protective
Heart Exchange when the summoner would die before the companion

If the summoner would die while Dinodroid is still alive, Dinodroid can sacrifice itself. The summoner survives and takes over the companion's remaining hit points. This makes Dinodroid one of the strongest defensive companions in the system.

Sacrifices companion Yes Summoner survives with the companion remaining HP Yes

🔓 Unlock

  • Mechanic level 15+ Class companion

💪 Strengths

  • Can prevent the summoner's death.
  • Combines protection with strong battlefield presence.
  • Forces enemies to deal with it before finishing the summoner.

🎯 Tactical Use

Keep Dinodroid alive when the summoner is exposed. Its greatest value appears in dangerous fights where one failed defense could otherwise end the character.

Crow

Animal companion Light striker
Crow
Attack 3d+3
Defense 🛡 +6
Damage 💥 8
AC 🛡 0
HP 35

A quick flying attacker that turns critical hits into sharply increased damage.

The Crow fights through timing, altitude, and irritating precision. It does not hold a line; it dives in, strikes where the enemy is careless, and disappears before the battlefield can pin it down. Its danger is not raw strength, but the moment when a small strike lands exactly where it should.

The Crow is a light striker. Its critical hits deal triple damage, which makes it swingy but useful when the party can improve hit quality or create openings.

Origin natural animal or magically called corvid
Size small
Combat style fast aerial dives
Battlefield presence disruptive attacker outside the main line
Temperament cunning, cautious, opportunistic
Avian Cunning on a critical hit

When the Crow scores a critical hit, its damage is multiplied by 3. The ability is simple, but it makes every critical hit from the Crow much more threatening than its size suggests.

Critical damage multiplier 3

💪 Strengths

  • Very dangerous on critical hits.
  • Can pressure enemies without standing in the main line.
  • Fits well with tactics that improve hit quality.

🎯 Tactical Use

Use the Crow as a mobile finisher or harassment tool. It is not meant to tank; it wants openings, distracted targets, and moments where a critical hit can matter.

Badger

Animal companion Single-target pressure
Badger
Attack 3d+7
Defense 🛡 +7
Damage 💥 12
AC 🛡 3
HP 65

A stubborn ground attacker that can empower one bite for focused single-target damage.

The Badger is small enough to be underestimated and stubborn enough to make that mistake costly. It digs in, refuses to let go, and turns one target into a personal problem. Its combat fantasy is simple: once it chooses something, it keeps biting until the target regrets existing nearby.

The Badger is a single-target pressure companion. Its empowered attack adds bonus damage and then goes on cooldown, so it works best when saved for a meaningful strike rather than spent blindly.

Origin natural animal
Size small to medium
Combat style persistent single-target fighting
Battlefield presence tough low-profile attacker
Temperament stubborn, hard-headed, aggressive when threatened
Targeted Bite active attack

The Badger can replace one attack with a focused bite that deals +3 bonus damage. The ability has a 5-round cooldown that starts after a successful hit, so it rewards choosing the right target and waiting for a real opening.

Bonus damage 3 Cooldown (rounds) 5 Cooldown starts after a hit Yes

💪 Strengths

  • Reliable pressure against one target.
  • Empowered bite adds clear burst damage.
  • Good for fights where one enemy must be worn down.

🎯 Tactical Use

Point the Badger at a priority enemy and keep it there. Use Targeted Bite when the hit is likely to land or when extra damage will help finish the target.

Boar

Animal companion Control charge
Boar
Attack 3d+11
Defense 🛡 +8
Damage 💥 16
AC 🛡 4
HP 95

A frontal charger that periodically replaces its attack with a stunning rush.

The Boar is the straightforward answer to a complicated battlefield: lower the head, charge, and make the enemy move or fall. It is not elegant, but it is brutally readable. When the fight needs a gap opened or a target interrupted, the Boar supplies the impact.

The Boar is a control-charge companion. Every 5th round, including the first, it replaces its normal attack with a charge that can stun for 1 round.

Origin natural animal
Size medium to large
Combat style impact attack and control
Battlefield presence front-line breaker
Temperament wild, tough, unyielding
Boar Rush every 5th round, including the first

Every 5th round, including round 1, the Boar replaces its normal attack with a rush. On success, the target is stunned for 1 round. This makes the Boar strongest at the start of combat and during longer fights where the charge comes back around.

Replaces normal attack Yes Stun (rounds) 1

💪 Strengths

  • Can stun a target on a timed charge.
  • Strong opening pressure in round 1.
  • Good for breaking enemy formation.

🎯 Tactical Use

Use the Boar to disrupt a dangerous enemy early. In longer combats, plan around the next charge window and aim it at a target whose lost turn matters.

Wolf

Animal companion Pack damage
Wolf
Attack 3d+12
Defense 🛡 +10
Damage 💥 30
AC 🛡 5
HP 100

A fast predator that grows stronger when fighting alongside other friendly wolves.

The Wolf is loyalty turned into teeth. Alone it is dangerous; in a pack it becomes a rhythm of pressure, flanking, and shared aggression. It works best when the battlefield gives it allies to coordinate with instead of leaving it isolated.

The Wolf is a pack-damage companion. It gains bonus damage for each friendly wolf, making multiple wolves or wolf-themed support especially valuable.

Origin natural animal
Size medium
Combat style pack pressure
Battlefield presence fast predator on the battlefield flanks
Temperament loyal, hungry, coordinated
Wolf Pack passive

The Wolf gains +2 bonus damage for each friendly wolf. The ability is passive and rewards positioning, multiple wolf allies, and fights where the pack can stay active together.

Bonus damage per friendly Wolf 2

💪 Strengths

  • Scales with friendly wolves.
  • Good mobility and flank pressure.
  • Simple passive value with no cooldown management.

🎯 Tactical Use

Keep the Wolf near other wolves or wolf-like allies if available. It is best when the party can create a small pack instead of treating it as a lone attacker.

Bear

Animal companion Berserker tank
Bear
Attack 3d+15
Defense 🛡 +15
Damage 💥 40
AC 🛡 10
HP 160

A durable front-line animal whose damage rises as it loses hit points.

The Bear starts as a wall and becomes a warning. The more the enemy hurts it, the more dangerous it gets. It is calm until forced into violence, and once that happens, its role is to turn punishment into pressure.

The Bear is a berserker tank. It gains +1 bonus damage for every 5 missing hit points, so damaging it without finishing it can make it increasingly dangerous.

Origin natural animal
Size large
Combat style tank and scaling damage
Battlefield presence dominant front-line anchor
Temperament calm until provoked, then destructive
Bear Fury passive

The Bear gains +1 bonus damage for every 5 hit points it is missing. This makes it more dangerous the longer it survives under pressure.

Bonus damage per 5 missing HP 1

💪 Strengths

  • High front-line presence.
  • Damage increases as it is wounded.
  • Punishes enemies that cannot finish it quickly.

🎯 Tactical Use

Let the Bear occupy hard fights where it can survive several rounds. It is especially useful when enemies will hit it but not kill it immediately.

Phoenix

Mythical creature Resilient magic attacker Level 1+
Phoenix
Attack 3d+4
Defense 🛡 +5
Damage 💥 15
AC 🛡 2
HP 50

A radiant mythical attacker that can return after its first death.

The Phoenix carries the fantasy of fire that refuses to end. It threatens enemies from above, burns bright in the middle of combat, and when destroyed for the first time, it rises again instead of leaving the summoner without support.

The Phoenix is a resilient magical attacker. Its key value is self-resurrection once per combat, making it hard to remove permanently with a single focused burst.

Origin mythical fire creature
Size medium
Combat style resilient magical attacker
Battlefield presence radiant aerial pressure
Temperament noble, unbound, self-renewing
Reincarnation on first death

The first time the Phoenix dies in combat, it revives once. This lets it absorb dangerous pressure and still return to the fight.

Revives once per combat Yes

🔓 Unlock

💪 Strengths

  • Revives once per combat.
  • Maintains pressure even after being destroyed.
  • Useful in fights with heavy burst damage.

🎯 Tactical Use

Do not be afraid to put the Phoenix into risky positions when its resurrection is still available. After it has revived, treat it more carefully.

Toad

Animal companion Scaling damage Level 5+
Toad
Attack 3d+7
Defense 🛡 +9
Damage 💥 19
AC 🛡 4
HP 80

A swamp creature that grows more dangerous with every successful hit.

The Toad looks harmless only to those who have never watched a quiet threat survive long enough. It settles into the fight, hits when it can, and slowly becomes harder to ignore. Its strength is not spectacle, but accumulation.

The Toad is a snowball-damage companion. Each successful hit gives it a permanent damage bonus, so its value rises in long combats.

Origin darkly summoned swamp creature
Size medium
Combat style gradually scaling pressure
Battlefield presence quiet threat that strengthens over time
Temperament calm, hungry, unpleasantly persistent
Swamp Hunter on a successful hit

Whenever the Toad successfully hits, it gains +1 permanent bonus damage. The bonus stacks over the fight and makes the Toad increasingly dangerous if enemies ignore it.

