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Last checked on Botbooru: Created Archived since
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The Adventurer's Compendium
78 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Success & Failure
Keys: Succeed, Failure, Success, Fail
Always on · Selective · Before character · Order 10 · 100%
Entry settings
When considering narrative success or failure of an action, always consider {{user}}'s and/or the involved NPC's Skills. If they have a Skill related to the action, they're more likely to succeed. The likelihood of success also depends on the character's Skill Tier. For instance, it might be difficult for someone with [Persuasion I] to convince a bandit not to rob them, but someone with [Persuasion V] could probably convince the bandit it was the bandit's turn to be robbed today.
- #2Skill Evolution
Keys: Skill Evolution, Evolution
Always on · Selective · Before character · Order 10 · 100%
Entry settings
Skills can evolve through various means. The primary and most effective method for raising the Tier of a skill is through experience. However, not all experience is created equal. For example, one could swing their sword while practicing 10,000 times to perfect their forms and rise from [Swords I] to [Swords II], however, a few particularly intense bouts of actual combat might produce the same result; real experience is always superior to practice.
- #3Encounter Guidelines
Keys: Task, Quest, Encounter, Request
Always on · Selective · Before character · Order 10 · 100%
Entry settings
The following are guidelines when crafting encounters/quests:
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Consider {{user}}'s motivation: Why would {{user}} want to do this quest/encounter? Create stakes that matter.
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Consider {{user}}'s Skills: As an example, if {{user}} has [Poison Resistance I] and you're considering pitting {{user}} up against a dragon that's attacking a town, that dragon should have Poison Breath, not Fire Breath for its breath weapon. Make {{user}} feel like their Skills matter, because they should.
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Consider {{user}}'s progress: If the story just started, it's not feasible to have {{user}} go up against a whole army by themselves. It would be impossible, and it wouldn't make narrative sense. Start small, work your way up to larger and more cinematic encounters/quests. This doesn't mean that {{user}}'s impact on the world has to be small, however, as even a passing novice might save a princess from from a stray goblin if luck is on their side.
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- #4Out of Character
Keys: OOC, [OOC]:, OOC:
Always on · Selective · Before character · Order 10 · 100%
Entry settings
{{user}} is speaking to you, the AI, out of character. This means that you should reply as the AI model, not as {{char}}.
- #5Skills
Keys: Skill, Skills
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Skills are something that each living thing is born with. Skills are NOT earned through hard work and training. As an example, no matter how hard someone trains with a sword, they'll never acquire [Swords I] if they weren't born with it. This doesn't mean they can't wield a sword with enough practice, of course, it just means they weren't born with a talent for it and can never become as exceptional with it as someone who was. Skills can grow over time as they're trained diligently. For example, with enough practice or battle experience, [Swords I] might evolve into [Swords II].
- #6Skill List
Keys: List of Skills, Skill List
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
If {{user}} requests the skill list, output all Skills as they appear on this list. Do NOT output custom skills that do not appear on this list. The following is a list of all existing Skills:
Category: Combat – Martial [Swords I] - Rarity: Common [Polearms I] - Rarity: Common [Archery I] - Rarity: Common [Heavy Armor Proficiency I] - Rarity: Uncommon [Shields I] - Rarity: Common [Unarmed Combat I] - Rarity: Common [Combat Awareness I] - Rarity: Uncommon
Category: Combat – Magical [Fire Magic I] - Rarity: Common [Water Magic I] - Rarity: Common [Wind Magic I] - Rarity: Common [Earth Magic I] - Rarity: Common [Light Magic I] - Rarity: Uncommon [Shadow Magic I] - Rarity: Uncommon
Category: Survival & Wilderness [Survival I] - Rarity: Common [Tracking I] - Rarity: Common [Foraging I] - Rarity: Common [Hunting I] - Rarity: Common [Fishing I] - Rarity: Common [Herbalism I] - Rarity: Uncommon [Beast Handling I] - Rarity: Uncommon [Mount Riding I] - Rarity: Common [Camouflage I] - Rarity: Uncommon [Endurance I] - Rarity: Common
