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		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=1009</id>
		<title>Underbelly</title>
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		<updated>2026-05-19T23:04:44Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a shanty town that lives in the docks. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live easily in hightown.&lt;br /&gt;
&lt;br /&gt;
They operate out of the Salty Maiden Tavern mainly, using it as a front for their dealings.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just dock rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Whitevein - Friendly, Welcome&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
=== Common Misconceptions ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are anti-isolationist. Their mechanics and gameplay loop FORCES them out of their docks. This creates ROLEPLAY.&lt;br /&gt;
&lt;br /&gt;
Compared to Bandits and other travel-tile users, entering the Underbelly is instant due to the fact that it has many counters that other travel-tiles do not. The Doorman can be Breached open with Strength(avg. 13 STR-18 bashes), Lockpicked open (legendary is 35% per attempt to unlock) and can have their doorman coins stolen for at least one time use OR unlimited access into the Underbelly.&lt;br /&gt;
&lt;br /&gt;
^ The only have one pipe, and it&#039;s just a shortcut to bypass the entry gates. Someone dedicated enough can just climb over.&lt;br /&gt;
&lt;br /&gt;
Scum are Neutral - but this doesn&#039;t mean they will just bend over for anyone to harass them. The common complaint of them being &#039;another antagonist faction&#039; is false - considering the fact the same people who complain, actively seek conflict with a neutral faction. Why are you surprised when people don&#039;t let you win for free? &lt;br /&gt;
&lt;br /&gt;
Scum have guns - which are code wise statistically weaker than Bows and Crossbows. And in practice, too.&lt;br /&gt;
&lt;br /&gt;
The Hand Cannon&#039;s explosion deals 48 brute damage equally spread across a player that gets hit and knocks them down. The Fireball deals 60~ burn damage, and applies fire stacks. The fireball can be cast over and over and the mana necessity is a nothingburger, cannonballs cost a lot. The reason why it&#039;s so expensive is because the hand cannon can one shot mindless mobs.&lt;br /&gt;
&lt;br /&gt;
Scum live in town - they are not foreigners.&lt;br /&gt;
&lt;br /&gt;
Scum will prioritize paying their debt and protecting their home. If they have a reliable enough income that they do not require to intervene in external wars (e.g. the 1000th Church Vs Keep Round), they will almost always (99% of the time) deny any coin in regards to intervening in conflicts. The 1% of the time, where they get desperate, they might take action.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s shady docks - The Underbelly, also know as the Deadwater Docks, is filled with the undesirables of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Deadwater Docks is so salty, they&#039;re akin very much in touch with their pirate brethren.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|95&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|UNUSED - LEGACY CONTENT&lt;br /&gt;
|-&lt;br /&gt;
|DOCKWORKER&lt;br /&gt;
|5&lt;br /&gt;
|You work the docks. You haul cargo, patch nets, and know every face that moves through the harbor. Half the time the work is honest. The other half is none of the Justiciary&#039;s business. The Underbelly keeps you fed, and you return the favor.&lt;br /&gt;
|Be the underpaid meatshield for the incoming Keep deathball. Pull crates from The Stugots (yes that&#039;s its name), handle very valuable items, and overall look imposing. Farm easy PQ and Triumphs by existing and winning.&lt;br /&gt;
|EASY&lt;br /&gt;
|-&lt;br /&gt;
|DOCKS COOK&lt;br /&gt;
|2&lt;br /&gt;
|The docks are hungry. You keep people here fed, no questions asked about who sits at your table or what they carry when they leave.&lt;br /&gt;
|Serve the patrons of the Salty Maiden, be it Scum, adventurers, or whatever else. Farm easy PQ and Triumphs by existing and winning.&lt;br /&gt;
|BEGINNER FRIENDLY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +25&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +40&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +55&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|a maximum of 10050 mammon&lt;br /&gt;
| +75&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
The Debt cannot go over 10050 mammon.&lt;br /&gt;
&lt;br /&gt;
The Debt scales with the peak of Scum. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=1008</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=1008"/>
		<updated>2026-05-19T14:14:11Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a shanty town that lives in the docks. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live easily in hightown.&lt;br /&gt;
&lt;br /&gt;
They operate out of the Salty Maiden Tavern mainly, using it as a front for their dealings.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just dock rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Whitevein - Friendly, Welcome&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
=== Common Misconceptions ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are anti-isolationist. Their mechanics and gameplay loop FORCES them out of their docks. This creates ROLEPLAY.&lt;br /&gt;
&lt;br /&gt;
Compared to Bandits and other travel-tile users, entering the Underbelly is instant due to the fact that it has many counters that other travel-tiles do not. The Doorman can be Breached open with Strength(avg. 13 STR-18 bashes), Lockpicked open (legendary is 35% per attempt to unlock) and can have their doorman coins stolen for at least one time use OR unlimited access into the Underbelly.&lt;br /&gt;
&lt;br /&gt;
^ The only have one pipe, and it&#039;s just a shortcut to bypass the entry gates. Someone dedicated enough can just climb over.&lt;br /&gt;
&lt;br /&gt;
Scum are Neutral - but this doesn&#039;t mean they will just bend over for anyone to harass them. The common complaint of them being &#039;another antagonist faction&#039; is false - considering the fact the same people who complain, actively seek conflict with a neutral faction. Why are you surprised when people don&#039;t let you win for free? &lt;br /&gt;
&lt;br /&gt;
Scum have guns - which are code wise statistically weaker than Bows and Crossbows. And in practice, too.&lt;br /&gt;
&lt;br /&gt;
The Hand Cannon&#039;s explosion deals 48 brute damage equally spread across a player that gets hit and knocks them down. The Fireball deals 60~ burn damage, and applies fire stacks. The fireball can be cast over and over and the mana necessity is a nothingburger, cannonballs cost a lot. The reason why it&#039;s so expensive is because the hand cannon can one shot mindless mobs.&lt;br /&gt;
&lt;br /&gt;
Scum live in town - they are not foreigners.&lt;br /&gt;
&lt;br /&gt;
Scum will prioritize paying their debt and protecting their home. If they have a reliable enough income that they do not require to intervene in external wars (e.g. the 1000th Church Vs Keep Round), they will almost always (99% of the time) deny any coin in regards to intervening in conflicts. The 1% of the time, where they get desperate, they might take action.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s shady docks - The Underbelly, also know as the Deadwater Docks, is filled with the undesirables of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Deadwater Docks is so salty, they&#039;re akin very much in touch with their pirate brethren.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|95&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|UNUSED - LEGACY CONTENT&lt;br /&gt;
|-&lt;br /&gt;
|DOCKWORKER&lt;br /&gt;
|5&lt;br /&gt;
|You work the docks. You haul cargo, patch nets, and know every face that moves through the harbor. Half the time the work is honest. The other half is none of the Justiciary&#039;s business. The Underbelly keeps you fed, and you return the favor.&lt;br /&gt;
|Be the underpaid meatshield for the incoming Keep deathball. Pull crates from The Stugots (yes that&#039;s its name), handle very valuable items, and overall look imposing. Farm easy PQ and Triumphs by existing and winning.&lt;br /&gt;
|EASY&lt;br /&gt;
|-&lt;br /&gt;
|DOCKS COOK&lt;br /&gt;
|2&lt;br /&gt;
|The docks are hungry. You keep people here fed, no questions asked about who sits at your table or what they carry when they leave.&lt;br /&gt;
|Serve the patrons of the Salty Maiden, be it Scum, adventurers, or whatever else. Farm easy PQ and Triumphs by existing and winning.&lt;br /&gt;
|BEGINNER FRIENDLY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|a maximum of 10050 mammon&lt;br /&gt;
| +30&lt;br /&gt;
| +3.5&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
The Debt cannot go over 10050 mammon.&lt;br /&gt;
&lt;br /&gt;
The Debt scales with the peak of Scum. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=1007</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=1007"/>
		<updated>2026-05-19T14:12:38Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a shanty town that lives in the docks. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live easily in hightown.&lt;br /&gt;
&lt;br /&gt;
They operate out of the Salty Maiden Tavern mainly, using it as a front for their dealings.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just dock rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Whitevein - Friendly, Welcome&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
=== Common Misconceptions ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are anti-isolationist. Their mechanics and gameplay loop FORCES them out of their docks. This creates ROLEPLAY.&lt;br /&gt;
&lt;br /&gt;
Compared to Bandits and other travel-tile users, entering the Underbelly is instant due to the fact that it has many counters that other travel-tiles do not. The Doorman can be Breached open with Strength(avg. 13 STR-18 bashes), Lockpicked open (legendary is 35% per attempt to unlock) and can have their doorman coins stolen for at least one time use OR unlimited access into the Underbelly.&lt;br /&gt;
&lt;br /&gt;
^ The only have one pipe, and it&#039;s just a shortcut to bypass the entry gates. Someone dedicated enough can just climb over.&lt;br /&gt;
&lt;br /&gt;
Scum are Neutral - but this doesn&#039;t mean they will just bend over for anyone to harass them. The common complaint of them being &#039;another antagonist faction&#039; is false - considering the fact the same people who complain, actively seek conflict with a neutral faction. Why are you surprised when people don&#039;t let you win for free? &lt;br /&gt;
&lt;br /&gt;
Scum have guns - which are code wise statistically weaker than Bows and Crossbows. And in practice, too.&lt;br /&gt;
&lt;br /&gt;
The Hand Cannon&#039;s explosion deals 48 brute damage equally spread across a player that gets hit and knocks them down. The Fireball deals 60~ burn damage, and applies fire stacks. The fireball can be cast over and over and the mana necessity is a nothingburger, cannonballs cost a lot. The reason why it&#039;s so expensive is because the hand cannon can one shot mindless mobs.&lt;br /&gt;
&lt;br /&gt;
Scum live in town - they are not foreigners.&lt;br /&gt;
&lt;br /&gt;
Scum will prioritize paying their debt and protecting their home. If they have a reliable enough income that they do not require to intervene in external wars (e.g. the 1000th Church Vs Keep Round), they will almost always (99% of the time) deny any coin in regards to intervening in conflicts. The 1% of the time, where they get desperate, they might take action.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s shady docks - The Underbelly, also know as the Deadwater Docks, is filled with the undesirables of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Deadwater Docks is so salty, they&#039;re akin very much in touch with their pirate brethren.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|95&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|UNUSED - LEGACY CONTENT&lt;br /&gt;
|-&lt;br /&gt;
|DOCKWORKER&lt;br /&gt;
|5&lt;br /&gt;
|You work the docks. You haul cargo, patch nets, and know every face that moves through the harbor. Half the time the work is honest. The other half is none of the Justiciary&#039;s business. The Underbelly keeps you fed, and you return the favor.&lt;br /&gt;
|Be the underpaid meatshield for the incoming Keep deathball. Pull crates from The Stugots (yes that&#039;s it&#039;s name), handle very valuable items, and overall look imposing. Farm easy PQ and Triumphs by existing and winning.&lt;br /&gt;
|EASY&lt;br /&gt;
|-&lt;br /&gt;
|DOCKS COOK&lt;br /&gt;
|2&lt;br /&gt;
|The docks are hungry. You keep people here fed, no questions asked about who sits at your table or what they carry when they leave.&lt;br /&gt;
|Serve the patrons of the Salty Maiden, be it Scum, adventurers, or whatever else. Farm easy PQ and Triumphs by existing and winning.&lt;br /&gt;
|BEGINNER FRIENDLY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|a maximum of 10050 mammon&lt;br /&gt;
| +30&lt;br /&gt;
| +3.5&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
The Debt cannot go over 10050 mammon.&lt;br /&gt;
&lt;br /&gt;
The Debt scales with the peak of Scum. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=1006</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=1006"/>
		<updated>2026-05-19T14:12:24Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a shanty town that lives in the docks. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live easily in hightown.&lt;br /&gt;
&lt;br /&gt;
They operate out of the Salty Maiden Tavern mainly, using it as a front for their dealings.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just dock rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Whitevein - Friendly, Welcome&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
=== Common Misconceptions ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are anti-isolationist. Their mechanics and gameplay loop FORCES them out of their docks. This creates ROLEPLAY.&lt;br /&gt;
&lt;br /&gt;
Compared to Bandits and other travel-tile users, entering the Underbelly is instant due to the fact that it has many counters that other travel-tiles do not. The Doorman can be Breached open with Strength(avg. 13 STR-18 bashes), Lockpicked open (legendary is 35% per attempt to unlock) and can have their doorman coins stolen for at least one time use OR unlimited access into the Underbelly.&lt;br /&gt;
&lt;br /&gt;
^ The only have one pipe, and it&#039;s just a shortcut to bypass the entry gates. Someone dedicated enough can just climb over.&lt;br /&gt;
&lt;br /&gt;
Scum are Neutral - but this doesn&#039;t mean they will just bend over for anyone to harass them. The common complaint of them being &#039;another antagonist faction&#039; is false - considering the fact the same people who complain, actively seek conflict with a neutral faction. Why are you surprised when people don&#039;t let you win for free? &lt;br /&gt;
&lt;br /&gt;
Scum have guns - which are code wise statistically weaker than Bows and Crossbows. And in practice, too.&lt;br /&gt;
&lt;br /&gt;
The Hand Cannon&#039;s explosion deals 48 brute damage equally spread across a player that gets hit and knocks them down. The Fireball deals 60~ burn damage, and applies fire stacks. The fireball can be cast over and over and the mana necessity is a nothingburger, cannonballs cost a lot. The reason why it&#039;s so expensive is because the hand cannon can one shot mindless mobs.&lt;br /&gt;
&lt;br /&gt;
Scum live in town - they are not foreigners.&lt;br /&gt;
&lt;br /&gt;
Scum will prioritize paying their debt and protecting their home. If they have a reliable enough income that they do not require to intervene in external wars (e.g. the 1000th Church Vs Keep Round), they will almost always (99% of the time) deny any coin in regards to intervening in conflicts. The 1% of the time, where they get desperate, they might take action.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s shady docks - The Underbelly, also know as the Deadwater Docks, is filled with the undesirables of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Deadwater Docks is so salty, they&#039;re akin very much in touch with their pirate brethren.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|100&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|UNUSED - LEGACY CONTENT&lt;br /&gt;
|-&lt;br /&gt;
|DOCKWORKER&lt;br /&gt;
|5&lt;br /&gt;
|You work the docks. You haul cargo, patch nets, and know every face that moves through the harbor. Half the time the work is honest. The other half is none of the Justiciary&#039;s business. The Underbelly keeps you fed, and you return the favor.&lt;br /&gt;
|Be the underpaid meatshield for the incoming Keep deathball. Pull crates from The Stugots (yes that&#039;s it&#039;s name), handle very valuable items, and overall look imposing. Farm easy PQ and Triumphs by existing and winning.&lt;br /&gt;
|EASY&lt;br /&gt;
|-&lt;br /&gt;
|DOCKS COOK&lt;br /&gt;
|2&lt;br /&gt;
|The docks are hungry. You keep people here fed, no questions asked about who sits at your table or what they carry when they leave.&lt;br /&gt;
|Serve the patrons of the Salty Maiden, be it Scum, adventurers, or whatever else. Farm easy PQ and Triumphs by existing and winning.&lt;br /&gt;
|BEGINNER FRIENDLY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|a maximum of 10050 mammon&lt;br /&gt;
| +30&lt;br /&gt;
| +3.5&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
The Debt cannot go over 10050 mammon.&lt;br /&gt;
&lt;br /&gt;
The Debt scales with the peak of Scum. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=993</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=993"/>
		<updated>2026-05-03T00:01:42Z</updated>

		<summary type="html">&lt;p&gt;Mario: /* General consensus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a undercity that lives under town. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live on the surface.&lt;br /&gt;
&lt;br /&gt;
They operate out of the Whitevein mainly, using it as a front for their dealings.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just sewer rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Whitevein - Friendly, Welcome&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
=== Common Misconceptions ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are anti-isolationist. Their mechanics and gameplay loop FORCES them out of their hideout. This creates ROLEPLAY.&lt;br /&gt;
&lt;br /&gt;
Compared to Bandits and other travel-tile users, entering the Underbelly is instant due to the fact that it has many counters that other travel-tiles do not. The Doorman can be Breached open with Strength(avg. 13 STR-18 bashes), Lockpicked open (legendary is 35% per attempt to unlock) and can have their doorman coins stolen for at least one time use OR unlimited access into the Underbelly.&lt;br /&gt;
&lt;br /&gt;
Scum are Neutral - but this doesn&#039;t mean they will just bend over for anyone to harass them. The common complaint of them being &#039;another antagonist faction&#039; is false - considering the fact the same people who complain, actively seek conflict with a neutral faction. Why are you surprised when people don&#039;t let you win for free? &lt;br /&gt;
&lt;br /&gt;
Scum have guns - which are code wise statistically weaker than Bows and Crossbows. And in practice, too.&lt;br /&gt;
&lt;br /&gt;
The Hand Cannon&#039;s explosion deals 48 brute damage equally spread across a player that gets hit and knocks them down. The Fireball deals 60~ burn damage, and applies fire stacks. The fireball can be cast over and over and the mana necessity is a nothingburger, cannonballs cost a lot.&lt;br /&gt;
&lt;br /&gt;
Scum live in town - they are not foreigners.&lt;br /&gt;
&lt;br /&gt;
Scum will prioritize paying their debt and protecting their home. If they have a reliable enough income that they do not require to intervene in external wars (e.g. the 1000th Church Vs Keep Round), they will almost always (99% of the time) deny any coin in regards to intervening in conflicts. The 1% of the time, where they get desperate, they might take action.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, barely anyone will hear them scream in suffering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|100&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|SUFFER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|a maximum of 10050 mammon&lt;br /&gt;
| +30&lt;br /&gt;
| +3.5&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
The Debt cannot go over 10050 mammon.&lt;br /&gt;
&lt;br /&gt;
The Debt scales with the peak of Scum. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=992</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=992"/>
		<updated>2026-05-02T17:54:23Z</updated>

		<summary type="html">&lt;p&gt;Mario: /* THE DEBT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a undercity that lives under town. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live on the surface.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just sewer rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
=== Common Misconceptions ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are anti-isolationist. Their mechanics and gameplay loop FORCES them out of their hideout. This creates ROLEPLAY.&lt;br /&gt;
&lt;br /&gt;
Compared to Bandits and other travel-tile users, entering the Underbelly is instant due to the fact that it has many counters that other travel-tiles do not. The Doorman can be Breached open with Strength(avg. 13 STR-18 bashes), Lockpicked open (legendary is 35% per attempt to unlock) and can have their doorman coins stolen for at least one time use OR unlimited access into the Underbelly.&lt;br /&gt;
&lt;br /&gt;
Scum are Neutral - but this doesn&#039;t mean they will just bend over for anyone to harass them. The common complaint of them being &#039;another antagonist faction&#039; is false - considering the fact the same people who complain, actively seek conflict with a neutral faction. Why are you surprised when people don&#039;t let you win for free? &lt;br /&gt;
&lt;br /&gt;
Scum have guns - which are code wise statistically weaker than Bows and Crossbows. And in practice, too.&lt;br /&gt;
&lt;br /&gt;
The Hand Cannon&#039;s explosion deals 48 brute damage equally spread across a player that gets hit and knocks them down. The Fireball deals 60~ burn damage, and applies fire stacks. The fireball can be cast over and over and the mana necessity is a nothingburger, cannonballs cost a lot.&lt;br /&gt;
&lt;br /&gt;
Scum live in town - they are not foreigners.&lt;br /&gt;
&lt;br /&gt;
Scum will prioritize paying their debt and protecting their home. If they have a reliable enough income that they do not require to intervene in external wars (e.g. the 1000th Church Vs Keep Round), they will almost always (99% of the time) deny any coin in regards to intervening in conflicts. The 1% of the time, where they get desperate, they might take action.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, barely anyone will hear them scream in suffering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|100&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|SUFFER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|a maximum of 10050 mammon&lt;br /&gt;
| +30&lt;br /&gt;
| +3.5&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
The Debt cannot go over 10050 mammon.&lt;br /&gt;
&lt;br /&gt;
The Debt scales with the peak of Scum. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=991</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=991"/>