Permanent bonus damage per hit 1

🔓 Unlock

💪 Strengths

  • Gains permanent damage after successful hits.
  • Excellent in longer combats.
  • Forces enemies to decide whether to remove it early.

🎯 Tactical Use

The Toad wants time. Keep it attacking targets it can realistically hit, and let the damage bonus build before turning it into a major threat.

Skeleton

Undead Necromantic swarm Level 10+
Skeleton
Attack 3d+4
Defense 🛡 +0
Damage 💥 summoner Intelligence
AC 🛡 0
HP 40

A fragile undead servant that can create more skeletons as other units die.

The Skeleton is a simple, cold, and disturbingly practical answer from the dark to the question of what to do with the dead. It is neither elegant nor strong in any conventional sense, but its presence changes the nature of a battle: every fallen body can become the start of another problem. It looks like the bleached remains of a former life, animated by an alien will, and that is precisely why it feels so unpleasant on the battlefield. It is not here to survive forever; it is here to multiply wherever others fall.

The Skeleton is a necromantic swarm companion. When another unit dies, it can summon an additional skeleton that belongs to the same owner, increasing pressure through numbers.

Origin undead servant
Size medium
Combat style necromantic multiplication and numerical pressure
Battlefield presence fragile but disturbingly multiplying threat
Temperament mindless, obedient, tireless
Necromancy when any other unit dies

When any other unit dies, the Skeleton can summon an additional skeleton. The new skeleton belongs to the same owner, turning deaths on the battlefield into more undead pressure.

Summons another skeleton Yes New skeleton belongs to the same summoner Yes

🔓 Unlock

💪 Strengths

  • Can create additional skeletons.
  • Gets stronger in chaotic fights with many deaths.
  • Adds pressure through numbers rather than durability.

🎯 Tactical Use

Use the Skeleton in fights where units are likely to die. It is fragile, but if it survives long enough for its ability to trigger, it can multiply the problem.

Lava Golem

Elemental construct Area pressure Level 10+
Lava Golem
Attack 3d+12
Defense 🛡 +12
Damage 💥 35
AC 🛡 8
HP 100

A walking hazard zone that damages the battlefield around it every round.

The Lava Golem is a glowing mass of stone, metal, and liquid fire that leaves cracked ground and choking heat in its wake. It does not feel like a creature someone summoned, but rather like a piece of a volcano that has decided to walk. Its greatest strength is not only in its blows, but in the way it turns the surrounding area into hostile ground. The enemy does not fight only the golem itself; it fights the floor, the air, and the heat that begins to steal the very space it has left to breathe.

The Lava Golem is an area-pressure companion. Each round it deals area damage based on the difference from the maximum value of an 18-point 3d6 check.

Origin elemental construct
Size large
Combat style area pressure and space control
Battlefield presence walking hazard zone
Temperament slow, burning, relentless
Floor Is Lava every round

Every round, the Lava Golem creates area pressure. Its damage is calculated as 18 minus the current total of the 3d6 check. The lower the roll, the more dangerous the effect becomes.

Damage formula 18 - current_total_of_3d6_check Note Damage is based on the difference from the maximum value of 18.

🔓 Unlock

💪 Strengths

  • Creates area damage every round.
  • Controls space by punishing nearby enemies.
  • Strong in fights where enemies must cluster or hold position.

🎯 Tactical Use

Put the Lava Golem where enemies want to stand. It is strongest when it denies space, blocks routes, or forces clustered enemies to move.

Red Dragon

Dragon Periodic area damage Level 15+
Red Dragon
Attack 3d+10
Defense 🛡 +10
Damage 💥 30
AC 🛡 7
HP 155

A destructive dragon whose breath periodically hits every enemy.

The Red Dragon is the classic answer to grouped enemies: fire, wings, and no interest in subtlety. It dominates through the threat of a breath attack that can change the shape of the whole battlefield.

The Red Dragon is a periodic area-damage companion. Every 5th round, including the first, a successful attack hits all enemies.

Origin summoned dragon
Size huge
Combat style periodic area damage
Battlefield presence dominant aerial threat
Temperament predatory, proud, destructive
Dragon Breath every 5th round, including the first

Every 5th round, including round 1, the Red Dragon's successful attack hits all enemies. This makes its opening turn and each later breath window extremely important.

Successful attack hits all enemies Yes

🔓 Unlock

💪 Strengths

  • Can hit all enemies on a successful breath attack.
  • Very strong against grouped opponents.
  • Creates major pressure in round 1.

🎯 Tactical Use

Use the Red Dragon when the enemy side has several targets. Plan around its breath rounds and try to keep it active until the next area attack.

Green Dragon

Dragon Area damage and decay Level 15+
Green Dragon
Attack 3d+15
Defense 🛡 +15
Damage 💥 40
AC 🛡 10
HP 200

An acid dragon that combines periodic area attacks with ongoing damage until resistance succeeds.

The Green Dragon does not just strike; it leaves the battlefield worse than it found it. Its acid clings, burns, and keeps working after the initial attack. Enemies that survive the hit still have to deal with the aftermath.

The Green Dragon is a periodic area-damage companion with damage over time. Every 5th round, including the first, a successful attack hits all enemies and applies acid damage until resistance succeeds.

Origin summoned acid dragon
Size huge
Combat style area pressure and damage over time
Battlefield presence toxic elite threat
Temperament treacherous, patient, cruel
Dragon Acid every 5th round, including the first

Every 5th round, including round 1, the Green Dragon's successful attack hits all enemies. Affected targets also take 4 damage over time each round until they succeed on resistance DC 11.

Successful attack hits all enemies Yes Damage over time / round 4 Lasts until successful resistance Yes Resistance DC 11

🔓 Unlock

💪 Strengths

  • Hits all enemies on its breath window.
  • Adds ongoing acid damage.
  • Forces repeated resistance pressure.

🎯 Tactical Use

Use the Green Dragon against groups that cannot end the fight quickly. Its value rises when the damage over time has several rounds to work.

Gold Dragon

Dragon Elite area control Level 15+
Gold Dragon
Attack 3d+20
Defense 🛡 +20
Damage 💥 50
AC 🛡 12
HP 300

A legendary dragon that combines area damage, ongoing burn, and defense reduction.

The Gold Dragon is a decisive battlefield presence. It does not merely damage enemies; it softens them, marks them, and leaves them easier for the whole party to finish. When it takes the field, the fight should feel like it has reached the top tier of summoning.

The Gold Dragon is an elite area-control companion. On a successful attack with cooldown, it can hit all enemies, apply damage over time, and reduce their defense until resistance succeeds.

Origin supreme summoned dragon
Size huge to legendary
Combat style elite area damage and control
Battlefield presence legendary deciding force
Temperament majestic, relentless, absolute
Dragon Meltdown on successful attack with cooldown

On a successful attack, the Gold Dragon hits all enemies, applies 6 damage over time each round, and reduces their defense by 3 until they succeed on resistance DC 14. The ability has a 4-round cooldown.

Successful attack hits all enemies Yes Damage over time / round 6 Target defense penalty 3 Lasts until successful resistance Yes Resistance DC 14 Cooldown (rounds) 4

🔓 Unlock

💪 Strengths

  • Combines area damage with a defense penalty.
  • Applies strong ongoing damage.
  • Can set up the whole party for follow-up attacks.

🎯 Tactical Use

Save the Gold Dragon's pressure for fights with multiple important enemies. Its defense penalty is a party-wide opportunity, so follow it with heavy attacks while enemies are weakened.

🔨 Crafting and Upgrades

When Finding Better Gear Is Not Enough

In the world of Howl of Eternity, strong weapons, sturdy armor, and rare artifacts are not only rewards from chests or shops. Many of them are made by those who understand craft, materials, and the secrets of improvement. Crafting is therefore not just a side activity, but a full path for strengthening a character and shaping their gear exactly around what they need.

Crafting in Howl of Eternity gives players a way to actively create their own gear instead of relying only on loot and merchants. At the same time, it is not an automatic process. Crafting and enchanting require skills, materials, knowledge, and a willingness to risk failure.

Basic Crafting Rules

Every item that can be created, enchanted, or upgraded in the world follows several basic rules. The character must know what they want to create, must have the required materials, and above all must have enough ability to handle the process. The result therefore never depends only on the idea, but also on the character's preparation.

Crafting success depends on a Crafting or Enchanting roll
Depending on whether the character is creating a physical item or working with a magical upgrade, the corresponding skill is used.
The character must have the required materials
Without materials, an item cannot be crafted or upgraded. The Game Master decides which materials are required for a given attempt.
The character must know the recipe or the crafting principle
Some items can follow basic recipes, while others may come from discovered scrolls, books, teachers, or trial-and-error experimentation.
On failure, the materials are consumed
The material is used during crafting or enchanting even if the final result fails.
A failed upgrade leaves the original item intact
If the character is trying to upgrade an existing weapon, armor, or shield, the item itself is not destroyed by a normal failure. Only the invested materials are lost.

