[
 {
  "slug": "beginner-guide",
  "title": "Beginner Guide: Your First Days",
  "body_md": "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the dungeon. The main story (**Crawling Doom**, quests Main0-8) doubles as a tutorial spine - it advances automatically as you do the right things, so use it as your to-do list.\n\n### Day 1 checklist\n\n- **Interact with the support wagon** (Main0) - it holds your starting kit.\n- **Build a Basic Workstation** (Main1), then **craft Textile x6, a Cloth Armor and Wood Arrows x2** (Main2).\n- **Recruit up to 4 units** (Main3) - see the recruiting advice below before you spend.\n- **Make a first, short dungeon run** (Main4) and **come home** (Main5). Gather wood, grass and easy kills; don't push deep on day 1.\n- Get food stocked and beds down before night - sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.\n- Then **build a Research Station** (Main6) and start research immediately; idle research is wasted time.\n\n### Recruiting well\n\n- **Inspect candidates before buying** - inspection reveals hidden [talents](#talents). Talent tiers decide stat growth for a unit's whole career, and a fresh candidate only has ~2-5 tiers total across six stats, so one Exceptional or Genius stat is a genuine find.\n- Candidates already carrying [inscriptions](#inscriptions) cost extra (+200 to +2,000 gold by rarity) - often a bargain against the 2% Rare / 0.3% Legendary roll odds.\n- **Elves only appear from [clan rank](#clan-rank) 2**; Humans and Lizardmen are available from the start.\n- Mind the **dietary rules** when planning your kitchen: Elves take a mood hit from meat, Lizardmen from vegetables ([Food & Mood](#food-and-mood)). A mixed-race roster wants a mixed pantry.\n\n### Leveling without stalling\n\n- Leveling is manual: a **prayer** that consumes mana stones ([Leveling & Experience](#leveling-xp)). Pick the **offering** tier deliberately - bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.\n- **The level-5 wall is real**: Greater and Supreme mana stones have no reliable source in the current build, so progress slows sharply past level 5. Spread levels across the squad rather than rushing one unit.\n- At every level-up you pick an inscription from 5 choices - **use the Retry button freely** and don't settle for a weak Common ([Inscriptions](#inscriptions)).\n\n### Dungeon habits\n\n- **Rotate floors.** Farming one floor to 0 [depletion](#depletion) puts a -50% drop-rate debuff on the whole region, and a bottomed-out floor takes 15 in-game days to refill.\n- **Respect the clock** ([Time](#time-system)). Night (20:00-06:00) cuts vision; long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.\n- Watch gear durability and pack food and arrows - broken weapons and hungry settlers end runs early.\n\n### Preparing for the Red Monster Rat\n\nThe main chain's finale (Main7) is killing the **Red Monster Rat** - an elite rat with about **4,500 total HP** and a hard-hitting **144 physical attack**, backed by Bloody Scratch and a Rat Swarm call.\n\nBring a full squad of level-2+ units with crafted gear (Bone or Carapace tier is comfortable), a shield-user to guard, and healing items. Killing it ends the story - but note it does **not** unlock the next region ([How Regions Unlock](#region-unlock)).\n\n### An odd quest-order note\n\nThe chain's internal order is **Main6 -> Main8 -> Main7**: after the Research Station step, the \"2 units at level 2+\" quest (Main8) fires *before* the Red Monster Rat kill (Main7). That's how it's authored - not a bug in your save ([Quests](#quests)).",
  "facts": [
   {
    "key": "Main story spine",
    "value": "Main0-8: wagon -> workstation -> starter gear -> 4 recruits -> first run -> return -> Research Station -> 2 units Lv2+ -> Red Monster Rat"
   },
   {
    "key": "One in-game day",
    "value": "About 18 real minutes at 1x speed"
   },
   {
    "key": "Candidate refresh",
    "value": "Every 480 in-game minutes; inspect to reveal talents first"
   },
   {
    "key": "Elf recruits",
    "value": "From clan rank 2 only"
   },
   {
    "key": "Leveling wall",
    "value": "Greater/Supreme mana stones are nearly unobtainable - expect slow going past level 5"
   },
   {
    "key": "Depletion rule of thumb",
    "value": "Rotate floors; a 0-depletion floor debuffs the whole region by -50% drops"
   },
   {
    "key": "Red Monster Rat",
    "value": "Elite; ~4,500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm"
   },
   {
    "key": "Quest-order quirk",
    "value": "Main8 (2 units Lv2+) fires before Main7 (the boss kill)"
   }
  ]
 },
 {
  "slug": "leveling-xp",
  "title": "Leveling & Experience",
  "body_md": "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is **12**, and settlement buildings cap at **level 5**.\n\nThe experience required to reach the next level climbs on a roughly quadratic curve: 30 to reach level 2, then 250, 567, 1,017, 1,600, 2,315, 3,167, 4,153, 5,273, 6,531, 7,926, and finally 9,457 to reach level 12.\n\nLeveling is not automatic. When a unit has enough experience you perform a **level-up prayer**, which consumes **mana stones** and lets you pick an [inscription](#inscriptions) and pour points into stats. The mana-stone type required climbs with level:\n\n- Levels 1-4 use **Lesser (Low-grade) Mana Stones**\n- Levels 4-7 use **Intermediate (Mid-grade) Mana Stones**\n- Levels 7-10 use **Greater (High-grade) Mana Stones**\n- Levels 10-12 use **Supreme Mana Stones**\n\nThe base quantity cycles 4, 24, 72 within each grade band. In the current build, Greater and Supreme mana stones have no reliable drop, chest, recipe or merchant source, so leveling in practice slows sharply once a unit passes level 5.\n\nWhen you pray you also choose an **offering** tier, which trades mana-stone cost against the size of your stat gains (see the facts below and the [Talents](#talents) article).",
