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Sanctuaries and boons

Beside every delve gate there is a hall that was standing long before the gate was cut: a sanctuary. It has a healing font, a counter of wares and a boon altar, and its altar gives boons: gifts that change how you play, and that last until you fall. Go deep in one life and you carry a lot of them. Fall, and every one goes out with the life.

Where they are

A sanctuary stands beside every delve gate, halfway between two towns: at 2,560, 5,120 and 7,680 rows down in the Upper Deep, and just below the seal of every band, from the Bone Gardens to the Last Dark. Its hall opens through an arch into the gate's chamber, so you come into it past the gate stone. Your minimap marks it before you have seen it, and pointing at it tells you its name: The sanctuary of the Drowned Halls, The sanctuary at 5,120 rows.

A quiet place

The healing font

Walk up to the font (or press F at it) and it heals you whole, and takes away the hazards' marks: the want of breath, the heat, the fade, the noise of your fights, poison, the chill, and (where the world has living matter) the fire on you, oil and a spark's shock.

The keepers' counter

Press F at the counter. It puts out four to six wares, different at every sanctuary and every day: the band's own things at the band's own gate (breath draughts and a gill charm in the Drowned Halls, cooling draughts and dawn loaves in the Hollow Sun, nightflares and starlight draughts in the Last Dark, and so on) and the things every delver runs short of (draughts, mana potions, recall scrolls, tonics, torches, ladders, a Delver's stake). Each has a few for you a day.

It is dear, and dearer the deeper you go: a quarter more at every gate down. You leave the gold in the bowl, and the gold goes to nobody you will ever meet. Nobody has seen who fills the shelves.

The boon altar

Press F at the altar. Its three lights wake for you, and each is a boon: its picture, its name, the keepers' words, what it does. Take one.

Boons last until you fall

Every boon you hold goes out with your life when you fall: you wake up in town, but the gifts were given to the one who walked down. The death says which ones you lost, and every altar will offer you a gift again in your new life. A fall that a dungeon's revive catches, a duel you yield, the arena, a guest's fall on another's land: those are not a death, and you keep your boons.

Your boon book is in your character window (I): the boons of this life, where each came from, the Stillkeepers' pages you found, and every boon the altars give. A chip in your buff row shows how many you hold.

Every boon

Immunities

BoonWhat it does
FireproofBurning tiles and flame jets never burn you, steam never scalds you, the Hollow Sun's heat never builds in you, and lava burns you a quarter as much. With living matter in the world, you never catch fire.
BreathlessYour breath never runs out under water: the Drowned Halls cannot drown you.
UnpoisonedPoison never takes hold of you: venomous blows, a bad fish, and (with living matter in the world) sludge and toxic gas.
GroundedYou are never shocked: sparks through water and metal pass you by. (Only where the world has living matter.)
BlastproofYour own blast charges (and kegs and bombs) never hurt you. They burst for everyone else as ever.
Well-drawnThe fade never takes you in the Wane's Root, and an unmade patch cannot unmake you.
Soft-footedYour fights wake no bone heaps in the Bone Gardens, and the crystals of the Cathedrals do not hear them.

Strength

BoonWhat it does
Hardy+25% life.
Swift+12% speed.
Deep well+50% mana, and the mana of your wands.
Quick handsYour wands cast and recharge a quarter faster. (Only where the world has spellcraft.)
Stonebreaker+40% digging speed.
Hawk-eyed+10% chance of a critical blow.
StoneskinThe Grown's blows and shots hurt you 20% less.
MendingYour life comes back three times as fast once nothing has hurt you for 5 seconds.

Oddities

BoonWhat it does
Glass cannonYour blows do double damage, and you have half your life.
VampireEach Grown you kill gives back 5% of your life (a great one 30%, a swarm's small one 1%).
Second windOnce: when you fall, you rise again where you fell, with half your life, and the boon is spent. What clung to you (fire, poison, oil, the hazards' marks) is gone, and if you fell in acid, lava or fire you get up just out of it. Not against another player's blow.
Corpse burstThe Grown you kill burst: the Grown within 2.5 tiles take half the dead one's life (at most 60% of their own, and 3% of a great one's). One a burst kills bursts too, six bursts in a chain at most. A burst never hurts a player.
Embered blowsYour blows set the Grown alight: they burn for 3 seconds, a tenth of the blow every second. Water puts it out, and the Grown of fire never burn.
Gold rush+40% gold from the Grown you kill.
Lucky findOne Grown in five you kill drops something more (never a swarm's small ones).
Feather fallFalls never hurt you.
RepulsionThe Grown's shots that come within 3 tiles of you turn aside.
ThornsThe Grown that hurt you take half of it back.
SpringheelOne more jump in the air.
UnwearingYour gear does not wear.
Long armsWhat falls comes to you from two and a half times as far.
Lantern-eyedYour own light carries much further.
BloodlustEach kill within 4 seconds of the last adds 6% damage on the Grown, up to 30%, until 4 seconds pass without one.
UnmovedBlows never knock you back.
Wandwright's handsYou may change the spells in your wands anywhere. (Only where the world has spellcraft.)
StormskinThe Grown that strike you are shocked: they take back a quarter of their blow (half of it when they are wet) and are slowed a moment. (Only where the world has living matter.)

Boons between players

A boon's numbers are set aside between players: a Glass cannon's blow on another player is no harder than it would be without it, and Hardy's or Glass cannon's life is no more and no less to cut through (a blow takes the share of your life it would take without them). The boons that work on the Grown (Vampire, Corpse burst, Embered blows, Thorns, Repulsion, Stoneskin, Bloodlust, Gold rush, Lucky find) only ever work on the Grown. Second wind never lifts you from another player's blow. The rest (the immunities, Swift, Springheel, Feather fall, the light, the mana, the digging) work as they always do.

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