This system gives crafting weight. Players can gain stronger gear through their own path, but every upgrade has a cost, and not every attempt ends in success.

Crafting and Enchanting Roll Results

When crafting and enchanting, it matters not only whether the character succeeds or fails. The total result also determines the quality of the work itself. One attempt may end in simple failure, while another may create an item of higher quality than the character originally intended.

Strong failure: less than 6
The attempt fails badly. The Game Master may decide that, in addition to losing materials, another complication occurs, such as a delay, reduced quality, or a minor side effect.
Failure: 6 to 12
The character consumes the materials, but the desired effect does not occur.
Success: 13 to 20
The crafting or enchanting succeeds at basic quality.
Strong success: 21 to 26
The character succeeds, and the result may be higher quality or more stable than originally expected.
Master success: 27 or more
An exceptionally high-quality result is created. Such a success can create a masterwork item or significantly improve the final quality of an upgrade.

Crafting in Howl of Eternity is therefore not purely binary. It is not just a yes-or-no question. Over time, a skilled craftsperson can reach a point where they create not only functional items, but truly exceptional pieces.

Item Quality

Every crafted or found item can have its own quality. Quality determines how well a weapon, armor, or shield is made, and also affects how easy it will be to upgrade that item further. Howl of Eternity distinguishes three basic quality tiers: common, improved, and masterwork.

A common item has no upgrade bonus
This is the standard baseline from which everything else follows.
An improved item reduces upgrade difficulty by 2
A better-crafted base provides more stability and makes further work easier.
A masterwork item reduces upgrade difficulty by 5
Top-quality workmanship significantly helps with further development of the item.
Quality can change during upgrading
The roll result can cause not only an increase in the item's level, but also a shift in its quality up or down.

Item quality is therefore not just cosmetic. It has a direct impact on further crafting and can decide whether it is better to upgrade an old item or craft a new base from the start.

Item Upgrades

Weapons, armor, and shields in Howl of Eternity can not only be crafted, but also gradually raised to higher levels. These upgrades represent technical, material, or magical improvements to the item. However, this is not a jump-based system: an item must be improved step by step.

upgrade roll = base crafting difficulty + target level - current level - quality bonus
Items are crafted from basic materials
These are typically materials such as iron ore, wood, cloth, mechanical parts, and one or more bonus materials depending on the nature of the item.
Each +1 level costs twice as much material as the previous level
The stronger the item a character is creating, the more resources they must invest.
Levels cannot be skipped
An item must be upgraded gradually. You cannot create a common dagger and immediately turn it into a dagger +3.
Upgrade difficulty accounts for both item level and item quality
A higher item level makes the next upgrade harder, while a higher-quality base reduces that difficulty.

This system supports long-term gear building. Items that travel with a character for a long time can gain their own history and become a truly important part of that character's identity.

Example

A dagger +3 would cost 8 iron ore
→ Each additional level requires significantly more material than the previous one.
Masterwork dagger +2 → dagger +3
13 + 3 − 2 = 14
→ If the character rolls at least 14, the upgrade succeeds. A roll above 21 can create an improved dagger +3, and a roll above 27 can create a masterwork dagger +3.

Enchanting

Alongside purely physical upgrades, there is also the path of enchanting. It focuses on magically strengthening an item, adding special properties, or changing how it behaves. Enchanting is usually more demanding in terms of knowledge and often more dangerous, because it works with forces that are not always fully stable.

Enchanting uses the Enchanting skill
Unlike ordinary crafting, this is not only about craft precision, but about working with the item's magical structure.
Enchanting also requires materials and knowledge of a recipe or principle
Magic does not arise from nothing. The character must have access to the right materials, runes, scrolls, or instruction.
Failure consumes invested resources
A failed enchanting attempt can destroy prepared material, even though the base item itself usually remains.

Enchanting is ideal for characters who want to create unique gear or push ordinary items beyond the limits of common craft. At the same time, it requires more preparation and more careful planning.

Recipes, Scrolls, and Trial and Error

Not every crafting method is commonly known in the world. Some recipes are part of a craftsperson's basic knowledge, while others are hidden in forgotten libraries, old scrolls, or guild secrets. Some can be discovered only through experimentation.

This gives crafting a strong story dimension. Finding a recipe can be its own reward for exploration, a completed quest, or a long journey. Crafting is therefore not only an economic mechanic, but also part of the adventure.

Risk, Planning, and Choosing the Right Moment

Crafting and upgrading are not activities to be done without thought. Every attempt costs something, and the player should always consider whether they have enough materials, whether this is the right time to risk them, and whether the character truly has enough experience to take on such a project.

Sometimes it is better to wait, obtain a higher-quality base, or find a better recipe. At other times, the risk pays off because success can significantly help the party. That is what makes crafting interesting: it is not only a technical process, but also a decision.

Note for Players

If you want to build a character around crafting, it pays to think ahead. Track what materials the party finds, which items you use most often, and whether it is more worthwhile to invest in a new piece of gear or keep strengthening the one you already have. Crafting rewards patience, planning, and good risk judgment.

Note for Game Masters

📌
Give materials and recipes story value
A rare material or secret scroll can be just as valuable a reward as coins or experience.
📌
Keep crafting consistent
If you set prices, material availability, and difficulties, stick to them so players understand the logic of the world.
📌
Do not be afraid to distinguish ordinary crafting from exceptional projects
Not every crafting attempt needs to be a small event, but powerful or unique items should feel meaningful.

Crafting and upgrades can greatly enrich both the world and the campaign itself when they are well grounded in the setting. Instead of being only a technical table between adventures, they can become part of the story: searching for rare ores, acquiring recipes, negotiating with master craftspeople, or discovering lost methods of enchanting.

✨ Enchanting

A character can enrich their gear with enchantments that improve its properties or add unique effects. One item can carry multiple enchantments, but only different enchantments, never the same effect more than once. Each enchantment is tied to a specific equipment type and requires a precise pair of materials.

Enchanting roll: Basic: 10+, Improved: 20+, Masterwork: 30+. On failure, the enchantment fails and the used materials are lost.

The strength of an enchantment depends on the quality of its creation. Basic quality uses the values in the base field, improved quality uses the better field, and masterwork quality uses the master field.

Sharpness

Sharpness

Increases the weapon's direct damage and is one of the most reliable offensive enchantments, because it works on every hit without any further conditions.

Basic
  • Damage bonus 3
Improved
  • Damage bonus 5
Masterwork
  • Damage bonus 8
Melee Weapon, Ranged Weapon 💎 Tourmaline, Zircon
Flames

Flames

On a successful hit, ignites the target and applies a fire debuff. The effect does not stack, so the target can only have one instance of this enchantment at a time.

Basic
  • Duration 3 rounds
  • Damage/round 2
Improved
  • Duration 3 rounds
  • Damage/round 4
Masterwork
  • Duration 3 rounds
  • Damage/round 6
Melee Weapon, Ranged Weapon 💎 Ruby, Amber
Poison Breath

Poison Breath

On hit, applies a poison debuff that can stack. This makes the enchantment more dangerous in longer combats and during rapid chains of hits.

Basic
  • Duration 5 rounds
  • Damage/round 1
  • stackable
Improved
  • Duration 5 rounds
  • Damage/round 2
  • stackable
Masterwork
  • Duration 5 rounds
  • Damage/round 3
  • stackable
Melee Weapon, Ranged Weapon 💎 Topaz, Nightshade
Plate

Plate

Strengthens the protective value of the gear and increases the wearer's total defense rating. It is one of the most straightforward defensive enchantments.

Basic
  • AC bonus 2
Improved
  • AC bonus 3
Masterwork
  • AC bonus 4
Armor, Shield 💎 Diamond, Obsidian
Cleansing Aura

Cleansing Aura

If the wearer suffers a critical hit, the effect converts the critical damage into normal damage and also removes all active negative debuffs from the wearer. This enchantment is focused on surviving crisis moments.

Basic
  • critical hit -> normal hit
  • cleanses negative effects
Improved
  • critical hit -> normal hit
  • cleanses negative effects
Masterwork
  • critical hit -> normal hit
  • cleanses negative effects
Armor 💎 Pearl, Aquamarine
Drain

Drain

On a successful hit, returns part of the damage dealt to the wearer as healing. It is strongest on weapons that attack often or hit hard.

Basic
  • Healing 25% of damage
Improved
  • Healing 50% of damage
Masterwork
  • Healing 75% of damage
Melee Weapon, Ranged Weapon 💎 Diamond, Fluorite
Immobilization

Immobilization

Each successful hit adds a token. After the required number of tokens is reached, another hit can stun the target and all tokens are then consumed.

Basic
  • Tokens 5
  • Stun 2 rounds
Improved
  • Tokens 4
  • Stun 2 rounds
Masterwork
  • Tokens 3
  • Stun 2 rounds
Melee Weapon, Ranged Weapon 💎 Spinel, Onyx
Dark Binding

Dark Binding

Successful hits build tokens, and once they are filled, the next hit roots the target. The root duration increases with enchantment quality.