		<updated>2026-05-02T17:24:03Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a undercity that lives under town. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live on the surface.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just sewer rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
=== Common Misconceptions ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are anti-isolationist. Their mechanics and gameplay loop FORCES them out of their hideout. This creates ROLEPLAY.&lt;br /&gt;
&lt;br /&gt;
Compared to Bandits and other travel-tile users, entering the Underbelly is instant due to the fact that it has many counters that other travel-tiles do not. The Doorman can be Breached open with Strength(avg. 13 STR-18 bashes), Lockpicked open (legendary is 35% per attempt to unlock) and can have their doorman coins stolen for at least one time use OR unlimited access into the Underbelly.&lt;br /&gt;
&lt;br /&gt;
Scum are Neutral - but this doesn&#039;t mean they will just bend over for anyone to harass them. The common complaint of them being &#039;another antagonist faction&#039; is false - considering the fact the same people who complain, actively seek conflict with a neutral faction. Why are you surprised when people don&#039;t let you win for free? &lt;br /&gt;
&lt;br /&gt;
Scum have guns - which are code wise statistically weaker than Bows and Crossbows. And in practice, too.&lt;br /&gt;
&lt;br /&gt;
The Hand Cannon&#039;s explosion deals 48 brute damage equally spread across a player that gets hit and knocks them down. The Fireball deals 60~ burn damage, and applies fire stacks. The fireball can be cast over and over and the mana necessity is a nothingburger, cannonballs cost a lot.&lt;br /&gt;
&lt;br /&gt;
Scum live in town - they are not foreigners.&lt;br /&gt;
&lt;br /&gt;
Scum will prioritize paying their debt and protecting their home. If they have a reliable enough income that they do not require to intervene in external wars (e.g. the 1000th Church Vs Keep Round), they will almost always (99% of the time) deny any coin in regards to intervening in conflicts. The 1% of the time, where they get desperate, they might take action.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, barely anyone will hear them scream in suffering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|100&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|SUFFER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|over 11000 mammon&lt;br /&gt;
| +30&lt;br /&gt;
| +3.5&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=990</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=990"/>
		<updated>2026-05-01T23:22:41Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a undercity that lives under town. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live on the surface.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just sewer rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, barely anyone will hear them scream in suffering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|100&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions. Sell Lux.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|SUFFER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|over 11000 mammon&lt;br /&gt;
| +30&lt;br /&gt;
| +3.5&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=989</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=989"/>
		<updated>2026-05-01T20:21:46Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
== General consensus ==&lt;br /&gt;
The Underbelly is a neutral faction, meant to serve as a undercity that lives under town. They have a win condition - and that is to pay their crippling debt. The Underbelly is mainly inhabited by petty criminals, towners down on their luck, vagabonds and other undesirables that just simply cannot live on the surface.&lt;br /&gt;
&lt;br /&gt;
Scum are a higher PQ requirement role because they&#039;re held to higher roleplay standards - and as such, admins will punish them more harshly for failure to uphold expectations, needlessly antagonize, or create issues without much reason. They are not wretches, they&#039;re just sewer rats trying to pay off a debt. You are also warned when you fully initialize into your character, and led to this wiki.&lt;br /&gt;
&lt;br /&gt;
Faction Relations:&lt;br /&gt;
&lt;br /&gt;
Town - Neutral&lt;br /&gt;
&lt;br /&gt;
Keep - Uncertain, shaky&lt;br /&gt;
&lt;br /&gt;
Church - Uncertain&lt;br /&gt;
&lt;br /&gt;
Bandits - Hostile&lt;br /&gt;
&lt;br /&gt;
Wretches - Hostile towards Zizoids, otherwise neutral&lt;br /&gt;
&lt;br /&gt;
Adventurers - Neutral&lt;br /&gt;
&lt;br /&gt;
Other Antagonists - Hostile&lt;br /&gt;
&lt;br /&gt;
Scum cannot be Zizoids.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
The Gutter King was the patriarch (or matriarch in the case of a female one) which, after taking a loan from the Kingsfield Criminal Syndicate - they must now pay it back, otherwise their entire people, their family that they harbored and house in this place, will suffer...terrible fates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, barely anyone will hear them scream in suffering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|100&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|CONSIGLIERE&lt;br /&gt;
|85&lt;br /&gt;
|A Consigliere in the Underbelly is what a Councillor is in the Keep. You are the Gutter King&#039;s right hand. You help them organize the Scum, carry words when the King cannot, and grease the right palms with the right coins. You are no fighter. You have never needed to be&lt;br /&gt;
|You are basically the Hand, but in the Underbelly&lt;br /&gt;
|HAND&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|35&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|40&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|50&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|-&lt;br /&gt;
|PROLETARIUS&lt;br /&gt;
|10&lt;br /&gt;
|An escaped, or freed slave-worker from the depths of the Otavan Inquisition. These poor, restless souls have had their minds torn asunder, hearing the laughter of their tormentors every so often. Their bodies raped, abused and starved, their heads encased in a helm welded to skin, they serve no purpose other than working meat, waiting for Necra&#039;s sweet embrace.&lt;br /&gt;
|Be the housewife with a jar on your head. Be useless because you have 3 in all stats. Go insane because you hear laughter every 2 minutes. Have the most diverse skill-line in the game otherwise.&lt;br /&gt;
|SUFFER&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these are to be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
# Do not needlessly antagonize people, without having a reason to do so. This can and likely will destroy relations with the Keep. We need the Keep&#039;s COIN--legally, of course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|over 11000 mammon&lt;br /&gt;
| +30&lt;br /&gt;
| +3.5&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|100&lt;br /&gt;
|1&lt;br /&gt;
|etched coin&lt;br /&gt;
|An older, heavier ziliqua. Engraved on the face is a sigil too deliberate to be decorative. Worn smooth at the rim. Whoever holds it is known.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It has unlimited uses, but a cooldown of 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|The Abomination&lt;br /&gt;
|The work saiga of every Scum! Only you lot know how to use this...thing.&lt;br /&gt;
|A nock-rifle, breechloaded. It doubles as a mace or axe if you add an axe to it. It can only be used by Scum. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Repeater Mark 1&lt;br /&gt;
|A fancy weapon of one of them Kingsfield Nobles. Quite a treat.&lt;br /&gt;
|A repeater arquebus-pistol reskin with a capacity of 3 lead spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|The Ironshot Mark 1&lt;br /&gt;
|Ser Ironshot&#039;s single-shot pistol. Load it, point it, make it count.&lt;br /&gt;
|A reskinned arquebus pistol, but made cooler.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1150&lt;br /&gt;
|1&lt;br /&gt;
|Hand Cannon&lt;br /&gt;
|Heavy as sin and twice as loud. Plant your feet, point it at trouble, watch trouble disappear. Only the strong handle this one.&lt;br /&gt;
|STR Requirement of 13 to be used. Loaded with cannonballs....or kobolds (or any small race for that matter)&lt;br /&gt;
It deals about 48 brute damage spread across the body to players (weaker than a fireball)&lt;br /&gt;
It one shots any mob (gibs them)&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|600&lt;br /&gt;
|3&lt;br /&gt;
|Cannonball&lt;br /&gt;
|An iron sphere the size of a fist. Fits the hand cannon&lt;br /&gt;
|Ammo for the hand cannon. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
It has a 1 in 100k chance of appearing, since it&#039;s a joke weapon.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment. It gives a new food buff, Stellar Food, which gives +1 FOR and +1 SPD for 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=988</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=988"/>
		<updated>2026-04-28T12:56:21Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these can be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.1&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +0.3&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|over 11000 mammon&lt;br /&gt;
| +25&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Gut Spiller&lt;br /&gt;
|A Scum&#039;s favorite weapon. The backbone of a deal gone wrong. Modified and fabricated by my mates in Kingsfield.&lt;br /&gt;
|A six lead sphere capacity pistol based on the old Runelock of the old Inquisition.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1100&lt;br /&gt;
|1&lt;br /&gt;
|The Venator&lt;br /&gt;
|If you&#039;ve got a message to send, this is the ticket. A bolt racked rifle capable of shooting thrice before needing a reload.&lt;br /&gt;
|A bolt-action rifle with 3 lead sphere capacity, based on the flintgonne. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1500&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flesh Trader&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=987</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=987"/>
		<updated>2026-04-28T12:51:51Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these can be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.1&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +0.3&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|over 11000 mammon&lt;br /&gt;
| +25&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|20&lt;br /&gt;
|5&lt;br /&gt;
|marked coin&lt;br /&gt;
|A ziliqua with a small notch cut into its edge and a dark stain pressed into the face. It means nothing to most.&lt;br /&gt;
|Allows non-underbelly roles to freely use the Doorman and access the Underbelly. It&#039;s one-time use per coin, however.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|500&lt;br /&gt;
|1&lt;br /&gt;
|The Gut Spiller&lt;br /&gt;
|A Scum&#039;s favorite weapon. The backbone of a deal gone wrong. Modified and fabricated by my mates in Kingsfield.&lt;br /&gt;
|A six lead sphere capacity pistol based on the old Runelock of the old Inquisition.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Venator&lt;br /&gt;
|If you&#039;ve got a message to send, this is the ticket. A bolt racked rifle capable of shooting thrice before needing a reload.&lt;br /&gt;
|A bolt-action rifle with 3 lead sphere capacity, based on the flintgonne. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1000&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flesh Trader&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=986</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=986"/>
		<updated>2026-04-27T20:07:02Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these can be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== THE DEBT ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum are stricken with a fat debt they have to pay off if they wish to &#039;greentext&#039;. The more Scum present, the harder the debt becomes, but the higher the rewards will be.&lt;br /&gt;
&lt;br /&gt;
N = Scum Count&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+REWARDS (If 100% debt paid)&lt;br /&gt;
!Tier&lt;br /&gt;
!Scum Count&lt;br /&gt;
!Formula&lt;br /&gt;
!Total Owed&lt;br /&gt;
!Triumphs&lt;br /&gt;
!PQ&lt;br /&gt;
|-&lt;br /&gt;
|1 (easy)&lt;br /&gt;
|1-3&lt;br /&gt;
|250xN + 250&lt;br /&gt;
|500 to 1000 mammon&lt;br /&gt;
| +10&lt;br /&gt;
| +0.1&lt;br /&gt;
|-&lt;br /&gt;
|2 (medium)&lt;br /&gt;
|4-6&lt;br /&gt;
|650xN&lt;br /&gt;
|~2600 to 3900 mammon&lt;br /&gt;
| +15&lt;br /&gt;
| +0.3&lt;br /&gt;
|-&lt;br /&gt;
|3 (hard)&lt;br /&gt;
|7-10&lt;br /&gt;
|700xN&lt;br /&gt;
|~4900 to 7000 mammon&lt;br /&gt;
| +20&lt;br /&gt;
| +0.5&lt;br /&gt;
|-&lt;br /&gt;
|4 (expert)&lt;br /&gt;
|11+&lt;br /&gt;
|1000xN&lt;br /&gt;
|over 11000 mammon&lt;br /&gt;
| +25&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
Partial payment drops effective tier: 75% is -1 tier, 50% is -2 tiers. Below 50% counts as debt not paid. Above 50% counts as partially paid until 100%. Scum cannot fall below tier 1 - as it is the minimum.&lt;br /&gt;
&lt;br /&gt;
Gutter King also gets a bonus of +1 triumph per 2 living Scum if at least 50% was paid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spoiler Area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== New Items ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scum get access to exclusive items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+NEW ITEMS&lt;br /&gt;
!Role Exclusive?&lt;br /&gt;
!Cost (mammon)&lt;br /&gt;
!Stock&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|85&lt;br /&gt;
|1&lt;br /&gt;
|Defacer&lt;br /&gt;
|Knuckles hardened with ancient alloys and Steel. Hits harder, breaks faster.&lt;br /&gt;
|A variant of Steel Knuckles. Less durability but a bit more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|Reinforced Firing Pin&lt;br /&gt;
|Hits harder. Fits any underbelly firearm. Apply it to the gun.&lt;br /&gt;
|Makes any underbelly have +5 force.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|130&lt;br /&gt;
|2&lt;br /&gt;
|Filed Sights&lt;br /&gt;
|Tighter Spread. Easier to put the ball where you want it. Apply it to the gun.&lt;br /&gt;
|Reduces aim time for any underbelly gun.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|150&lt;br /&gt;
|2&lt;br /&gt;
|Baffled Powder Sleeve&lt;br /&gt;
|No more smoke cloud after you fire. Apply it to the gun.&lt;br /&gt;
|Removes the smoke cloud upon firing a weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|180&lt;br /&gt;
|2&lt;br /&gt;
|Extended Cylinder Plate&lt;br /&gt;
|One more round in the chamber. Apply it to the gun.&lt;br /&gt;
|Adds +1 bullet capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|500&lt;br /&gt;
|1&lt;br /&gt;
|The Gut Spiller&lt;br /&gt;
|A Scum&#039;s favorite weapon. The backbone of a deal gone wrong. Modified and fabricated by my mates in Kingsfield.&lt;br /&gt;
|A six lead sphere capacity pistol based on the old Runelock of the old Inquisition.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|750&lt;br /&gt;
|1&lt;br /&gt;
|The Venator&lt;br /&gt;
|If you&#039;ve got a message to send, this is the ticket. A bolt racked rifle capable of shooting thrice before needing a reload.&lt;br /&gt;
|A bolt-action rifle with 3 lead sphere capacity, based on the flintgonne. &lt;br /&gt;
|-&lt;br /&gt;
|Yes - Scum&lt;br /&gt;
|1000&lt;br /&gt;
|1&lt;br /&gt;
|The Devastator&lt;br /&gt;
|What the hell are you planning on taking down with this? Zizo? BAHAHA!&lt;br /&gt;
|The most devastating gun in the game, arguably. A rusty, iron modified blunderbuss, filed down to a small barrel to reduce spread of the grapeshot. It has a fat cylinder able to hold two grapeshots. It doesn&#039;t require ramming from the ramrod, but it does require blastpowder. If a limb is damaged hard enough, the Devastator can blast it clean off. Though, this gun is prone to misfire and malfunction, more so than other guns.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|capocollo&lt;br /&gt;
|Etruscan, freshly off the caravan. We beat up like 5 wise guys for this.&lt;br /&gt;
|The wise guys will call this gabagool. Very good food, for the price. Even better if it&#039;s from a shipment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flinger&lt;br /&gt;
|120&lt;br /&gt;
|1&lt;br /&gt;
|Tipped Hat&lt;br /&gt;
|Nobody&#039;s seeing that face. Nobody&#039;s knowing that name.&lt;br /&gt;
|Completely masks name, gender, race, descriptors, everything - except what you&#039;re wearing, of course.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Flesh Trader&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|Suffocator&lt;br /&gt;
|Load it with Zizo&#039;s bane, then press it onto an unguarded face. A moment&#039;s hesitation is all it needs.&lt;br /&gt;
|A zapists favorite item in the entire game. Attack with this item on someone&#039;s head - while it&#039;s completely unprotected - to slap it on them. They have about 3 seconds to get it off, otherwise they will pass out. They can roll a CON check to completely bruteforce through the knock out, otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80&lt;br /&gt;
|2&lt;br /&gt;
|Voss Serum&lt;br /&gt;
|A pale little bottle. Slips into a drink without a trace. The body does the rest.&lt;br /&gt;
|Inspired by a loving Kingsfield Potion maker - it&#039;s a poison that makes a person have a fever. It deals periodic toxin damage, and makes them sweat. It goes away by itself, or with treatment.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|80-280&lt;br /&gt;
|1&lt;br /&gt;
|Mysterious Organ&lt;br /&gt;
|Varied&lt;br /&gt;
|Depending on the tier, it gives critical weakness, then clumsy, then narcolepsy in that order. However, you get healing to brute, oxy, fire and bloodloss. The higher the tier, the better the healing.&lt;br /&gt;
|-&lt;br /&gt;
|Yes - Ripper&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|Blood Red&lt;br /&gt;
|Whatever&#039;s in this, it isn&#039;t wine. Don&#039;t let anyone drink it unless you want to watch them fold.&lt;br /&gt;
|It&#039;s literally strong red + normal red + holy water, except it drains -3 to all your stats for 5 minutes, and knocks you out for 1 minute. An amazing emergency heal.&lt;br /&gt;
|-&lt;br /&gt;
|No&lt;br /&gt;
|280&lt;br /&gt;
|1&lt;br /&gt;
|Golden Cockroach&lt;br /&gt;
|Drop it on the floor of a vault and walk away. Don&#039;t ask how it works.&lt;br /&gt;
|Every cycle(90 seconds), spawns between 12 to 20 gold coins (120 to 200 mammon). It has a chance, however, to notify the steward of your tomfoolery. It can only be placed in a vault (steward&#039;s, or nightmaster&#039;s).&lt;br /&gt;
A special interaction happens if it triggers the alert in the Steward&#039;s vault.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=985</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=985"/>
		<updated>2026-04-27T17:36:37Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these can be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=984</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=984"/>
		<updated>2026-04-27T17:33:55Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am a X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM A&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEP&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these can be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=983</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=983"/>
		<updated>2026-04-27T16:21:20Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am a X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM A&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCHIE&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these can be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or rabid, mindless heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=982</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=982"/>
		<updated>2026-04-27T16:20:11Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am a X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM A&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCHIE&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE LAWS OF THE SCUM ==&lt;br /&gt;
(these can be treated as game rules, but also an unspoken law between Scum. The Gutter King makes sure those are enforced)&lt;br /&gt;
&lt;br /&gt;
# Scum aren&#039;t murderers or avid heretics. They wish to survive, and pay off their debt. They respond to The Gutter King first and foremost.&lt;br /&gt;
# Scum will not dealmake with Bandits, period. It&#039;s already a stretch for them to do so with Wretches. Bandits look to steal our way of lyfe, by taking our coin that we could instead use to pay off our debt.&lt;br /&gt;
# Scum are very hesitant on selling their incredibly expensive ranged weapons. They will never sell weapons to foreigners(wanderers) or bandits.&lt;br /&gt;
# Strength in numbers. Generally, the more Scum, the easier it is to pay off the debt, and operations become a lot easier.&lt;br /&gt;
# Based on the above, Scum should look to protect Flingers and Rippers. Most importantly, the Gutter King. Though, if they have a gun, they should look to be ambushers, rather than chasers. Losing that weapon and getting it in the hands of Bandits would be devastating.&lt;br /&gt;
# Finally, the ordeals of the Keep and Church do not concern the Scum. They should concern themselves with their own people, the debt, and their survival. You can only break this rule if the survival of the Underbelly is at stake, for example, a Lich attack, or a vampyre takeover. The Gutter King decides what is best.&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=981</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=981"/>
		<updated>2026-04-27T16:07:45Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am a X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM A&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|CHURCHIE&lt;br /&gt;
|INTACT&lt;br /&gt;
|Ignore or dismiss them.&lt;br /&gt;
|The Scum don&#039;t want to mingle in church affairs. They&#039;re Scum, not heretics. Generally, at least. Scum are just people down on their luck, some from town, that suffered a stroke of bad luck, Xylix truly abandoning them. Of course, this circumstance can change based on things going on.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=980</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=980"/>
		<updated>2026-04-27T16:05:01Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== I am a X, what do I do if I see Scum? ===&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM A&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=979</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=979"/>
		<updated>2026-04-27T16:04:38Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== I am a X, what do I do if I see Scum? ==&lt;br /&gt;
This table should help you decide what your character should do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!I AM A&lt;br /&gt;
!MY MORALITY IS&lt;br /&gt;
!WHAT SHOULD I DO?&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. Send them back to their shithole. Give them a beating.&lt;br /&gt;
|Generally speaking, it&#039;s more beneficial to release a Scum rather than killing them. They provide to the round, and aren&#039;t generally disruptive. This circumstance changes, of course, if they cause too much trouble. They are, after all, lower than dirt.&lt;br /&gt;
|-&lt;br /&gt;
|KEEPOID&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Hire them to kidnap someone or make them disappear. Ignore them&lt;br /&gt;
|It can be seen as shameful/dishonorable to make deals with such Scum, however, it can be incredibly beneficial, as Scum provide you with plausible deniability and a layer of protection, considering the fact that they&#039;re not exactly looking to take the Keep or Church down, but rather pay off their debt, and survive in a shit-city.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|INTACT&lt;br /&gt;
