“Let the city be your haven, the store your security, the bank your protection, the guilds your ways, the morgue your commitment to life, the seer your link to the uncertain, and the Tavern your place of diversity.” - “Crashland”, Master of the Guilds
 
The City

 
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Town Hall
Dungeon Entrance
The Morgue
 City Square
 
The city is the only available 'safe hold' for the adventurers who have been called to explore the depths below.  Here, one can prepare for adventuring by joining and training with available guilds, purchasing weapons and armor and companions. 

Other services also include banking, the magical abilities of the Seer, and visit the billboard just outside the dungeon to read or collect bounties. 

Familiarize yourself with the city.  It is your haven. 

To select a city option, click on one of the icons at the bottom of the city view.  Holding the mouse over an icon will bring up a text identifier telling you where it will take you.  To scroll the city window, click on the arrows in the top corners, or use the left and right arrows on your keyboard. 

You can also use hotkeys to activate portions of the city: 
H - Lord Gherrick     D - Dungeon     N - Billboard     M - Morgue     C - Confinement     G - Guilds     B - Bank     F - Fountain     S - General Store     R - Seer     X - Exit 

NOTE: You can deposit all gold on your character(s) by holding down SHIFT and clicking on the bank button! 

Resting & Healing 
Although an adventurer is required to go to the guilds and level in order to receive proper healing of hits (since more than one technique can be used) and spell points, all other types of inflictions (poison, disease, etc.) are taken care of when a character returns to the city.  The Clerics will also heal any companions that may be with a character.  If you do not level or visit the fountain (for a nominal fee) to restore your hit points, they will automatically be restored upon entering the dungeon with the penalty of aging (spell points will be refilled at a cheaper rate). 

Any magical spells (i.e. resistance spells) that were cast on a character in the dungeon will be removed when the character enters the city.  Modifiers (resistances, etc.) that come from items or skills will not be removed. 
 


Additional Topics: 
Bank  |  The Morgue  |  The Seer  |  The Store  |  The Confinement  |  The Billboard   |  Town Hall -  Lord Gherrick's Place  
 
 
 
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