Basic
  • Tokens 3
  • Root 2 rounds
Improved
  • Tokens 3
  • Root 3 rounds
Masterwork
  • Tokens 3
  • Root 4 rounds
Melee Weapon, Ranged Weapon 💎 Citrine, Green Tongue
Reversal

Reversal

A token is stored whenever the wearer fails a defense. Once the limit is reached, the wearer can fully block any attack and the tokens are then reset.

Basic
  • Tokens 5
  • full block
Improved
  • Tokens 4
  • full block
Masterwork
  • Tokens 3
  • full block
Armor 💎 Amethyst, Opal
Waiting Strike

Waiting Strike

Each missed hit adds a token. Once the limit is reached, the wearer can make an attack the opponent cannot defend against, and the tokens are consumed.

Basic
  • Tokens 5
  • unblockable attack
Improved
  • Tokens 4
  • unblockable attack
Masterwork
  • Tokens 3
  • unblockable attack
Melee Weapon, Ranged Weapon 💎 Amethyst, Chrysoprase
Magic Resistance

Magic Resistance

Reduces damage received from spells and other purely magical sources. This enchantment is especially useful against mages and bosses with high magic burst.

Basic
  • Magic damage reduction 20%
Improved
  • Magic damage reduction 30%
Masterwork
  • Magic damage reduction 40%
Helmet 💎 Diamond, Amethyst
Echo of Strike

Echo of Strike

If the wearer successfully defends with Defensive Maneuvers, part of the potential damage is returned to the attacker. This is a strong enchantment for defensively tuned melee fighters.

Basic
  • Returned damage 25%
Improved
  • Returned damage 35%
Masterwork
  • Returned damage 50%
Melee Weapon 💎 Tourmaline, Sapphire
Silence

Silence

A successful hit worsens the target's focus and reduces their Concentration rolls. It is very useful against casters and opponents dependent on channeled effects.

Basic
  • Concentration penalty -4
Improved
  • Concentration penalty -6
Masterwork
  • Concentration penalty -8
Melee Weapon, Ranged Weapon 💎 Pearl, Onyx
Sixth Sense

Sixth Sense

Improves awareness of the surroundings and the ability to move unnoticed. It suits scouts, hunters, and characters who often work from ambush.

Basic
  • Skill bonus 2
Improved
  • Skill bonus 3
Masterwork
  • Skill bonus 4
Helmet, Armor 💎 Amethyst, Emerald
Eternal Breath

Eternal Breath

Strengthens the wearer's endurance and combat training, helping them withstand the pressure of battle and remain active longer.

Basic
  • Skill bonus 3
Improved
  • Skill bonus 6
Masterwork
  • Skill bonus 9
Shield 💎 Amethyst, Emerald
Quick Fingers

Quick Fingers

Successful hits build tokens, and once they are filled, the wearer can immediately fire after reloading without waiting until the next turn.

Basic
  • Tokens 5
  • instant shot after reloading
Improved
  • Tokens 4
  • instant shot after reloading
Masterwork
  • Tokens 3
  • instant shot after reloading
Ranged Weapon 💎 Labradorite, Chrysoprase
Fortune

Fortune

Reduces the roll needed for a critical success, so the weapon scores critical hits more often. This enchantment is ideal for builds based on critical hits.

Basic
  • Critical hit threshold reduction 2
Improved
  • Critical hit threshold reduction 3
Masterwork
  • Critical hit threshold reduction 5
Melee Weapon, Ranged Weapon 💎 Zircon, Sapphire
Regeneration

Regeneration

Gradually restores the wearer's HP each round. It is a very strong enchantment for longer combats and characters who can survive a long time in the front line.

Basic
  • Healing/round 3
Improved
  • Healing/round 5
Masterwork
  • Healing/round 8
Armor, Helmet 💎 Emerald, Aquamarine
Empowerment

Empowerment

Increases the wearer's Strength and supports physical dominance in combat and strength-based actions outside combat.

Basic
  • Stat bonus 1
Improved
  • Stat bonus 2
Masterwork
  • Stat bonus 3
Helmet, Shield 💎 Garnet, Amber
Lightness

Lightness

Increases the wearer's Dexterity and improves overall mobility, reactions, and precision of finer movement.

Basic
  • Stat bonus 1
Improved
  • Stat bonus 2
Masterwork
  • Stat bonus 3
Shield, Armor 💎 Onyx, Fluorite
Weakening

Weakening

Creates an aura around the wearer that reduces enemies' maximum HP. It is a strong pressure effect against durable opponents and groups.

Basic
  • Enemy max HP penalty 20
Improved
  • Enemy max HP penalty 40
Masterwork
  • Enemy max HP penalty 60
Helmet, Armor 💎 Diamond, Topaz
Slowing

Slowing

The aura reduces the defense of nearby enemies and makes them more vulnerable to attacks from the whole party.

Basic
  • Enemy defense penalty 2
Improved
  • Enemy defense penalty 3
Masterwork
  • Enemy defense penalty 4
Shield, Armor 💎 Chrysoprase, Onyx
Confusion

Confusion

Nearby enemies under the aura aim worse and their attacks become less reliable. Good for defensive builds and support for the entire front line.

Basic
  • Enemy attack penalty 2
Improved
  • Enemy attack penalty 3
Masterwork
  • Enemy attack penalty 4
Helmet, Armor 💎 Chrysoprase, Fluorite
Frost Aura

Frost Aura

The aura dampens the power of nearby enemy spells and reduces their magic damage. It is extremely valuable against groups of mages or bosses with heavy magical pressure.

Basic
  • Enemy spell damage penalty 15%
Improved
  • Enemy spell damage penalty 30%
Masterwork
  • Enemy spell damage penalty 45%
Helmet, Shield 💎 Aquamarine, Obsidian
Icy Touch

Icy Touch

On hit, applies a debuff to the enemy that reduces their combat rolls. It suits control builds and weakening powerful targets.

Basic
  • Combat roll penalty 2
Improved
  • Combat roll penalty 3
Masterwork
  • Combat roll penalty 4
Melee Weapon, Ranged Weapon 💎 Amethyst, Aquamarine

🧪 Potions

A character can craft potions if they have the required materials and succeed on a Crafting skill roll. Each potion has a fixed effect and cannot be upgraded to improved or masterwork quality like other items.

In combat: In combat, using a potion is an action. The character cannot attack, cast spells, or perform other actions on that turn. The effect begins immediately and mechanically applies from the opponent's next turn.

Outside combat: Outside combat, a potion can be drunk at any time if the situation allows it. Its effect lasts until the transition to a new map section or until combat begins, unless stated otherwise.

Bottle: After a potion is used, an empty bottle remains and can be reused for later crafting.

Recipes: Recipes are fixed. Any change to a recipe can lead to a different or unexpected result.

Variants: For variant potions, only the final ingredient listed in the variants changes, in the same order as the variant names.

Basic Potions roll 10+

Stat Potion

strength, constitution, dexterity, intelligence, wisdom

Adds +2 to the corresponding stat based on the chosen variant.

5 rounds 📜 Empty Bottle, Spirit + variant: Sun-Gold Bloom, Dry Bloodroot, Lake Lotus, Whisperthorn, Sapphire

Stat Skill Potion

strength, constitution, dexterity, intelligence, wisdom

Adds +3 to rolls for skills of the chosen stat type.

5 rounds 📜 Empty Bottle, Bone + variant: Golden Bell, Fire Moss, Topaz, Light Tear, Dragon's Breath

Weak Regeneration Potion

Heals 5 HP each round.

5 rounds 📜 Empty Bottle, Wine, Blue Drop

Weak Healing Potion

Immediately restores 20 HP.

Instant 📜 Empty Bottle, Wood + variant: Golden Bell, Blue Drop, Silver Fern

Speed Potion

Allows the character to attack twice in one round.

3 rounds 📜 Empty Bottle, Honey, Lake Lotus

Fire Resistance Potion

Reduces fire element damage by 50%.

5 rounds 📜 Empty Bottle, Rum, Ice Rose

Protection Potion

Increases natural defense rating by +2.

5 rounds 📜 Empty Bottle, Wood + variant: Citrine, Wolf Poppy

Weak Combat Potion

attack, defense

Adds +2 to attack or defense based on the chosen variant.

3 rounds 📜 Empty Bottle, Grain + variant: Fire Moss, Iron Grass

Basic Magic Protection Potion

Reduces magic damage by 25%.

3 rounds 📜 Empty Bottle, Salt, Black Tulip

Weak Magic Enhancement Potion

Increases magic damage from cast spells by 15%.

5 rounds 📜 Empty Bottle, 2x Black Tulip

Stronger Fire Potion

Increases magic damage of the fire element by 30%.

3 rounds 📜 Empty Bottle, Opal, Fire Moss

Antidote

Reduces poison effects by 75%.

5 rounds 📜 Empty Bottle, Nightshade, 2x Morning Web

Advanced Potions roll 18+

Regeneration Potion

Heals 12 HP each round.