  "facts": [
   {
    "key": "Level cap",
    "value": "12"
   },
   {
    "key": "Building max level",
    "value": "5"
   },
   {
    "key": "XP to reach each level (2 to 12)",
    "value": "30, 250, 567, 1017, 1600, 2315, 3167, 4153, 5273, 6531, 7926, 9457"
   },
   {
    "key": "Mana-stone grade by level",
    "value": "L1-4 Lesser, L4-7 Intermediate, L7-10 Greater, L10-12 Supreme"
   },
   {
    "key": "Mana-stone base quantity per prayer",
    "value": "cycles 4 / 24 / 72 within each grade"
   },
   {
    "key": "Offering: Least",
    "value": "0.5x mana-stone cost, 1.0x stat gain"
   },
   {
    "key": "Offering: Ordinary",
    "value": "1.0x mana-stone cost, 1.2x stat gain"
   },
   {
    "key": "Offering: Plentiful",
    "value": "2.0x mana-stone cost, 1.5x stat gain"
   },
   {
    "key": "Practical wall",
    "value": "Greater and Supreme mana stones are extremely scarce in the current build, slowing progress past level 5"
   }
  ]
 },
 {
  "slug": "inscriptions",
  "title": "Inscriptions",
  "body_md": "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit is offered new ones **at every level-up from level 2 through 12** (11 chances over a full career). Older guidance that inscriptions only appear at levels 2, 5, 8 and 11 is outdated.\n\nAt each level-up you are shown **5 inscription choices** and pick one. A **Retry** button rerolls all five, and inscriptions you already own are excluded so you never see duplicates. The offering tier does **not** affect inscription rarity.\n\nEach of the five choices independently rolls a rarity using shared weights of **807 / 170 / 20 / 3 out of 1000** — that is Common 80.7%, Uncommon 17%, Rare 2%, and **Legendary just 0.3%**. Because there are only three Legendaries, seeing a specific one is very rare (roughly a 1-in-200 chance per level-up screen).\n\nThere are **96 inscriptions** in total: 18 Common, 31 Uncommon, 44 Rare, and 3 Legendary.\n\n- **Common** are the 18 low-grade stat inscriptions.\n- **Uncommon** are the 18 mid-grade stat inscriptions plus the 8 weapon/magic skill-tree grants (Sword, Greatsword, Shield, Blunt, Bow, Fire, Water, Nature) and 5 special effects.\n- **Rare** are the 18 high-grade stat inscriptions plus the 8 sub-class skill-tree grants (Warrior, Guardian, Fortress, Burst, Blitz, Execution, Tide, Harmony) and 18 powerful specials.\n- **Legendary** are the three headliners below.\n\nThe stat inscriptions scale by grade Low / Mid / High, which is usually 1x / 2x / 3x (for example Attack Speed +10 / +20 / +30, Max Weight +20 / +40 / +60), though a few are non-linear (Life Steal +5% / +7% / +10%, Critical Chance +5% / +10% / +15%, resistances +5% / +10% / +15%).\n\nThe three **Legendary** inscriptions:\n\n- **Capital Punishment** — instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.\n- **Inscription of Perfection** — raises every one of the unit's six talents by one tier, capped at Genius.\n- **Inscription of the Storm** — when a basic attack crits, it also deals area damage (matching the attack's damage type) to nearby enemies.\n\nSkill-tree inscriptions are notable because they grant a weapon or magic tree the unit's background would not normally provide, letting you build unusual hybrids (see [Combat: Elements & Weapons](#combat-elements)).",
  "facts": [
   {
    "key": "Total inscriptions",
    "value": "96 (Common 18, Uncommon 31, Rare 44, Legendary 3)"
   },
   {
    "key": "When offered",
    "value": "Every level-up, levels 2 through 12 (11 rolls per career)"
   },
   {
    "key": "Choices per level-up",
    "value": "5, with a Retry button that rerolls all of them"
   },
   {
    "key": "Rarity weights (per 1000)",
    "value": "Common 807, Uncommon 170, Rare 20, Legendary 3"
   },
   {
    "key": "Rarity chances",
    "value": "Common 80.7%, Uncommon 17%, Rare 2%, Legendary 0.3%"
   },
   {
    "key": "Stat-grade scaling",
    "value": "Low / Mid / High usually 1x / 2x / 3x; some stats non-linear"
   },
   {
    "key": "Legendaries",
    "value": "Capital Punishment, Inscription of Perfection, Inscription of the Storm"
   },
   {
    "key": "Duplicates",
    "value": "Inscriptions you already own are excluded from the pool"
   },
   {
    "key": "Offerings vs rarity",
    "value": "Offering tier does not change inscription rarity"
   }
  ]
 },
 {
  "slug": "talents",
  "title": "Talents & Stat Growth",
