Character Creation Thread
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Stats
Ancestry: ancestry | Alignment: Neutral |
Class: Class | Level: 1 | XP: 0 / 10 |
Languages: language list
Attributes | Score | Modifier |
Strength | 10 | 0 |
Dexterity | 10 | 0 |
Constitution | 10 | 0 |
Intelligence | 10 | 0 |
Wisdom | 10 | 0 |
Charisma | 10 | 0 |
HP: 1 / 1
AC: 10
Weapons and Armor
Weapon | Attack | Damage | Range | Properties |
| ||||
| ||||
Armor | AC | Gear Slots | Properites |
| |||
Wealth and Gear
Coin | gp | sp | cp | |
Amount | 0 | 0 | 0 |
Gear Slots
1. | 11. n/a |
2. | 12. n/a |
3. | 13. n/a |
4. | 14. n/a |
5. | 15. n/a |
6. | 16. n/a |
7. | 17. n/a |
8. | 18. n/a |
9. | 19. n/a |
10. | 20. n/a |
ABILITIES AND TALENTS
Bard
Ranger*
Warlock
Witch
All these classes are available here.
Also in that folder is a list of "Diabolical Backgrounds". If you take the Warlock or Witch Class, you can choose from these backgrounds if you wish.
* Ranger house rules: It is assumed that the Ranger brings a supply of herbal ingredients with them in order to make remedies in the dungeon. These ingredients collectively take up one item slot in the ranger's inventory. Creating a remedy takes one crawling round.
Starting Level: Characters starts at 3rd level.
Hit points: When rolling for hit points, re-roll 1s. Remember, your CON bonus (or penalty) only applies to your 1st level hit point roll.
Starting Gold and Loot: Add 50 gp to yoir starting gold. In addition, everyone gets one random piece of loot. This loot will likely be a non-magical item worth extra gold, but there is a chance it could be magical. Roll 1d6 and 1d100, and I will tell you what kind of loot you get as a result.
Rerolling Set 2.
...and this is why I asked. 🤣
Set 1 I suppose.
Thief!
Alright...
Stats are: 10, 17, 15, 9, 6, 10
Taking Human and Thief.
Level 1 Talents: +2 to DEX twice, for a +4 total.
Level 3 Talent... is also a +2. Adding it to DEX.
HP is 12.
Gold: 7 x 5 + 50 = 85 gp.
Rolls
Set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (316) = 10
3d6 : (665) = 17
3d6 : (645) = 15
3d6 : (162) = 9
3d6 : (222) = 6
3d6 : (253) = 10
Set 2 - 1 - (3d6)
(222) = 6
Set 2 - 2 - (3d6)
(246) = 12
Set 2 - 3 - (3d6)
(132) = 6
Set 2 - 4 - (3d6)
(425) = 11
Set 2 - 5 - (3d6)
(452) = 11
Set 2 - 6 - (3d6)
(462) = 12
Reroll Set 2 - 1 - (3d6)
(414) = 9
Reroll Set 2 - 2 - (3d6)
(133) = 7
Reroll Set 2 - 3 - (3d6)
(154) = 10
Reroll Set 2 - 4 - (3d6)
(515) = 11
Reroll Set 2 - 5 - (3d6)
(341) = 8
Reroll Set 2 - 6 - (3d6)
(624) = 12
Another Set 2 Reroll - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (455) = 14
3d6 : (262) = 10
3d6 : (365) = 14
3d6 : (314) = 8
3d6 : (162) = 9
3d6 : (251) = 8
Level 1 Talent - (2d6)
(42) = 6
Also Level 1 Talent - (2d6)
(61) = 7
Level 3 Talent - (2d6)
(45) = 9
Hit Points - (3d4+2)
(414) + 2 = 11
Reroll the 1 - (1d4)
(1) = 1
No, reroll the 1! - (1d4)
(2) = 2
Gold - (2d6)
(43) = 7
Loot! - (1d6, 1d100)
1d6 : (1) = 1
1d100 : (72) = 72
Guess I'll take the 1st set... really good in one (17) and pretty bad in another (4)
For loot I rolled a 3 then a 78
Talents at 1st and 3rd = +1 to priest spellcasting checks and +2 to Strength or Wisdom stat
Starting gold = 15 + 50 = 65

Rolls
Set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (211) = 4
3d6 : (453) = 12
3d6 : (566) = 17
3d6 : (224) = 8
3d6 : (364) = 13