5 rounds 📜 Empty Bottle, Golden Bell, Blue Drop

Healing Potion

Immediately restores 50 HP.

Instant 📜 Empty Bottle, Malachite + variant: Golden Bell, Blue Drop, Silver Fern

Darkness Resistance Potion

Reduces darkness element damage by 50%.

5 rounds 📜 Empty Bottle, Bone, Angel Thorn

Natural Protection Potion

Increases natural defense rating by +4.

5 rounds 📜 Empty Bottle, Wood, 2x Citrine / Wolf Poppy

Stronger Combat Potion

attack, defense

Adds +4 to attack or defense based on the chosen variant.

3 rounds 📜 Empty Bottle, Feather + variant: 2x Fire Moss, 2x Iron Grass

Faster Casting Potion

Spells take 1 fewer round to cast, to a minimum of 1 round.

5 rounds 📜 Empty Bottle, Flour, Crystal Bramble

Increased Concentration Potion

Adds +8 to Concentration rolls.

3 rounds 📜 Empty Bottle, Feather, Aquamarine

Precision Potion

Adds +5 to ranged weapon attack rolls.

5 rounds 📜 Empty Bottle, Carrot, Dragon's Breath

Defensive Moves Potion

more effective defensive maneuvers, quick dodges

Adds +6 to defense.

5 rounds 📜 Empty Bottle, Water + variant: 2x Iron Grass, 2x Lake Lotus

Alertness Potion

Adds +5 to Perception rolls.

3 rounds 📜 Empty Bottle, Water, Night Starwort

Shadow Step Potion

Adds +5 to Stealth rolls.

3 rounds 📜 Empty Bottle, Feather, Whisperthorn

Harder Lightning Potion

Increases magic damage of the lightning element by 50%.

3 rounds 📜 Empty Bottle, Tourmaline, Dragon's Breath

Master Potions roll 24+

Improved Stat Potion

bull strength, bear constitution, cat dexterity, owl intelligence, elven wisdom

Adds +5 to the corresponding stat based on the chosen variant.

5 rounds 📜 Empty Bottle, Spirit + variant: 2x Sun-Gold Bloom, 2x Dry Bloodroot, 2x Lake Lotus, 2x Whisperthorn, 2x Sapphire

Exceptional Stat Skill Potion

strength, constitution, dexterity, intelligence, wisdom

Adds +7 to rolls for skills of the chosen stat type.

4 rounds 📜 Empty Bottle, Bone + variant: 2x Golden Bell, 2x Fire Moss, 2x Topaz, 2x Light Tear, 2x Dragon's Breath

Stronger Regeneration Potion

Heals 25 HP each round.

5 rounds 📜 Empty Bottle, Golden Bell, Blue Drop, Silver Fern

Stronger Healing Potion

Immediately restores 100 HP.

Instant 📜 Empty Bottle, Malachite + variant: 2x Golden Bell, 2x Blue Drop, 2x Silver Fern

Wooden Skin Potion

Increases natural defense rating by +6.

5 rounds 📜 Empty Bottle, Wood, Citrine, 3x Wolf Poppy

Improved Combat Potion

unstoppable attack, royal defense

Adds +6 to attack or defense based on the chosen variant.

4 rounds 📜 Empty Bottle, Feather + variant: 3x Fire Moss, 3x Iron Grass

Stone Will Potion

Negative effects from new debuffs last 2 fewer rounds.

5 rounds 📜 Empty Bottle, Coal, Silver Vine

Increased Magic Protection Potion

Reduces magic damage by 50%.

4 rounds 📜 Empty Bottle, Salt, Amethyst, 2x Black Tulip

Strong Magic Enhancement Potion

Increases magic damage from cast spells by 40%.

5 rounds 📜 Empty Bottle, Opal, 3x Black Tulip

Dark Lords' Potion

Increases magic damage of the darkness element by 75%.

3 rounds 📜 Empty Bottle, Chrysoprase, 2x Dark Ivy

Poison Sting Potion

This is not drunk. Each successful hit applies a stackable debuff that causes the loss of 3 HP per round for 5 rounds. The target can remove the effect with a Resistance roll.

10 rounds (melee weapon) / until the end of combat (arrows and bolts) 📜 Empty Bottle, Green Tongue, 2x Nightshade

🌿 Resources and Ingredients

Ingredients are the basic building blocks of crafting, alchemy, and enchanting. They can be gained by exploring the world, mining, or trade. Some require specific skills such as Ore and Gem Processing, Alchemy, or Crafting.

📦 Gems and Ores

Gems and metals are valuable materials used mainly for jewelry, weapons, armor, and magical artifacts. Some also serve in enchanting or as alchemical catalysts. Mining and processing them requires the proper skills.

Skill: Ore and Gem Processing · Locations: Rock cavities, Mountains, Mines, Deep mines, Sea, Volcanic regions

Amethyst

Amethyst Uncommon

A violet variety of quartz valued for both beauty and mystical properties. It is often used in protective rituals, amulets, and item enchantments.

Onyx

Onyx Uncommon

A dark stone with a deep sheen, associated with protection and hidden forces. It is favored by those who work with shadows, secrets, or defensive magic.

Topaz

Topaz Rare

A clear gemstone found in several colors, symbolizing judgment, precision, and quick decisions. It is used in jewelry, artifacts, and finer enchantments.

Citrine

Citrine Common

A golden-yellow quartz linked with warmth, energy, and inner strength. It often appears in protective items and vitality-focused enchantments.

Garnet

Garnet Common

A red to brown gemstone symbolizing strength, endurance, and life energy. It suits combat-focused jewelry and artifacts particularly well.

Amber

Amber Uncommon

A golden resin stone valued for its appearance and strong tie to fire. It is often used in fire enchantments and magical items.

Iron Ore

Iron Ore Common

Common iron ore that forms the basis of most metal weapons, armor, and other combat gear. No capable smith can work for long without it.

Copper

Copper Common

A reddish metal used as a basic material for jewelry, simpler artifacts, and some crafted components. It is more accessible than precious metals, but still very useful.

Spinel

Spinel Uncommon

A gemstone of many colors, often mistaken for ruby or sapphire. It is valued for its versatility and frequent use in jewelry and enchantments.

Malachite

Malachite Uncommon

A green stone with striking banded patterns, associated with change, growth, and renewal. It is often used in healing and support artifacts.

Diamond

Diamond Legendary

The hardest natural stone, a symbol of purity, strength, and prestige. It is used for the rarest jewelry, powerful artifacts, and high-grade enchantments.

Ruby

Ruby Rare

A bright red corundum gemstone associated with passion, strength, and destructive energy. It is popular in offensive and fire-based magical items.

Sapphire

Sapphire Rare

A blue corundum gemstone traditionally linked with wisdom, calm, and inner balance. It is often used in magical and mental protection items.

Emerald

Emerald Rare

A green beryl valued for depth, beauty, and the symbolism of prosperity. In magic, it is tied to renewal, nature, and life force.

Chrysoprase

Chrysoprase Uncommon

An apple-green chalcedony valued for its vivid shade and gentle energy. It suits support and illusion enchantments especially well.

Gold

Gold Rare

A rare metal with a warm shine, valued for beauty, worth, and its ability to conduct magic. It is popular for luxury jewelry, relics, and precious artifacts.

Morganite

Morganite Rare

A pink beryl associated with love, gentleness, and emotional harmony. It is used mainly in jewelry and items that support emotions and relationships.

Fluorite

Fluorite Uncommon

A colorful gemstone known for fluorescence and a calm, balanced energy. It often appears in items that support mental harmony and stability.

Pearl

Pearl Rare

An organic gemstone formed inside shells, long treated as a symbol of purity, elegance, and subtle beauty. In magic, it is linked with cleansing and light.

Opal

Opal Rare

A gemstone with iridescent colors, associated with creativity, changeability, and inspiration. It is favored by artists, mages, and alchemists.

Tourmaline

Tourmaline Rare

A multicolored gemstone known for electrical conductivity and strong energetic resonance. It suits items that work with lightning and forceful currents of magic.

Aquamarine

Aquamarine Rare

A pale blue beryl inspired by the color of calm seas, associated with restraint, calm, and clarity of mind. It appears often in protective and healing items.

Labradorite

Labradorite Rare

A stone with an iridescent spectrum of colors, prized for its mysterious and mystical glow. It is used mainly in magical and illusion artifacts.

Zircon

Zircon Uncommon

A clear gemstone with a fiery shine, often mistaken for diamond. It has its own value and is used in precise, elegant enchantments.

Obsidian

Obsidian Uncommon

Natural volcanic glass with a dark sheen, symbolizing protection, insight, and hidden strength. It is often used in defensive, dark, and ritual magic.

📦 Plants

Plants are key materials for alchemy, potion making, and poisons. Each region offers unique species with specific effects and uses.

Skill: Herb Gathering · Locations: Meadows, Cliffs, Forests, Swamps, Waterways, Volcanic regions

Wolf Poppy

Wolf Poppy Common

A dark red flower used to dull pain and calm the mind. It often forms the base of healing potions and mixtures focused on regeneration or relief from injury.