  "body_md": "Every unit has six **major stats** — Strength, Constitution, Willpower, Intelligence, Agility and Perception — and a separate **talent rating** for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across five tiers:\n\n| Tier | Gain per level-up (base range) | Average |\n|---|---|---|\n| Poor | 1-3 | 2.0 |\n| Moderate | 2-4 | 3.0 |\n| Outstanding | 2-5 | 3.5 |\n| Exceptional | 3-6 | 4.5 |\n| Genius | 3-7 | 5.0 |\n\nThe exact gain is rolled randomly inside the tier's range at each level-up, then multiplied by your **offering** choice: Least x1.0, Ordinary x1.2, Plentiful x1.5. So a Genius stat with a Plentiful offering can gain up to 10-11 points in a single level.\n\nMajor stats then feed **derived (final) stats** by a flat per-point amount shown in-game as \"Per Stat +X\". For example, each point of **Strength** adds +1.0 Physical Attack Power and +4.0 Max Weight. Physical Attack Power also draws on Agility and Perception (+0.5 each per point) on top of a base value, so it is not Strength-only.\n\nConstitution feeds Max Health and physical resistances; Willpower feeds Max Energy and status resistances; Intelligence feeds Magic Attack Power and magic resistances; Agility feeds movement speed, attack speed and dodge; Perception feeds critical and hit chance.\n\n(A parallel internal \"x0.02\" growth model exists in the data but is an unused placeholder — the live model is the flat per-point one.)\n\nThe Legendary **Inscription of Perfection** bumps every talent up one tier (capped at Genius), which is why it compounds so well over a full 12-level career.\n\nThe **Research Lab** raises a unit's Research capability by room quality: roughly +30% (Poor) up to +150-210% (Fantastic/Luxurious) tiers, speeding up research work.",
  "facts": [
   {
    "key": "Talent tiers",
    "value": "Poor, Moderate, Outstanding, Exceptional, Genius"
   },
   {
    "key": "Per-level gain ranges",
    "value": "Poor 1-3, Moderate 2-4, Outstanding 2-5, Exceptional 3-6, Genius 3-7"
   },
   {
    "key": "Offering multipliers",
    "value": "Least x1.0, Ordinary x1.2, Plentiful x1.5"
   },
   {
    "key": "Major stats",
    "value": "Strength, Constitution, Willpower, Intelligence, Agility, Perception"
   },
   {
    "key": "Strength -> derived",
    "value": "+1.0 Physical Attack Power and +4.0 Max Weight per point"
   },
   {
    "key": "Physical Attack Power base",
    "value": "13.5 + Strength x1.0 + Agility x0.5 + Perception x0.5 + weapon value"
   },
   {
    "key": "Starting talent sum",
    "value": "About 2-5 total across the six stats at generation"
   },
   {
    "key": "Research Lab bonus",
    "value": "Research capability +30% (Poor room) up to about +150-210% (top-quality rooms)"
   },
   {
    "key": "Inscription of Perfection",
    "value": "Raises all six talents one tier, capped at Genius"
   }
  ]
 },
 {
  "slug": "time-system",
  "title": "Time & The Day/Night Clock",
  "body_md": "The campaign runs on a single global clock shared by the settlement and any active expedition — there is no separate dungeon calendar. Time is measured in **ticks**: 45 ticks make a minute, 60 minutes an hour, and 24 hours a day, so **one full day is 64,800 ticks**.\n\nAt normal (1x) speed the clock advances about 60 ticks per real second, which means **one in-game day passes in roughly 18 real minutes**. You can change the flow with the speed control (pause, 1x, 3.5x and 7x settings, per `GAMESYSTEM_Campaign_GameSpeed`); pausing stops the clock entirely. At the fastest setting an in-game day passes in about 2.6 real minutes.\n\nThe **day counter rolls over at midnight (00:00)**. The campaign begins at **08:00**, so the very first day is only 16 hours long while every later day is a full 24. Day and night are a separate visual/vision layer: it is **daytime from 06:00 to 20:00** and night otherwise (night reduces vision range). The calendar still turns at midnight, not at dawn.\n\nTime keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop - [Depletion](#depletion) recovery, candidate refreshes and weather all run on it.\n\n### Dungeon Break and lingering too long\n\nThe data ships a **Dungeon Break** scheduler - `GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition = [24, 48, 72, 96, 120, 144]` cumulative campaign **hours** - but in the current build it is a dormant constant: the row is tagged `Dev_NotUsed` and nothing in the AlertTable, AffecterTable or EventTable consumes it (there is no Dungeon Break alert, debuff or event to fire).\n\nWhat actually punishes long expeditions is the **Dungeon Stay ladder**: each in-game day spent in the dungeon steps a unit up through the mood debuffs **Dungeon Stay (D1)** to **(D4)** (`GAMESYSTEM_Dungeon_StayPenaltyTerm` = 1,440-minute steps).\n\nThe per-stage mood penalty scales with management difficulty - Easy -1/-4/-7/-10, Normal -3/-6/-9/-12, up to Devastation -6/-12/-18/-24 - and after the party returns a **Dungeon Stay Aftermath** debuff (Mood -2) lingers a while longer.\n\nOn top of that, stalling without clearing floors fires the *Into the Deeper Depths* nudge event (3 stalled days, 72-hour cooldown), and the accumulated low mood feeds the Stress spiral described in [Food & Mood](#food-and-mood).",
  "facts": [
   {
    "key": "Ticks per minute / hour / day",
    "value": "45 / 2,700 / 64,800"
   },
   {
    "key": "Real time per day at 1x",
    "value": "About 18 minutes"
   },
   {
    "key": "Campaign start time",
    "value": "08:00 (first day is only 16 hours)"
   },
   {
    "key": "Day counter rolls over",
    "value": "At midnight (00:00)"
   },
   {
    "key": "Daytime window",
    "value": "06:00 to 20:00 (night otherwise; night lowers vision)"
   },
   {
    "key": "Game speeds",
    "value": "Pause, 1x, 2x, 3x"
   },
   {
    "key": "Dungeon Break constant",
    "value": "[24, 48, 72, 96, 120, 144] cumulative hours - dormant (Dev_NotUsed, no alert/affecter/event consumes it)"
   },
   {
    "key": "Dungeon Stay ladder",
    "value": "D1-D4 mood debuffs, one step per in-game day (1,440-min term)"
   },
   {
    "key": "Dungeon Stay penalty (Normal)",
    "value": "-3 / -6 / -9 / -12 mood at D1-D4 (Easy -1..-10, Devastation -6..-24)"
   },
   {
    "key": "After returning",
    "value": "Dungeon Stay Aftermath: Mood -2 for a while"
   }
  ]
 },
 {
  "slug": "depletion",
  "title": "Dungeon Depletion",