Category: Crafting & Trade [Blacksmithing I] - Rarity: Common [Weaponsmithing I] - Rarity: Uncommon [Armorsmithing I] - Rarity: Uncommon [Leatherworking I] - Rarity: Common [Tailoring I] - Rarity: Common [Carpentry I] - Rarity: Common [Alchemy I] - Rarity: Rare [Enchanting I] - Rarity: Rare [Cooking I] - Rarity: Common [Appraisal I] - Rarity: Uncommon
Category: Perception & Knowledge [Perception I] - Rarity: Common [Investigation I] - Rarity: Uncommon [Arcane Knowledge I] - Rarity: Uncommon [Monster Lore I] - Rarity: Common [Tactics I] - Rarity: Uncommon [Navigation I] - Rarity: Common [History I] - Rarity: Common [Linguistics I] - Rarity: Uncommon [Medicine I] - Rarity: Uncommon [Reading Intent I] - Rarity: Rare
Category: Social & Leadership [Persuasion I] - Rarity: Common [Intimidation I] - Rarity: Common [Deception I] - Rarity: Uncommon [Etiquette I] - Rarity: Common [Negotiation I] - Rarity: Uncommon [Leadership I] - Rarity: Uncommon [Command Presence I] - Rarity: Rare [Performance I] - Rarity: Common [Streetwise I] - Rarity: Uncommon [Diplomacy I] - Rarity: Rare
Category: Defensive & Resistive [Pain Tolerance I] - Rarity: Common [Mental Fortitude I] - Rarity: Uncommon [Poison Resistance I] - Rarity: Uncommon [Fire Resistance I] - Rarity: Rare [Cold Resistance I] - Rarity: Common [Magic Resistance I] - Rarity: Rare [Steadfast I] - Rarity: Uncommon [Disease Resistance I] - Rarity: Common [Composure I] - Rarity: Uncommon [Iron Will I] - Rarity: Rare
Category: Utility & Movement [Athletics I] - Rarity: Common [Stealth I] - Rarity: Uncommon [Lockpicking I] - Rarity: Uncommon [Sleight of Hand I] - Rarity: Uncommon [Trap Setting I] - Rarity: Uncommon [Urban Traversal I] - Rarity: Rare [Balance I] - Rarity: Common [Quick Reflexes I] - Rarity: Uncommon [Escape Artist I] - Rarity: Uncommon
- #7Tactics
Keys: Tactics
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Tactics I] Category: Perception & Knowledge Rarity: Uncommon Description: Foundational understanding of positioning, battlefield awareness, and coordinated engagement. Notes: Common among trained officers.
- #8Navigation
Keys: Navigate, Navigation, Routes, Route
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Navigation I] Category: Perception & Knowledge Rarity: Common Description: Basic ability to orient oneself using landmarks, celestial cues, and mapped routes. Notes: Essential for long-distance travel.
- #9Swords
Keys: Swords, Sword, Blade, Blades
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Swords I] Category: Combat – Martial Rarity: Common Description: Foundational proficiency in one-handed and two-handed swords. The user understands proper stance, grip, guard positions, and basic strike patterns. Notes: A standard entry-level martial skill.
- #10Polearms
Keys: spears, spear, lance, halberds, halberd, polearms, lances, polearm
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Polearms I] Category: Combat – Martial Rarity: Common Description: Basic control of spears, lances, and halberds, emphasizing thrust accuracy and spacing. Notes: Widely taught in structured formations.
- #11Archery
Keys: Archery, Bows, Bow
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Archery I] Category: Combat – Martial Rarity: Common Description: Basic accuracy and steady form when using bows at moderate range. Notes: Common among hunters and scouts.
- #12Heavy Armor Proficiency
Keys: Heavy Armor, Scale Armor, Plate Armor
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Heavy Armor Proficiency I] Category: Combat – Martial Rarity: Uncommon Description: Trained familiarity with heavy armor, allowing natural movement and confident weight distribution. Notes: Typically gained through formal instruction.
- #13Shields
Keys: Shield, Guard, Block, Shields
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Shields I] Category: Combat – Martial Rarity: Common Description: Proper defensive positioning and impact absorption using a handheld shield. Notes: Essential for frontline fighters.
- #14Unarmed Combat
Keys: Unarmed, Unarmed Combat, Punch, Strike, Kick
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Unarmed Combat I] Category: Combat – Martial Rarity: Common Description: Basic striking, grappling, and defensive techniques without weapons. Notes: Often learned out of necessity rather than choice.
- #15Combat Awareness
Keys: Awareness, Combat Awareness
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Combat Awareness I] Category: Combat – Martial Rarity: Uncommon Description: The user maintains heightened situational awareness in hostile environments, reacting quickly to sudden threats. Notes: Develops naturally in those who survive repeated battles.
- #16Fire Magic
Keys: Fire Magic, Flame Magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Fire Magic I] Category: Combat – Magical Rarity: Common Description: Foundational ability to conjure and direct flame. The user can ignite small fires and project controlled bursts of heat in combat. Notes: Often the first element studied due to its immediacy and clarity of feedback.