Sun Goldleaf

Sun Goldleaf Common

A golden-yellow flower that restores energy and strengthens physical power. Warriors and adventurers value it before demanding fights.

Night Starwort

Night Starwort Uncommon

A bright white flower that appears only at night and glows softly. It supports darkvision and is used in potions that improve perception.

Golden Bell

Golden Bell Common

A small plant with yellow bell-like flowers. It helps accelerate natural bodily regeneration and is common in healing decoctions.

Iron Grass

Iron Grass Uncommon

A tough grass with metallic fibers that strengthens endurance and resistance. It is often used in mixtures that harden the body or improve staying power.

Whisperleaf

Whisperleaf Uncommon

A quiet herb whose leaves seem to rustle even without wind. It is used in mixtures tied to stealth, subtle perception, and mental focus.

Angel Thorn

Angel Thorn Rare

A rare thorny plant with pale blossoms, associated with protection and cleansing. It appears in powerful healing and purifying mixtures.

Ice Rose

Ice Rose Uncommon

A cold-resistant flower with pale blue petals. It is used in mixtures tied to frost, calm, and slowing hostile forces.

Dark Ivy

Dark Ivy Rare

A creeping plant that grows in dim places and absorbs surrounding warmth. It is used in dark alchemy, bindings, and weakening effects.

Silver Vine

Silver Vine Uncommon

A pale climbing plant with silvery fibers. It is valued in flexible binding, protection, and mobility-focused mixtures.

Silver Fern

Silver Fern Common

A fine fern with a subtle metallic shine. It is a common support ingredient for protective and cleansing preparations.

Crystal Bramble

Crystal Bramble Rare

A rare bramble whose thorns crystallize at the tips. It is used in sharp, precise, and magically conductive mixtures.

Black Tulip

Black Tulip Rare

A rare dark flower associated with secrecy, poison, and deep emotions. Alchemists use it in strong debuffs and dangerous extracts.

Nightshade

Nightshade Rare

A poisonous plant used with great care in both poisons and counteragents. Its effect depends heavily on processing and combination with other ingredients.

Green Tongue

Green Tongue Uncommon

An uncommon plant with long tongue-shaped leaves. It is used in alchemy tied to speech, toxins, and subtle bodily influence.

Light Tear

Light Tear Rare

A rare bright plant whose drops resemble clear tears. It is valued for healing, cleansing, and light-aspected potions.

Morning Gossamer

Morning Gossamer Uncommon

A delicate plant covered with fine web-like fibers at dawn. It is used in subtle, binding, and perception-focused mixtures.

Blue Drop

Blue Drop Common

A small blue plant named for its drop-shaped blossoms. It is a common ingredient in calming, cooling, and balancing preparations.

Lake Lotus

Lake Lotus Rare

A rare water plant associated with stillness, clarity, and renewal. It is used in strong healing and mental balance potions.

Dragon Breath

Dragon Breath Rare

A rare plant with a warm scent and fiery color. It is used in fire, courage, and offensive alchemical mixtures.

Fire Moss

Fire Moss Uncommon

A warm moss that grows in volcanic regions. It stores heat well and is used in fire-aspected potions and enchantments.

Dry Bloodroot

Dry Bloodroot Uncommon

An uncommon dry herb with red veins. It is used in mixtures tied to blood, endurance, and harsh survival.

📦 Common Materials

Common materials are ordinary supplies used across crafting, alchemy, cooking, repairs, and trade.

Wood

Wood Common

A basic crafting and building material gathered from forests and groves; it forms the backbone of most trades. It is used to make tools, weapons, structures, and simple artifacts, and although it carries no magic of its own, it is essential to almost every production process.

Uses: crafting, construction, craftwork
Cloth

Cloth Common

A textile material used to produce clothing, light gear, bandages, and a wide range of practical accessories. Thanks to its availability and versatility, it is one of the most commonly used materials in civilized regions.

Uses: clothing, healing, crafting, craftwork
Mechanical Parts

Mechanical Parts Common

Small gears, springs, plates, and other components used in machines and advanced crafted items.

Uses: crafting, mechanics, advanced items
Coal

Coal Common

A fuel and crafting material used in smithing, heating, production, and some alchemical processes.

Uses: smithing, crafting, fuel, alchemy
Bone

Bone Common

A hard organic material used in crafting, rituals, and some alchemical preparations.

Uses: crafting, rituals, alchemy
Feather

Feather Common

A light, delicate material gathered from birds, used in crafting arrows, ornaments, and magical items focused on precision and lightness.

Uses: crafting, archery, magic
Water

Water Common

A basic liquid used in alchemy, cooking, survival, and nearly every practical preparation.

Uses: alchemy, cooking, survival
Salt

Salt Common

A mineral used for seasoning food, preserving supplies, and sometimes in simple rituals. It is cheap, yet surprisingly versatile across cooking, alchemy, and minor ritual work.

Uses: cooking, preservation, rituals
Grain

Grain Common

A staple agricultural crop that serves both as a source of food and as raw material for further processing. It is widely available and central to daily life in nearly every settled region.

Uses: cooking, crafting, trade
Flour

Flour Common

A processed staple used in cooking and simple production.

Uses: cooking, crafting
Carrot

Carrot Common

A common vegetable used in cooking and simple healing preparations.

Uses: cooking, healing
Honey

Honey Common

A natural sweetener with mild healing properties, used both in cooking and in alchemy, where it serves as a stabilizing component in many mixtures and tinctures.

Uses: alchemy, healing, cooking
Spirit

Spirit Common

Strong alcohol used in alchemy, potions, preservation, and crafting.

Uses: alchemy, potions, crafting
Wine

Wine Common

An alcoholic drink used in alchemy, cooking, rituals, and trade.

Uses: alchemy, cooking, rituals
Rum

Rum Common

A strong distilled spirit used as a robust base for experimental mixtures and more potent alchemical preparations. Also a favorite of adventurers far from any laboratory.

Uses: alchemy, potions, trade

🏛 Guilds

The world of Howl of Eternity is shaped not only by kingdoms, cities, and ruling houses, but also by organizations that fill the space between ordinary people, nobility, temples, armies, and hidden powers. Guilds bring together individuals with shared goals, values, or skills, giving them support, training, quests, protection, contacts, and a path toward greater reputation. Some guilds operate openly in larger cities as schools, workshops, or training centers, while others exist as secret brotherhoods, hidden orders, trade networks, or societies known to ordinary folk only through rumor. Joining a guild is therefore not only a matter of prestige. It is a decision that can shape playstyle, available gear, abilities, moral direction, and the character's own story.

Basic Guilds

Adventurers' Guild

The Adventurers' Guild is where most heroes begin their journey. Every larger city has a branch that serves as a training center, a place to acquire contracts, and a safe point for new characters. Newcomers pass through three trials - combat, skills, and cooperation - that test their readiness to face the world. The guild's origin reaches back to ancient elven times around the year -100000, when it was created as a way to train adventurers and use them against monsters threatening the borders of elven lands near the southern deserts. Today it is no longer a single centrally controlled organization, but rather a broad tradition of independent city branches that help travelers, newcomers, and future heroes find their first work and first experience.

Entry: Admission is free after completing three trials: combat, skills, and cooperation.
„Better to be prepared and die with honor than fall without the ability to defend yourself."
Rewards: Basic quests, a stable flow of experience, safe city support, and learning the basic mechanics of the game.

Brotherhood of Warriors

The Brotherhood of Warriors gathers those who want to sharpen their combat abilities regardless of style or origin. It does not matter whether you fight with a sword, a bow, or magic: what matters is strength, determination, and the ability to endure a trial. The Brotherhood arose only after the Great War, during the early Empire under the rule of Martinec I the Merciful, when imperial officials realized that some tasks could not be carried out openly by the official army. Originally, it served as a tool for harsh and inconvenient actions, from intimidation to the dirty work of the nobility. Today it presents itself publicly as a combat guild and training brotherhood, but it still keeps its reputation as an organization unafraid to accept unclean, dangerous, and well-paid contracts.

Entry: Open to anyone who actively fights or uses combat magic.
„Honor and strength decide. Whoever proves themselves earns their reward."
Rewards: Weapons, armor, combat artifacts, training in hard techniques, and access to better-paid combat contracts.

Craftsmen's Guild

The Craftsmen's Guild is the heart of production and innovation. Its workshops pulse with forge heat, the scent of chemicals, and the sound of anvils. Members share knowledge, discover new methods, and perfect their craft. The guild was founded by dwarven craftspeople around the year 700, when dwarves began opening new mines in the Empire and passing part of their knowledge of iron, metals, gemstones, weapons, and armor to their human counterparts. Today the guild is widespread mainly in the northern parts of the Empire, in Magnur, and in nearby provinces. Every five years, the branches hold a contest for the best, most beautiful, and strongest shield; the winner becomes the leading Craftsmen's Guild and sets the direction of the entire organization. For the last fifty years, this contest has been dominated by the branch from the capital city of Magnur.