  "body_md": "Every dungeon floor tracks a **depletion counter** from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over time it recovers on a timer.\n\nWhen a floor's counter reaches 0, the region gains the **Depleted Dungeon** effect, which **cuts all item drop rates by 50%**. Note a quirk worth planning around: depletion is counted per floor, but the drop penalty is applied at the **region level** — so if even one floor bottoms out, the -50% penalty applies to every floor in that region until it recovers, even floors that are still full.\n\nRecovery runs on the campaign clock: `GAMESYSTEM_Campaign_DepletionTerm` sets the refill interval at **4,320 in-game minutes - exactly 3 in-game days - per depletion stack**. A floor ground all the way down to 0 therefore needs 5 stacks x 3 days = **15 in-game days** to refill completely, which is about **4.5 hours of real time at 1x speed**.\n\nThat makes rotation strictly better than waiting: spreading runs across floors (and regions) keeps every counter above zero, so you never eat the -50% region penalty and never have to sit out a two-week recovery. Grinding one favorite floor to the bottom is the single most expensive habit in the game.",
  "facts": [
   {
    "key": "Depletion range",
    "value": "0 (empty) to 5 (full) per floor"
   },
   {
    "key": "Depleted Dungeon effect",
    "value": "All item drop rates reduced by 50%"
   },
   {
    "key": "Scope quirk",
    "value": "One depleted floor applies the -50% penalty to the whole region"
   },
   {
    "key": "Recovery interval",
    "value": "GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack"
   },
   {
    "key": "Full recovery from 0",
    "value": "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)"
   },
   {
    "key": "Practical tip",
    "value": "Rotate floors/regions - never grind a single floor to 0"
   }
  ]
 },
 {
  "slug": "safe-floors",
  "title": "Safe Floors (Expedition Staging)",
  "body_md": "When you begin an expedition into a region, the game can first drop you onto a **safe floor** - a small staging area with an entrance, a corridor and a portal, but no enemies - where you regroup before descending into the real dungeon. Internally it is floor index -1, prepended before floor 1, and each region has its own safe-floor templates.\n\nOn repeat visits the **Skip Safe Floor** option jumps straight past the staging area - but the rules are per-region, straight from the floor-routing code (`GetProperFloor` / `ShouldForceSafeFloor`):\n\n- **Veil of Silence and the Tutorial never get a safe floor at all.** Both regions are hard-excluded in code, so expeditions there always start on floor 1 regardless of the toggle.\n- **Abandoned Mine forces its safe floor**: the force check returns true only for that region, so the skip option is ignored there.\n- **Festering Burrow's safe floor is the Golem memorial.** Its template (`DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem`) is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant, Perion, and an Endorsi spawn that is gated on the `KillCount_GiantStoneGolem_1` record (she only appears there once the Golem has actually died).",
  "facts": [
   {
    "key": "What it is",
    "value": "An enemy-free staging area (floor index -1) generated at the start of an expedition"
   },
   {
    "key": "Contents",
    "value": "Entrance, corridor and a portal into the dungeon proper"
   },
   {
    "key": "Skip option",
    "value": "'Skip Safe Floor' bypasses it on repeat visits (where allowed)"
   },
   {
    "key": "Hard-excluded regions",
    "value": "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)"
   },
   {
    "key": "Forced region",
    "value": "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)"
   },
   {
    "key": "Festering Burrow template",
    "value": "The Golem-memorial arena; its Endorsi spawn requires the KillCount_GiantStoneGolem_1 record"
   }
  ]
 },
 {
  "slug": "region-unlock",
  "title": "How Regions Unlock (Progression)",
  "body_md": "Dungeon Settlers opens its regions in a fixed chain, and the unlock is **derived, not stored**. Every time a campaign loads, the game resets every region to locked, then walks the regions whose `IsCleared` flag is set and re-opens each cleared region's neighbour (`OpenAdjacentRegion`). Clearing region N is the one and only thing that opens region N+1:\n\n**Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse**\n\nOnly the first two regions have real content; the rest are placeholders (see the [Gated Content](gated_content.json) page).\n\n### What counts as clearing a region\n\nEach region names a **clear boss** in the constant `GAMESYSTEM_Dungeon_UnitForClearRegion` - kill it and the region flips to cleared, which immediately unlocks the next region on load.\n\nThe dev comment on that constant is explicit: *if the slot is NULL, the boss doesn't exist and the region won't unlock the next one*. In the current data two slots are filled: slot 0 - Veil of Silence's clear boss is the **Giant Stone Golem** - and, since B.0.3.40, slot 1 - Festering Burrow's clear boss is the **Chain Knight Sentinel**. Every later slot is NULL.\n\n### The demo truth: the chain is broken on purpose\n\nIn the stock demo the Golem fight can never happen, so the chain never advances past region 0:\n\n- The boss room (`DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem`) only generates on **dungeon phase 5** (`AvailablePhases = [5]`).