Each page below explains one of the game’s mechanical systems in full - how it works, what it governs, and how its parts interact. These are the rules of the world, not a spoiler list. The dungeon still holds its secrets.
Six magic schools, scroll mastery, the spellcraft roll, proficiency scaling, and conversion magic.
Experience awards, level thresholds, class branches, use-based proficiencies, and XP as perk currency.
Random-walk generation, ten themes, five-card rooms, locks and keys, sub-dungeons, and post-processing.
Fourteen material domains, the quality scale, stat modifiers, durability, vulnerability, and crafting inheritance.
Runic tools, socket creation, rune insertion, item buffs, room auras, enchantment rolls, and magical item risks.
Fishing, foraging, mining, washing, harvesting, tag-based object work, tool requirements, proficiency, and sustainable resources.
Four NPC kinds, AI behavior, needs, equipment, companions, and how quest state lives on the player.
Three merchant types, buying, selling, stealing, merchant leveling, and how personality shapes trade.
Player-bound timelines, ten trigger types, timer mode, and how the world fires events at the right moment.
Stains versus smells as separate systems, volume bands, comfort effects, enemy attraction, and decay.
Eight trait kinds rolled at creation, comfort contributions, scope, race and class bias, and trait sources.
The XP-driven perk tree, cost scaling, prerequisite chains, instant stat bonuses, and all 54 perks with icons.
Pickaxe mechanics, wall durability, mineral yields, gem recovery, ceiling collapse risk, and location-based vein mining.