The wilderness is the overland map of the Drakalor Chain - you start the game in the upper right corner of the wilderness, and you may enter a wilderness location immediately by pressing >. It may be useful to learn spells, equip starting items etc. When no monsters are around, a wilderness location may be left with <.
The wilderness is often regarded as a curse by new players, whose PCs are killed in wilderness encounters and have difficulty keeping their PCs fed during treks across the wilderness. Advanced players with PCs who are well equipped to deal with the wilderness regard it as a wonderful resource.
The Survival skill can be useful for lengthy stays in the wilderness, but note that applying it wastes a lot of game time.
All times are approximate since there are slight variations of some minutes. It is also the case that without apparent reason walking times are sometimes doubled. This can happen for any terrain type and might be a bug. Being burdened or strained does not cause this and has marginal, if any, effect on movement time in the wilderness.
|nothing||changing body armor|
|60 min||changing other parts of equipment|
|60 min||moving onto a plains, road, water, or special square|
|90 min||moving onto a hills square|
|120 min||moving onto a forest square|
|180 min||moving onto a swamp square|
|300 min||moving onto a mountain square (provided you own a climbing set)|
|240 min||applying Survival (Rangers level 1-5 and non-Rangers)|
|120 min||applying Survival (Rangers level 6-50)|
In many cases one turn in wilderness counts as 30 turns elsewhere (while actual turn count is increased by one). This 30x effect includes:
Note that the Swimming skill and water breathing intrinsic have no effect on the time needed to move onto a water square. Likewise, the Climbing skill and the B/U/C status of a climbing set have no effect on the time needed to move onto a mountain square.
Note that a climbing set is required to move onto mountains. It is important to know the status of a climbing set, in particular making sure it is not cursed. A cursed climbing set will fail at the most inopportune moment. At a minimum, the resulting slip while mountaineering will cause extensive equipment destruction. It is often fatal. The blessed vs uncursed status seems to have little or no effect.
If the PC is already bloated, his satiation value isn't increased. Instead, he gathers plant seeds (on land squares) or goes fishing (on water squares). The amount of seeds gathered does not depend on terrain type or skill value and averages at about 5.2. Rangers of level 6 or above receive triple amount.
When fishing is successful, the PC obtains exactly one piece of fish meat.
The chances of success when applying the Survival skill depend on skill value, terrain type, the Ranger level 6 class power, and the Falcon birthsign. The Falcon birthsign gives a 1/3 chance of success even if you fail the initial check. The following success rates were measured by applying the Survival skill 100 times, with a skill value of 100. The "normal" column applies to non-Rangers and Rangers of level 1-5, the "high" column to Rangers of level 6-50. Level is the terrain difficulty level.
Wilderness encounter types are specified next. If the PC is level 25+, the chance is 16.7% for high-level (lvl 25+) encounter, 33% for mid-level (lvl 15+) and 50.3% for low-level (lvl 1+) encounter. For lvl 15-24 PCs, 33% for mid-level and 67% for low-level encounter. For level and terrain, each of the types has equal chance.