3d6 : (641) = 11
Set 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (321) = 6
3d6 : (461) = 11
3d6 : (625) = 13
3d6 : (534) = 12
3d6 : (545) = 14
3d6 : (151) = 7
Loot - (1d6, 1d100)
1d6 : (3) = 3
1d100 : (78) = 78
Background - (1d20)
(19) = 19
Talent - 1st level, 3rd level - (2d6, 2d6)
2d6 : (55) = 10
2d6 : (45) = 9
hit points level 1 with advantage - (1d6, 1d6)
1d6 : (3) = 3
1d6 : (6) = 6
hit points level 2 with advantage - (1d6, 1d6)
1d6 : (5) = 5
1d6 : (4) = 4
hit points level 3 with advantage - (1d6, 1d6)
1d6 : (2) = 2
1d6 : (5) = 5
Starting Gold - (2d6)
(12) = 3
Luck Tokens for session 1 - (1d4)
(4) = 4
- Berserker Class
- Duelist Class
- Magus Class
- Arcanist Class
- Lightbringer Class
- Brawler Class
- Inquisitor Class
- Puppeteer Class
- Alchemist Class
- Revenant Class
- Ancestries : Lizardfolk, Construct, Djinn, Dragonborne, Foxling, Kobold, Minotaur, Owlfolk, Ramling, Stonefolk, Wolfkin, and Naga
There is a ton of sources there for Shadowdark... most super cheap... several free adventures too
If you want to give more options you can download them too or I can provide dropbox links
Going with 14, 13, 9, 15, 13, 14
Rolls
Set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (141) = 6
3d6 : (614) = 11
3d6 : (246) = 12
3d6 : (121) = 4
3d6 : (152) = 8
3d6 : (313) = 7
Set 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (543) = 12
3d6 : (364) = 13
3d6 : (246) = 12
3d6 : (523) = 10
3d6 : (524) = 11
3d6 : (233) = 8
Reroll 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (243) = 9
3d6 : (633) = 12
3d6 : (334) = 10
3d6 : (615) = 12
3d6 : (234) = 9
3d6 : (134) = 8
Reroll 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (614) = 11
3d6 : (512) = 8
3d6 : (246) = 12
3d6 : (633) = 12
3d6 : (146) = 11
3d6 : (613) = 10
Reroll 3 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (446) = 14
3d6 : (445) = 13
3d6 : (612) = 9
3d6 : (555) = 15
3d6 : (256) = 13
3d6 : (554) = 14
Reroll 4 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (653) = 14
3d6 : (362) = 11
3d6 : (615) = 12
3d6 : (352) = 10
3d6 : (652) = 13
3d6 : (352) = 10
The shield is not magical, but it does not use an inventory slot due to its light weight. If you want to sell it, you can get 40 gp.
The bow is not magical, however it's fine craftsmanship allows you to re-roll 1s when rolling to hit. You could sell it for 35 gp.
Darkness is a feature, not a bug.
In Shadowdark, all the spells you know are available to cast at the start of each day. To cast a spell, you must succeed at a spellcasting check. This check is a d20 + your spellcasting ability modifier (WIS for priests, INT for Wizards, CHA for Witches). The difficulty is 10 + the tier of the spell (tier = spell level). If you succeed, the spell is successful AND the spell remains available to cast again. If you fail, the spell does not work and you cannot cast it again until after you rest (the generic term "rest" in this game means getting a night's sleep in a safe place). If you roll a natural 20 on your check, that's a critical success. You can pick one aspect of the spell and double it (damage, duration, range, number of targets, etc). A natural 1 is a critical failure. Priests lose the spell until they perform penance (usually a sacrifice of gold or valuables is sufficient). Wizards and Witches have spell mishaps on a critical failure.