\n- Which phase each floor uses comes from a phase table. The default table (`GAMESYSTEM_Dungeon_Floor_Phase_Division = [2, 4, 5]`) reaches phase 5 on the last floor - but Veil of Silence carries its own override, `GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4]`, which **caps at phase 4**. Floor 5 generates as a phase-4 floor, the phase-5-only boss room is never eligible, and the Golem never spawns - so Veil of Silence can never be cleared by combat and **Festering Burrow is unreachable in the stock demo**.\n- As a second lock, the demo binary special-cases region 1: even a cleared Veil of Silence refuses to open Festering Burrow (the unlock loop, the available-region list and the region-request sanitizer all carry hardcoded region-1 exceptions).\n\nInstead, the demo **auto-completes**: once you descend deep enough (a demo-only resolver checks your floor number, firing on the deepest floors) Veil of Silence is marked cleared and the \"successful expedition\" and wishlist screens appear - no boss kill required, and no region unlocked.\n\nFestering Burrow's clear boss is phase-gated the same way: its boss room (`DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel`) only generates on phase 5, while the region's own phase table (`GAMESYSTEM_Dungeon_Floor_Phase_Division_Shadow_Forest = [1, 2, 3]`) caps at phase 3 - so the Chain Knight Sentinel cannot spawn either, and registering it as the clear boss changes nothing in play yet.\n\nWhat the full game presumably does is simply not cap the override (the default `[2, 4, 5]` division already behaves this way): the last floor becomes the phase-5 boss floor, the boss generates, and killing it clears the region and opens the next one.\n\n### Main quest vs region clear\n\nFinishing the main story is a separate axis from clearing regions. The **Crawling Doom** main chain (Main0-8) ends with killing the **Red Monster Rat** - an elite monster, not the region's clear boss.\n\nCompleting it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. Only the region's clear boss (or the demo's auto-clear) flips the `IsCleared` flag that drives the unlock chain. See [Quests](#quests).\n\n*(For save editors: because the unlock is re-derived on every load, editing a region's `IsLocked` field does nothing on current builds; the only save-side lever is the previous region's `IsCleared` - and on the stock demo binary even that is blocked for Festering Burrow. Older ~B.0.2.x builds stored the unlock instead, where `IsLocked` edits did work. See [Save Files](#save-files).)*",
  "facts": [
   {
    "key": "Unlock rule",
    "value": "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region"
   },
   {
    "key": "Region chain",
    "value": "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse"
   },
   {
    "key": "Clear condition",
    "value": "Kill the region's boss from GAMESYSTEM_Dungeon_UnitForClearRegion (slot 0 = Giant Stone Golem, slot 1 = Chain Knight Sentinel; later slots NULL)"
   },
   {
    "key": "Floors per region",
    "value": "5 (GAMESYSTEM_Dungeon_MaxFloor)"
   },
   {
    "key": "Default phase table",
    "value": "[2, 4, 5] - the last floor reaches phase 5, the boss phase"
   },
   {
    "key": "Demo phase table (Veil of Silence)",
    "value": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - caps at phase 4"
   },
   {
    "key": "Boss room requirement",
    "value": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem needs phase 5 -> never generates in the stock demo"
   },
   {
    "key": "Demo auto-clear",
    "value": "Reaching the deepest floors marks Veil of Silence cleared (demo-only check), no boss kill needed - and region 1 stays locked regardless"
   },
   {
    "key": "Main-quest finale",
    "value": "Red Monster Rat (Main7) ends the story; it does NOT clear the region or unlock anything"
   }
  ]
 },
 {
  "slug": "food-and-mood",
  "title": "Food & Mood",
  "body_md": "Every settler has a **Mood** stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes **Stress** fall; Mood below 0 makes Stress rise proportionally.\n\nWhen Stress maxes out the unit suffers a **Mental Break** (Stress resets to 0); if Stress maxes out *again* while the Mental Break state is active, the unit **dies instantly**.\n\nLow mood also trips HUD alerts, and a squad whose *average* mood stays below -3 for a sustained stretch triggers the **Growing Discontent** morale-crisis event.\n\n### Meal classes and racial diets\n\nEvery edible item carries a food class in its `ItemSubType`: **vegetarian** (`Food_Vegeterian`, 13 items), **carnivore** (`Food_Carnivore`, 10 items) or **omnivore** (`Food_Omnivore`, 2 items), plus a few misc edibles. The class is what the racial diet rules read:\n\n- **Elves** gain **Carnal Guilt** (Mood -2) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.\n- **Lizardmen** gain **Plant Rage** (Mood -2) when they eat vegetarian food, and ignore the penalty for an all-meat diet.\n- **Humans** eat anything - their racial mood quirk is **Growth Fatigue** (Mood -2) whenever their XP bar is sitting at max, so level them up promptly.\n\nCooked dishes also carry a **mood value** - guild quests literally ask you to stockpile \"food with Mood 1+/2+/3+\" - and *where* you eat matters: a meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.\n\n### Other mood levers\n\n- **Sleep quality ladder**: the comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again (135 / 1,080 / 2,160-second effect windows).\n- **Treatment expectations rise with level**: at Normal management difficulty a level-1 unit contributes +8 baseline mood, sliding to -4 by level 5 - veterans expect better rooms, food and pay.