Every boss in Væ Victis is a lesson, not a stat check. Each phase teaches one pattern you can name afterwards, and nothing that hurts badly comes without a wind-up you could have read: a pose you can see in silhouette, a sound, and a colour painted on the floor.
How to read a panel
- A lesson, not a stat check. Each phase teaches one pattern. The innate kit alone wins it.
- Nothing kills without a wind-up. Any blow worth a quarter of the blood Wick is carrying has a tell in pose and in sound, readable at full speed. The first two heads give at least 0.4 s.
- A loss teaches. The god’s remark names the move that killed you.
- Two to five tries. A first-time player should win in about that many.
- A short run-back. A checkpoint within about twenty seconds of every boss door.
- Eagerness is the alibi. The heads try hard because the rite rewards them for bringing Wick near death. The difficulty is story.
For every boss built on the game’s boss kit, the coloured shape painted on the floor during the wind-up is exactly where the blow will land. Each move has its own ink. A boss in its recovery, the opening, is drawn slumped with a cold blue outline. Learn the colours, and stand outside them.
Each panel’s tells table lists every move: its wind-up (the bar runs to 1.6 s), its ink (the chip), its pose and sound, and how much of a full blood orb it takes. Tells shorten as the count of fallen houses rises, never below 0.3 s, so the later you meet a boss, the quicker it is.
The prologue
The Marquis Andrevel
the Belfry Lord
- Where
- the graveyard court, under the belfry
- Rank
- not a head: he is drunk, not killed or spared
- Wounds
- 12
- Phases
- three: the air, the ground, the swarm
- Earns
- the bat, and a bought signet
- Lesson
- step out of his shadow; cut him while he drinks; sidestep the lunge; run, then hit the re-form
THE ONE SENTENCEWhen he shrieks, a shadow falls on someone: if it is you, step out of it and he crashes; if it is a robber, get behind him and cut while he drinks.
Phase 1 · The air (12 to 9 wounds)
He hovers and hunts. A shriek, a shadow grows on the ground under his target, then he dives and latches. Every latch heals him a wound.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Openings: latched on a robber, 3.0 s, from behind only. A missed dive, the crash, 1.3 s, from anywhere. A ring aimed at a robber is cold blue, not red: that is your opening coming.
Phase 2 · The ground (8 to 5), after a roar
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Openings: latched on a robber, 2.3 s. A missed lunge, the skid, 1.2 s. The raised wings are the threat; the hunched stagger is the opening. While he stalks, blows glance off.
Phase 3 · The swarm (4 to 0), after a roar
He bursts into bats that chase at 64 px a second, faster than Wick walks, slower than he runs. Standing in it costs about a quarter of an orb; running costs nothing.
Opening: the re-form beside you, 1.52 s, from anywhere.
When you die
He flies home, heals three wounds, and drinks one robber. The god: “He fed while you lay dead. He is stronger now.”
He cried out, and his shadow fell on you. You stayed in it.
A swarm takes its time. You gave it yours.
Link 1 · The gardens
The Penitent
the keeper of the Height
- Where
- the shrine’s terrace on the Height
- Rank
- lieutenant: kneels, to be drunk or let go
- Wounds
- 9, and the cage’s three hasps
- Phases
- three
- Earns
- the crows, from the cage
- Lesson
- the cage, not the man: strike it when his back is open
THE ONE SENTENCEThe cage, not the man: hit its hasps from behind or while he lies face down, and the third hasp sets her free.
Phase 1 (full to two-thirds)
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Phase 2 (two-thirds to one-third), the first hasp broken
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Crows escape the cracked cage and peck at his eyes, so his aim tracks worse.
Phase 3 (under a third), two hasps broken
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
The cage
A separate target with three hasps. A blow lands on a hasp only from behind, or during the Prostration’s recovery, when the cage glints gold. His wounds and the hasps are two meters: the fight ends when the third hasp breaks, however hurt he is. The bat is thrown off him, but the bat may bite the flagellants.
When you die
He heals a quarter. “Back up the stair. They all come back up the stair.”
He threw himself down, and you were under him.
Link 2 · The Tower
The Earl Marshal
the Earl of the Tower, the first house
- Where
- the crown of the Tower, in a storm
- Rank
- head: asks, and cannot be spared
- Wounds
- 20, after his heir and his sworn man
- Phases
- a vigil, then two
- Earns
- the armed dead
- Lesson
- bait the cut, step through the gap; outside the circle, wait for the breath
THE ONE SENTENCEYou bait the Earl’s reach and slip through the gap in his circle between lightning strikes.