Entry: Open to anyone who wants to pursue crafting, repairs, work with materials, or enchanting.
„Metal bends in flame, but only an experienced hand gives it strength."
Rewards: Recipes, materials, crafting bonuses, workshop access, better tools, and enchanting opportunities.

World-Famous Guilds

Order of the Ancients

A mysterious order of mages who protect forgotten knowledge and study ancient forces. They accept only those who prove patience and respect for magic. The order was founded by Sorcer himself around the year -525, when he arrived from the Western Continent and began spreading a new understanding of magic in Ulvenor. King Magnus IV feared this knowledge so much that he almost destroyed the order, but some of Sorcer's students escaped the capital in time and carried his teachings onward. Thanks to them, magic in Ulvenor developed into a form that changed the entire history of the continent. Today the Order of the Ancients is a secret society of elite mages led by the Council of the Mighty, which includes the strongest mages of the current generation.

Entry: Only characters capable of using strong magic and proving patience, control, and responsibility.
„Knowledge is power. Power is responsibility."
Rewards: Powerful spells, magical artifacts, access to secret archives, and the chance to learn from the best mages.

Brotherhood of the Blood Moon

A secret organization of assassins and spies. Their work is quiet, but its consequences are deadly. Acceptance means stepping into the world of shadows. The Brotherhood was founded by the desert goblin Quri in the year 850 after the great defeat of the desert goblins against the Drow on the western borders of Thal Veyr. Quri understood that open war would not save his people, so he created a network of assassins, spies, saboteurs, and informants meant to gradually weaken the enemy and prepare the return of goblin rule over the southern deserts. Today the Brotherhood has roughly twenty-five training grounds from the deserts through orc settlements all the way to the Green Sea, and it secretly competes with the Skull Hunters for the position of the best hired assassin organization.

Entry: Requires Stealth skills at level 3 and the ability to move through shadows without leaving unnecessary traces.
„Only silence and death."
Rewards: Unique contract rewards, secret information, poisons, false identities, and access to hidden safehouses.

Fellowship of the Protective Torch

A knightly order protecting the weak. Its members are symbols of hope and light in darkness. The fellowship was founded in the year 350 by the Niklovsky Temple of the god Auris and spread mainly through the southern parts of the Empire. Its knights protect pilgrims, villages, the poor, the defenseless, and everyone local power has left without protection. It is not an ordinary combat guild, but a sacred order combining faith, knightly honor, and practical protection for those who have no shield of their own. Its members are respected among ordinary people, but they can be inconvenient to nobility and officials when those same powers are responsible for injustice.

Entry: Only honorable and known characters who have shown willingness to protect the weak even without the promise of great reward.
„Where light weakens, we kindle the torch."
Rewards: Sacred gear, titles, temple support, protective relics, and the trust of ordinary people.

Fellowship of the Silver Hand

Alchemists and scholars seeking balance between science and magic. The fellowship was founded around the year -1500 by an unknown founder from among the gnomes and significantly helped the technical development of the gnomish people. Its laboratories study elixirs, poisons, enchanting, technomagic, transmutation, metal alloys, and dangerous experiments on the boundary between magic and matter. The fellowship's greatest legend is the philosopher's stone, supposedly created by the founder himself. According to legend, it is hidden in his tomb, but because no one knows the founder's name or the place of his final rest, the story remains one of the greatest mysteries of gnomish history.

Entry: Technical or magical focus, and the ability to work with alchemy, research, enchanting, or dangerous substances.
„Every truth has its price."
Rewards: Elixirs, poisons, enchantments, alchemical recipes, laboratory access, and experimental equipment.

Pilgrims of the Endless Path

Travelers, merchants, and seekers of secrets. The Pilgrims of the Endless Path are one of the most mysterious organizations in Ulvenor, because no one knows who founded them or when. Their marks appear on old milestones, bridges, inns, map edges, and even in places where chronicles say no one should ever have reached. Outwardly they seem to be guides, mapmakers, merchants, and pilgrims, but in truth they may be keepers of secret paths, hidden trade hubs, and roads that do not reveal themselves to everyone. It is said that some of their maps lead not only to places, but also to fates the traveler has not yet understood.

Entry: The ability not to get lost in unknown terrain, and the ability to read the land, travel marks, maps, or one's own instinct.
„The world belongs to those who walk it."
Rewards: Maps, secret merchants, safe paths, hidden routes, and access to places beyond ordinary roads.

Guild of Hard Fists

Home of the strongest fighters and gladiators. The guild was founded by a group of gladiators around the year -350 during the rise of Richard's Games. Its goal was to teach fighters that the arena is not only about the ability to wield a weapon, but also endurance, courage, working the crowd, and earning the favor of the king, and later the emperor. The Guild of Hard Fists trains fighters who want not only to win, but to become legends. Eight of the eleven gladiators who earned the title Vargheld - an honor reserved for the greatest gladiator legends - came from this organization. A Vargheld never has to enter the arena again, because their honor has already been won.

Entry: Combat skills at level 3 and the ability to both deal and take blows.
„Iron does not break."
Rewards: Tournaments, fame, patrons, arena titles, better gladiator gear, and a path toward the title of Vargheld.

⚔ Weapons

Every weapon belongs to a category advanced through skills. Base damage is combined with the Strength bonus for melee weapons or the Dexterity bonus for ranged weapons.

Weapon quality and upgrades:
  • Basic: No bonus to attack or damage.
  • Better weapon: +1 roll against Defensive Maneuvers, +1 to damage.
  • Masterwork weapon: +2 roll against Defensive Maneuvers, +3 to damage.
  • Upgrade: +2 damage per level, +1 roll against Dodge for every 2nd upgrade level.

Basic

Shield penalty: -1 Penalty vs. Defensive Maneuvers: -5 Bonus vs. Dodge: +1
Weapon Base Enchanting Crafting
Knife 0 Cannot be crafted - basic weapon
Throwing Stone 0 Cannot be crafted - basic weapon

Simple Weapons

Skill: Simple Weapons

Shield penalty: -2 Penalty vs. Defensive Maneuvers: -2 Bonus vs. Dodge: +0
Weapon Base Enchanting Crafting
Dagger 1 1 iron ore
Short Sword 2 2 iron ore
Long Sword 3 3 iron ore
Club 2 3 wood
Hatchet 3 2 wood + 1 iron ore
Mace 4 3 iron ore
One-Handed Hammer 3 3 iron ore
One-Handed Flail 4 2 iron ore + 1 mechanical part
Hook 2 2 wood + 1 iron ore
Brass Knuckles 1 1 iron ore

Heavy Weapons

Skill: Massive Weapons

Shield penalty: -6 Bonus vs. Defensive Maneuvers: +3 Penalty vs. Dodge: -5
Weapon Base Enchanting Crafting
Greatsword 4 4 iron ore
Great Hammer 5 4 iron ore
Greataxe 5 2 wood + 3 iron ore
Two-Handed Flail 7 4 iron ore + 1 mechanical part
Double-Bladed Sword 6 5 iron ore
Double-Headed Mace 7 5 iron ore
Saw 6 3 iron ore + 1 mechanical part
Great Club 4 4 wood + 1 iron ore
Scythe 6 1 wood + 4 iron ore

Polearms

Skill: Polearm Weapons

Shield penalty: -4 Bonus vs. Defensive Maneuvers: +2 Penalty vs. Dodge: -4
Weapon Base Enchanting Crafting
Halberd 8 6 iron ore
Spear 4 3 wood + 1 iron ore
Javelin 3 3 wood
Spiked Pole 7 5 iron ore
Staff 1 3 wood
Double Spear 6 2 wood + 3 iron ore

Exotic Weapons

Skill: Exotic Weapons

Shield penalty: -3 Penalty vs. Defensive Maneuvers: -1 Penalty vs. Dodge: -1
Weapon Base Enchanting Crafting
Katana 5 4 iron ore
Sabre 4 3 iron ore
Chain Scythe 9 5 iron ore + 1 mechanical part
Rapier 3 2 iron ore
Trident 7 6 iron ore
Kukri 3 2 iron ore
Whip 2 2 cloth
Chakram 4 3 iron ore

Ranged Weapons

Skill: Ranged Weapons

Shield penalty: -5 Penalty vs. Defensive Maneuvers: -3 Penalty vs. Dodge: -1
Weapon Base Enchanting Crafting
Sling 2 2 cloth
Short Bow 3 2 wood + 1 cloth
Light Crossbow 4 2 wood + 1 cloth + 1 mechanical part
Long Bow 6 4 wood + 2 cloth
Heavy Crossbow 7 5 wood + 1 cloth + 1 mechanical part
Throwing Javelins 3 12 pcs - 2 wood
Throwing Axes 4 6 pcs - 1 iron ore
Throwing Daggers and Stars 3 10 pcs - 1 iron ore

🛡 Armor and Shields

Armor and shields wear down over time and reduce their defense rating. They can be repaired with one part of basic crafting. Wear occurs only at low Armor skill levels.

