Mechanics
One page per system: the rules behind it, the numbers the game actually uses, and the catches that are easy to miss.
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AlchemyRune sums decide every product; try any mix in the mixer. -
FishingWhere each fish lives, what it bites on and how hard it pulls. -
CombatGetting into a fight, damage and armour, squads and defences. -
FarmingBeds and trellises, harvest size, fertilizers and the orchard. -
GraveyardDigging graves, scoring them, and the graveyard total. -
CorpsesDeliveries, autopsy odds, and every corpse by tier. -
ZombiesRaising the dead, skulls and collars, and the zombie limit. -
TradersStock and buy lists, how prices move, and town orders. -
SermonsAttendance, the success roll, and what each sermon pays. -
TechnologyEarning red, green and blue points, and the cost of the tree. -
Energy & InsanityThe shared bar, sleeping, and what raises or lowers insanity. -
TalentsFrom inspirations to talent points to tree nodes. -
QuestsHand-ins versus checks, quest markers and the Story Tree. -
CalendarDay length in real time and the job of each weekday. -
HappinessSources of happiness and the town quality ceiling. -
ReputationEarning trust, and the technologies and quests it opens. -
Inventory & BagsSlots, the toolbar, and all nine bags. -
MasteryWhere mastery comes from and what a shortfall does. -
StarsStarred items, how grades are rolled, and upgrading them. -
AppearanceFixing the mirror and unlocking every outfit. -
Teleport StonesActivation prices and fast travel between stones.