\n- **Expeditions drain mood**: each in-game day in the dungeon steps up a Dungeon Stay debuff (see [Time](#time-system)).\n- **Recreation buildings** restore mood: the **Dice Play Table** grants Mood +3, the **Dart Play Board** +2 and the **Card Play Table** +1 per play session (about 40 in-game minutes); overusing the same game applies a Bored debuff instead.\n\n### Mood equipment\n\n- **Flower Necklace** - Mood +2 while worn.\n- **Echo Flower Ring** - Mood +2 plus +0.1% health regeneration.\n- **Forgotten Idol** - the opposite bet: damage dealt *increases as Mood gets lower*, enabling a deliberate misery build.\n\n### The Inscription of Gloom tradeoff\n\nThe Rare **Inscription of Gloom** gives **+20% to all six major stats** in exchange for a permanent **Mood -3**. On a unit whose needs you can keep met it is one of the best stat sticks in the game; on a neglected one it feeds the Stress spiral described above ([Inscriptions](#inscriptions)).",
  "facts": [
   {
    "key": "Mood scale",
    "value": "UI maximum 30; below 0 Stress rises, above 0 Stress falls"
   },
   {
    "key": "Mental Break",
    "value": "Stress at max -> Mental Break (Stress resets); max again during it -> instant death"
   },
   {
    "key": "Morale crisis",
    "value": "Average mood below -3 sustained -> Growing Discontent event"
   },
   {
    "key": "Meal classes",
    "value": "Vegetarian (13 items), Carnivore (10), Omnivore (2) via ItemSubType"
   },
   {
    "key": "Elf diet",
    "value": "Carnal Guilt (Mood -2) from carnivore food; no penalty for vegetarian-only"
   },
   {
    "key": "Lizardman diet",
    "value": "Plant Rage (Mood -2) from vegetarian food; no penalty for carnivore-only"
   },
   {
    "key": "Human quirk",
    "value": "Growth Fatigue (Mood -2) while XP sits at maximum"
   },
   {
    "key": "Recreation buffs",
    "value": "Dice Play Table +3, Dart Play Board +2, Card Play Table +1 mood"
   },
   {
    "key": "Mood items",
    "value": "Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP regen, Forgotten Idol (more damage at lower mood)"
   },
   {
    "key": "Inscription of Gloom",
    "value": "+20% all six major stats, permanent Mood -3"
   }
  ]
 },
 {
  "slug": "summons",
  "title": "Summoned Creatures",
  "body_md": "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the **summoner's Magic Attack Power** rather than being a fixed statline.\n\nThe formulas are:\n\n- **Summon Max HP = (summoner's Magic Attack Power x 1.0) + the summon's base HP**\n- **Summon's own Magic Attack Power = (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power**\n\nSo a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack. Base values differ by creature:\n\n- **Bubbleling** — base HP 0, base Magic Attack 0. A pure summoner-derived unit: a mage with 80 Magic Attack Power spawns an 80 HP / 40 Magic Attack Bubbleling.\n- **Bubbletoad** — base HP 300, base Magic Attack 16.9. The same 80-Magic-Attack mage spawns a 380 HP / 56.9 Magic Attack Bubbletoad (not a flat 300 HP).\n\nTwo extra rules matter in play: a summon's **abilities read the summoner's live Magic Attack Power** at cast time (so buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack), and a summon spawns mirroring the summoner's **current** health/energy ratios — summon a creature while wounded and it arrives wounded. Summons are also leashed to about 5 tiles from their summoner.",
  "facts": [
   {
    "key": "Summon Max HP",
    "value": "summoner Magic Attack Power x 1.0 + base HP"
   },
   {
    "key": "Summon Magic Attack",
    "value": "summoner Magic Attack Power x 0.5 + base Magic Attack"
   },
   {
    "key": "Bubbleling base",
    "value": "0 HP / 0 Magic Attack (fully summoner-derived)"
   },
   {
    "key": "Bubbletoad base",
    "value": "300 HP / 16.9 Magic Attack"
   },
   {
    "key": "Abilities scale on",
    "value": "The summoner's LIVE Magic Attack Power"
   },
   {
    "key": "Spawn condition",
    "value": "Summon inherits the summoner's current HP/energy ratios"
   },
   {
    "key": "Leash range",
    "value": "About 5 tiles from the summoner"
   }
  ]
 },
 {
  "slug": "combat-elements",
  "title": "Combat: Elements & Weapons",
  "body_md": "Despite the colorful spell names, damage in Dungeon Settlers is **binary: everything is either Physical or Magic**.\n\nThere is **no Water (or Fire/Nature) combat element** for mitigation purposes — the element labels on spells are only a UI color, and enemies have just two defensive stats, **Physical Resistance** and **Magic Resistance**.\n\nA \"water\" spell simply deals Magic damage; ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.\n\nWeapons come in one-handed and two-handed types. **Two-handed weapons — the Greatsword, the Bow, and all three elemental Staffs (Fire, Water, Nature) — occupy both hands and block the shield/off-hand slot.** One-handed weapons (Sword and Blunt, plus the gated Dagger, Axe and Spear) can pair with a shield for sword-and-board play. This means a shield can never be combined with a bow or a staff on the same unit.\n\nA few combat constants worth knowing: attacks split between head and body hit locations (about 30% head, 70% body), a successful **guard** cuts incoming damage by about 50%, and a critical hit deals 1.5x damage.\n\nThe game data also defines an **encirclement** constant - a **+10% hit-chance bonus** (`GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusHitRate` = 10) and a **+5% critical-chance bonus** (`GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusCriticalRate` = 5) per unit surrounding a target - but a decompile of this build shows it is **not wired into the combat code**: no compiled code reads those constants, and the hit/crit resolution has no positioning term. So encirclement currently has **no effect on anyone**. If the developers activate it, it would apply **symmetrically** (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.\n\nYou can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree [inscription](#inscriptions) — that is how a caster can pick up, say, Water Magic. Training a tree is separate from what a unit can physically wield at once, though; an inscription can't let a unit hold a two-handed staff and a shield simultaneously.",