- #17Water Magic
Keys: Frost Magic, Ice Magic, Water Magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Water Magic I] Category: Combat – Magical Rarity: Common Description: Basic manipulation of water, allowing the user to redirect small volumes or launch focused surges in close combat. Notes: Advanced applications may include mist, pressure, or cold-based techniques.
- #18Wind Magic
Keys: Wind Magic, Gust Magic, Air Magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Wind Magic I] Category: Combat – Magical Rarity: Common Description: Fundamental control over air currents, enabling the user to generate gusts, redirect movement, or destabilize opponents. Notes: Known for its versatility and subtlety.
- #19Earth Magic
Keys: Earth Magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Earth Magic I] Category: Combat – Magical Rarity: Common Description: Basic shaping of soil and stone, allowing the user to raise minor barriers or disrupt footing. Notes: Favored for defensive applications and terrain control.
- #20Light Magic
Keys: Light Magic, Healing Magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Light Magic I] Category: Combat – Magical Rarity: Uncommon Description: Foundational control over radiant energy, allowing the user to produce flashes of illumination and focused beams of searing brilliance. Can also be used to purify, and heal the injured. Notes: Commonly associated with sanctified orders and disciplined study.
- #21Shadow Magic
Keys: Dark Magic, Shadow Magic, Black Magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Shadow Magic I] Category: Combat – Magical Rarity: Uncommon Description: Basic manipulation of darkness and obscuration, enabling the user to deepen shadows or dull ambient light in localized areas. Notes: Often misunderstood and treated with suspicion.
- #22Survival
Keys: Survival
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Survival I] Category: Survival & Wilderness Rarity: Common Description: Foundational ability to endure and navigate natural environments, including basic shelter construction, foraging, and hazard avoidance. Notes: Common among travelers, hunters, and rural populations.
- #23Tracking
Keys: Track, Tracking
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Tracking I] Category: Survival & Wilderness Rarity: Common Description: Basic skill in identifying and following tracks, broken foliage, and subtle signs of recent movement. Notes: Frequently paired with hunting or scouting.
- #24Foraging
Keys: Forage, Gather, Gathering, Foraging
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Foraging I] Category: Survival & Wilderness Rarity: Common Description: Ability to identify edible plants, safe water sources, and common natural resources in the wild. Notes: Reduces the risk of consuming harmful flora.
- #25Hunting
Keys: Hunting, Trapping
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Hunting I] Category: Survival & Wilderness Rarity: Common Description: Basic knowledge of stalking prey, setting simple traps, and delivering clean kills. Notes: Common in frontier regions.
- #26Fishing
Keys: Fishing, Fish
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Fishing I] Category: Survival & Wilderness Rarity: Common Description: Competence in catching fish using rods, nets, or improvised tools in rivers, lakes, and coastal waters. Notes: A practical skill in river settlements.
- #27Herbalism
Keys: Herbalism
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Herbalism I] Category: Survival & Wilderness Rarity: Uncommon Description: Foundational knowledge of medicinal plants, poultices, and naturally occurring remedies. Notes: Often overlaps with early alchemical study.
- #28Beast Handling
Keys: Animal Handling, Beast Handling, Animal Husbandry
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Beast Handling I] Category: Survival & Wilderness Rarity: Uncommon Description: Basic ability to calm, guide, and manage domesticated or semi-domesticated animals. Notes: Common among ranchers and caravan workers.
- #29Mount Riding
Keys: Riding, Mount Riding, Mounted Combat
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Mount Riding I] Category: Survival & Wilderness Rarity: Common Description: Competent riding and basic control of trained mounts across varied terrain. Notes: Often acquired through travel necessity.
- #30Camouflage
Keys: Camouflage, Blend In
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Camouflage I] Category: Survival & Wilderness Rarity: Uncommon Description: Ability to blend into natural surroundings using terrain, foliage, and light awareness. Notes: Favored by scouts and poachers.
- #31Endurance
Keys: Endurance
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Endurance I] Category: Survival & Wilderness Rarity: Common Description: Basic physical resilience allowing sustained travel, labor, and exposure to harsh conditions. Notes: Develops naturally in labor-intensive lifestyles.
- #32Blacksmithing
Keys: Smith, Blacksmithing, Smithing
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Blacksmithing I] Category: Crafting & Trade Rarity: Common Description: Foundational ability to forge, repair, and maintain basic metal tools and weapons. Notes: A cornerstone trade in most settlements.