The Earl’s fight is the built template and is being rebuilt to the lesson standard. The numbers below are read from the build and the design’s targets; exact wind-ups are still to be measured TBD.
The vigil
His heir and his sworn man attack first. The Earl stands on his seal and does not move. He watches his son fight, and die afraid. The first lightning shows the witnesses at the parapets, smiling.
Phase 1 · The circle (20 to 11)
He fights from inside an iron circle with a gap in it, and guards the gap. The iron turns every blow and the beam from outside. Outside the circle the sky hunts Wick; inside it, nothing falls.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Opening: the cut’s recovery, about 1.15 s, only from inside the circle or in the gap.
Phase 2 · The open (10 to 0)
“Come, then. In the open.” He steps out through the gap and fights as soldiers do.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Opening: the breath after the second cut, 0.8 s. The beam works now.
Breaking the grip
Ending or bending the Marshal means no drilled guard in the crown. Ending the Hangman takes the trapdoors out of the crown’s approach.
The asking
“Finish it as one soldier to another.” He cannot be spared: try, and Wick overrides you.
He drew the blade back across the iron. You stood where it was going.
Two cuts, then a breath. You did not wait for the breath.
Nothing falls inside his circle. You stayed outside it.
Link 3 · The Wheel
The Dream-reader
the Grand Turn’s star
- Where
- the big top of the travelling circus
- Rank
- lieutenant: yields; kill, or take as a witness
- Wounds
- 8
- Phases
- two: the reading, the high seat
- Earns
- a witness; the Prince’s board loses its row of what is to come
- Lesson
- she dreams you, not the others
THE ONE SENTENCEShe dreams where you will be, so you bring her seat down with hands she did not dream.
The show before the fight teaches every move: the trapeze, the knives, the strongman, the lion, and the seer naming a man’s next move before he makes it.
Phase 1 · The reading (8 to 5)
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Opening: after every third reading she steps down to the ring’s curb, spent, for 2.5 s.
Phase 2 · The high seat (4 to 0)
She climbs to the Seat of Sight, out of reach. The room brings her down: she dreams Wick, not anyone else.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
| What brings her down | Wounds | How |
|---|---|---|
| Patience on a king pole | 3 | Bend Will on the elephant, drive her into a pole |
| The trapeze | 2 | cut both cleats while she sits |
| Tam lets go | 3 | if Tam lives and you rang his bell to the top three times |
| The Pellows cut the ropes | 2 | if their paper was burned |
| Lark’s choice | 2 | if Lark lives and you stood the knife board without flinching |
| The armed dead | 2 | their blows are not in her dreams |
When you die
She heals a quarter, and a chain is run under the Seat: a king pole needs two shoves.
Nobody dreams the rope.
The Assayer
the clerk of weights
- Where
- the etching pool, at the bottom of the acid falls
- Rank
- lieutenant: yields
- Wounds
- 8
- Phases
- two
- Earns
- a witness, and the debtors’ papers
- Lesson
- the flow must go somewhere
THE ONE SENTENCEHe stands where the acid never runs, so you make it run there.
The works teach the grammar first: running acid is a wall; still acid can be waded and burns; every valve stills one channel and sets its pair running; every 30 s the shift bell rings and every channel surges.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Yield: “Enough. The debtors’ papers are in the drawer. Take them.”
My own bank. You weighed that well.
The Prince of Coin
the Wheel, the second house
- Where
- the wager room of the exchange
- Rank
- head: asks; may be spared
- Wounds
- 12
- Phases
- two: the board, the room
- Earns
- kill: foresight · spare: the cane-sword
- Lesson
- he foresees Wick, not the room
THE ONE SENTENCEHe sees your every move, so you make someone else land the blow.
Phase 1 · The board (12 to 7)
The great odds board on the wall shows the house’s odds on each of Wick’s verbs. A blow with the verb at the top of the board does not land: he steps aside and ripostes. Any other verb lands, one wound, and goes on the board. Varying only drives the board in a circle.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Phase 2 · The room (6 to 0)
“The board has learned you. Nothing of yours will land now.” Wick’s own blows never land. Every 15 s the opening bell rings and he goes to the board’s foot and stands 1.5 s with his back turned, reading the new odds. Make the room hit him.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
| The room | Wounds | How |
|---|---|---|
| the chandelier | 3 | strike its cleat while he stands under it |
| the board on its chains | 3 | strike the chains while he stands under it |
| a bent croupier’s rake | 2 | Bend Will a croupier; his blows are someone else’s |
| a freed debtor | 2 | if the Assayer was spared or a debt burned: he attacks unbidden |
| a debtor in chains, bent | 2 | Bend Will him |
| the armed dead | 2 | not on his board |
When you die
The chandelier is re-hung on a chain: its cleat now takes two blows.
