Reputation: Fame and honor can be earned everywhere. Even the gods are interested in the deeds of mortals. Reputation is tracked separately for all the gods, towns and factions. The higher a reputation is, the harder it is to increase it.
In order to gain reputation, roll higher than the current reputation. The starting reputation is 0. Thus, the first time reputation increases, no roll is necessary.
|To find an item, to bring it back, to save something||d4|
|To rescue a life, to find the victim of a kidnap, to render services to a church||d6|
|To rescue a village, to help an entire community||d8|
|To render a service to the gods, to rescue a nation, tribe, guild or culture||d12|
Gods: In an emergency, reputation also acts as the percentage chance for divine intervention. In addition to that, reputation is also limits the circle of miracles available to clerics. Thus, a cleric cannot work any miracles on their first adventure since they are lacking an appropriate reputation.
For towns and factions reputation also controls the support granted. If you roll 2d6 and exceed your reputation, the community grants no aid.
Materials: Certain components (griffon feathers, dragon teeth) kann change spells or can be enchanted. The exact use must be discovered in-game (“unlocked”).
Spell books: Every magic-user may master as many spells as he or she can cast per day. This limits the size of spell books. When gaining a level, magic users and elves do not automatically gain new spells. These must be learned from a teacher or researched using time and money. Finding other spell books and scrolls is not enough.
Spells: Clerics, elves and magic users can prepare spells. These spells can be cast spontaneously. Any other spells to be cast need a turn (ten minutes) of study (reading spell books or prayer books, praying, meditating).