- #33Weaponsmithing
Keys: Weaponsmithing
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Weaponsmithing I] Category: Crafting & Trade Rarity: Uncommon Description: Focused training in crafting and balancing bladed and hafted weapons for combat use. Notes: Distinguished from general smithing by precision and design.
- #34Armorsmithing
Keys: Armorsmithing
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Armorsmithing I] Category: Crafting & Trade Rarity: Uncommon Description: Basic skill in shaping and assembling protective gear from metal components. Notes: Often learned alongside blacksmithing.
- #35Leatherworking
Keys: Leatherworking
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Leatherworking I] Category: Crafting & Trade Rarity: Common Description: Ability to process hides and craft durable leather goods, including light armor and travel gear. Notes: Essential in frontier regions.
- #36Tailoring
Keys: Sew, Stitch, Stitching, Tailoring, Sewing
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Tailoring I] Category: Crafting & Trade Rarity: Common Description: Foundational skill in measuring, cutting, and stitching garments for practical wear. Notes: Common in urban environments.
- #37Carpentry
Keys: Carpentry, Woodworking
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Carpentry I] Category: Crafting & Trade Rarity: Common Description: Basic construction and shaping of wooden tools, structures, and fittings. Notes: Essential for settlement expansion.
- #38Alchemy
Keys: Alchemy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Alchemy I] Category: Crafting & Trade Rarity: Rare Description: Foundational understanding of combining reagents to produce stable potions and chemical compounds. Notes: Requires careful study and controlled environments.
- #39Enchanting
Keys: Enchanting, Enchant, Enchanted
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Enchanting I] Category: Crafting & Trade Rarity: Rare Description: Basic inscription of magical properties onto objects using structured ritual processes. Notes: Typically requires magical literacy.
- #40Cooking
Keys: Cooking
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Cooking I] Category: Crafting & Trade Rarity: Common Description: Competent preparation of meals using varied ingredients while preserving flavor and nutrition. Notes: Undervalued, yet universally appreciated.
- #41Appraisal
Keys: Identify, Appraisal, Appraise
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Appraisal I] Category: Crafting & Trade Rarity: Uncommon Description: Ability to estimate the quality, craftsmanship, and market value of goods. Notes: Common among merchants and guild representatives.
- #42Perception
Keys: Sense, Perception
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Perception I] Category: Perception & Knowledge Rarity: Common Description: Basic attentiveness to environmental details, including subtle movement, unusual sounds, and visual inconsistencies. Notes: Often sharpened through travel or danger.
- #43Investigation
Keys: Investigation
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Investigation I] Category: Perception & Knowledge Rarity: Uncommon Description: Foundational ability to examine scenes, identify patterns, and draw logical conclusions from physical evidence. Notes: Common among city guards and inspectors.
- #44Arcane Knowledge
Keys: Magic Theory, Arcane Knowledge
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Arcane Knowledge I] Category: Perception & Knowledge Rarity: Uncommon Description: Basic understanding of magical theory, elemental principles, and ritual structure. Notes: Often prerequisite to advanced magical disciplines.
- #45Monster Lore
Keys: Monster Lore, Monster Info
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Monster Lore I] Category: Perception & Knowledge Rarity: Common Description: Familiarity with common creatures, their habits, and general behavioral tendencies. Notes: Frequently acquired by adventurers.
- #46History
Keys: Historical, History
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[History I] Category: Perception & Knowledge Rarity: Common Description: General familiarity with major historical events, nations, and influential figures. Notes: Often taught in structured education.
- #47Linguistics
Keys: Language, Linguistics
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Linguistics I] Category: Perception & Knowledge Rarity: Uncommon Description: Foundational skill in learning, recognizing, and interpreting multiple spoken and written languages. Notes: Valuable in trade hubs and diplomatic circles.
- #48Medicine
Keys: Medicine, Medical, First Aid
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Medicine I] Category: Perception & Knowledge Rarity: Uncommon Description: Basic understanding of wounds, illness, and practical treatment methods. Notes: Distinct from Herbalism; more clinical in approach.
- #49Reading Intent
Keys: Intention, Behavior, Intent, Reading Intent
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Reading Intent I] Category: Perception & Knowledge Rarity: Rare Description: Ability to recognize subtle behavioral cues and shifts in tone that suggest deception, hostility, or unease. Notes: Often developed through social exposure rather than formal study.
- #50Persuasion
Keys: Persuasion, Reasons, Persuade, Persuades, Persuaded, Reasoned, Reason
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
[Persuasion I] Category: Social & Leadership Rarity: Common Description: Foundational ability to present arguments clearly and influence others through reasoned appeal. Notes: Common among merchants and negotiators.
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