|||All||a group of roving raiders||1 raider lord, 3d4 raider, 1d2 goblin, 1d3 kobold||50%||90%|
|1+||Forest||an orcish patrol||3d4 orc, 1d2+1 orc scorcher, 1d2-1 orc chieftain||35%||85%|
|a group of bandits||4d3 bandit, 1d2 outlaw||30%||90%|
|a wandering brown bear||1 brown bear||70%||98%|
|a huge grizzly bear||1 grizzly bear||40%||85%|
|Hills||a pack of wolves||4d4 wolf, 1d4 dire wolf||25%||55%|
|a hill orc patrol||3d3 hill orc, 2d2 hill orc sergeant||35%||70%|
|an outlaw band||2d4 outlaw||30%||90%|
|a wandering wizard||1 black wizard||80%||50%|
|Plains||a large jackal pack||8d4 jackal, 1d6-4 jackalwere||20%||95%|
|a hobgoblin patrol||3d3 hobgoblin, 1d2 hobgoblin leader, 1d6-3 hobgoblin chief||75%||95%|
|a roving barbarian group||4d3 barbarian, 1d3 barbarian leader||65%||90%|
|a pack of wild dogs||4d3 large dog||30%||90%|
|Road||a group of outlaws||2d4 outlaw, 1d2 outlaw leader||20%||95%|
|a pilgrimage of chaos monks||6 chaos brother, 6 chaos sister||75%||95%|
|a skeleton patrol||1d40+6 skeleton||30%||90%|
|a lone necromancer||1 necromancer||50%||90%|
|Mountains||a lone stone giant||1 stone giant||75%||95%|
|a gnoll warband||4d4 gnoll, 2d4 large gnoll, 1d2 gnoll chieftain||70%||95%|
|a cave bear||1 cave bear||60%||95%|
|a pack of cave lions||2d2 cave lion||30%||90%|
|Swamp||a horde of lizard men||5d3 lizard man, 1d3 cave lizard||40%||90%|
|a group of lost souls||3d3 zombie, 2d4 ghul, 1d3 wight, 1d2-1 wraith||15%||50%|
|a horde of huge frogs||3d3 giant frog||50%||95%|
|a lone hydra||1 swamp hydra||65%||95%|
|15+||Forest||a giant boar||1 giant boar||30%||90%|
|a wandering giant||1 fomorian giant||90%||95%|
|Hills||a hunting party of hill giants||2d3 hill giant, 1d3-2 hill giant chieftain||50%||95%|
|a party of assassins||5d4 assassin||0%||90%|
|Plains||a horrible Dorn Beast||1 Dorn Beast||80%||95%|
|a wild air elemental||1 air elemental||30%||95%|
|Road||a party of assassins||5d5 assassin||0%||95%|
|a gnoll war party||10d6 gnoll, 10d3 large gnoll, 1d4 gnoll chieftain||70%||95%|
|Mountains||a warband of stone giants||2d4 stone giant, 1d3-2 stone giant lord||45%||95%|
|a lone red dragon||1 red dragon||80%||20%|
|Swamp||a horde of plague bearers||4d4 chaos plague bearer||60%||95%|
|a lone black dragon||1 black dragon||60%||10%|
|25+||All||a lone corruptor||1 corruptor||20%||75%|
|an entourage of chaos knights||2d2 chaos knight, 4d4 chaos plague bearer, 1d6+2 chaos servant||50%||80%|
|a group of horribly deformed beings||2d4 chaos mutant||50%||90%|
|a dark hooded figure||1 chaos wizard||30%||60%|
|a lone knight surrounded by an aura of hate and fear||1 chaos warlord||50%||85%|
|a black unicorn||1 black unicorn||50%||50%|
|an ogre army||1 ogre emperor, 3d3 ogre lord, 2d2 ogre magus, 10d6 ogre||40%||40%|
|a herd of rust monsters||1d2 giant rust monster, 2d2 large rust monster, 2d6 rust monster||20%||50%|
|a quickling raiding party||1d3 quickling lord, 2d4 quickling||15%||15%|
 if the Kranach quest is received, PC is max level 5, has max 5000 xp, there is 25% chance of an encounter being a group of roving raiders
Case 1 cannot happen to invisible PCs, lvl 6+ Druids and lvl 25+ Merchants. For others, there is 3.3% chance to get ambushed, then another 6.7% chance for cursed PCs, then another 12.5% chance for doomed PCs. This gives about 21% chance if the PC is both cursed and doomed. However, you still avoid ambush if Pe>1d100, or if Alertness>1d150, or if you have the Scout talent and 10%.
Case 2 will happen if not case 1 and if Stealth+Survival+X > 1d1000, where X = 500 - Level*10 if invisible (yes, being high level is worse here), X = 0 otherwise.
Otherwise case 3.
Rain related messages:
In Tutorial mode, there is a goblin rockthrower at tunnel entrance, who always drops potion of healing and scroll of identify, then there is a special cache with wand of cold, long bow and 40 arrows (SE part after entering tunnel), then a minotaur accross a river, followed by random trap in tunnels after river, a secret door circumventing the trap, and finally 3x3 room full of goblins in western part. New players might want to grab items since having attack wand and ammunition with long bow can increase PC's survivability.