One side note is that most spells succeed or fail on the casting roll alone - no to-hit roll required and no save by the target allowed.
Have you accepted my character sheet yet? I am not able to make my posts from my character.
Below is an image of Gromlin Battlebeard:

Also, as a reminder, I have a house rule that you can bring an empty sack into the dungeon. It takes up one inventory slot while empty. If you put items in the sack, it stops using inventory space, but you must use two hands to carry it. The sack can hold up to 5 inventory slots when being carried in this way.
Also, something i forgot to put in my house rules is that I assume a lantern holds one flask of oil inside it. So a single inventory slot can hold a lantern and one hour of oil (but not the empty flask that oil came in).
Luck Tokens for session 1 - (1d4)
(4) = 4
Let me roll some dice. I’ll be posting character details tomorrow. For your information, I am posting from Belgium, meaning that I might be a few hours ahead of other players based in North America.
Rolls
Roll set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (242) = 8
3d6 : (441) = 9
3d6 : (125) = 8
3d6 : (323) = 8
3d6 : (342) = 9
3d6 : (514) = 10
Reroll set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (424) = 10
3d6 : (456) = 15
3d6 : (543) = 12
3d6 : (454) = 13
3d6 : (652) = 13
3d6 : (446) = 14
Roll set 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (644) = 14
3d6 : (146) = 11
3d6 : (513) = 9
3d6 : (561) = 12
3d6 : (565) = 16
3d6 : (161) = 8
A pair of exquisite silk slippers with a matching robe. You could use the slippers for extra quiet movement (re-roll checks to sneak if you get a 1), but such use would ruin their monetary value.
You could instead sell the slippers and robe for 35 gp. Or you could keep them and look quite fancy when you are relaxing at the inn (+1 to carousing checks).
I've changed my ruling on this in a subsequent post. You can use CHA for any casting check, but you can still choose Wizard or Witch spells.
Even though Thief and Ranger work together thematically, the possibility for a backstab dealing 5d12 is a bit nuts.
HP: 13
Background: Cult Initiate. You know blasphemous secrets and rituals
Starting Gold: 70 gp
Loot Roll: 6, 82
Rolls
Talents - (2d6, 2d6, 2d6)
2d6 : (62) = 8
2d6 : (26) = 8
2d6 : (63) = 9
HP - (d8-1, d8, d8)
d8-1 : (8) - 1 = 7
d8 : (1) = 1
d8 : (5) = 5
HP Reroll - (d8)
(3) = 3
Background - (d20)
(3) = 3
Starting Gold - (2d6)
(22) = 4
Loot - (d6, d100)
d6 : (6) = 6
d100 : (82) = 82

STR 10
DEX 15
CON 12
INT 13
WIS 13
CHA 14 (+2 thanks to talent)
Stats
Ancestry: human | Alignment: Neutral |
Class: Bard | Level: 3 | XP: 0 / 40 |
Languages: Common, 5 common languages, 1 rare language
Attributes | Score | Modifier |
Strength | 10 | 0 |
Dexterity | 15 | +2 |
Constitution | 12 | +1 |
Intelligence | 13 | +1 |
Wisdom | 13 | +1 |
Charisma | 16 | +3 |
HP: 11 / 11
AC: 10
Weapons and Armor
Weapon | Attack | Damage | Range | Properties |
| ||||
| ||||
Armor | AC | Gear Slots | Properites |
| |||
Wealth and Gear
Coin | gp | sp | cp | |
Amount | 70 | 0 | 0 |
Gear Slots
1. | 11. n/a |
2. | 12. n/a |
3. | 13. n/a |
4. | 14. n/a |
5. | 15. n/a |
6. | 16. n/a |
7. | 17. n/a |
8. | 18. n/a |
9. | 19. n/a |
10. | 20. n/a |
ABILITIES AND TALENTS
Notes
Notes
1st Level: You find a random wizard or priest wand
3rd Level: Reduce the DC of your Presence effects by 3
Rolls
Background - (1d20)
(6) = 6
HP - (3D6)
(111) = 3
Starting wealth (x5, +50) - (2d6)
(22) = 4
Loot - (1d6, 1d100)
1d6 : (5) = 5
1d100 : (91) = 91
Class talent (lvl1), human bonus talent (lvl1), class talent (lvl3) - (2d6, 2d6, 2d6)
2d6 : (11) = 2
2d6 : (54) = 9
2d6 : (55) = 10
Session 1 luck tokens - (1d4)
(3) = 3
Hp reroll - (3d6)
(244) = 10
My character is orphaned and it looks like he was adopted by a sage or some other very knowledgeable person (hence all his languages, and bardic skills). Do we have to develop any of this any further, or can I come up with a story?
