Derrin

A villager of Pirn found in a room on Level 1 when playing as UNKNOWN. Recruit-able as a companion. He is farm hand who was thrown into this dungeon by bandits likely led by Hamon. His father used to be a soldier. He is childhood friends with the Lord of the fief his village is in - Lord Ermus - and meets him in secret to share knowledge of the situations in various villages. He is an acquaintance of Marlia who worked at a tavern called The Fallen Oak. He has an ingrown toenail.

How co-operative Derrin is with the player is determined by their trust, which can be discerned using Mind Sense. If Derrin does not trust the player, they may not help in combat, especially if they are low on health.

Starting Equipment
Wears a green cloth shirt, brown cloth trousers, and suede shoes. Wields a piece of Wood Debris.

Skills
Derrin starts with no skills but will gain experience as the player gains experience. He can learn all combat, armor, and shield skills until he reaches 15 skills. Derrin is able to learn Dual Wielding as his 15th skill.

As Derrin becomes more skilled, he will become bolder as well.

Conversations
Derrin has many conversations with the player and this list will only expand in the future. In some conversations, multiple paths can be taken to reach the end, or even splitting into differing topics. How the dialogue is portrayed on this wiki is currently the best way it can be represented in full, but it is obviously not the intended experience. The addition of symbols to this page is for convenience. If charts are more your thing, here's one.

The arrow ➜ indicates advancing to the next dialogue tree in the conversation.

The circle ⊘ indicates an end to the conversation.

The {*} indicates either topics branching off during conversation or multiple dialogue options leading to the same response.

Marlia
Trigger: Encountering an undead wearing a blue long-sleeved tunic named Marlia.

Learning
Trigger: When Derrin levels up and his health is above 60%

Magic Lamps
Trigger: Standing near an energy lamp

Deeper
Trigger: After passing through the first door in Level 2.

Portals
Trigger: Standing near the portal in Level 3 with Derrin nearby.

Hiding what
This and subsequent secret dialogues are currently disabled. Before being disabled, completing Derrin's Learning, Magic Lamps, and Portals conversations would let you ask him what he's hiding.

Big Demon
Trigger: Surviving an encounter with The Beast in The Archives.

Sewer Smell
Trigger: Some time after entering the The Crossroads Sewers.

Scary Lair
Trigger: Upon entering the sewers and reaching the large corruption near the center.

Updates

 * 1) Insider build 0.7.1.6: Added full length conversations with Derrin
 * 2) Insider build 0.7.1.5: Fixed triggers that made it possible for the PC to talk to the undead and make them companions.
 * 3) Insider build 0.7.1.3: Added conversation triggers for full length dialogues