|[[File:Homeless guy....png|thumb]]&lt;br /&gt;
|Generally speaking, Scum won&#039;t bother towners, since they have bigger issues. Though, A Flesh Trader might kidnap you for your precious kidney - otherwise, the rest will leave you alone.&lt;br /&gt;
|-&lt;br /&gt;
|TOWNER&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make a deal with them. Make coin. Hire them to disappear your competition.&lt;br /&gt;
|Scum are about the best way for Towners to get goods at a reduced price, bulk shipments of goods that would otherwise cost a lot more from the stockpile/vomitorium, and weaponry that would otherwise cost more at the smithy. And maybe even a gun! Though, what would you even need that for?&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|INTACT&lt;br /&gt;
|Dismiss them. If you need to get into town, you can maybe talk to them to get you through their expansive sewer network.&lt;br /&gt;
|Scum can offer adventurers safe passage into town for a price. They have a whopping EIGHT(8) exits all over Rockhill, so they can get around very fast. They likely, probably won&#039;t work with evil-ass-zizo necromancer, though.&lt;br /&gt;
|-&lt;br /&gt;
|ADVENTURER/WRETCH&lt;br /&gt;
|GREY/NOT THERE&lt;br /&gt;
|Make deals with them. Get into town for a price with their expansive sewer network.&lt;br /&gt;
|Ditto as above. Except you can maybe buy stuff from them.&lt;br /&gt;
|-&lt;br /&gt;
|BANDIT/OTHER ANTAGS&lt;br /&gt;
|DONT MATTER&lt;br /&gt;
|Probably get shot or stabbed. &lt;br /&gt;
|Scum will NEVER work with antagonists. Especially bandits. The Scum HATE bandits, because they steal their hard earned coin - even though they&#039;re poor as fuck (surely). Why would you even steal from a poor person???&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Homeless_guy....png&amp;diff=978</id>
		<title>File:Homeless guy....png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Homeless_guy....png&amp;diff=978"/>
		<updated>2026-04-27T15:55:52Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ignore him...&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=977</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=977"/>
		<updated>2026-04-27T15:35:31Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC. Be the biggest threat in the server, technically.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=976</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=976"/>
		<updated>2026-04-27T15:28:43Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly). Cry at the end of the round in OOC that your faction was fucking useless and didn&#039;t get the maximum reward tier.&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=975</id>
		<title>Underbelly</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Underbelly&amp;diff=975"/>
		<updated>2026-04-27T15:26:54Z</updated>

		<summary type="html">&lt;p&gt;Mario: Beginning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Underbelly =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Vale&#039;s rot under the carpet - The Underbelly is filled with The Scum of the society on the Flipside&amp;lt;ref&amp;gt;Topside, The regular inhabitants of The Vale.&amp;lt;/ref&amp;gt;, it&#039;s inhabitants, also known as Scum, are outcasts from society surviving an overwhelming debt, and battle with lyfe itself, making ends meet by making shady dealings with Flipsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flipsiders in town, as in, the Keep, Church, and Towners, know of the Scum&#039;s existence. Depending on the morality of the characters, they can see them as what they wish: Scum, parasites trying to live off of The Vale&#039;s resources and coin, or fellow men and women who are just so truly down on their luck, beggars and vagabonds who just couldn&#039;t afford to lyve Flipside, and instead turn to this lyfe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing is for certain: &#039;&#039;&#039;The Underbelly is so deep, the only Patron that hears the Scum, is Necra.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Roles ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+THE UNDERBELLY&lt;br /&gt;
!ROLE&lt;br /&gt;
!PQ REQUIREMENT&lt;br /&gt;
!Description&lt;br /&gt;
!Expectations&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|GUTTER KING&lt;br /&gt;
|110&lt;br /&gt;
|You built something down here. Not a Kingdom - nobody&#039;d call it that. But it runs, it pays, and when you say &#039;do it&#039;, people do it. The Keep above think they own this town. You own what&#039;s underneath it. Keep the Scum in line, keep the Flipside from burning you down, and don&#039;t get careless.&lt;br /&gt;
|Manage The Scum. Keep relations stable. Don&#039;t piss the Keep off. Don&#039;t leave the hideout unless you really have to. Send your goons to do the dirty work for you. Convert people to Scum (willingly).&lt;br /&gt;
|DUKE&lt;br /&gt;
|-&lt;br /&gt;
|SCUM&lt;br /&gt;
|50&lt;br /&gt;
|Work for the Underbelly. Break legs, move cargo, disappear people, or keep the Flingers safe. It doesn&#039;t pay well, but it pays, and it beats starving Flipside. The Gutter King expects results. The kind that don&#039;t require explaining.&lt;br /&gt;
|Protect the Underbelly. Protect Flingers by setting up ambush spots. Have Ultimate Swag. Play Dice with your fellow Scum in the common area. Gamble. Get skullcracked by the eventual Keepoid Deathball. Die and then salt in LOOC.&lt;br /&gt;
|HARD&lt;br /&gt;
|-&lt;br /&gt;
|FLESH TRADER&lt;br /&gt;
|65&lt;br /&gt;
|Organs fetch a good price if you know who to sell to. Kidneys, spleens, an appendix - nobody misses the small things. Arms and legs do pay better, but the paperwork gets complicated. The Trader takes what you bring. The Excidium already wants you. Try not to make it worse.&lt;br /&gt;
|[https://www.youtube.com/watch?v=5JQBPK94UI8]Traffic Organs. Traffic People. Kidnap People. Get arrested by the Keep for those crimes. Get eventually bailed out by your Boss. Do it again. They don&#039;t arrest you and instead kill you now. Die and then salt in LOOC.&lt;br /&gt;
|EXPERT&lt;br /&gt;
|-&lt;br /&gt;
|FLINGER&lt;br /&gt;
|55&lt;br /&gt;
|Coin is the only God worth worshipping, and you&#039;ve devoted your lyfe to it. You have access to goods nobody Flipside can acquire legally, or easily - and a list of clients who will pay anything not to have their name associated with acquiring them. Keep it quiet. Keep it profitable.&lt;br /&gt;
|Be the Emissary for the Underbelly. Be the sole reason the Underbelly has coin to begin with. Become completely untraceable with your hat that magically hides all your features. Get arrested anyway somehow, even though the guard cannot see your name, descriptors, gender or race. Give non-Scum fetch quests. Make a ton of coin.&lt;br /&gt;
|THE STEWARD BUT HE&#039;S ACTUALLY USEFUL FOR ONCE&lt;br /&gt;
|-&lt;br /&gt;
|RIPPER&lt;br /&gt;
|70&lt;br /&gt;
|Medicine for coin. Surgery for more coin. You&#039;ll do what the clinic won&#039;t - pull a crossbow bolt without asking how it got there, stitch a face closed that shouldn&#039;t be walking around, and charge accordingly. The Pestran relics you carry are not strictly legal. That suits everyone just fine.&lt;br /&gt;
|Be the Underbelly Dr House. Revive the Scum that died for the 4th time in a row now. Give that person that&#039;s totally not a bandit an organ that makes them The Terminator - except if he was made out of paper, and fucking useless. Make potions. Sell  two exclusive potions - one is all the healing pots combined, but it drains stats, and knocks you out, and the other is just giving someone a fever. Have the Flinger sell your potions.&lt;br /&gt;
|MORE MOUSE BITES!!!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Stats&amp;diff=658</id>
		<title>Guide to Stats</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Stats&amp;diff=658"/>
		<updated>2025-09-18T03:28:01Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Due to popular demand, this page/guide will help people understand how stats work, what virtues you can pick, what special traits exist and what they do, and so on.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Stats are rolled at the start of the round. They cannot be modified in any way permanently (unless an admin decides to have fun with you), though, they can be raised with stat-boosting pots.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;, strength is most relevant for melee combat.&lt;br /&gt;
&lt;br /&gt;
* Influences the damage of your punches.&lt;br /&gt;
* Influences the damage of your bites.&lt;br /&gt;
* Determines whether you can carry some items (usually weapons) without dropping them.&lt;br /&gt;
* Determines if your target is shoved lightly or far away when disarmed, checked against their CON.&lt;br /&gt;
* Determines if you&#039;re slowed down when fireman carrying someone.&lt;br /&gt;
** STR must be 10 or higher, or 8 if you&#039;re using both hands.&lt;br /&gt;
* Determines how fast you can draw a bow.&lt;br /&gt;
* Determines how fast you can cock a crossbow.&lt;br /&gt;
* Influences the chances of escaping a maneater.&lt;br /&gt;
* Influences how many times you need to kick a door to break it&#039;s lock.&lt;br /&gt;
* Determines how fast you can raise or lower a gate via winch.&lt;br /&gt;
* Determines how fast you can flip a lever.&lt;br /&gt;
* Influences the chance of ripping sleeves off your clothes.&lt;br /&gt;
* Influences the chance of successfully extracting seeds from wheat or oat stalks without farming skill.&lt;br /&gt;
* Determines how effective choking a victim will be per attempt at strangulation.&lt;br /&gt;
* Influences the chance of wrestling someone to the floor and the chance to pin them.&lt;br /&gt;
* Influences the chance of successfully upgrading your grab against someone, or resisting such while combat mode is active.&lt;br /&gt;
* Influences the chance of successfully resisting out of being grabbed, or the inverse.&lt;br /&gt;
* Influences the chance of knocking someone over by sprinting into them, combined with CON and the distance sprinted, or resisting such.&lt;br /&gt;
* Influences the chance of successfully parrying heavy weapons used against you.&lt;br /&gt;
* Determines how far you can throw items.&lt;br /&gt;
* Decreases the amount of stamina used when smithing items.&lt;br /&gt;
* Allows you to quickly break out of being cuffed to a chair if your STR is above 15.&lt;br /&gt;
* Allows you to resist out of cuffs quicker if your STR is above 10, or instantly if above 15.&lt;br /&gt;
* Allows you to break out of a pillory if your STR is above 18.&lt;br /&gt;
* Will debuff the mood of anyone paranoid if you&#039;re stronger than them and they examine you.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;PER&amp;lt;/code&amp;gt;, perception influences ranged attacks and spotting hidden people.&lt;br /&gt;
&lt;br /&gt;
* Determines how likely you are to resist being pickpocketed.&lt;br /&gt;
* Allows you to determine if someone is viewing you through a scrying orb if your PER is above 11, their identity is revealed at 15 and over.&lt;br /&gt;
* Determines the damage of arrows shot from a bow.&lt;br /&gt;
* Influences how fast you can draw a bow.&lt;br /&gt;
* Influences how fast you can aim a crossbow.&lt;br /&gt;
* Influences chances to succeed in picking locks.&lt;br /&gt;
* Determines whether or not you have full FOV; PER lower than 5 will suffer a reduced vision cone.&lt;br /&gt;
* Determines how long it takes to look around.&lt;br /&gt;
* Influences whether or not you will spot someone sneaking while looking around, checked against their sneaking skill.&lt;br /&gt;
* Influences the chance of finding tracks/footprints left by people.&lt;br /&gt;
* Influences the chance to hit someone with melee attacks.&lt;br /&gt;
* Influences the chance of deftly smithing a bar.&lt;br /&gt;
* Determines whether you know the voice of someone messaging you.&lt;br /&gt;
&lt;br /&gt;
=== Intelligence ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;INT&amp;lt;/code&amp;gt;, intelligence principally affects magic, but also skill gain.&lt;br /&gt;
&lt;br /&gt;
* Influences skill gain for the following when practiced:&lt;br /&gt;
** Lumberjacking&lt;br /&gt;
** Mining&lt;br /&gt;
** Blacksmithing&lt;br /&gt;
** Weaponsmithing&lt;br /&gt;
** Armorsmithing&lt;br /&gt;
** Farming&lt;br /&gt;
** Fishing&lt;br /&gt;
** Butchery&lt;br /&gt;
** Sewing&lt;br /&gt;
** Stealing&lt;br /&gt;
** Climbing&lt;br /&gt;
** Athletics&lt;br /&gt;
** Tracking&lt;br /&gt;
** Lockpicking&lt;br /&gt;
** Medicine&lt;br /&gt;
** Weapon skills (when training on a dummy, or attacking someone else)&lt;br /&gt;
* Determines whether or not you can craft some difficult items despite no relevant skills in that area.&lt;br /&gt;
* Determines the amount of skill points you gain by sleeping.&lt;br /&gt;
* Influences whether or not you will successfully feint a target, or resist such efforts, checked against the other user&#039;s INT.&lt;br /&gt;
* Influences resisting a Vampire Lord&#039;s transfix spell, checked against their blood magic skill.&lt;br /&gt;
* Influences how fast you can charge a spell.&lt;br /&gt;
&lt;br /&gt;
=== Constitution ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;, constitution is the stat directly related to natural defense.&lt;br /&gt;
&lt;br /&gt;
* Influences the chance of knocking someone over by sprinting into them, combined with STR and the distance sprinted, or resisting such.&lt;br /&gt;
* Influences the distance someone can throw you, checked against the attacker&#039;s STR.&lt;br /&gt;
* Determines how you get shoved when disarmed by an attacker, checked against their STR.&lt;br /&gt;
* Influences whether you scream or grunt when damaged.&lt;br /&gt;
* Influences how much damage your limbs take.&lt;br /&gt;
&lt;br /&gt;
=== Willpower ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;END (now WIL)&amp;lt;/code&amp;gt;, endurance primarily affects stamina and fatigue.&lt;br /&gt;
&lt;br /&gt;
* Determines how much overall stamina you have.&lt;br /&gt;
* Influences how long you can resist an inquisitor extracting a confession from you.&lt;br /&gt;
* Influences how much pain you can resist before falling to the floor.&lt;br /&gt;
&lt;br /&gt;
=== Speed ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;SPD&amp;lt;/code&amp;gt;, speed determines how fast your character actually moves.&lt;br /&gt;
&lt;br /&gt;
* Determines how fast you move while walking or running.&lt;br /&gt;
* Influences how fast you climb up or down.&lt;br /&gt;
* Influences how likely you are to dodge an attack when dodging is enabled.&lt;br /&gt;
* Influences the chance of striking someone with a fast weapon, or parrying such.&lt;br /&gt;
* Influences how fast you put clothes on or take them off.&lt;br /&gt;
* Determines whether or not you can catch zads or rats barehanded.&lt;br /&gt;
&lt;br /&gt;
=== Fortune ===&lt;br /&gt;
Fortune is mostly relevant for mining loot and critical hits, represented as &amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Determines whether you&#039;re blessed with good luck (FOR &amp;gt; 10) or cursed with bad luck (FOR &amp;lt; 10).&lt;br /&gt;
* Good luck will:&lt;br /&gt;
** Decrease the frequency of critical crafting failures.&lt;br /&gt;
** Increase the frequency of ore rocks dropping from mining stone.&lt;br /&gt;
** Increase the likelihood of critical hits against a target.&lt;br /&gt;
* Bad luck will:&lt;br /&gt;
** Cause mantraps to snap over your hand when you attempt to disarm them.&lt;br /&gt;
** Increase the likelihood of missing attacks completely.&lt;br /&gt;
** Increase the likelihood of smithing lower quality items.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Here is - pretty much - full list of all the traits available in the game, and what they all do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Leprosy&lt;br /&gt;
|Your stats are severely reduced and everyone examining you knows you&#039;re a leper.&lt;br /&gt;
|-&lt;br /&gt;
|Webwalker&lt;br /&gt;
|Spider webs do not impede you.&lt;br /&gt;
|-&lt;br /&gt;
|Dead Nose&lt;br /&gt;
|Miasma does not make you sick.&lt;br /&gt;
|-&lt;br /&gt;
|High Jumping&lt;br /&gt;
|You can jump to platforms above you.&lt;br /&gt;
|-&lt;br /&gt;
|Leaper&lt;br /&gt;
|The range of your leaps (running jumps) are increased dramatically.&lt;br /&gt;
|-&lt;br /&gt;
|Nosey&lt;br /&gt;
|Victims struggle to resist out of their nose being grabbed.&lt;br /&gt;
|-&lt;br /&gt;
|Nutcracker&lt;br /&gt;
|Groin strikes are twice as effective.&lt;br /&gt;
|-&lt;br /&gt;
|Appraiser&lt;br /&gt;
|Examining items will tell you how much it&#039;s worth within a margin of error. The Skilled Appraiser trait suffers a much smaller margin.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Bite&lt;br /&gt;
|Doubles the effectiveness of your bites.&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blooded&lt;br /&gt;
|Grants you the title of &#039;noble&#039; with a daily stipend of about 15-20 mammon.&lt;br /&gt;
|-&lt;br /&gt;
|Empath&lt;br /&gt;
|Allows you to determine if someone is stressed, and able to tell how injured they are better than others.&lt;br /&gt;
|-&lt;br /&gt;
|Battle Ready&lt;br /&gt;
|Combat mode does not passively fatigue you.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reflexes&lt;br /&gt;
|Your chance to dodge attacks is increased.&lt;br /&gt;
|-&lt;br /&gt;
|Deceiving Meekness&lt;br /&gt;
|People examining your strength will be misled.&lt;br /&gt;
|-&lt;br /&gt;
|Critical Resistance&lt;br /&gt;
|Critical strikes against you are less likely to occur.&lt;br /&gt;
|-&lt;br /&gt;
|Critical Weakness&lt;br /&gt;
|Critical strikes against you are more likely to occur.&lt;br /&gt;
|-&lt;br /&gt;
|Indefatigable&lt;br /&gt;
|Your stamina will never drain. &#039;&#039;&#039;This only really applies to particular antagonists.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Nudist&lt;br /&gt;
|You cannot wear particular clothes.&lt;br /&gt;
|-&lt;br /&gt;
|Inhumen Digestion&lt;br /&gt;
|Raw, rotten, or poisonous foods don&#039;t impact you. You can also drink murky water.&lt;br /&gt;
|-&lt;br /&gt;
|Beastly Digestion&lt;br /&gt;
|Same as Inhumen Digestion minus the ability to eat poisonous foods.&lt;br /&gt;
|-&lt;br /&gt;
|Fall Damage Resistance&lt;br /&gt;
|You take less damage from falling into open spaces. Another variant of this trait lets you resist all fall damage.&lt;br /&gt;
|-&lt;br /&gt;
|Disfigured&lt;br /&gt;
|You are unrecognizable and appear as &amp;quot;Unknown&amp;quot;. This can be corrected with surgery(?).&lt;br /&gt;
|-&lt;br /&gt;
|Missing Nose&lt;br /&gt;
|Your nose is missing, fatigue penalties are increased.&lt;br /&gt;
|-&lt;br /&gt;
|Bewitched&lt;br /&gt;
|You are unable to cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Magic&lt;br /&gt;
|You are resistant to magic attacks against you.&lt;br /&gt;
|-&lt;br /&gt;
|Non-Detection&lt;br /&gt;
|You cannot be viewed through a scrying orb.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Immunity&lt;br /&gt;
|You cannot be stunned by electrical sources such as the Master Rod or a mage&#039;s lightning bolt.&lt;br /&gt;
|-&lt;br /&gt;
|Fatal Insomnia&lt;br /&gt;
|You are incapable of sleeping.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Sleeper&lt;br /&gt;
|You go to sleep and wake up much faster than normal.&lt;br /&gt;
|-&lt;br /&gt;
|Fabled Lover&lt;br /&gt;
|Awards triumphs for banging, once per person per round. You can also clean people with soap comfortably.&lt;br /&gt;
|-&lt;br /&gt;
|Seed Knower&lt;br /&gt;
|You can identify seeds by examining them.&lt;br /&gt;
|-&lt;br /&gt;
|Squire Knowledge&lt;br /&gt;
|Allows you to maintain armor with polishing cream and a brush.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Tracker&lt;br /&gt;
|Tracks left by players will always be exposed to you when looking for them, and you can glean all details from examining them.&lt;br /&gt;
|-&lt;br /&gt;
|Water Breathing&lt;br /&gt;
|Resting in water doesn&#039;t drown you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Patron Specific Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Patron&lt;br /&gt;
|-&lt;br /&gt;
|Astrata&#039;s Chosen&lt;br /&gt;
|Allows you to wear holy priest vestments, otherwise you&#039;re set on fire. This trait only applies to the priest and Heartfelt Prior roles.&lt;br /&gt;
|Astrata&lt;br /&gt;
|-&lt;br /&gt;
|Night Owl&lt;br /&gt;
|You get a mood buff at night.&lt;br /&gt;
|Noc&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Noc&lt;br /&gt;
|You can see a bit better in darkness.&lt;br /&gt;
|Noc&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Pestra&lt;br /&gt;
|You can safely eat rotten food.&lt;br /&gt;
|Pestra&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Dendor&lt;br /&gt;
|Kneestingers do nothing to you.&lt;br /&gt;
|Dendor&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Necra&lt;br /&gt;
|Examining a player&#039;s corpse will tell you if their client still exists. It&#039;s a bit useless since their soul is kicked out when they zombify pretty quickly.&lt;br /&gt;
|Necra&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Abyssor&lt;br /&gt;
|Swimming fatigues you less.&lt;br /&gt;
|Abyssor&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Xylix&lt;br /&gt;
|You can speak and understand the Trickster&#039;s Tongue language.&lt;br /&gt;
|Xylix&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Graggar&lt;br /&gt;
|You can safely eat organs.&lt;br /&gt;
|Graggar&lt;br /&gt;
|-&lt;br /&gt;
|Anointed&lt;br /&gt;
|You can recognize other followers of Graggar and they can recognize you in turn.&lt;br /&gt;
|Graggar&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Matthios&lt;br /&gt;
|You can recognize other followers of Matthios and they can recognize you in turn.&lt;br /&gt;
|Matthios&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Baotha&lt;br /&gt;
|You cannot overdose.&lt;br /&gt;
|Baotha&lt;br /&gt;
|-&lt;br /&gt;
|Fallen&lt;br /&gt;
|You can recognize other followers of Baotha and they can recognize you in turn.&lt;br /&gt;
|Baotha&lt;br /&gt;
|-&lt;br /&gt;
|Of the Cabal&lt;br /&gt;
|You can recognize other followers of Zizo and they can recognize you in turn.&lt;br /&gt;
|Zizo&lt;br /&gt;
|-&lt;br /&gt;
|Veiled Whispers&lt;br /&gt;
|You are notified whenever a player dies; though you aren&#039;t told exactly where or how. This trait only applies to classes/characters capable of casting miracles.&lt;br /&gt;
|Necra/Zizo/Witch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Traits ===&lt;br /&gt;
Those traits are normally rare to obtain, require a special virtue, admin abused, or unobtainable normally.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Jesterphobic&lt;br /&gt;
|Examining the jester freaks you out.&lt;br /&gt;
|-&lt;br /&gt;
|Xenophobic&lt;br /&gt;
|You&#039;re racist. Examining anyone that isn&#039;t your race debuffs your mood.&lt;br /&gt;
|-&lt;br /&gt;
|Tolerant&lt;br /&gt;
|You don&#039;t have any opinion on shunned races.&lt;br /&gt;
|-&lt;br /&gt;
|Beautiful&lt;br /&gt;
|People get a mood buff when examining you.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Mood&lt;br /&gt;
|All negative mood penalties are doubled.&lt;br /&gt;
|-&lt;br /&gt;
|Tavern Brawler&lt;br /&gt;
|Your punches deal much more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Annoying Face&lt;br /&gt;
|[[File:Sans..png|center|thumb]](you speak in comic sans)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=657</id>
		<title>Guide to Alchemy</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=657"/>
		<updated>2025-09-14T01:33:35Z</updated>