Also,
- what random wizard wand has he found?
- what does a loot roll of 5 and 91 mean?
I've submitted an incomplete character sheet, and will work on equipment later on today (though with his puny strength and measly 70gp, it shouldn't take long).
Your wand is a smiple, light-colored wand of laquered and polished pine. It casts the spell Charm Person.
You got a pretty awesome loot roll. You have a set of +1 mithral chainmail. The mithral aspect causes it to use one less inventory slot and it also does not cause disadvantage on stealth or swim checks. If you really want to sell it, you can get 320 gp for it.
Rolls
Wand feature - (1d8)
(4) = 4
Wand Tier - (1d4)
(1) = 1
Wand spell - (1d12)
(3) = 3
I just noticed that the Bard character (which is an official class made by the game's creator) gets to use its CHA stat when using scrolls and wands to cast Wizard and Priest spells. That runs counter to my thoughts about spell type = casting ability.
I'm going to change my ruling and say that you can use CHA to cast Wizard spells if you want. I will still let you choose Wizard or Witch spells, since Shune really should be able to grant Witch spells.
You have a leather eye patch. It has the shape of a bat stitched into it. If you put it over one eye and close the other eye, you can see invisible and incorporeal creatures and things. While using the patch, you have disadvantage on vision-based checks related to things that are not invisible. This item does not use an inventory slot.
If you want to sell this, you can get 75 gp for it.
Final Results:
Set 1
STR = 7 = -2
DEX = 6 = -2
CON = 6 = -2
INT = 13 = +1
WIS = 8 = -1
CHA = 15 =+2
Set 2
STR = 14 = +2
DEX = 11 = 0
CON = 6 = -2
INT = 9 = -1
WIS = 8 = -1
CHA = 11 = 0
Yikes, neither is that great. I think I'll have to go with Set 1 and build a witch. Set 2 has enough STR for a fighter, but I doubt melee combat is a great idea with -2 CON.
Rolls
Set 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (261) = 9
3d6 : (516) = 12
3d6 : (244) = 10
3d6 : (442) = 10
3d6 : (264) = 12
3d6 : (445) = 13
Set 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (561) = 12
3d6 : (154) = 10
3d6 : (314) = 8
3d6 : (661) = 13
3d6 : (553) = 13
3d6 : (641) = 11
Set 1 Reroll - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (331) = 7
3d6 : (321) = 6
3d6 : (222) = 6
3d6 : (652) = 13
3d6 : (116) = 8
3d6 : (366) = 15
Set 2 Reroll - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (616) = 13
3d6 : (262) = 10
3d6 : (414) = 9
3d6 : (414) = 9
3d6 : (131) = 5
3d6 : (262) = 10
Another set 2 reroll - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (155) = 11
3d6 : (131) = 5
3d6 : (614) = 11
3d6 : (425) = 11
3d6 : (342) = 9
3d6 : (164) = 11
Set 2 Reroll 3 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (653) = 14
3d6 : (344) = 11
3d6 : (411) = 6
3d6 : (342) = 9
3d6 : (341) = 8
3d6 : (632) = 11
Now let me try to figure out some kind of personality for this fellow. And a description.