Shields

Shield quality:
  • Better shield: +1 to defense rolls.
  • Masterwork shield: +2 to defense rolls + 1 defense rating.
  • Upgrade: +1 defense rating per level.
Type +DM Dodge DEX Min AC Crafting
Small Shield +2 -2 -1 0 2 wood + 2 iron ore
Large Shield +4 -4 -2 1 2 wood + 4 iron ore
Pavise +6 -6 -3 2 2 wood + 6 iron ore

Armor

Armor quality:
  • Better armor: +1 roll to Dodge + 1 defense rating.
  • Masterwork armor: +2 roll to Dodge + 1 Dexterity stat bonus + 2 defense rating.
  • The base number of enchantments on armor is at least 3.
Type Dodge DEX Min AC Upgrades Crafting
Light Armor +1 +0 0 +1 defense rating and +1 Dodge/Dexterity bonus for every 2nd upgrade level 6 cloth
Medium Armor -1 -2 1 + 1 (for Armor level 3) or 2 (for Armor level 5) +1 defense rating per level 2 iron ore + 2 mechanical parts
Heavy Armor -5 -4 3 + 1 (for Armor level 3) or 2 (for Armor level 5) +2 defense rating per level 6 iron ore + 2 mechanical parts

🙏 Deities

Players can gain a deity at the start of the game or later through the story. Changing faith can mean losing old bonuses and gaining new ones.

Auris – Eye of Eternity

Auris – Eye of Eternity

Auris is an ancient deity of time, order, and the unseen balance that holds the universe together even when everything else seems to be in motion. His faithful believe that no deed ever vanishes without a trace, because every choice leaves an imprint on the course of the world and returns in another form. Auris is said to see not only what is, but also what could have been and what is yet to come, which is why he is worshipped by those who seek wisdom, patience, and a steady direction in a world full of chaos.

CON +2 WIS +2
Prophetic Perception: At the start of combat, the faithful may gain basic information about an opponent and their weaknesses.
Available to: paladin, cleric
Luna – Silver Lady of the Night

Luna – Silver Lady of the Night

Luna is the goddess of shadows, secrets, illusions, and everything that hides beyond the edge of direct light. Her name is whispered in narrow alleys, quiet chambers, and over the graves of those who vanished too suddenly or too silently. Her followers believe that truth never lies only on the surface, and that night hides not only terror, but also freedom, shelter, and the chance to escape what daylight would never allow. Luna is generous to her faithful, but betrayal does not fade in her eyes, and she punishes it long and cruelly.

DEX +2 INT +2
Touch of Lunar Shadow: Can reduce all of an enemy's rolls by -3 for 2 rounds. Requires no casting. Cooldown: 20 rounds.
Available to: paladin, cleric
Ignis – Lord of Flames

Ignis – Lord of Flames

Ignis is the deity of fire, war, passion, and destructive force that burns away not only bodies, but also weakness, fear, and doubt. In the western lands he is worshipped as the patron of warriors, conquerors, and all who believe that a person discovers their true self only through the trial of pain and battle. His followers do not see fire as a mere element, but as a purification that burns away everything unworthy and leaves only what is truly strong. Where Ignis walks, peace does not remain, but truth does, and that truth is often very hot.

STR +2 DEX +2
Flame of Battle: The faithful gains 50% resistance to the fire element.
Available to: druid, shaman
Valtor – Smith of Fate

Valtor – Smith of Fate

Valtor is the god of iron, craft, discipline, and order that does not change according to mortal wishes, but according to the firm laws of the world. Smiths, builders, commanders, and rulers turn to him for a steady hand, a clear mind, and endurance, because Valtor's faith is not built on sentiment, but on work, will, and precision. His church teaches that a good life must be forged like a blade: patiently, under pressure, in fire, and without weak points. Valtor gives no easy answers, but rewards those who endure.

STR +2 CON +2
Unyielding Steel: Crafting rolls gain a +3 bonus, and all recipes require 1 fewer iron ore, to a minimum of 1 piece.
Available to: paladin, cleric
Nythis – Serpent Whispering Mother

Nythis – Serpent Whispering Mother

Nythis is the goddess of deception, magic, seduction, and the quiet hunger for power that grows where others fear even to think. Her adherents do not believe in brute strength or honorable confrontation, because according to their teaching true power does not lie in the sword, but in the tongue, in the thought, and in the ability to make others carry out what you want of their own accord. Her cults are often elegant, dangerous, and full of beauty that can turn to poison in a single moment. Whoever serves Nythis knows that the fate of others is best written in whispers.

INT +2 WIS +2
Serpent Word: Diplomacy and Trading rolls gain a +3 bonus.
Available to: druid, shaman
Sekáč – Lord of Death

Sekáč – Lord of Death

Sekáč is not a god of evil, but of inevitability, endings, and the judgment that waits for everyone without exception. He is the guardian of the boundary between life and death, the judge of souls, and a silent reminder that nothing living lasts forever. His faithful do not worship him out of love, but out of respect, because they know that death is not a punishment, but a law that keeps the world in balance. He hates the undead, because by his will they violate an order that is meant to be final, quiet, and irreversible.

STR +2 INT +2
Touch of Sekáč: Deals damage based on a roll of 3 dice with no additional bonuses. Requires no casting. Cooldown: 20 rounds.
The Seven Eternal – Guardians of the Ancient Order

The Seven Eternal – Guardians of the Ancient Order

The Seven Eternal are not a single deity, but a group of ancient entities, each embodying one of the fundamental forces of existence. Their faith rests on purity, balance, and the conviction that the world must be guided by a higher order that stands above individuals, kings, and entire empires. Their followers are often devoted, strict, and convinced that only through discipline and purity can the world be kept from falling into chaos. Whoever serves the Seven Eternal serves not only themselves, but the very structure of reality.

STR +2 WIS +2
Divine Purity: Once every 30 rounds, removes all negative debuffs. Requires no casting.
Morgrath – King of Shadows

Morgrath – King of Shadows

Morgrath is the ruler of the damned, lord of punishment and the shadows in which souls bear the consequences of their own deeds. He does not rule from mercy, but from the implacable logic of guilt and punishment, and for that very reason he is worshipped by those who believe in the inevitability of retribution. He is one of the three Lords of the Underworld and represents the part of it where there is no redemption, only the truth of who a person truly was. His name brings no comfort, but respect, and often a fear that is well deserved.

CON +2 DEX +2
Curse of the Damned: Once every 25 rounds, reduces an opponent's damage by 5 for 3 rounds. Requires no casting.
Ithil – Lady of Twilight

Ithil – Lady of Twilight

Ithil rules those who are lost, regretful, seeking a second chance, or desperately trying to survive despite their past. She is one of the three Lords of the Underworld and embodies the quiet twilight between condemnation and hope, between a fall and the possibility of return. Her followers do not ask her for power, but for understanding, a road back, and the chance to speak final words where otherwise only silence would remain. Her cult is often melancholy, but not hopeless.

CON +2 DEX +2
Whispers of the Dead: The faithful can communicate with the dead if no more than one hour has passed since their death.
Vhorax – Judge of the Last Judgment

Vhorax – Judge of the Last Judgment

Vhorax is the one who receives the souls of fallen heroes, martyrs, and all who dedicated their lives to others. He is one of the three Lords of the Underworld, and his hall is not a place of punishment, but of final judgment over those who bore the burden of honor, sacrifice, and responsibility. His faith teaches that a person's true greatness is not known by words, but by what they were willing to sacrifice when it mattered most. Vhorax is stern, but not unjust, and that is why he is both feared and honored.

CON +2 DEX +2
Irrevocable Fate: Forces the target to repeat a roll. Requires no casting. Cooldown: 30 rounds.
Gharmoth – The Hungry Prince

Gharmoth – The Hungry Prince

Gharmoth was a stranger from another continent who founded a cult in Ulvenor and became a god of insatiable strength, blood, ferocity, and a will that ignores laws, mercy, and consequences. He is the patron of those who believe that the world belongs to the strong, and that the only truth is the ability to take what they want and hold it against everyone else. His cult is violent, passionate, and full of worship for personal supremacy, because Gharmoth does not reward humility, but hunger. Whoever serves him learns that blood is not only a price, but also nourishment.

CON +2 INT +2
Blood Hunger: Drains blood from enemies, restores 25% HP, and gains +3 damage for 5 rounds. Casting takes 1 round. Cooldown: 10 rounds.
Sylvara – Mother of the Wilds

Sylvara – Mother of the Wilds

Sylvara is the ancient ruler of the elves and goddess of nature, life, the wilds, and the natural order. During her reign she became a protector of animals, a healer of wounds, and a quiet but implacable force that punishes those who disturb the balance of the world out of greed or pride. Her faithful see her not only as a gentle mother, but also as a huntress who can be fierce when it is time to protect what is older than humankind itself. Where civilization sees chaos, Sylvara sees life in its purest form.

DEX +2 WIS +2
Voice of Mother Earth: Healing and Animal Handling rolls gain a +3 bonus.
Available to: druid, shaman