  "facts": [
   {
    "key": "Damage types",
    "value": "Only Physical and Magic (no elemental damage types)"
   },
   {
    "key": "Defensive stats",
    "value": "Physical Resistance and Magic Resistance only"
   },
   {
    "key": "Two-handed weapons",
    "value": "Greatsword, Bow, Fire Staff, Water Staff, Nature Staff (block the shield slot)"
   },
   {
    "key": "One-handed weapons",
    "value": "Sword, Blunt (plus gated Dagger, Axe, Spear) — can use a shield"
   },
   {
    "key": "Shield incompatibility",
    "value": "Cannot be worn with a bow or any staff"
   },
   {
    "key": "Hit-location split",
    "value": "About 30% head / 70% body"
   },
   {
    "key": "Guard",
    "value": "Reduces incoming damage by about 50%"
   },
   {
    "key": "Critical hit",
    "value": "1.5x damage"
   },
   {
    "key": "Encirclement",
    "value": "+10% hit and +5% crit per surrounding unit - DEFINED in data but not active in this build (no code reads it)"
   }
  ]
 },
 {
  "slug": "equipment-effects",
  "title": "Equipment & Stat Effects",
  "body_md": "Each unit has **7 equipment slots** (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry **additional status effects**.\n\n**Swapping gear mid-fight has a cost since B.0.3.44**: changing equipment during combat triggers a **10-second global cooldown** (`GAMESYSTEM_Combat_ChangeEquipCoolDown`).\n\nThose additional effects come in two flavors, distinguished by an **is-percent** flag on each stat: some are **percentage** modifiers (Critical Chance, Hit/Dodge/Guard chance, Life Steal, Damage Dealt/Taken, Health Regeneration, Experience Gained) and some are **flat** additions (the six major stats, Max Health, Physical/Magic Attack Power, Attack Speed, Cooldown Reduction, flat resistances).\n\nReading whether a bonus is \"+10%\" or \"+10\" tells you which kind it is.\n\n**Resistances** follow a diminishing-returns curve rather than subtracting flat damage: a value of R reduces damage taken by roughly R / (100 + R), i.e. you multiply incoming damage by about 100 / (100 + R). So resistance is always useful but never reaches full immunity.\n\n**Jewelry** can roll **random affixes**:\n\n- **Silver rings and necklaces** roll a single affix from a broad 17-stat pool (attack, crit, defense and utility stats).\n- **Crystal jewelry** rolls two affixes from a focused, themed pool: **Red Crystal** rolls offense (attack, crit, hit), **Blue Crystal** rolls defense (HP, dodge, guard, resistances), and **Green Crystal** rolls utility (cooldown, energy, move speed, weight).\n\nGear also **wears down**: every hit that lands drains equipment durability in proportion to the damage (a roughly 10% durability-loss factor per hit).\n\nKnow exactly what protects your gear and what doesn't: an active **guard** reduces wear (the guard's damage reduction is applied before the durability math runs), and a **dodged or missed** attack costs no durability at all - but a **Barrier does NOT protect equipment**.\n\nThe durability routine receives the *pre-barrier* damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.\n\nReleased equipment tiers run **Wood -> Bloodwood -> Bone -> Carapace -> Copper -> Silver -> Arcron** (Silver is the jewelry tier; the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it, and Arcron is the special dungeon metal at the top). Higher metal tiers (Iron, Bronze, Tin) and gem-jewelry lines exist in the data but are not yet obtainable (see the Gated Content page).",
  "facts": [
   {
    "key": "Equipment slots",
    "value": "7 per unit"
   },
   {
    "key": "Percent vs flat stats",
    "value": "Each stat carries an is-percent flag; about 56 stats are percent-based, 73 flat"
   },
   {
    "key": "Example percent stats",
    "value": "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration"
   },
   {
    "key": "Example flat stats",
    "value": "The six major stats, Max Health, Physical/Magic Attack Power, Attack Speed"
   },
   {
    "key": "Resistance formula",
    "value": "Damage taken multiplied by about 100 / (100 + Resistance)"
   },
   {
    "key": "Silver jewelry affixes",
    "value": "1 random affix from a broad 17-stat pool"
   },
   {
    "key": "Crystal jewelry affixes",
    "value": "2 affixes; Red = offense, Blue = defense, Green = utility"
   },
   {
    "key": "Durability loss",
    "value": "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear"
   },
   {
    "key": "Released gear tiers",
    "value": "Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)"
   }
  ]
 },
 {
  "slug": "clan-rank",
  "title": "Clan Rank",