Lol! I’m sure there will be ample opportunity to pick it off his body soon enough!
It still sucks. Now I get to put points into... Strength or Charisma. Also, my to hit, to damage, and AC just got way worse. I guess they can dump into STR so I can carry more. 🤷
We should start a betting pool on who dies first. (I'm betting on me. Lol)
Edit: Ok well reroll aces might not do what I think it does, but it looks like I rolled a 4 after the 1 so I have 2 hp.
Rolls
Talent - (1d12)
(4) = 4
Gold - ((2d6x5)+50)
(56) + 55 = 66
Random Loot - (1d6, 1d100)
1d6 : (6) = 6
1d100 : (81) = 81
HP - (1d4-2, RA)
(1) - 2 = -1
For some reason did not reroll 1 on hp - (1d4-2, RA)
(42) - 2 = 4
You could sell the staff for 80 gp.
Rolls
HP - (2d4)
(21) = 3
Talent - (1d12)
(3) = 3
Regarding character creation:
- there is no listed price for a bard's instrument, nor any mention of it being necessary for the use of a bard's powers; should one be required, Melayne would have a harp, as seen on the image on his character sheet. Would it take one slot? That would require to give up some other item. I also figured he might have juggling balls or some other such thing to distract and perform... would those need to be listed and occupy slots?
- a single dagger occupies a slot, or could he have two or three?
- when you buy a lamp, is it assumed to already contain oil?
Regarding his bardic powers:
- does the presence feature require an action ? In other words, must he forfeit an attack if he wants to inspire or fascinate?
- how does fascinate work? Do targets just stand there, mesmerized? If they are attacked, does that break the fascination effect on that individual, or the group?
- just to get this right, whenever Melayne uses the wand, he needs to succeed on a DC11 Charisma check. If he fails non-critically, he the dweomer does not work, and he can no longer use the wand until he gets a full rest. If he fails critically, he must roll on the wizard mishap table and the wand is broken. If he succeeds critically the duration of the spell is doubled (since that is the only random element to the spell). Did I get this right?
Thea still needs to pick her second language.
XP should be 0 / 40
I think her damage should for both weapons should be +3 for Ability modifier. (That's my reading of the damage section of the book anyways)
When you hit a target with an attack or spell, you damage it. Roll your weapon or spell's damage dice + relevant bonuses
@timplausible could you clarify if attacks add ability mod to damage?
Leather AC is 11+Dex (you have it listed as 13 in Armor line)
You don't have a Backpack or Sack listed in your gear. (Backpack does not use a gear slot. Sack takes up 1 slot but can hold 5 items withut increasing gear slots... although you need to carry it in both hands if there are items in it)
@MaJunior
Betram's XP should be 0 / 40
Pending GM clarification ability bonus to damage for weapons.
You could add a Sack to Gear
@matmaisan
Melayne
Possible Ability bonus to damage for weapons (Edit: I was wrong)
You could add a sack to your gear (great for when we find treasure)
Betram's XP should be 0 / 40
Pending GM clarification ability bonus to damage for weapons.
You could add a Sack to Gear
He already said ability bonus doesn't add to damage.
page 37 in Quickstart Rules:
Level Up At...
1 = 10 XP
2 = 20 XP
3 = 30 XP
4 = 40 XP
LEVELING UP
To gain a level, you need to earn your current level x 10 XP. Once you reach a new level, your total XP resets back to zero.
What other modifiers can add to weapon damage? Magic weapon bonus? anything else?
Answers to your other questions: A lot of your questions have no official answer (the game's creator likes to leave a lot of things up to individual GMs by... not making rules).
* We'll say bard's instrument is free, but it does take up an inventory slot. Playing it is necessary for Fascinate, but not for Inspire.
* You've got the wand thing correct
* Fascinate causes targets to stand and stare/listen as long as the effect lasts, and as long as no one attacks/harms the targets. However, this is a non-combat ability. You cannot fascinate someone that is already trying to kill you and your friends.