		<summary type="html">&lt;p&gt;Mario: grammatical error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Alchemy (Post 2.0 launch) =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the 2.0 launch of Ratwood, alchemy has been changed and adapted to the AP(Azure Peak) base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform Alchemy, you should have preferably level 2+ to make potions of lesser strength (not the Strong variations), whilst classes like the Witch (towner subclass) and generally other magicians (like Mago&#039;s Apprentices and or the Court Magos themself) start with higher alchemy levels on spawn, for example, the Witch starts with Level 4(expert) Alchemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recipes for Alchemy are not &#039;&#039;&#039;SET&#039;&#039;&#039;. They work on a point-like system. Alchemists with some experience in the skill can examine alchemy ingredients and receive the smells of the ingredient - receiving 3 scents. Those 3 scents determine the points given towards a recipe. For example, if an ingredient smells &#039;strongly of clean air&#039;, then they will give 3 points towards Speed potions. Alchemists with the &#039;&#039;&#039;LEGENDARY&#039;&#039;&#039; status will automatically determine what the ingredients are used for instead.&lt;br /&gt;
&lt;br /&gt;
Example of examining an euphrasia with lower than level 6(legendary) alchemy:&lt;br /&gt;
[[File:Euphrasia non legendary.png|left|thumb|213x213px|Euphrasia examine without Legendary Alchemy]]&amp;lt;!-- As of right now, Legendary Alchemy doesn&#039;t reveal what the ingredient is exactly used for, but this guide provides that for you anyway. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alchemy - Potions ==&lt;br /&gt;
To begin working on Potions with Alchemy, you must first have a Cauldron. To create one, you simply need one iron bar. It only requires Novice (level 1) skill to create.&lt;br /&gt;
&lt;br /&gt;
Then, the gameplay loop for potion making begins. First, you will need ingredients. Potions require two to create, a primary and secondary one.&lt;br /&gt;
&lt;br /&gt;
The best place to harvest a good lot of primary ingredients - being flowers mainly - are in the southern area of the map, however, be careful as the bog is dangerous. You should consistently sneak to avoid triggering ambushes, however with some good kiting, even a witch with just magic missile can handle most ambushes using zad form for quick escaping.&lt;br /&gt;
&lt;br /&gt;
[[File:Patch of flowers.png|left|thumb|429x429px|A small patch of flowers growing in the southern area of the map.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, you&#039;d need secondary ingredients. Those are harder to achieve, but some are easy to attain, like viscera and sinew whilst others are a lot more difficult to obtain, like Gold Dust or Magic Dust. Some of those require some exotic ingredients that are harder to come by.&lt;br /&gt;
&lt;br /&gt;
To create a potion, you must accumulate a total of FIVE points towards that potion by putting two ingredients inside the cauldron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting the ingredients wrong will result in the brew not being able to be made. Also having too low of an alchemy skill will result in the same thing since you&#039;re &#039;not skilled enough to make such potion.&#039; Whilst the Alchemy Manual is mostly WRONG, you can still get a few ideas on how to make things, and how difficult they are to make.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;A complete list of ingredients that can be found in Rotwood Vale, what they&#039;re used for exactly, and how to obtain them.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
All flowers are generally found in the wilderness, and sometimes as static spawns in town - unless specified otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!artemisia&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts- luck potion | 2pts - spd potion | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|atropa&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts- doom poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|matricaria&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - perception pot | 1pt - doom poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|symphitum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - stam poison | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|taraxacum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stam poison | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|euphrasia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - emberwine | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|paris&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|calendula&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mentha&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - intelligence pot | 1pt - stamina pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|urtica&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|salvia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - strength pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|hypericum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stamina pot | 2pts - strong mana pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|benedictus&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - speed pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|valeriana&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary Ingredients ===&lt;br /&gt;
Those ingredients are generally considered harder to obtain. A difficult rating will be given from Easy - Medium - Hard - Bleak, as well as the way to obtain them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!viscera&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
!Can be obtained from butchering a dead creecher OR by grinding sinew (with a 75% chance to get an extra viscera)&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
|water essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence Pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a guaranteed secondary result from grinding a blortz OR can be obtained by grinding fish of any kind OR a 25% chance from grinding non poison berries as a bonus output&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|bone meal&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - mana pot | 2pts - perception pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding tailbones&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|seed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - stam pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding any seed&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|raw essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a Riddle of Steel &lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|coal dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding coal&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|silver dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - antidote | 1pt - strong health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a silver ore&lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|pure essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong mana pot | 2pts - endurance pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are one of almost each essentia (water,fire,air and earth) OR from grinding a saffira&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|fire essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2pts - constitution pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding the fyritius flower. They can be found on mount Decap on the north-western part of the map OR as a 25% chance from grinding coal.&lt;br /&gt;
|Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
|sinew &lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - emberwine | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by butchering creechers&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|iron dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - endurance pot | 2pts - constitution pot | 1pt - strength pot &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding iron ore&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|air essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - stam pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most often with grinding other flowers OR grinding a zad to receive 1 guaranteed with a 33% chance to get another one.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|swampweed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - emberwine | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding swampweed of any kind (dried or not)&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tobacco dust (westleach dust)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - stam pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding westleach leafs&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|earth essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most commonly with seed grinding&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tail bone&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - health pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from butchering any creecher&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|troll horn&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2 pts - constitution pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from killing and butchering trolls of any kind.&lt;br /&gt;
|Hard to Bleak, depending on the troll kind.&lt;br /&gt;
|-&lt;br /&gt;
|gold dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - Strong mana pot | 2pts - constitution pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding gold ore OR as a guaranteed secondary result from grinding gems.&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|feau dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - strong mana pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are two iron dust and one gold dust, resulting in two feau dust&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|alchemical ozium&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts -  strong stam pot | 2pts - luck pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding ozium.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|ozium&lt;br /&gt;
|crafting ingredient&lt;br /&gt;
|Can be obtained by grinding poppies. You can buy poppies from the stockpile for three mammon each&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|sui dust&lt;br /&gt;
|Changes your gender to your choice&lt;br /&gt;
|Can be obtained with Journeyman skill Alchemy, and crafting it at an alchemy station. The requirements are Taraxacum seed, euphrasia seed, hypericum seed and salvia seed. To get those, you just need to grind the respective flowers in the mortar.&lt;br /&gt;
|Medium (because you need time to get the flowers)&lt;br /&gt;
|-&lt;br /&gt;
|purified salts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - strong antidote | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding regular salt.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|mineral dusts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - doom poison | 2pts - strong stam pot | 1pt - strong stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding gems of any kind.&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|berry powder&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - mana pot | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding NON POISON berries.&lt;br /&gt;
|Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alchemy - Transmutations ===&lt;br /&gt;
With specific ores and stones, you can craft upgraded versions of said stones and ores. Here&#039;s a quick list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Recipe&lt;br /&gt;
!Ingredients&lt;br /&gt;
!Result&lt;br /&gt;
!Level requirement&lt;br /&gt;
|-&lt;br /&gt;
|stone to coal&lt;br /&gt;
|4 stones of any kind&lt;br /&gt;
|1 coal&lt;br /&gt;
|Apprentice&lt;br /&gt;
|-&lt;br /&gt;
|coal to iron&lt;br /&gt;
|2 coal&lt;br /&gt;
|1 iron ore&lt;br /&gt;
|Journeyman&lt;br /&gt;
|-&lt;br /&gt;
|iron to gold&lt;br /&gt;
|4 iron ore&lt;br /&gt;
|1 gold ore&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gold to toper&lt;br /&gt;
|2 gold ore, 1 stone&lt;br /&gt;
|1 toper&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|toper to gemerald&lt;br /&gt;
|1 toper, 2 gold ore&lt;br /&gt;
|1 gemerald&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gemerald to saffira&lt;br /&gt;
|1 gemerald, 2 gold ore&lt;br /&gt;
|1 saffira&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|saffira to blortz&lt;br /&gt;
|1 saffira, 2 gold ore&lt;br /&gt;
|1 blortz&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|blortz to diamond&lt;br /&gt;
|2 blortz, 2 gold ore&lt;br /&gt;
|1 diamond&lt;br /&gt;
|Master&lt;br /&gt;
|-&lt;br /&gt;
|diamond to riddle of steel&lt;br /&gt;
|2 dorpel(diamond), 1 iron ore, 1 coal&lt;br /&gt;
|1 riddle of steel&lt;br /&gt;
|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|water to wine&lt;br /&gt;
|1 bottle (empty) , 16 oz of water in a bucket&lt;br /&gt;
|1 bottle full of wine&lt;br /&gt;
|Journeyman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Cheat Sheet ===&lt;br /&gt;
Too lazy to calculate things? Feeling uneasy as to what ingredients you need EXACTLY? Fret not, for I have the the holy cheat sheet for you to dig your lazy paws into!&amp;lt;!-- Note, I recommend inserting the ingredients in the selected order. Sometimes the cauldron can bug out and infinitely boil, requiring admin intervention to fix it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!product&lt;br /&gt;
!ingredients (best possible ingredients - as in cheapest/easiest)&lt;br /&gt;
!special note&lt;br /&gt;
!difficulty to make&lt;br /&gt;
|-&lt;br /&gt;
|Strong Red&lt;br /&gt;
|calendula + viscera&lt;br /&gt;
|You shouldn&#039;t have any issues making this ever.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Strong Green(stamina)&lt;br /&gt;
|alchemical ozium + benedictus&lt;br /&gt;
|Mortar poppies which you can get from the stockpile for 3m each for ozium, mortar the ozium for alchemical ozium&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Strong Blue (mana)&lt;br /&gt;
|1 hypericum + 1 purified salt + 1 berry powder + 1 water essentia&lt;br /&gt;
|Arguably the easiest possible combination to get strong blue. The ingredients are all accessible. Mortar salt to get purified salt, regular berry to get berry powder, and 1 fish to get water essentia.&lt;br /&gt;
|Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
|Doom Poison&lt;br /&gt;
|mineral dusts + atropa&lt;br /&gt;
|Absolutely no alternatives, a very expensive recipe requiring you to crush a gem for it. Expensive as in, if you were to straight up buy a gem from the silverface at the merchant&#039;s. You can totally work with a miner to get a toper easily. If you do, then this is absurdly easy to achieve, even early on in the round.&lt;br /&gt;
|Easy to Bleak depending on if there&#039;s a miner present&lt;br /&gt;
|-&lt;br /&gt;
|Strength Potion&lt;br /&gt;
|fire essentia + salvia&lt;br /&gt;
|Yet another very useful potion that you could sell to knights or bandits for a high mark up, which for the effort put into it, is honestly laughable. You can easily get fire dust by going to Mount Decap (NW of map), getting some fyritius flowers from the odd flower patches, then just going into town and then grab some salvia literally at the steward&#039;s place. &lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Perception Potion&lt;br /&gt;
|mentha + tobacco dust (westleech dust)&lt;br /&gt;
|Yet another very useful potion that you could sell to wardens or archers for a high mark up. Even easier than the strength potion with the caveat that it&#039;s slightly harder to find metha in the wild. Westleech you can easily find brutally easy around in the south bog with static spawns about literally anywhere.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence Potion&lt;br /&gt;
|water essentia + mentha&lt;br /&gt;
|If you make this for the court magos, expect to get paid a good handful of gold coins. Brutally easy to make, just ask a fisherman or someone who could fish (or just do it yourself) to get you a fish, grind it into water essentia, then dump it into the pot with some mentha. The reason why this will not be easy is because you need to spend a tiny bit of time fishing and that could slow down the pace of your potion factory.&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Constitution Potion&lt;br /&gt;
|earth essentia + salvia&lt;br /&gt;
|Easily attained by just grinding a few seeds or something coupled with salvia. And not even seeds, some other mortar recipes result in earth essentia, too!&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Endurance Potion&lt;br /&gt;
|iron dust + calendula&lt;br /&gt;
|A bit of a higher requirement, needing you to grind some iron ore to get, with a chance to get a bonus iron dust too, this is considerably a tiny bit harder to achieve due to the fact you need to get an iron ore. But with a miner present? This is trivial. If not, just buy it from the stockpile.&lt;br /&gt;
|Baby-Witch easy to medium&lt;br /&gt;
|-&lt;br /&gt;
|Speed Potion&lt;br /&gt;
|air essentia + euphrasia&lt;br /&gt;
|Yet another very useful potion that you could sell to about anyone - especially rogues - for a decent mark up. To get air essentia very easily, all you have to do is just grind poppies for ozium, and you will likely get some as a bonus product. The reason it&#039;s not easier than easy, is because you can get unlucky and just get none.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|Fortune Potion&lt;br /&gt;
|artemisia + alchemical ozium&lt;br /&gt;
|A very useful potion you could sell - or straight up give for free in exchange for those sweet stones - to your miner friend so they can find even better ores more easily. Just like strong green, just grind poppies from the stockpile.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Emberwine&lt;br /&gt;
|sinew + euphrasia&lt;br /&gt;
|yeah we both know why you want to do this.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Stats&amp;diff=656</id>
		<title>Guide to Stats</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Stats&amp;diff=656"/>
		<updated>2025-09-13T22:19:00Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Due to popular demand, this page/guide will help people understand how stats work, what virtues you can pick, what special traits exist and what they do, and so on.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Stats are rolled at the start of the round. They cannot be modified in any way permanently (unless an admin decides to have fun with you), though, they can be raised with stat-boosting pots.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;, strength is most relevant for melee combat.&lt;br /&gt;
&lt;br /&gt;
* Influences the damage of your punches.&lt;br /&gt;
* Influences the damage of your bites.&lt;br /&gt;
* Determines whether you can carry some items (usually weapons) without dropping them.&lt;br /&gt;
* Determines if your target is shoved lightly or far away when disarmed, checked against their CON.&lt;br /&gt;
* Determines if you&#039;re slowed down when fireman carrying someone.&lt;br /&gt;
** STR must be 10 or higher, or 8 if you&#039;re using both hands.&lt;br /&gt;
* Determines how fast you can draw a bow.&lt;br /&gt;
* Determines how fast you can cock a crossbow.&lt;br /&gt;
* Influences the chances of escaping a maneater.&lt;br /&gt;
* Influences how many times you need to kick a door to break it&#039;s lock.&lt;br /&gt;
* Determines how fast you can raise or lower a gate via winch.&lt;br /&gt;
* Determines how fast you can flip a lever.&lt;br /&gt;
* Influences the chance of ripping sleeves off your clothes.&lt;br /&gt;
* Influences the chance of successfully extracting seeds from wheat or oat stalks without farming skill.&lt;br /&gt;
* Determines how effective choking a victim will be per attempt at strangulation.&lt;br /&gt;
* Influences the chance of wrestling someone to the floor and the chance to pin them.&lt;br /&gt;
* Influences the chance of successfully upgrading your grab against someone, or resisting such while combat mode is active.&lt;br /&gt;
* Influences the chance of successfully resisting out of being grabbed, or the inverse.&lt;br /&gt;
* Influences the chance of knocking someone over by sprinting into them, combined with CON and the distance sprinted, or resisting such.&lt;br /&gt;
* Influences the chance of successfully parrying heavy weapons used against you.&lt;br /&gt;
* Determines how far you can throw items.&lt;br /&gt;
* Decreases the amount of stamina used when smithing items.&lt;br /&gt;
* Allows you to quickly break out of being cuffed to a chair if your STR is above 15.&lt;br /&gt;
* Allows you to resist out of cuffs quicker if your STR is above 10, or instantly if above 15.&lt;br /&gt;
* Allows you to break out of a pillory if your STR is above 18.&lt;br /&gt;
* Will debuff the mood of anyone paranoid if you&#039;re stronger than them and they examine you.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;PER&amp;lt;/code&amp;gt;, perception influences ranged attacks and spotting hidden people.&lt;br /&gt;
&lt;br /&gt;
* Determines how likely you are to resist being pickpocketed.&lt;br /&gt;
* Allows you to determine if someone is viewing you through a scrying orb if your PER is above 11, their identity is revealed at 15 and over.&lt;br /&gt;
* Determines the damage of arrows shot from a bow.&lt;br /&gt;
* Influences how fast you can draw a bow.&lt;br /&gt;
* Influences how fast you can aim a crossbow.&lt;br /&gt;
* Influences chances to succeed in picking locks.&lt;br /&gt;
* Determines whether or not you have full FOV; PER lower than 5 will suffer a reduced vision cone.&lt;br /&gt;
* Determines how long it takes to look around.&lt;br /&gt;
* Influences whether or not you will spot someone sneaking while looking around, checked against their sneaking skill.&lt;br /&gt;
* Influences the chance of finding tracks/footprints left by people.&lt;br /&gt;
* Influences the chance to hit someone with melee attacks.&lt;br /&gt;
* Influences the chance of deftly smithing a bar.&lt;br /&gt;
* Determines whether you know the voice of someone messaging you.&lt;br /&gt;
&lt;br /&gt;
=== Intelligence ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;INT&amp;lt;/code&amp;gt;, intelligence principally affects magic, but also skill gain.&lt;br /&gt;
&lt;br /&gt;
* Influences skill gain for the following when practiced:&lt;br /&gt;
** Lumberjacking&lt;br /&gt;
** Mining&lt;br /&gt;
** Blacksmithing&lt;br /&gt;
** Weaponsmithing&lt;br /&gt;
** Armorsmithing&lt;br /&gt;
** Farming&lt;br /&gt;
** Fishing&lt;br /&gt;
** Butchery&lt;br /&gt;
** Sewing&lt;br /&gt;
** Stealing&lt;br /&gt;
** Climbing&lt;br /&gt;
** Athletics&lt;br /&gt;
** Tracking&lt;br /&gt;
** Lockpicking&lt;br /&gt;
** Medicine&lt;br /&gt;
** Weapon skills (when training on a dummy, or attacking someone else)&lt;br /&gt;
* Determines whether or not you can craft some difficult items despite no relevant skills in that area.&lt;br /&gt;
* Determines the amount of skill points you gain by sleeping.&lt;br /&gt;
* Influences whether or not you will successfully feint a target, or resist such efforts, checked against the other user&#039;s INT.&lt;br /&gt;
* Influences resisting a Vampire Lord&#039;s transfix spell, checked against their blood magic skill.&lt;br /&gt;
* Influences how fast you can charge a spell.&lt;br /&gt;
&lt;br /&gt;
=== Constitution ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;, constitution is the stat directly related to natural defense.&lt;br /&gt;
&lt;br /&gt;
* Influences the chance of knocking someone over by sprinting into them, combined with STR and the distance sprinted, or resisting such.&lt;br /&gt;
* Influences the distance someone can throw you, checked against the attacker&#039;s STR.&lt;br /&gt;
* Determines how you get shoved when disarmed by an attacker, checked against their STR.&lt;br /&gt;
* Influences whether you scream or grunt when damaged.&lt;br /&gt;
* Influences how much damage your limbs take.&lt;br /&gt;
&lt;br /&gt;