The asking
“Take the bet.”
The rakes were laid before they swept. You stood across them.
Link 4 · The Greenwood
The Master of the Chase
the King’s chief keeper
- Where
- the tithe barn’s yard, in the Chase
- Rank
- lieutenant: yields; then the band’s choice
- Wounds
- 8
- Phases
- three
- Earns
- the barn opened; the band’s trust
- Lesson
- never walk into the set spear
THE ONE SENTENCENever walk into the set spear: go round, or wait, and strike while he lifts it; and the beaters’ line has gaps.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Openings: 1.0 s as he lifts the set spear; 0.8 s at the end of the thrust; 1.2 s reloading, his back half-turned.
Yield: “Forest law, then. Get on with it.” Then Hollin asks Wick what to do with him: let the band hang him on the verderers’ oak, drain him, or let him go.
He set the spear and waited. You came to it.
Link 5 · Marrowmere and the Empress
The Magistrate of Wards
the law of the roll- Where
- the wardmote, under the Duchess’s ward house
- Rank
- lieutenant: yields
- Wounds
- 8
- Phases
- one
- Earns
- a witness, with the roll
- Lesson
- running water is a wall; he reads, and the water rises
THE ONE SENTENCEHe reads a name and the water whitens where you stand: keep off the edges and cross where it is still.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Yield: “The rolls are in order, sir. Every child accounted for.” Taken as a witness: “Then I come as I am, with the roll. It is all written down, sir. It is the law.”
The Duchess of Marrowmere
the Empress, the third house
- Where
- the cistern under the ward house
- Rank
- head: asks; may be spared
- Wounds
- 12
- Phases
- the wards, the tide, the drowning
- Earns
- kill: the tide · spare: the brake-chain, and Mardle’s punt
- Lesson
- running is a wall, still is a road
THE ONE SENTENCEHer wards must fall first, by the blade, by her water or on their knees; then you brake the great wheel she left unchained and wade to her while the tide stands still.
Phase 0 · The wards
She does not fight, and nothing reaches her, until every ward has fallen. The wards are grown orphans; some slept beside Wick and say his name. She counts a ward who kneels as fallen: bend a ward with the thread and order them to kneel. The rite can begin without one child dying. The tide breathes all through it, an 11 s cycle (flow, flood, ebb, slack), so you learn its rhythm.
Phase 1 · The tide (12 to 7)
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Phase 2 · The drowning (6 to 0)
“Every sluice, then. Come to me through my water, Aldric.” The water rises a step every 15 s, three steps, until only the triangle and her seal are dry.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
The openings
| Opening | When | How |
|---|---|---|
| The brake | both phases | throw the great wheel’s brake on its red spoke: the tide stands for 7 s; cross the stilled ring and strike her |
| The flood and the slack | both | the tide stands 1.5 s twice a cycle: hop one channel |
| Her grief | phase 2 | she kneels at each fallen ward, back turned, for 1.5 s |
The gap: she had the chain taken off her own brake. Wick reads it as a careless house.
Second ways in
The Greenwood band’s Cobb will hold the tide gate shut. At the Falls, the head-gate can shut the aqueduct that feeds her: a priced second answer, with its cost shown before you choose.
When you die
She heals a quarter, and the cistern floods a step higher, for good.
The asking
“Let my children see it done.”
Held under like a christening. She always did want you done properly.
Sealed · Mid-gameThe hunter taken: Snuff’s panelBreak the seal to read
Snuff
the hunter, taken- Where
- the hunter’s ground on the Duchess’s road
- Rank
- a head’s beaten state: spare him or kill him; no saint either way
- Wounds
- 14
- Phases
- two: he calls his throws, then he does not
- Earns
- spared: the grave-hook, later; a friend’s lantern at the end
- Lesson
- pinned first, then the stake: never be pinned
THE ONE SENTENCEDodge the net and the hook, because the stake only ever follows a pin, and strike his back while he hauls in a thrown net.