* Presence requires your action during the round. You can move and use the ability, but yout can't attack, use an item, etc.
We are 3rd level going to 4rth, so we start at 0 and need 40 XP

I'm not automatically changing mine because you said so, we both have a chart and they each say different things. Add in that my sheet has said 20 since I submitted it and he didn't call it -- just like he didn't call yours for saying 40 -- only adds to the uncertainty.
Sounds to me like that's a call for the GM to make.
I've never seen the version of the XP table with all the 20s on it. The quickstart and the core rules that I have both look like the one Balthazar posted.
Also, the "set your XP back to zero when you level" can be a little confusing at first because that's not how most D&D-based games work. But everyone should start with ZERO XP. Everyone will level up when they get 30 XP (at which point you will go back to zero again, plus any spillover. Then you'll need to earn 40 XP to level up to 5).
I didn't look at what everyone put for XP on their sheets. Sorry for any confusion that resulted.
I've never seen the version of the XP table with all the 20s on it. The quickstart and the core rules that I have both look like the one Balthazar posted.
Also, the "set your XP back to zero when you level" can be a little confusing at first because that's not how most D&D-based games work. But everyone should start with ZERO XP. Everyone will level up when they get 30 XP (at which point you will go back to zero again, plus any spillover. Then you'll need to earn 40 XP to level up to 5).
I didn't look at what everyone put for XP on their sheets. Sorry for any confusion that resulted.
I've never seen the version of the XP table with all the 20s on it. The quickstart and the core rules that I have both look like the one Balthazar posted.
Also, the "set your XP back to zero when you level" can be a little confusing at first because that's not how most D&D-based games work. But everyone should start with ZERO XP. Everyone will level up when they get 30 XP (at which point you will go back to zero again, plus any spillover. Then you'll need to earn 40 XP to level up to 5).
I didn't look at what everyone put for XP on their sheets. Sorry for any confusion that resulted.
1. characters often start at 0 and need a certain amount of XP to gain first... In this case 10 XP.
2. in the level 10 line it says 100 XP... yet there is no 11th level, so why would you need 100 XP? It makes more sense that at 9th level you would need 100 XP to level to 10, the highest level.
As I'm sure you're gathering, Shadowdark characters are pretty low-power compared to 5e characters (and even compared to some OSR games). The power curve as you level is also more flat. The good news is that this applies to most adversaries as well. Monsters tend to not have damage bonuses for their attacks, just a die roll. The hit point totals for monsters tend to be lower. Of course, as an OSR-style game, it's not uncommon for you to encounter monsters that are a higher level than your party. Picking your battles is important.
Needing 10 XP to go from 0 to 1 and also to go from 1 to 2 is a bit odd, but that's what they did. Honestly, I think level 0's are really just meant to level up after you finish your Gauntlet, and they also through an XP value in there for those who might want one.
The reason for level 10 having a total to level up is unclear. On the Arcane Library discord, the most common explanations are "in case the GM wants to have levels higher than 10" and "the game designers may have had toughts about a future expansion for higher levels". Personally, I think it's maybe just someone's obsessive need for the table to have an entry for each row.
I've never seen the version of the XP table with all the 20s on it.

What version do I have then?? 😳

Rolls
New HP - (1d4, RA)
(1) = 1
Talent 1 - (2d6)
(56) = 11
Talent 2 - (2d6)
(16) = 7
Reroll hp again - (1d4)
(2) = 2

I do have a question though, one of my talents is "Learn an additional witch spell of any tier you can cast", does that mean for each tier of spell I can cast I get an additional spell, or does that mean that when i get that talent, I get 1 additional spell and it has to be from one of tiers I have. Essentially, since I got that talent at level 1, should that I mean I have 5 tier 1 spells and 1 tier 2 or 5 tier 1 and 2 tier 2 ?
I do have a question though, one of my talents is "Learn an additional witch spell of any tier you can cast", does that mean for each tier of spell I can cast I get an additional spell, or does that mean that when i get that talent, I get 1 additional spell and it has to be from one of tiers I have.