=== Endurance ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;END (now WIL)&amp;lt;/code&amp;gt;, endurance primarily affects stamina and fatigue.&lt;br /&gt;
&lt;br /&gt;
* Determines how much overall stamina you have.&lt;br /&gt;
* Influences how long you can resist an inquisitor extracting a confession from you.&lt;br /&gt;
* Influences how much pain you can resist before falling to the floor.&lt;br /&gt;
&lt;br /&gt;
=== Speed ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;SPD&amp;lt;/code&amp;gt;, speed determines how fast your character actually moves.&lt;br /&gt;
&lt;br /&gt;
* Determines how fast you move while walking or running.&lt;br /&gt;
* Influences how fast you climb up or down.&lt;br /&gt;
* Influences how likely you are to dodge an attack when dodging is enabled.&lt;br /&gt;
* Influences the chance of striking someone with a fast weapon, or parrying such.&lt;br /&gt;
* Influences how fast you put clothes on or take them off.&lt;br /&gt;
* Determines whether or not you can catch zads or rats barehanded.&lt;br /&gt;
&lt;br /&gt;
=== Fortune ===&lt;br /&gt;
Fortune is mostly relevant for mining loot and critical hits, represented as &amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Determines whether you&#039;re blessed with good luck (FOR &amp;gt; 10) or cursed with bad luck (FOR &amp;lt; 10).&lt;br /&gt;
* Good luck will:&lt;br /&gt;
** Decrease the frequency of critical crafting failures.&lt;br /&gt;
** Increase the frequency of ore rocks dropping from mining stone.&lt;br /&gt;
** Increase the likelihood of critical hits against a target.&lt;br /&gt;
* Bad luck will:&lt;br /&gt;
** Cause mantraps to snap over your hand when you attempt to disarm them.&lt;br /&gt;
** Increase the likelihood of missing attacks completely.&lt;br /&gt;
** Increase the likelihood of smithing lower quality items.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Here is - pretty much - full list of all the traits available in the game, and what they all do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Leprosy&lt;br /&gt;
|Your stats are severely reduced and everyone examining you knows you&#039;re a leper.&lt;br /&gt;
|-&lt;br /&gt;
|Webwalker&lt;br /&gt;
|Spider webs do not impede you.&lt;br /&gt;
|-&lt;br /&gt;
|Dead Nose&lt;br /&gt;
|Miasma does not make you sick.&lt;br /&gt;
|-&lt;br /&gt;
|High Jumping&lt;br /&gt;
|You can jump to platforms above you.&lt;br /&gt;
|-&lt;br /&gt;
|Leaper&lt;br /&gt;
|The range of your leaps (running jumps) are increased dramatically.&lt;br /&gt;
|-&lt;br /&gt;
|Nosey&lt;br /&gt;
|Victims struggle to resist out of their nose being grabbed.&lt;br /&gt;
|-&lt;br /&gt;
|Nutcracker&lt;br /&gt;
|Groin strikes are twice as effective.&lt;br /&gt;
|-&lt;br /&gt;
|Appraiser&lt;br /&gt;
|Examining items will tell you how much it&#039;s worth within a margin of error. The Skilled Appraiser trait suffers a much smaller margin.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Bite&lt;br /&gt;
|Doubles the effectiveness of your bites.&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blooded&lt;br /&gt;
|Grants you the title of &#039;noble&#039; with a daily stipend of about 15-20 mammon.&lt;br /&gt;
|-&lt;br /&gt;
|Empath&lt;br /&gt;
|Allows you to determine if someone is stressed, and able to tell how injured they are better than others.&lt;br /&gt;
|-&lt;br /&gt;
|Battle Ready&lt;br /&gt;
|Combat mode does not passively fatigue you.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reflexes&lt;br /&gt;
|Your chance to dodge attacks is increased.&lt;br /&gt;
|-&lt;br /&gt;
|Deceiving Meekness&lt;br /&gt;
|People examining your strength will be misled.&lt;br /&gt;
|-&lt;br /&gt;
|Critical Resistance&lt;br /&gt;
|Critical strikes against you are less likely to occur.&lt;br /&gt;
|-&lt;br /&gt;
|Critical Weakness&lt;br /&gt;
|Critical strikes against you are more likely to occur.&lt;br /&gt;
|-&lt;br /&gt;
|Indefatigable&lt;br /&gt;
|Your stamina will never drain. &#039;&#039;&#039;This only really applies to particular antagonists.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Nudist&lt;br /&gt;
|You cannot wear particular clothes.&lt;br /&gt;
|-&lt;br /&gt;
|Inhumen Digestion&lt;br /&gt;
|Raw, rotten, or poisonous foods don&#039;t impact you. You can also drink murky water.&lt;br /&gt;
|-&lt;br /&gt;
|Beastly Digestion&lt;br /&gt;
|Same as Inhumen Digestion minus the ability to eat poisonous foods.&lt;br /&gt;
|-&lt;br /&gt;
|Fall Damage Resistance&lt;br /&gt;
|You take less damage from falling into open spaces. Another variant of this trait lets you resist all fall damage.&lt;br /&gt;
|-&lt;br /&gt;
|Disfigured&lt;br /&gt;
|You are unrecognizable and appear as &amp;quot;Unknown&amp;quot;. This can be corrected with surgery(?).&lt;br /&gt;
|-&lt;br /&gt;
|Missing Nose&lt;br /&gt;
|Your nose is missing, fatigue penalties are increased.&lt;br /&gt;
|-&lt;br /&gt;
|Bewitched&lt;br /&gt;
|You are unable to cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Magic&lt;br /&gt;
|You are resistant to magic attacks against you.&lt;br /&gt;
|-&lt;br /&gt;
|Non-Detection&lt;br /&gt;
|You cannot be viewed through a scrying orb.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Immunity&lt;br /&gt;
|You cannot be stunned by electrical sources such as the Master Rod or a mage&#039;s lightning bolt.&lt;br /&gt;
|-&lt;br /&gt;
|Fatal Insomnia&lt;br /&gt;
|You are incapable of sleeping.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Sleeper&lt;br /&gt;
|You go to sleep and wake up much faster than normal.&lt;br /&gt;
|-&lt;br /&gt;
|Fabled Lover&lt;br /&gt;
|Awards triumphs for banging, once per person per round. You can also clean people with soap comfortably.&lt;br /&gt;
|-&lt;br /&gt;
|Seed Knower&lt;br /&gt;
|You can identify seeds by examining them.&lt;br /&gt;
|-&lt;br /&gt;
|Squire Knowledge&lt;br /&gt;
|Allows you to maintain armor with polishing cream and a brush.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Tracker&lt;br /&gt;
|Tracks left by players will always be exposed to you when looking for them, and you can glean all details from examining them.&lt;br /&gt;
|-&lt;br /&gt;
|Water Breathing&lt;br /&gt;
|Resting in water doesn&#039;t drown you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Patron Specific Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Patron&lt;br /&gt;
|-&lt;br /&gt;
|Astrata&#039;s Chosen&lt;br /&gt;
|Allows you to wear holy priest vestments, otherwise you&#039;re set on fire. This trait only applies to the priest and Heartfelt Prior roles.&lt;br /&gt;
|Astrata&lt;br /&gt;
|-&lt;br /&gt;
|Night Owl&lt;br /&gt;
|You get a mood buff at night.&lt;br /&gt;
|Noc&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Noc&lt;br /&gt;
|You can see a bit better in darkness.&lt;br /&gt;
|Noc&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Pestra&lt;br /&gt;
|You can safely eat rotten food.&lt;br /&gt;
|Pestra&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Dendor&lt;br /&gt;
|Kneestingers do nothing to you.&lt;br /&gt;
|Dendor&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Necra&lt;br /&gt;
|Examining a player&#039;s corpse will tell you if their client still exists. It&#039;s a bit useless since their soul is kicked out when they zombify pretty quickly.&lt;br /&gt;
|Necra&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Abyssor&lt;br /&gt;
|Swimming fatigues you less.&lt;br /&gt;
|Abyssor&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Xylix&lt;br /&gt;
|You can speak and understand the Trickster&#039;s Tongue language.&lt;br /&gt;
|Xylix&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Graggar&lt;br /&gt;
|You can safely eat organs.&lt;br /&gt;
|Graggar&lt;br /&gt;
|-&lt;br /&gt;
|Anointed&lt;br /&gt;
|You can recognize other followers of Graggar and they can recognize you in turn.&lt;br /&gt;
|Graggar&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Matthios&lt;br /&gt;
|You can recognize other followers of Matthios and they can recognize you in turn.&lt;br /&gt;
|Matthios&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Baotha&lt;br /&gt;
|You cannot overdose.&lt;br /&gt;
|Baotha&lt;br /&gt;
|-&lt;br /&gt;
|Fallen&lt;br /&gt;
|You can recognize other followers of Baotha and they can recognize you in turn.&lt;br /&gt;
|Baotha&lt;br /&gt;
|-&lt;br /&gt;
|Of the Cabal&lt;br /&gt;
|You can recognize other followers of Zizo and they can recognize you in turn.&lt;br /&gt;
|Zizo&lt;br /&gt;
|-&lt;br /&gt;
|Veiled Whispers&lt;br /&gt;
|You are notified whenever a player dies; though you aren&#039;t told exactly where or how. This trait only applies to classes/characters capable of casting miracles.&lt;br /&gt;
|Necra/Zizo/Witch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Traits ===&lt;br /&gt;
Those traits are normally rare to obtain, require a special virtue, admin abused, or unobtainable normally.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Jesterphobic&lt;br /&gt;
|Examining the jester freaks you out.&lt;br /&gt;
|-&lt;br /&gt;
|Xenophobic&lt;br /&gt;
|You&#039;re racist. Examining anyone that isn&#039;t your race debuffs your mood.&lt;br /&gt;
|-&lt;br /&gt;
|Tolerant&lt;br /&gt;
|You don&#039;t have any opinion on shunned races.&lt;br /&gt;
|-&lt;br /&gt;
|Beautiful&lt;br /&gt;
|People get a mood buff when examining you.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Mood&lt;br /&gt;
|All negative mood penalties are doubled.&lt;br /&gt;
|-&lt;br /&gt;
|Tavern Brawler&lt;br /&gt;
|Your punches deal much more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Annoying Face&lt;br /&gt;
|[[File:Sans..png|center|thumb]](you speak in comic sans)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guides&amp;diff=655</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guides&amp;diff=655"/>
		<updated>2025-09-13T16:02:41Z</updated>

		<summary type="html">&lt;p&gt;Mario: minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt; Guides are a medium WIP &amp;lt;/h2&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Role Guides&lt;br /&gt;
!&lt;br /&gt;
!Antagonist Guides&lt;br /&gt;
!&lt;br /&gt;
!Recipies&lt;br /&gt;
!&lt;br /&gt;
!Other Guides&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Smithing]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Cultist|&amp;lt;s&amp;gt;Guide to Cultist&amp;lt;/s&amp;gt;]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Crafting]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Fighting]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Farming]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Maniac|&amp;lt;s&amp;gt;Guide to Maniac&amp;lt;/s&amp;gt;]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Alchemy]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Surgery|Guide to Healing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Cooking]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Banditry]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Arcane Crafts]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Magic]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Nightbeasts]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Enchanting]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Summoning]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Rulership]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Leatherwork]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Spells]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Roleplay Guide]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Sewing]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Economy]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Artifice]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Stats]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Carpentry]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;u&amp;gt;The crossed out guides are related to things that are currently disabled.&amp;lt;/u&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Stats&amp;diff=654</id>
		<title>Guide to Stats</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Stats&amp;diff=654"/>
		<updated>2025-09-13T14:50:34Z</updated>

		<summary type="html">&lt;p&gt;Mario: added the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Due to popular demand, this page/guide will help people understand how stats work, what virtues you can pick, what special traits exist and what they do, and so on.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Stats are rolled at the start of the round. They cannot be modified in any way permanently (unless an admin decides to have fun with you), though, they can be raised with stat-boosting pots.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;STR&amp;lt;/code&amp;gt;, strength is most relevant for melee combat.&lt;br /&gt;
&lt;br /&gt;
* Influences the damage of your punches.&lt;br /&gt;
* Influences the damage of your bites.&lt;br /&gt;
* Determines whether you can carry some items (usually weapons) without dropping them.&lt;br /&gt;
* Determines if your target is shoved lightly or far away when disarmed, checked against their CON.&lt;br /&gt;
* Determines if you&#039;re slowed down when fireman carrying someone.&lt;br /&gt;
** STR must be 10 or higher, or 8 if you&#039;re using both hands.&lt;br /&gt;
* Determines how fast you can draw a bow.&lt;br /&gt;
* Determines how fast you can cock a crossbow.&lt;br /&gt;
* Influences the chances of escaping a maneater.&lt;br /&gt;
* Influences how many times you need to kick a door to break it&#039;s lock.&lt;br /&gt;
* Determines how fast you can raise or lower a gate via winch.&lt;br /&gt;
* Determines how fast you can flip a lever.&lt;br /&gt;
* Influences the chance of ripping sleeves off your clothes.&lt;br /&gt;
* Influences the chance of successfully extracting seeds from wheat or oat stalks without farming skill.&lt;br /&gt;
* Determines how effective choking a victim will be per attempt at strangulation.&lt;br /&gt;
* Influences the chance of wrestling someone to the floor and the chance to pin them.&lt;br /&gt;
* Influences the chance of successfully upgrading your grab against someone, or resisting such while combat mode is active.&lt;br /&gt;
* Influences the chance of successfully resisting out of being grabbed, or the inverse.&lt;br /&gt;
* Influences the chance of knocking someone over by sprinting into them, combined with CON and the distance sprinted, or resisting such.&lt;br /&gt;
* Influences the chance of successfully parrying heavy weapons used against you.&lt;br /&gt;
* Determines how far you can throw items.&lt;br /&gt;
* Decreases the amount of stamina used when smithing items.&lt;br /&gt;
* Allows you to quickly break out of being cuffed to a chair if your STR is above 15.&lt;br /&gt;
* Allows you to resist out of cuffs quicker if your STR is above 10, or instantly if above 15.&lt;br /&gt;
* Allows you to break out of a pillory if your STR is above 18.&lt;br /&gt;
* Will debuff the mood of anyone paranoid if you&#039;re stronger than them and they examine you.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;PER&amp;lt;/code&amp;gt;, perception influences ranged attacks and spotting hidden people.&lt;br /&gt;
&lt;br /&gt;
* Determines how likely you are to resist being pickpocketed.&lt;br /&gt;
* Allows you to determine if someone is viewing you through a scrying orb if your PER is above 11, their identity is revealed at 15 and over.&lt;br /&gt;
* Determines the damage of arrows shot from a bow.&lt;br /&gt;
* Influences how fast you can draw a bow.&lt;br /&gt;
* Influences how fast you can aim a crossbow.&lt;br /&gt;
* Influences chances to succeed in picking locks.&lt;br /&gt;
* Determines whether or not you have full FOV; PER lower than 5 will suffer a reduced vision cone.&lt;br /&gt;
* Determines how long it takes to look around.&lt;br /&gt;
* Influences whether or not you will spot someone sneaking while looking around, checked against their sneaking skill.&lt;br /&gt;
* Influences the chance of finding tracks/footprints left by people.&lt;br /&gt;
* Influences the chance to hit someone with melee attacks.&lt;br /&gt;
* Influences the chance of deftly smithing a bar.&lt;br /&gt;
* Determines whether you know the voice of someone messaging you.&lt;br /&gt;
&lt;br /&gt;
=== Intelligence ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;INT&amp;lt;/code&amp;gt;, intelligence principally affects magic, but also skill gain.&lt;br /&gt;
&lt;br /&gt;
* Influences skill gain for the following when practiced:&lt;br /&gt;
** Lumberjacking&lt;br /&gt;
** Mining&lt;br /&gt;
** Blacksmithing&lt;br /&gt;
** Weaponsmithing&lt;br /&gt;
** Armorsmithing&lt;br /&gt;
** Farming&lt;br /&gt;
** Fishing&lt;br /&gt;
** Butchery&lt;br /&gt;
** Sewing&lt;br /&gt;
** Stealing&lt;br /&gt;
** Climbing&lt;br /&gt;
** Athletics&lt;br /&gt;
** Tracking&lt;br /&gt;
** Lockpicking&lt;br /&gt;
** Medicine&lt;br /&gt;
** Weapon skills (when training on a dummy, or attacking someone else)&lt;br /&gt;
* Determines whether or not you can craft some difficult items despite no relevant skills in that area.&lt;br /&gt;
* Determines the amount of skill points you gain by sleeping.&lt;br /&gt;
* Influences whether or not you will successfully feint a target, or resist such efforts, checked against the other user&#039;s INT.&lt;br /&gt;
* Influences resisting a Vampire Lord&#039;s transfix spell, checked against their blood magic skill.&lt;br /&gt;
* Influences how fast you can charge a spell.&lt;br /&gt;
&lt;br /&gt;
=== Constitution ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;CON&amp;lt;/code&amp;gt;, constitution is the stat directly related to natural defense.&lt;br /&gt;
&lt;br /&gt;
* Influences the chance of knocking someone over by sprinting into them, combined with STR and the distance sprinted, or resisting such.&lt;br /&gt;
* Influences the distance someone can throw you, checked against the attacker&#039;s STR.&lt;br /&gt;
* Determines how you get shoved when disarmed by an attacker, checked against their STR.&lt;br /&gt;
* Influences whether you scream or grunt when damaged.&lt;br /&gt;
* Influences how much damage your limbs take.&lt;br /&gt;
&lt;br /&gt;
=== Endurance ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;END&amp;lt;/code&amp;gt;, endurance primarily affects stamina and fatigue.&lt;br /&gt;
&lt;br /&gt;
* Determines how much overall stamina you have.&lt;br /&gt;
* Influences how long you can resist an inquisitor extracting a confession from you.&lt;br /&gt;
* Influences how much pain you can resist before falling to the floor.&lt;br /&gt;
&lt;br /&gt;
=== Speed ===&lt;br /&gt;
Represented as &amp;lt;code&amp;gt;SPD&amp;lt;/code&amp;gt;, speed determines how fast your character actually moves.&lt;br /&gt;
&lt;br /&gt;
* Determines how fast you move while walking or running.&lt;br /&gt;
* Influences how fast you climb up or down.&lt;br /&gt;
* Influences how likely you are to dodge an attack when dodging is enabled.&lt;br /&gt;
* Influences the chance of striking someone with a fast weapon, or parrying such.&lt;br /&gt;
* Influences how fast you put clothes on or take them off.&lt;br /&gt;
* Determines whether or not you can catch zads or rats barehanded.&lt;br /&gt;
&lt;br /&gt;
=== Fortune ===&lt;br /&gt;
Fortune is mostly relevant for mining loot and critical hits, represented as &amp;lt;code&amp;gt;FOR&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Determines whether you&#039;re blessed with good luck (FOR &amp;gt; 10) or cursed with bad luck (FOR &amp;lt; 10).&lt;br /&gt;
* Good luck will:&lt;br /&gt;
** Decrease the frequency of critical crafting failures.&lt;br /&gt;
** Increase the frequency of ore rocks dropping from mining stone.&lt;br /&gt;
** Increase the likelihood of critical hits against a target.&lt;br /&gt;
* Bad luck will:&lt;br /&gt;
** Cause mantraps to snap over your hand when you attempt to disarm them.&lt;br /&gt;
** Increase the likelihood of missing attacks completely.&lt;br /&gt;
** Increase the likelihood of smithing lower quality items.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Here is - pretty much - full list of all the traits available in the game, and what they all do.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Leprosy&lt;br /&gt;
|Your stats are severely reduced and everyone examining you knows you&#039;re a leper.&lt;br /&gt;
|-&lt;br /&gt;
|Webwalker&lt;br /&gt;
|Spider webs do not impede you.&lt;br /&gt;
|-&lt;br /&gt;
|Dead Nose&lt;br /&gt;
|Miasma does not make you sick.&lt;br /&gt;
|-&lt;br /&gt;
|High Jumping&lt;br /&gt;
|You can jump to platforms above you.&lt;br /&gt;
|-&lt;br /&gt;
|Leaper&lt;br /&gt;
|The range of your leaps (running jumps) are increased dramatically.&lt;br /&gt;
|-&lt;br /&gt;
|Nosey&lt;br /&gt;
|Victims struggle to resist out of their nose being grabbed.&lt;br /&gt;
|-&lt;br /&gt;
|Nutcracker&lt;br /&gt;
|Groin strikes are twice as effective.&lt;br /&gt;
|-&lt;br /&gt;
|Appraiser&lt;br /&gt;
|Examining items will tell you how much it&#039;s worth within a margin of error. The Skilled Appraiser trait suffers a much smaller margin.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Bite&lt;br /&gt;
|Doubles the effectiveness of your bites.&lt;br /&gt;
|-&lt;br /&gt;
|Noble Blooded&lt;br /&gt;
|Grants you the title of &#039;noble&#039; with a daily stipend of about 15-20 mammon.&lt;br /&gt;
|-&lt;br /&gt;
|Empath&lt;br /&gt;
|Allows you to determine if someone is stressed, and able to tell how injured they are better than others.&lt;br /&gt;
|-&lt;br /&gt;
|Battle Ready&lt;br /&gt;
|Combat mode does not passively fatigue you.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Reflexes&lt;br /&gt;
|Your chance to dodge attacks is increased.&lt;br /&gt;
|-&lt;br /&gt;
|Deceiving Meekness&lt;br /&gt;
|People examining your strength will be misled.&lt;br /&gt;
|-&lt;br /&gt;
|Critical Resistance&lt;br /&gt;
|Critical strikes against you are less likely to occur.&lt;br /&gt;
|-&lt;br /&gt;
|Critical Weakness&lt;br /&gt;
|Critical strikes against you are more likely to occur.&lt;br /&gt;
|-&lt;br /&gt;
|Indefatigable&lt;br /&gt;
|Your stamina will never drain. &#039;&#039;&#039;This only really applies to particular antagonists.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Nudist&lt;br /&gt;
|You cannot wear particular clothes.&lt;br /&gt;
|-&lt;br /&gt;
|Inhumen Digestion&lt;br /&gt;
|Raw, rotten, or poisonous foods don&#039;t impact you. You can also drink murky water.&lt;br /&gt;
|-&lt;br /&gt;
|Beastly Digestion&lt;br /&gt;
|Same as Inhumen Digestion minus the ability to eat poisonous foods.&lt;br /&gt;
|-&lt;br /&gt;
|Fall Damage Resistance&lt;br /&gt;
|You take less damage from falling into open spaces. Another variant of this trait lets you resist all fall damage.&lt;br /&gt;
|-&lt;br /&gt;
|Disfigured&lt;br /&gt;
|You are unrecognizable and appear as &amp;quot;Unknown&amp;quot;. This can be corrected with surgery(?).&lt;br /&gt;
|-&lt;br /&gt;
|Missing Nose&lt;br /&gt;
|Your nose is missing, fatigue penalties are increased.&lt;br /&gt;
|-&lt;br /&gt;
|Bewitched&lt;br /&gt;
|You are unable to cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|Anti-Magic&lt;br /&gt;
|You are resistant to magic attacks against you.&lt;br /&gt;
|-&lt;br /&gt;
|Non-Detection&lt;br /&gt;
|You cannot be viewed through a scrying orb.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Immunity&lt;br /&gt;
|You cannot be stunned by electrical sources such as the Master Rod or a mage&#039;s lightning bolt.&lt;br /&gt;
|-&lt;br /&gt;
|Fatal Insomnia&lt;br /&gt;
|You are incapable of sleeping.&lt;br /&gt;
|-&lt;br /&gt;
|Fast Sleeper&lt;br /&gt;
|You go to sleep and wake up much faster than normal.&lt;br /&gt;
|-&lt;br /&gt;
|Fabled Lover&lt;br /&gt;
|Awards triumphs for banging, once per person per round. You can also clean people with soap comfortably.&lt;br /&gt;
|-&lt;br /&gt;
|Seed Knower&lt;br /&gt;
|You can identify seeds by examining them.&lt;br /&gt;
|-&lt;br /&gt;
|Squire Knowledge&lt;br /&gt;
|Allows you to maintain armor with polishing cream and a brush.&lt;br /&gt;