His pole parries from the front: blows glance off in every state but two. In phase 1 he still calls his throws, out of habit. In phase 2 the god inside him says “Stop that,” and the calls stop.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Openings: the haul after a thrown net, 1.0 s, his back open; a stake stuck after a miss, 1.2 s in the turf, 1.4 s in stone.
The first stake that lands is the one death the god stages. See Death.
Pinned, then the stake. Every time, pinned first.
Link 6 · The King
The Beastmistress
the King’s kennels- Where
- the kennels by the buttery
- Rank
- lieutenant: yields
- Wounds
- 5
- Phases
- one
- Earns
- bent: the hounds turn on the court
- Lesson
- watch the kennel wall, not her horn
THE ONE SENTENCEHer horn sounds once and two hounds come off the wall: be away from the wall when it sounds.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Yield: “Enough. Take the horn. They’ll answer whoever blows it now.”
The King
the Sun, by summons
- Where
- the feast hall at the summit
- Rank
- head: asks; may be spared
- Wounds
- 12
- Phases
- the hounds, the glory, the cup
- Earns
- kill: transmutation · spare: the carving knives
- Lesson
- the feast is his armour
THE ONE SENTENCEYou starve the King’s feast until no one is left to toast him.
The rule: while any cup in the hall is full, the court toasts him and he is gold: blows ring off. Starve the feast. The servers do not know, so the thread takes them: bend them to stop pouring. Overturn the jugs. Break the casks in the buttery beforehand. The courtiers know, and the thread slides off.
While he holds his cup up, all the blood in the hall is wine: nothing feeds. When he lowers it, it turns back. Feed on his rhythm.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
The gap: his own cup, at the apex of the triangle, is never filled. He raises an empty cup and the court does not notice.
The asking
“To the hand that crowns me.”
An empty cup, held high. You watched the cup and not the hand.
The open world
The Black Coachman
the coach that goes east- Where
- the marsh road and the cloister
- Rank
- lieutenant: yields without a word
- Wounds
- 8
- Phases
- one
- Earns
- a witness: the signed manifest
- Lesson
- the whip has reach; inside it, you are struck
THE ONE SENTENCEHis hand goes back before the whip speaks: stay out of its narrow reach, and strike as it recoils.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
He never speaks. Beaten, he kneels and holds up the reins and the manifest.
The Marchioness Shaxby
the High Priestess
- Where
- the Hush, in the marsh convent
- Rank
- head: she cannot ask; may be spared
- Wounds
- 12
- Phases
- three: the dark, the false bells, the silence
- Earns
- kill: silence · spare: the crozier
- Lesson
- sound is seen
THE ONE SENTENCEIn the dark you go to the bell that keeps the vespers beat, and you move and strike only on its stroke.
The rule: in the convent every sound draws a ring on the floor: a footstep, a blow, a bell. Running makes big rings, walking small ones, wading none. The vespers chant has a pattern, two strokes and a rest, and you hear it three times on the way in.
The fight: darkness, and she rings a bell so you can find her. Her sisters ring false bells, off the beat. Then the light goes, and the rings still show. Then the sound goes, and the rings still show. Follow the pattern, not the noise.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
The gap: she rings the true bell exactly on the chant she taught, and never varies it.
The asking: she cannot ask. She sets her bell down without letting it ring, takes his sword hand, closes it on his own hilt, and holds it there.
She may not ask. She has arranged for you to ask for her.
The Twin Architects
the moving house’s builders- Where
- the floor of the moving house
- Rank
- lieutenants: they cannot be spared
- Wounds
- 6 each, plated in the guild’s stone
- Phases
- one, then the other
- Earns
- the way to the President
- Lesson
- the seams crush
THE ONE SENTENCEYour sword barely marks them, so you lure each twin onto a closing seam.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
A blow does a quarter of a wound. When one twin dies, the other screams and runs to the body: use it.
The Lord President of the Builders’ Guild
the Magician- Where
- the moving house, by the quarry
- Rank
- head: asks, and cannot be spared
- Wounds
- 12
- Phases
- the machine, the floor
- Earns
- unbuilding
- Lesson
- his plans are open on the table
THE ONE SENTENCEYou crush his twins in his own moving house, then set the capstans so the machine brings his gallery stair down to you.
The rule: the house is a machine. Floors slide and turn on a schedule; three capstans set it. His plans lie open on the drafting table in the approach, with the final setting drawn. Set the capstans to the plans and the gallery stair comes down to him.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Opening: the maul stuck in the floor, 1.1 s.