|-&lt;br /&gt;
|Perfect Tracker&lt;br /&gt;
|Tracks left by players will always be exposed to you when looking for them, and you can glean all details from examining them.&lt;br /&gt;
|-&lt;br /&gt;
|Water Breathing&lt;br /&gt;
|Resting in water doesn&#039;t drown you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Patron Specific Traits ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Patron&lt;br /&gt;
|-&lt;br /&gt;
|Astrata&#039;s Chosen&lt;br /&gt;
|Allows you to wear holy priest vestments, otherwise you&#039;re set on fire. This trait only applies to the priest and Heartfelt Prior roles.&lt;br /&gt;
|Astrata&lt;br /&gt;
|-&lt;br /&gt;
|Night Owl&lt;br /&gt;
|You get a mood buff at night.&lt;br /&gt;
|Noc&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Noc&lt;br /&gt;
|You can see a bit better in darkness.&lt;br /&gt;
|Noc&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Pestra&lt;br /&gt;
|You can safely eat rotten food.&lt;br /&gt;
|Pestra&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Dendor&lt;br /&gt;
|Kneestingers do nothing to you.&lt;br /&gt;
|Dendor&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Necra&lt;br /&gt;
|Examining a player&#039;s corpse will tell you if their client still exists. It&#039;s a bit useless since their soul is kicked out when they zombify pretty quickly.&lt;br /&gt;
|Necra&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Abyssor&lt;br /&gt;
|Swimming fatigues you less.&lt;br /&gt;
|Abyssor&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Xylix&lt;br /&gt;
|You can speak and understand the Trickster&#039;s Tongue language.&lt;br /&gt;
|Xylix&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Graggar&lt;br /&gt;
|You can safely eat organs.&lt;br /&gt;
|Graggar&lt;br /&gt;
|-&lt;br /&gt;
|Anointed&lt;br /&gt;
|You can recognize other followers of Graggar and they can recognize you in turn.&lt;br /&gt;
|Graggar&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Matthios&lt;br /&gt;
|You can recognize other followers of Matthios and they can recognize you in turn.&lt;br /&gt;
|Matthios&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Baotha&lt;br /&gt;
|You cannot overdose.&lt;br /&gt;
|Baotha&lt;br /&gt;
|-&lt;br /&gt;
|Fallen&lt;br /&gt;
|You can recognize other followers of Baotha and they can recognize you in turn.&lt;br /&gt;
|Baotha&lt;br /&gt;
|-&lt;br /&gt;
|Of the Cabal&lt;br /&gt;
|You can recognize other followers of Zizo and they can recognize you in turn.&lt;br /&gt;
|Zizo&lt;br /&gt;
|-&lt;br /&gt;
|Veiled Whispers&lt;br /&gt;
|You are notified whenever a player dies; though you aren&#039;t told exactly where or how. This trait only applies to classes/characters capable of casting miracles.&lt;br /&gt;
|Necra/Zizo/Witch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Traits ===&lt;br /&gt;
Those traits are normally rare to obtain, require a special virtue, admin abused, or unobtainable normally.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Jesterphobic&lt;br /&gt;
|Examining the jester freaks you out.&lt;br /&gt;
|-&lt;br /&gt;
|Xenophobic&lt;br /&gt;
|You&#039;re racist. Examining anyone that isn&#039;t your race debuffs your mood.&lt;br /&gt;
|-&lt;br /&gt;
|Tolerant&lt;br /&gt;
|You don&#039;t have any opinion on shunned races.&lt;br /&gt;
|-&lt;br /&gt;
|Beautiful&lt;br /&gt;
|People get a mood buff when examining you.&lt;br /&gt;
|-&lt;br /&gt;
|Bad Mood&lt;br /&gt;
|All negative mood penalties are doubled.&lt;br /&gt;
|-&lt;br /&gt;
|Tavern Brawler&lt;br /&gt;
|Your punches deal much more damage.&lt;br /&gt;
|-&lt;br /&gt;
|Annoying Face&lt;br /&gt;
|[[File:Sans..png|center|thumb]](you speak in comic sans)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Sans..png&amp;diff=653</id>
		<title>File:Sans..png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Sans..png&amp;diff=653"/>
		<updated>2025-09-13T14:49:57Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;sans.&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guides&amp;diff=652</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guides&amp;diff=652"/>
		<updated>2025-09-13T14:34:08Z</updated>

		<summary type="html">&lt;p&gt;Mario: added guide to stats (wip)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1&amp;gt; Guides are a medium WIP &amp;lt;/h2&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Role Guides&lt;br /&gt;
!&lt;br /&gt;
!Antagonist Guides&lt;br /&gt;
!&lt;br /&gt;
!Recipies&lt;br /&gt;
!&lt;br /&gt;
!Other Guides&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Smithing]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Cultist|&amp;lt;s&amp;gt;Guide to Cultist&amp;lt;/s&amp;gt;]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Crafting]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Fighting]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Farming]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Maniac|&amp;lt;s&amp;gt;Guide to Maniac&amp;lt;/s&amp;gt;]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Alchemy]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Surgery|Guide to Healing]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Cooking]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Banditry]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Arcane Crafts]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Paperwork]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Magic]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Nightbeasts]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Enchanting]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Summoning]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Guide to Rulership]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Stats]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Leatherwork]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Spells]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Roleplay Guide]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Sewing]]&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Economy]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Artifice]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Guide to Carpentry]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;u&amp;gt;The crossed out guides are related to things that are currently disabled.&amp;lt;/u&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=651</id>
		<title>Guide to Alchemy</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=651"/>
		<updated>2025-09-13T14:28:20Z</updated>

		<summary type="html">&lt;p&gt;Mario: better strong blue recipe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Alchemy (Post 2.0 launch) =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the 2.0 launch of Ratwood, alchemy has been changed and adapted to the AP(Azure Peak) base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform Alchemy, you should have preferably level 2+ to make potions of lesser strength (not the Strong variations), whilst classes like the Witch (towner subclass) and generally other magicians (like Mago&#039;s Apprentices and or the Court Magos themself) start with higher alchemy levels on spawn, for example, the Witch starts with Level 4(expert) Alchemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recipes for Alchemy are not &#039;&#039;&#039;SET&#039;&#039;&#039;. They work on a point-like system. Alchemists with some experience in the skill can examine alchemy ingredients and receive the smells of the ingredient - receiving 3 scents. Those 3 scents determine the points given towards a recipe. For example, if an ingredient smells &#039;strongly of clean air&#039;, then they will give 3 points towards Speed potions. Alchemists with the &#039;&#039;&#039;LEGENDARY&#039;&#039;&#039; status will automatically determine what the ingredients are used for instead.&lt;br /&gt;
&lt;br /&gt;
Example of examining an euphrasia with lower than level 6(legendary) alchemy:&lt;br /&gt;
[[File:Euphrasia non legendary.png|left|thumb|213x213px|Euphrasia examine without Legendary Alchemy]]&amp;lt;!-- As of right now, Legendary Alchemy doesn&#039;t reveal what the ingredient is exactly used for, but this guide provides that for you anyway. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alchemy - Potions ==&lt;br /&gt;
To begin working on Potions with Alchemy, you must first have a Cauldron. To create one, you simply need one iron bar. It only requires Novice (level 1) skill to create.&lt;br /&gt;
&lt;br /&gt;
Then, the gameplay loop for potion making begins. First, you will need ingredients. Potions require two to create, a primary and secondary one.&lt;br /&gt;
&lt;br /&gt;
The best place to harvest a good lot of primary ingredients - being flowers mainly - are in the southern area of the map, however, be careful as the bog is dangerous. You should consistently sneak to avoid triggering ambushes, however with some good kiting, even a witch with just magic missile can handle most ambushes using zad form for quick escaping.&lt;br /&gt;
&lt;br /&gt;
[[File:Patch of flowers.png|left|thumb|429x429px|A small patch of flowers growing in the southern area of the map.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, you&#039;d need secondary ingredients. Those are harder to achieve, but some are easy to attain, like viscera and sinew whilst others are a lot more difficult to obtain, like Gold Dust or Magic Dust. Some of those require some exotic ingredients that are harder to come by.&lt;br /&gt;
&lt;br /&gt;
To create a potion, you must accumulate a total of FIVE points towards that potion by putting two ingredients inside the cauldron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting the ingredients wrong will result in the brew not being able to be made. Also having too low of an alchemy skill will result in the same thing since you&#039;re &#039;not skilled enough to make such potion.&#039; Whilst the Alchemy Manual is mostly WRONG, you can still get a few ideas on how to make things, and how difficult they are to make.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;A complete list of ingredients that can be found in Rotwood Vale, what they&#039;re used for exactly, and how to obtain them.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
All flowers are generally found in the wilderness, and sometimes as static spawns in town - unless specified otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!artemisia&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts- luck potion | 2pts - spd potion | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|atropa&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts- doom poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|matricaria&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - perception pot | 1pt - doom poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|symphitum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - stam poison | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|taraxacum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stam poison | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|euphrasia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - emberwine | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|paris&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|calendula&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mentha&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - intelligence pot | 1pt - stamina pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|urtica&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|salvia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - strength pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|hypericum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stamina pot | 2pts - strong mana pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|benedictus&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - speed pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|valeriana&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary Ingredients ===&lt;br /&gt;
Those ingredients are generally considered harder to obtain. A difficult rating will be given from Easy - Medium - Hard - Bleak, as well as the way to obtain them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!viscera&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
!Can be obtained from butchering a dead creecher OR by grinding sinew (with a 75% chance to get an extra viscera)&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
|water essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence Pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a guaranteed secondary result from grinding a blortz OR can be obtained by grinding fish of any kind OR a 25% chance from grinding non poison berries as a bonus output&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|bone meal&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - mana pot | 2pts - perception pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding tailbones&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|seed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - stam pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding any seed&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|raw essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a Riddle of Steel &lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|coal dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding coal&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|silver dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - antidote | 1pt - strong health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a silver ore&lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|pure essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong mana pot | 2pts - endurance pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are one of almost each essentia (water,fire,air and earth) OR from grinding a saffira&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|fire essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2pts - constitution pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding the fyritius flower. They can be found on mount Decap on the north-western part of the map OR as a 25% chance from grinding coal.&lt;br /&gt;
|Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
|sinew &lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - emberwine | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by butchering creechers&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|iron dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - endurance pot | 2pts - constitution pot | 1pt - strength pot &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding iron ore&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|air essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - stam pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most often with grinding other flowers OR grinding a zad to receive 1 guaranteed with a 33% chance to get another one.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|swampweed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - emberwine | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding swampweed of any kind (dried or not)&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tobacco dust (westleach dust)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - stam pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding westleach leafs&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|earth essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most commonly with seed grinding&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tail bone&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - health pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from butchering any creecher&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|troll horn&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2 pts - constitution pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from killing and butchering trolls of any kind.&lt;br /&gt;
|Hard to Bleak, depending on the troll kind.&lt;br /&gt;
|-&lt;br /&gt;
|gold dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - Strong mana pot | 2pts - constitution pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding gold ore OR as a guaranteed secondary result from grinding gems.&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|feau dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - strong mana pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are two iron dust and one gold dust, resulting in two feau dust&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|alchemical ozium&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts -  strong stam pot | 2pts - luck pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding ozium.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|ozium&lt;br /&gt;
|crafting ingredient&lt;br /&gt;
|Can be obtained by grinding poppies. You can buy poppies from the stockpile for three mammon each&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|sui dust&lt;br /&gt;
|Changes your gender to your choice&lt;br /&gt;
|Can be obtained with Journeyman skill Alchemy, and crafting it at an alchemy station. The requirements are Taraxacum seed, euphrasia seed, hypericum seed and salvia seed. To get those, you just need to grind the respective flowers in the mortar.&lt;br /&gt;
|Medium (because you need time to get the flowers)&lt;br /&gt;
|-&lt;br /&gt;
|purified salts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - strong antidote | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding regular salt.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|mineral dusts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - doom poison | 2pts - strong stam pot | 1pt - strong stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding gems of any kind.&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|berry powder&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - mana pot | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding NON POISON berries.&lt;br /&gt;
|Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alchemy - Transmutations ===&lt;br /&gt;
With specific ores and stones, you can craft upgraded versions of said stones and ores. Here&#039;s a quick list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Recipe&lt;br /&gt;
!Ingredients&lt;br /&gt;
!Result&lt;br /&gt;
!Level requirement&lt;br /&gt;
|-&lt;br /&gt;
|stone to coal&lt;br /&gt;
|4 stones of any kind&lt;br /&gt;
|1 coal&lt;br /&gt;
|Apprentice&lt;br /&gt;
|-&lt;br /&gt;
|coal to iron&lt;br /&gt;
|2 coal&lt;br /&gt;
|1 iron ore&lt;br /&gt;
|Journeyman&lt;br /&gt;
|-&lt;br /&gt;
|iron to gold&lt;br /&gt;
|4 iron ore&lt;br /&gt;
|1 gold ore&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gold to toper&lt;br /&gt;
|2 gold ore, 1 stone&lt;br /&gt;
|1 toper&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|toper to gemerald&lt;br /&gt;
|1 toper, 2 gold ore&lt;br /&gt;
|1 gemerald&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gemerald to saffira&lt;br /&gt;
|1 gemerald, 2 gold ore&lt;br /&gt;
|1 saffira&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|saffira to blortz&lt;br /&gt;
|1 saffira, 2 gold ore&lt;br /&gt;
|1 blortz&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|blortz to diamond&lt;br /&gt;
|2 blortz, 2 gold ore&lt;br /&gt;
|1 diamond&lt;br /&gt;
|Master&lt;br /&gt;
|-&lt;br /&gt;
|diamond to riddle of steel&lt;br /&gt;
|2 dorpel(diamond), 1 iron ore, 1 coal&lt;br /&gt;
|1 riddle of steel&lt;br /&gt;
|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|water to wine&lt;br /&gt;
|1 bottle (empty) , 16 oz of water in a bucket&lt;br /&gt;
|1 bottle full of wine&lt;br /&gt;
|Journeyman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Cheat Sheet ===&lt;br /&gt;
Too lazy to calculate things? Feeling uneasy as to what ingredients you need EXACTLY? Fret not, for I have the the holy cheat sheet for you to dig your lazy paws into!&amp;lt;!-- Note, I recommend inserting the ingredients in the selected order. Sometimes the cauldron can bug out and infinitely boil, requiring admin intervention to fix it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!product&lt;br /&gt;
!ingredients (best possible ingredients - as in cheapest/easiest)&lt;br /&gt;
!special note&lt;br /&gt;
!difficulty to make&lt;br /&gt;
|-&lt;br /&gt;
|Strong Red&lt;br /&gt;
|calendula + viscera&lt;br /&gt;
|You shouldn&#039;t have any issues making this ever.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Strong Green(stamina)&lt;br /&gt;
|alchemical ozium + benedictus&lt;br /&gt;
|Mortar poppies which you can get from the stockpile for 3m each for ozium, mortar the ozium for alchemical ozium&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Strong Blue (mana)&lt;br /&gt;
|1 hypericum + 1 purified salt + 1 berry powder + 1 water essentia&lt;br /&gt;
|Arguably the easiest possible combination to get strong blue. The ingredients are all accessible. Mortar salt to get purified salt, regular berry to get berry powder, and 1 fist to get water essentia.&lt;br /&gt;
|Medium-Hard&lt;br /&gt;
|-&lt;br /&gt;
|Doom Poison&lt;br /&gt;
|mineral dusts + atropa&lt;br /&gt;
|Absolutely no alternatives, a very expensive recipe requiring you to crush a gem for it. Expensive as in, if you were to straight up buy a gem from the silverface at the merchant&#039;s. You can totally work with a miner to get a toper easily. If you do, then this is absurdly easy to achieve, even early on in the round.&lt;br /&gt;
|Easy to Bleak depending on if there&#039;s a miner present&lt;br /&gt;
|-&lt;br /&gt;
|Strength Potion&lt;br /&gt;
|fire essentia + salvia&lt;br /&gt;
|Yet another very useful potion that you could sell to knights or bandits for a high mark up, which for the effort put into it, is honestly laughable. You can easily get fire dust by going to Mount Decap (NW of map), getting some fyritius flowers from the odd flower patches, then just going into town and then grab some salvia literally at the steward&#039;s place. &lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Perception Potion&lt;br /&gt;
|mentha + tobacco dust (westleech dust)&lt;br /&gt;
|Yet another very useful potion that you could sell to wardens or archers for a high mark up. Even easier than the strength potion with the caveat that it&#039;s slightly harder to find metha in the wild. Westleech you can easily find brutally easy around in the south bog with static spawns about literally anywhere.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence Potion&lt;br /&gt;
|water essentia + mentha&lt;br /&gt;
|If you make this for the court magos, expect to get paid a good handful of gold coins. Brutally easy to make, just ask a fisherman or someone who could fish (or just do it yourself) to get you a fish, grind it into water essentia, then dump it into the pot with some mentha. The reason why this will not be easy is because you need to spend a tiny bit of time fishing and that could slow down the pace of your potion factory.&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Constitution Potion&lt;br /&gt;
|earth essentia + salvia&lt;br /&gt;
|Easily attained by just grinding a few seeds or something coupled with salvia. And not even seeds, some other mortar recipes result in earth essentia, too!&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Endurance Potion&lt;br /&gt;
|iron dust + calendula&lt;br /&gt;
|A bit of a higher requirement, needing you to grind some iron ore to get, with a chance to get a bonus iron dust too, this is considerably a tiny bit harder to achieve due to the fact you need to get an iron ore. But with a miner present? This is trivial. If not, just buy it from the stockpile.&lt;br /&gt;
|Baby-Witch easy to medium&lt;br /&gt;
|-&lt;br /&gt;
|Speed Potion&lt;br /&gt;
|air essentia + euphrasia&lt;br /&gt;
|Yet another very useful potion that you could sell to about anyone - especially rogues - for a decent mark up. To get air essentia very easily, all you have to do is just grind poppies for ozium, and you will likely get some as a bonus product. The reason it&#039;s not easier than easy, is because you can get unlucky and just get none.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|Fortune Potion&lt;br /&gt;
|artemisia + alchemical ozium&lt;br /&gt;
|A very useful potion you could sell - or straight up give for free in exchange for those sweet stones - to your miner friend so they can find even better ores more easily. Just like strong green, just grind poppies from the stockpile.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Emberwine&lt;br /&gt;
|sinew + euphrasia&lt;br /&gt;
|yeah we both know why you want to do this.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=643</id>
		<title>Guide to Alchemy</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=643"/>
		<updated>2025-09-08T19:02:35Z</updated>

		<summary type="html">&lt;p&gt;Mario: added cheatsheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Alchemy (Post 2.0 launch) =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the 2.0 launch of Ratwood, alchemy has been changed and adapted to the AP(Azure Peak) base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform Alchemy, you should have preferably level 2+ to make potions of lesser strength (not the Strong variations), whilst classes like the Witch (towner subclass) and generally other magicians (like Mago&#039;s Apprentices and or the Court Magos themself) start with higher alchemy levels on spawn, for example, the Witch starts with Level 4(expert) Alchemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recipes for Alchemy are not &#039;&#039;&#039;SET&#039;&#039;&#039;. They work on a point-like system. Alchemists with some experience in the skill can examine alchemy ingredients and receive the smells of the ingredient - receiving 3 scents. Those 3 scents determine the points given towards a recipe. For example, if an ingredient smells &#039;strongly of clean air&#039;, then they will give 3 points towards Speed potions. Alchemists with the &#039;&#039;&#039;LEGENDARY&#039;&#039;&#039; status will automatically determine what the ingredients are used for instead.&lt;br /&gt;
&lt;br /&gt;
Example of examining an euphrasia with lower than level 6(legendary) alchemy:&lt;br /&gt;
[[File:Euphrasia non legendary.png|left|thumb|213x213px|Euphrasia examine without Legendary Alchemy]]&amp;lt;!-- As of right now, Legendary Alchemy doesn&#039;t reveal what the ingredient is exactly used for, but this guide provides that for you anyway. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alchemy - Potions ==&lt;br /&gt;
To begin working on Potions with Alchemy, you must first have a Cauldron. To create one, you simply need one iron bar. It only requires Novice (level 1) skill to create.&lt;br /&gt;
&lt;br /&gt;
Then, the gameplay loop for potion making begins. First, you will need ingredients. Potions require two to create, a primary and secondary one.&lt;br /&gt;
&lt;br /&gt;
The best place to harvest a good lot of primary ingredients - being flowers mainly - are in the southern area of the map, however, be careful as the bog is dangerous. You should consistently sneak to avoid triggering ambushes, however with some good kiting, even a witch with just magic missile can handle most ambushes using zad form for quick escaping.&lt;br /&gt;
&lt;br /&gt;
[[File:Patch of flowers.png|left|thumb|429x429px|A small patch of flowers growing in the southern area of the map.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, you&#039;d need secondary ingredients. Those are harder to achieve, but some are easy to attain, like viscera and sinew whilst others are a lot more difficult to obtain, like Gold Dust or Magic Dust. Some of those require some exotic ingredients that are harder to come by.&lt;br /&gt;
&lt;br /&gt;
To create a potion, you must accumulate a total of FIVE points towards that potion by putting two ingredients inside the cauldron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting the ingredients wrong will result in the brew not being able to be made. Also having too low of an alchemy skill will result in the same thing since you&#039;re &#039;not skilled enough to make such potion.&#039; Whilst the Alchemy Manual is mostly WRONG, you can still get a few ideas on how to make things, and how difficult they are to make.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;A complete list of ingredients that can be found in Rotwood Vale, what they&#039;re used for exactly, and how to obtain them.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
All flowers are generally found in the wilderness, and sometimes as static spawns in town - unless specified otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!artemisia&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts- luck potion | 2pts - spd potion | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|atropa&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts- doom poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|matricaria&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - perception pot | 1pt - doom poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|symphitum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - stam poison | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|taraxacum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stam poison | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|euphrasia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - emberwine | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|paris&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|calendula&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mentha&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - intelligence pot | 1pt - stamina pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|urtica&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|salvia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - strength pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|hypericum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stamina pot | 2pts - strong mana pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|benedictus&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - speed pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|valeriana&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary Ingredients ===&lt;br /&gt;
Those ingredients are generally considered harder to obtain. A difficult rating will be given from Easy - Medium - Hard - Bleak, as well as the way to obtain them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!viscera&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
!Can be obtained from butchering a dead creecher OR by grinding sinew (with a 75% chance to get an extra viscera)&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
|water essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence Pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a guaranteed secondary result from grinding a blortz OR can be obtained by grinding fish of any kind OR a 25% chance from grinding non poison berries as a bonus output&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|bone meal&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - mana pot | 2pts - perception pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding tailbones&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|seed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - stam pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding any seed&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|raw essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a Riddle of Steel &lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|coal dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding coal&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|silver dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - antidote | 1pt - strong health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a silver ore&lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|pure essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong mana pot | 2pts - endurance pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are one of almost each essentia (water,fire,air and earth) OR from grinding a saffira&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|fire essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2pts - constitution pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding the fyritius flower. They can be found on mount Decap on the north-western part of the map OR as a 25% chance from grinding coal.&lt;br /&gt;
|Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
|sinew &lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - emberwine | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by butchering creechers&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|iron dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - endurance pot | 2pts - constitution pot | 1pt - strength pot &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding iron ore&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|air essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - stam pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most often with grinding other flowers OR grinding a zad to receive 1 guaranteed with a 33% chance to get another one.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|swampweed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - emberwine | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding swampweed of any kind (dried or not)&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tobacco dust (westleach dust)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - stam pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding westleach leafs&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|earth essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most commonly with seed grinding&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tail bone&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - health pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from butchering any creecher&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|troll horn&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2 pts - constitution pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from killing and butchering trolls of any kind.&lt;br /&gt;
|Hard to Bleak, depending on the troll kind.&lt;br /&gt;
|-&lt;br /&gt;
|gold dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - Strong mana pot | 2pts - constitution pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding gold ore OR as a guaranteed secondary result from grinding gems.&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|feau dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - strong mana pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are two iron dust and one gold dust, resulting in two feau dust&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|alchemical ozium&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts -  strong stam pot | 2pts - luck pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding ozium.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|ozium&lt;br /&gt;
|crafting ingredient&lt;br /&gt;
|Can be obtained by grinding poppies. You can buy poppies from the stockpile for three mammon each&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|sui dust&lt;br /&gt;
|Changes your gender to your choice&lt;br /&gt;
|Can be obtained with Journeyman skill Alchemy, and crafting it at an alchemy station. The requirements are Taraxacum seed, euphrasia seed, hypericum seed and salvia seed. To get those, you just need to grind the respective flowers in the mortar.&lt;br /&gt;
|Medium (because you need time to get the flowers)&lt;br /&gt;
|-&lt;br /&gt;
|purified salts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - strong antidote | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding regular salt.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|mineral dusts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - doom poison | 2pts - strong stam pot | 1pt - strong stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding gems of any kind.&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|berry powder&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - mana pot | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding NON POISON berries.&lt;br /&gt;
|Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alchemy - Transmutations ===&lt;br /&gt;
With specific ores and stones, you can craft upgraded versions of said stones and ores. Here&#039;s a quick list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Recipe&lt;br /&gt;
!Ingredients&lt;br /&gt;
!Result&lt;br /&gt;
!Level requirement&lt;br /&gt;
|-&lt;br /&gt;
|stone to coal&lt;br /&gt;
|4 stones of any kind&lt;br /&gt;
|1 coal&lt;br /&gt;
|Apprentice&lt;br /&gt;
|-&lt;br /&gt;
|coal to iron&lt;br /&gt;
|2 coal&lt;br /&gt;
|1 iron ore&lt;br /&gt;
|Journeyman&lt;br /&gt;
|-&lt;br /&gt;
|iron to gold&lt;br /&gt;
|4 iron ore&lt;br /&gt;
|1 gold ore&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gold to toper&lt;br /&gt;
|2 gold ore, 1 stone&lt;br /&gt;
|1 toper&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|toper to gemerald&lt;br /&gt;
|1 toper, 2 gold ore&lt;br /&gt;
|1 gemerald&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gemerald to saffira&lt;br /&gt;
|1 gemerald, 2 gold ore&lt;br /&gt;
|1 saffira&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|saffira to blortz&lt;br /&gt;
|1 saffira, 2 gold ore&lt;br /&gt;
|1 blortz&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|blortz to diamond&lt;br /&gt;
|2 blortz, 2 gold ore&lt;br /&gt;
|1 diamond&lt;br /&gt;
|Master&lt;br /&gt;
|-&lt;br /&gt;
|diamond to riddle of steel&lt;br /&gt;
|2 dorpel(diamond), 1 iron ore, 1 coal&lt;br /&gt;
|1 riddle of steel&lt;br /&gt;
|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|water to wine&lt;br /&gt;
|1 bottle (empty) , 16 oz of water in a bucket&lt;br /&gt;
|1 bottle full of wine&lt;br /&gt;
|Journeyman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== The Cheat Sheet ===&lt;br /&gt;
Too lazy to calculate things? Feeling uneasy as to what ingredients you need EXACTLY? Fret not, for I have the the holy cheat sheet for you to dig your lazy paws into!&amp;lt;!-- Note, I recommend inserting the ingredients in the selected order. Sometimes the cauldron can bug out and infinitely boil, requiring admin intervention to fix it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!product&lt;br /&gt;
!ingredients (best possible ingredients - as in cheapest/easiest)&lt;br /&gt;
!special note&lt;br /&gt;
!difficulty to make&lt;br /&gt;
|-&lt;br /&gt;
|Strong Red&lt;br /&gt;
|calendula + viscera&lt;br /&gt;
|You shouldn&#039;t have any issues making this ever.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Strong Green(stamina)&lt;br /&gt;
|alchemical ozium + benedictus&lt;br /&gt;
|Mortar poppies which you can get from the stockpile for 3m each for ozium, mortar the ozium for alchemical ozium&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Strong Blue (mana)&lt;br /&gt;
|pure essentia + hypericum&lt;br /&gt;
|Pure essentia is arguably the &amp;quot;easiest&amp;quot; to get but requires the most time and effort, needing you to crush a lot of things for the various essentias needed to make this.&lt;br /&gt;
|Hard-Bleak depending on luck&lt;br /&gt;
|-&lt;br /&gt;
|Doom Poison&lt;br /&gt;
|mineral dusts + atropa&lt;br /&gt;
|Absolutely no alternatives, a very expensive recipe requiring you to crush a gem for it. Expensive as in, if you were to straight up buy a gem from the silverface at the merchant&#039;s. You can totally work with a miner to get a toper easily. If you do, then this is absurdly easy to achieve, even early on in the round.&lt;br /&gt;
|Easy to Bleak depending on if there&#039;s a miner present&lt;br /&gt;
|-&lt;br /&gt;
|Strength Potion&lt;br /&gt;
|fire essentia + salvia&lt;br /&gt;
|Yet another very useful potion that you could sell to knights or bandits for a high mark up, which for the effort put into it, is honestly laughable. You can easily get fire dust by going to Mount Decap (NW of map), getting some fyritius flowers from the odd flower patches, then just going into town and then grab some salvia literally at the steward&#039;s place. &lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Perception Potion&lt;br /&gt;
|mentha + tobacco dust (westleech dust)&lt;br /&gt;
|Yet another very useful potion that you could sell to wardens or archers for a high mark up. Even easier than the strength potion with the caveat that it&#039;s slightly harder to find metha in the wild. Westleech you can easily find brutally easy around in the south bog with static spawns about literally anywhere.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence Potion&lt;br /&gt;
|water essentia + mentha&lt;br /&gt;
|If you make this for the court magos, expect to get paid a good handful of gold coins. Brutally easy to make, just ask a fisherman or someone who could fish (or just do it yourself) to get you a fish, grind it into water essentia, then dump it into the pot with some mentha. The reason why this will not be easy is because you need to spend a tiny bit of time fishing and that could slow down the pace of your potion factory.&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Constitution Potion&lt;br /&gt;
|earth essentia + salvia&lt;br /&gt;
|Easily attained by just grinding a few seeds or something coupled with salvia. And not even seeds, some other mortar recipes result in earth essentia, too!&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Endurance Potion&lt;br /&gt;
|iron dust + calendula&lt;br /&gt;
|A bit of a higher requirement, needing you to grind some iron ore to get, with a chance to get a bonus iron dust too, this is considerably a tiny bit harder to achieve due to the fact you need to get an iron ore. But with a miner present? This is trivial. If not, just buy it from the stockpile.&lt;br /&gt;
|Baby-Witch easy to medium&lt;br /&gt;
|-&lt;br /&gt;
|Speed Potion&lt;br /&gt;
|air essentia + euphrasia&lt;br /&gt;
|Yet another very useful potion that you could sell to about anyone - especially rogues - for a decent mark up. To get air essentia very easily, all you have to do is just grind poppies for ozium, and you will likely get some as a bonus product. The reason it&#039;s not easier than easy, is because you can get unlucky and just get none.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|Fortune Potion&lt;br /&gt;
|artemisia + alchemical ozium&lt;br /&gt;
|A very useful potion you could sell - or straight up give for free in exchange for those sweet stones - to your miner friend so they can find even better ores more easily. Just like strong green, just grind poppies from the stockpile.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|-&lt;br /&gt;
|Emberwine&lt;br /&gt;
|sinew + euphrasia&lt;br /&gt;
|yeah we both know why you want to do this.&lt;br /&gt;
|Baby-Witch easy&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=641</id>
		<title>Guide to Alchemy</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=641"/>
		<updated>2025-09-08T03:25:13Z</updated>

		<summary type="html">&lt;p&gt;Mario: mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Alchemy (Post 2.0 launch) =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the 2.0 launch of Ratwood, alchemy has been changed and adapted to the AP(Azure Peak) base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform Alchemy, you should have preferably level 2+ to make potions of lesser strength (not the Strong variations), whilst classes like the Witch (towner subclass) and generally other magicians (like Mago&#039;s Apprentices and or the Court Magos themself) start with higher alchemy levels on spawn, for example, the Witch starts with Level 4(expert) Alchemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recipes for Alchemy are not &#039;&#039;&#039;SET&#039;&#039;&#039;. They work on a point-like system. Alchemists with some experience in the skill can examine alchemy ingredients and receive the smells of the ingredient - receiving 3 scents. Those 3 scents determine the points given towards a recipe. For example, if an ingredient smells &#039;strongly of clean air&#039;, then they will give 3 points towards Speed potions. Alchemists with the &#039;&#039;&#039;LEGENDARY&#039;&#039;&#039; status will automatically determine what the ingredients are used for instead.&lt;br /&gt;
&lt;br /&gt;
Example of examining an euphrasia with lower than level 6(legendary) alchemy:&lt;br /&gt;
[[File:Euphrasia non legendary.png|left|thumb|213x213px|Euphrasia examine without Legendary Alchemy]]&amp;lt;!-- As of right now, Legendary Alchemy doesn&#039;t reveal what the ingredient is exactly used for, but this guide provides that for you anyway. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alchemy - Potions ==&lt;br /&gt;
To begin working on Potions with Alchemy, you must first have a Cauldron. To create one, you simply need one iron bar. It only requires Novice (level 1) skill to create.&lt;br /&gt;
&lt;br /&gt;
Then, the gameplay loop for potion making begins. First, you will need ingredients. Potions require two to create, a primary and secondary one.&lt;br /&gt;
&lt;br /&gt;
The best place to harvest a good lot of primary ingredients - being flowers mainly - are in the southern area of the map, however, be careful as the bog is dangerous. You should consistently sneak to avoid triggering ambushes, however with some good kiting, even a witch with just magic missile can handle most ambushes using zad form for quick escaping.&lt;br /&gt;
&lt;br /&gt;
[[File:Patch of flowers.png|left|thumb|429x429px|A small patch of flowers growing in the southern area of the map.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, you&#039;d need secondary ingredients. Those are harder to achieve, but some are easy to attain, like viscera and sinew whilst others are a lot more difficult to obtain, like Gold Dust or Magic Dust. Some of those require some exotic ingredients that are harder to come by.&lt;br /&gt;
&lt;br /&gt;
To create a potion, you must accumulate a total of FIVE points towards that potion by putting two ingredients inside the cauldron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting the ingredients wrong will result in the brew not being able to be made. Also having too low of an alchemy skill will result in the same thing since you&#039;re &#039;not skilled enough to make such potion.&#039; Whilst the Alchemy Manual is mostly WRONG, you can still get a few ideas on how to make things, and how difficult they are to make.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;A complete list of ingredients that can be found in Rotwood Vale, what they&#039;re used for exactly, and how to obtain them.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
All flowers are generally found in the wilderness, and sometimes as static spawns in town - unless specified otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!artemisia&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts- luck potion | 2pts - spd potion | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|atropa&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts- doom poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|matricaria&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - perception pot | 1pt - doom poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|symphitum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - stam poison | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|taraxacum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stam poison | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|euphrasia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - emberwine | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|paris&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|calendula&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mentha&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - intelligence pot | 1pt - stamina pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|urtica&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|salvia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - strength pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|hypericum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stamina pot | 2pts - strong mana pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|benedictus&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - speed pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|valeriana&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary Ingredients ===&lt;br /&gt;