The asking: “Enough. Before you choose, look at the haven. I built it to the priest’s measure. Let me see it paid for.” He cannot be spared.
Sealed · The endingThe finale: the Bishop and Father FulcranBreak the seal to read
The Bishop
armoured by your saints
- Where
- the gutter church’s nave
- Rank
- head-like: asks, never thanks; may be spared
- Wounds
- 10
- Phases
- armoured, then bare
- Earns
- the chain off the chapel stair
- Lesson
- his gap is his faith
THE ONE SENTENCEYou break your own saints out of the glass one by one, and hit him while he kneels to pray them back.
Every saint Wick made is a lit pane in the rose window, and each one is a ward on him: while any stands, blows ring off. The beam cast at a lit pane breaks it, but it fizzles if cast from inside a saint’s shaft of light: cast from the dark lanes between. A spared head brought from the pillory testifies under a light and puts it out for good.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
Openings: when a ward breaks, he kneels to pray it back, 2.0 s, open from anywhere. Bare, the crozier’s recovery.
The asking: “Let me go to them. Let me go to my sister.” No seat, no saint, no candle goes out.
Father Fulcran
the knight’s test- Where
- the Ring of the Kneelers
- Rank
- the World: no asking, no held blow
- Wounds
- 12
- Phases
- the question, the round, the hands
- Earns
- the reading, and the choice
- Lesson
- get up every time
THE ONE SENTENCEHe tries to put you on your knees; you get up every time, and cut him when his pike is spent.
On foot, with a pike. His pike parries while he walks; the openings are his recoveries, the pike spent. Tells run at 85% of normal, never under 0.45 s.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
The porters: hooded men who carried each offering to the Stone. They drop their lanterns and raise both hands to hold you. Unknowing, and human: Bend Will takes them.
An old man, riding nothing. He still came through.
Optional
Sealed · The endingAmbry, the Man of SecretsBreak the seal to read
Ambry
the Man of Secrets, older than the founders- Where
- the grotto in the Pleasance
- Rank
- optional; drunk, not spared
- Wounds
- 12
- Phases
- two
- Earns
- the mist; a full orb and full mana; the grotto falls silent for good
- Lesson
- he throws the light where you will be
THE ONE SENTENCEHe has watched men walk for six hundred years, so you never stand where you were going.
Challenged at the roses on his door once five houses have fallen. The grotto is roofed: the crows will not rise in it, and he throws off the bat, his kind’s own trick.
Wind-up bars run to 1.6 s. The chip is the ink the game paints on the floor for the whole wind-up: the telegraph is the hitbox. Hurts is the share of a full blood orb.
The full fight is still to be built TBD: the design adds the lantern put out (the grotto read by sound and his one red eye), a thrall he has kept, and the Secret, a tell made of words, where he says aloud something you did.
Sixty years in this hole, my lord. Six hundred before it. Come and be the last thing I hear.
Ambry’s hunts
Late in the game the Man of Secrets’ price becomes a hunt: a thing he has heard of that has started walking where it should not. Each task pays for three hints. All three are designed and not yet built TBD.
| Hunt | Where | The design |
|---|---|---|
| The Hedge-King | the maze’s fountain court | a man-shaped mass of clipped yew and the drained gardeners’ bones; lashes down the lanes, a ring of thorns, walks the hedges as if they were floor |
| The Rat King | the gutter’s sewer lane | a knot of rats bound at the tails, the size of a cart; summons lone rats (bat food), rolls, squeals to stun |
| The Barghest | the Downs’ corpse road | a black dog the size of a horse: a hound, so the crows cannot phase it; a lunge, a howl that grounds the flock, a dive from the barrows |
The Anchorites
The masters the god keeps in the Wastes. Each can be beaten honestly, which frees them, or by a trick, which gives them to the god. See Walkthrough 8.
| Anchorite | Moves | Notes |
|---|---|---|
| The Salt Confessor | the salt swing: 0.6 s, r4, raise, a cracked bell; .15 | can only be told the truth |
| Quern, the Miller | the pick: 0.7 s, r4, raise; .18. The grinding: 1.0 s, a gold ring round him every 14 s; .10 | stand outside the ring when the stones shake |
| Graft, the Husbandman | the pruning hook: 0.6 s, r4, lean; .14. The graft: 2.0 s at a tree, heals him. The windfalls: husk-men from the rows | keep him away from his trees |
| Evens, the wagerer | a lunge, and the dice | at every toll-town’s table, in many bodies |
| Sooth | TBD | right for ninety years, believed once |