Those ingredients are generally considered harder to obtain. A difficult rating will be given from Easy - Medium - Hard - Bleak, as well as the way to obtain them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!viscera&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
!Can be obtained from butchering a dead creecher OR by grinding sinew (with a 75% chance to get an extra viscera)&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
|water essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence Pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a guaranteed secondary result from grinding a blortz OR can be obtained by grinding fish of any kind OR a 25% chance from grinding non poison berries as a bonus output&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|bone meal&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - mana pot | 2pts - perception pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding tailbones&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|seed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - stam pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding any seed&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|raw essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a Riddle of Steel &lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|coal dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding coal&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|silver dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - antidote | 1pt - strong health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a silver ore&lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|pure essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong mana pot | 2pts - endurance pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are one of almost each essentia (water,fire,air and earth) OR from grinding a saffira&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|fire essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2pts - constitution pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding the fyritius flower. They can be found on mount Decap on the north-western part of the map OR as a 25% chance from grinding coal.&lt;br /&gt;
|Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
|sinew &lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - emberwine | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by butchering creechers&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|iron dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - endurance pot | 2pts - constitution pot | 1pt - strength pot &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding iron ore&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|air essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - stam pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most often with grinding other flowers OR grinding a zad to receive 1 guaranteed with a 33% chance to get another one.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|swampweed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - emberwine | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding swampweed of any kind (dried or not)&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tobacco dust (westleach dust)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - stam pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding westleach leafs&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|earth essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most commonly with seed grinding&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tail bone&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - health pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from butchering any creecher&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|troll horn&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2 pts - constitution pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from killing and butchering trolls of any kind.&lt;br /&gt;
|Hard to Bleak, depending on the troll kind.&lt;br /&gt;
|-&lt;br /&gt;
|gold dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - Strong mana pot | 2pts - constitution pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding gold ore OR as a guaranteed secondary result from grinding gems.&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|feau dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - strong mana pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are two iron dust and one gold dust, resulting in two feau dust&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|alchemical ozium&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts -  strong stam pot | 2pts - luck pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding ozium.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|ozium&lt;br /&gt;
|crafting ingredient&lt;br /&gt;
|Can be obtained by grinding poppies. You can buy poppies from the stockpile for three mammon each&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|sui dust&lt;br /&gt;
|Changes your gender to your choice&lt;br /&gt;
|Can be obtained with Journeyman skill Alchemy, and crafting it at an alchemy station. The requirements are Taraxacum seed, euphrasia seed, hypericum seed and salvia seed. To get those, you just need to grind the respective flowers in the mortar.&lt;br /&gt;
|Medium (because you need time to get the flowers)&lt;br /&gt;
|-&lt;br /&gt;
|purified salts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - strong antidote | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding regular salt.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|mineral dusts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - doom poison | 2pts - strong stam pot | 1pt - strong stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding gems of any kind.&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|berry powder&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - mana pot | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding NON POISON berries.&lt;br /&gt;
|Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alchemy - Transmutations ===&lt;br /&gt;
With specific ores and stones, you can craft upgraded versions of said stones and ores. Here&#039;s a quick list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Recipe&lt;br /&gt;
!Ingredients&lt;br /&gt;
!Result&lt;br /&gt;
!Level requirement&lt;br /&gt;
|-&lt;br /&gt;
|stone to coal&lt;br /&gt;
|4 stones of any kind&lt;br /&gt;
|1 coal&lt;br /&gt;
|Apprentice&lt;br /&gt;
|-&lt;br /&gt;
|coal to iron&lt;br /&gt;
|2 coal&lt;br /&gt;
|1 iron ore&lt;br /&gt;
|Journeyman&lt;br /&gt;
|-&lt;br /&gt;
|iron to gold&lt;br /&gt;
|4 iron ore&lt;br /&gt;
|1 gold ore&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gold to toper&lt;br /&gt;
|2 gold ore, 1 stone&lt;br /&gt;
|1 toper&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|toper to gemerald&lt;br /&gt;
|1 toper, 2 gold ore&lt;br /&gt;
|1 gemerald&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gemerald to saffira&lt;br /&gt;
|1 gemerald, 2 gold ore&lt;br /&gt;
|1 saffira&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|saffira to blortz&lt;br /&gt;
|1 saffira, 2 gold ore&lt;br /&gt;
|1 blortz&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|blortz to diamond&lt;br /&gt;
|2 blortz, 2 gold ore&lt;br /&gt;
|1 diamond&lt;br /&gt;
|Master&lt;br /&gt;
|-&lt;br /&gt;
|diamond to riddle of steel&lt;br /&gt;
|2 dorpel(diamond), 1 iron ore, 1 coal&lt;br /&gt;
|1 riddle of steel&lt;br /&gt;
|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|water to wine&lt;br /&gt;
|1 bottle (empty) , 16 oz of water in a bucket&lt;br /&gt;
|1 bottle full of wine&lt;br /&gt;
|Journeyman&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=640</id>
		<title>Guide to Alchemy</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=Guide_to_Alchemy&amp;diff=640"/>
		<updated>2025-09-08T01:40:15Z</updated>

		<summary type="html">&lt;p&gt;Mario: Updated to 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Alchemy (Post 2.0 launch) =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the 2.0 launch of Ratwood, alchemy has been changed and adapted to the AP(Azure Peak) base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform Alchemy, you should have preferably level 2+ to make potions of lesser strength (not the Strong variations), whilst classes like the Witch (towner subclass) and generally other magicians (like Mago&#039;s Apprentices and or the Court Magos themself) start with higher alchemy levels on spawn, for example, the Witch starts with Level 4(expert) Alchemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recipes for Alchemy are not &#039;&#039;&#039;SET&#039;&#039;&#039;. They work on a point-like system. Alchemists with some experience in the skill can examine alchemy ingredients and receive the smells of the ingredient - receiving 3 scents. Those 3 scents determine the points given towards a recipe. For example, if an ingredient smells &#039;strongly of clean air&#039;, then they will give 3 points towards Speed potions. Alchemists with the &#039;&#039;&#039;LEGENDARY&#039;&#039;&#039; status will automatically determine what the ingredients are used for instead.&lt;br /&gt;
&lt;br /&gt;
Example of examining an euphrasia with lower than level 6(legendary) alchemy:&lt;br /&gt;
[[File:Euphrasia non legendary.png|left|thumb|213x213px|Euphrasia examine without Legendary Alchemy]]&amp;lt;!-- As of right now, Legendary Alchemy doesn&#039;t reveal what the ingredient is exactly used for, but this guide provides that for you anyway. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alchemy - Potions ==&lt;br /&gt;
To begin working on Potions with Alchemy, you must first have a Cauldron. To create one, you simply need one iron bar. It only requires Novice (level 1) skill to create.&lt;br /&gt;
&lt;br /&gt;
Then, the gameplay loop for potion making begins. First, you will need ingredients. Potions require two to create, a primary and secondary one.&lt;br /&gt;
&lt;br /&gt;
The best place to harvest a good lot of primary ingredients - being flowers mainly - are in the southern area of the map, however, be careful as the bog is dangerous. You should consistently sneak to avoid triggering ambushes, however with some good kiting, even a witch with just magic missile can handle most ambushes using zad form for quick escaping.&lt;br /&gt;
&lt;br /&gt;
[[File:Patch of flowers.png|left|thumb|429x429px|A small patch of flowers growing in the southern area of the map.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, you&#039;d need secondary ingredients. Those are harder to achieve, but some are easy to attain, like viscera and sinew whilst others are a lot more difficult to obtain, like Gold Dust or Magic Dust. Some of those require some exotic ingredients that are harder to come by.&lt;br /&gt;
&lt;br /&gt;
To create a potion, you must accumulate a total of FIVE points towards that potion by putting two ingredients inside the cauldron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting the ingredients wrong will result in the brew not being able to be made. Also having too low of an alchemy skill will result in the same thing since you&#039;re &#039;not skilled enough to make such potion.&#039; Whilst the Alchemy Manual is mostly WRONG, you can still get a few ideas on how to make things, and how difficult they are to make.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;A complete list of ingredients that can be found in Rotwood Vale, what they&#039;re used for exactly, and how to obtain them.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Flowers ===&lt;br /&gt;
All flowers are generally found in the wilderness, and sometimes as static spawns in town - unless specified otherwise.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!artemisia&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts- luck potion | 2pts - spd potion | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|atropa&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts- doom poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|matricaria&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - perception pot | 1pt - doom poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|symphitum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - stam poison | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|taraxacum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stam poison | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|euphrasia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - emberwine | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|paris&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam poison | 2pts - berry poison | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|calendula&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mentha&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - intelligence pot | 1pt - stamina pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|urtica&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - emberwine&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|salvia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - strength pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|hypericum&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - stamina pot | 2pts - strong mana pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|benedictus&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - speed pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|valeriana&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - health pot | 2pts - speed pot | 1pt - stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Secondary Ingredients ===&lt;br /&gt;
Those ingredients are generally considered harder to obtain. A difficult rating will be given from Easy - Medium - Hard - Bleak, as well as the way to obtain them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!viscera&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;3pts - strong health pot | 2pts - health pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
!Can be obtained from butchering a dead creecher OR by grinding sinew (with a 75% chance to get an extra viscera)&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
|water essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence Pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a guaranteed secondary result from grinding a blortz OR can be obtained by grinding fish of any kind OR a 25% chance from grinding non poison berries as a bonus output&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|bone meal&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - mana pot | 2pts - perception pot | 1pt - antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding bones&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|seed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong stam pot | 2pts - stam pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding any seed&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|raw essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - intelligence pot | 2pts - strong mana pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a Riddle of Steel &lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|coal dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding coal&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|silver dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - antidote | 1pt - strong health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding a silver ore&lt;br /&gt;
|Bleak (why would you do this)&lt;br /&gt;
|-&lt;br /&gt;
|pure essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong mana pot | 2pts - endurance pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are one of almost each essentia (water,fire,air and earth) OR from grinding a saffira&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|fire essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2pts - constitution pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding the fyritius flower. They can be found on mount Decap on the north-western part of the map OR as a 25% chance from grinding coal.&lt;br /&gt;
|Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
|sinew &lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - emberwine | 2pts - endurance pot | 1pt - health pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by butchering creechers&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|iron dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - endurance pot | 2pts - constitution pot | 1pt - strength pot &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding iron ore&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|air essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - stam pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most often with grinding other flowers OR grinding a zad to receive 1 guaranteed with a 33% chance to get another one.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|swampweed dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - emberwine | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding swampweed of any kind (dried or not)&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tobacco dust (westleach dust)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - perception pot | 2pts - stam pot | 1pt - speed pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding westleach leafs&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|earth essentia&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - constitution pot | 2pts - endurance pot | 1pt - strength pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained as a secondary result from grinding various ingredients, most commonly with seed grinding&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|tail bone&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strong antidote | 2pts - health pot | 1pt - constitution pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from butchering any creecher&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|troll horn&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - strength pot | 2 pts - constitution pot | 1pt - endurance pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from killing and butchering trolls of any kind.&lt;br /&gt;
|Hard to Bleak, depending on the troll kind.&lt;br /&gt;
|-&lt;br /&gt;
|gold dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - Strong mana pot | 2pts - constitution pot | 1pt - perception pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained from grinding gold ore OR as a guaranteed secondary result from grinding gems.&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|feau dust&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - speed pot | 2pts - strong mana pot | 1pt - strong antidote&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained with crafting. The requirements are two iron dust and one gold dust, resulting in two feau dust&lt;br /&gt;
|Hard&lt;br /&gt;
|-&lt;br /&gt;
|alchemical ozium&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts -  strong stam pot | 2pts - luck pot | 1pt - intelligence pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding ozium.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|ozium&lt;br /&gt;
|crafting ingredient&lt;br /&gt;
|Can be obtained by grinding poppies. You can buy poppies from the stockpile for three mammon each&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|sui dust&lt;br /&gt;
|Changes your gender to your choice&lt;br /&gt;
|Can be obtained with Journeyman skill Alchemy, and crafting it at an alchemy station. The requirements are Taraxacum seed, euphrasia seed, hypericum seed and salvia seed. To get those, you just need to grind the respective flowers in the mortar.&lt;br /&gt;
|Medium (because you need time to get the flowers)&lt;br /&gt;
|-&lt;br /&gt;
|purified salts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - antidote | 2pts - strong antidote | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding regular salt.&lt;br /&gt;
|Easy&lt;br /&gt;
|-&lt;br /&gt;
|mineral dusts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - doom poison | 2pts - strong stam pot | 1pt - strong stam poison&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding gems of any kind.&lt;br /&gt;
|Bleak&lt;br /&gt;
|-&lt;br /&gt;
|berry powder&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;3pts - berry poison | 2pts - mana pot | 1pt - strong mana pot&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Can be obtained by grinding NON POISON berries.&lt;br /&gt;
|Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alchemy - Transmutations ===&lt;br /&gt;
With specific ores and stones, you can craft upgraded versions of said stones and ores. Here&#039;s a quick list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Recipe&lt;br /&gt;
!Ingredients&lt;br /&gt;
!Result&lt;br /&gt;
!Level requirement&lt;br /&gt;
|-&lt;br /&gt;
|stone to coal&lt;br /&gt;
|4 stones of any kind&lt;br /&gt;
|1 coal&lt;br /&gt;
|Apprentice&lt;br /&gt;
|-&lt;br /&gt;
|coal to iron&lt;br /&gt;
|2 coal&lt;br /&gt;
|1 iron ore&lt;br /&gt;
|Journeyman&lt;br /&gt;
|-&lt;br /&gt;
|iron to gold&lt;br /&gt;
|4 iron ore&lt;br /&gt;
|1 gold ore&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gold to toper&lt;br /&gt;
|2 gold ore, 1 stone&lt;br /&gt;
|1 toper&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|toper to gemerald&lt;br /&gt;
|1 toper, 2 gold ore&lt;br /&gt;
|1 gemerald&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|gemerald to saffira&lt;br /&gt;
|1 gemerald, 2 gold ore&lt;br /&gt;
|1 saffira&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|saffira to blortz&lt;br /&gt;
|1 saffira, 2 gold ore&lt;br /&gt;
|1 blortz&lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|blortz to diamond&lt;br /&gt;
|2 blortz, 2 gold ore&lt;br /&gt;
|1 diamond&lt;br /&gt;
|Master&lt;br /&gt;
|-&lt;br /&gt;
|diamond to riddle of steel&lt;br /&gt;
|2 dorpel(diamond), 1 iron ore, 1 coal&lt;br /&gt;
|1 riddle of steel&lt;br /&gt;
|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|water to wine&lt;br /&gt;
|1 bottle (empty) , 16 oz of water in a bucket&lt;br /&gt;
|1 bottle full of wine&lt;br /&gt;
|Journeyman&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Patch_of_flowers.png&amp;diff=638</id>
		<title>File:Patch of flowers.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Patch_of_flowers.png&amp;diff=638"/>
		<updated>2025-09-07T18:54:30Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A patch of flowers!&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
	<entry>
		<id>http://wiki.ratwood.rip/index.php?title=File:Euphrasia_non_legendary.png&amp;diff=637</id>
		<title>File:Euphrasia non legendary.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.ratwood.rip/index.php?title=File:Euphrasia_non_legendary.png&amp;diff=637"/>
		<updated>2025-09-07T18:29:57Z</updated>

		<summary type="html">&lt;p&gt;Mario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Euphrasia without the legendary skill&lt;/div&gt;</summary>
		<author><name>Mario</name></author>
	</entry>
</feed>