  "body_md": "Your clan advances through numbered **ranks** by accumulating **contribution points**. The rank table defines **7 ranks**, but the base game caps the highest *available* rank at **2** — ranks 3 through 7 are defined in the data but locked in the current build.\n\nEach rank-up costs more contribution (roughly 100 for rank 1, then 200, 300, and so on up to 700) and improves your settlement in several ways: from rank 2 onward each rank adds **+1 to your population cap**, you get more recruitment candidates per refresh (6-7 at low ranks, up to 8-10 at the highest), and the candidates you see are higher level. Higher ranks also unlock better **room quality** tiers and additional research.\n\nRank also changes **who** you can recruit: **Elves only become available at clan rank 2** (they are impossible to roll at rank 1), while Humans and Lizardmen are available from the start.",
  "facts": [
   {
    "key": "Ranks defined",
    "value": "7 (in the clan-rank table)"
   },
   {
    "key": "Available cap in current build",
    "value": "Rank 2 (ranks 3-7 are locked)"
   },
   {
    "key": "Contribution to rank up",
    "value": "About 100, 200, 300, 400, 500, 600, 700 per successive rank"
   },
   {
    "key": "Population",
    "value": "+1 population cap per rank from rank 2 (up to +6 at rank 7)"
   },
   {
    "key": "Candidates per refresh",
    "value": "6-7 at low ranks, up to 8-10 at high ranks"
   },
   {
    "key": "Elf recruits",
    "value": "Unlocked at clan rank 2"
   }
  ]
 },
 {
  "slug": "recruitment",
  "title": "Recruitment",
  "body_md": "New units are hired from a pool of **candidates** that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before committing). The number and level of candidates scale with [clan rank](#clan-rank).\n\nA candidate's price is built from two parts. First a **level component** that climbs from about 120 gold at level 1 to roughly 4,200 at level 12 (with a small random swing). Then a **handling surcharge for each inscription** the candidate already carries, priced by rarity:\n\n- Common inscription: **+200 gold**\n- Uncommon inscription: **+400 gold**\n- Rare inscription: **+800 gold**\n- Legendary inscription: **+2,000 gold**\n\nThe inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 per 1000). Candidates also come with a **talent spread** whose tiers sum to roughly 2-5 across the six stats, so inspecting for good talents is worthwhile before you pay.\n\nWhich **race** appears depends on clan rank: Humans are always most common (weight 100), Lizardmen are common (about 35), and Elves only appear from rank 2 (weight 25, roughly 16% of candidates). Dwarves, White Demons and Tal have weight 0 at every rank and cannot be recruited in the current build.",
  "facts": [
   {
    "key": "Candidate refresh",
    "value": "Every 480 in-game minutes"
   },
   {
    "key": "Level price",
    "value": "About 120 gold (L1) up to about 4,200 gold (L12), plus a small random swing"
   },
   {
    "key": "Inscription handling surcharge",
    "value": "Common +200, Uncommon +400, Rare +800, Legendary +2,000 gold"
   },
   {
    "key": "Candidate talent sum",
    "value": "Tiers sum to about 2-5 across the six stats"
   },
   {
    "key": "Race weights",
    "value": "Human 100, Lizardman ~35, Elf 25 (rank 2+); Dwarf/White Demon/Tal 0"
   },
   {
    "key": "Inspection",
    "value": "Inspecting a candidate reveals hidden talents before you buy"
   }
  ]
 },
 {
  "slug": "quests",
  "title": "Quests",
  "body_md": "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" management goals.\n\n**Main story (Crawling Doom).** The campaign's main chain is **QUEST_Main0 through Main8**, which advances automatically as you play rather than being handed out by an NPC.\n\nIt walks you through the early game - interact with the support wagon, build a Basic Workstation, craft starter gear, recruit four units, make a first dungeon run, build a Research Station, and get two units to level 2 - and culminates in **killing the Red Monster Rat** (the scenario's finale boss).\n\nNote the odd internal ordering: the \"reach level 2\" step (Main8) fires before the boss-kill step (Main7). Also note the finale is a *story* ending - it does not clear the region or unlock Festering Burrow ([How Regions Unlock](#region-unlock)).\n\n**Tutorial.** A separate **Tuto0 through Tuto16** chain teaches the controls: camera panning and zoom, moving to markers, killing Weak Grey Rats, using an Ointment, learning skills, gathering wood and grass, and finally returning to base. Since B.0.3.44 the tutorial can also simply be left: every tutorial quest's completion condition accepts leaving the tutorial (an `OutTutorial` clause), so exiting early completes the chain.\n\n**NPC side quests** are given by talking to named characters. The quest table itself stores only objectives - the item rewards below are paid out by the NPC's dialogue when you turn each step in.\n\n### Endorsi (hunter, Veil of Silence)\n\nAn upset-looking hunter who is also a merchant - and, at the end of her chain, a recruit. The steps in order:\n\n\n1. **Talk to Endorsi** (`QUEST_InteractEndrossi`) - intro; opens the first bounty. *(No item reward.)*\n\n2. **Hunt Mawmurk** - kill 5 Mawmurk. Reward: **Imperial Coin x1**.\n\n3. **Talk to Endorsi** (`InteractEndrossi2`) - unlocks the Alpha Acid Slogel bounty.\n\n4. **Hunt White Mawmurk** - kill 1 White Mawmurk. Reward: **Raw Hide x8**.\n\n5. **Hunt Alpha Acid Slogel** - kill 1 Alpha Acid Slogel. Reward: **Hard Shell x10**.\n\n6. **Talk to Endorsi twice more** (`InteractEndrossi3`, `InteractEndrossi4`) - story beats.\n\n7. **Recruit Endorsi** (`InteractEndrossi5`) - she **joins your settlement** as a playable unit.\n\nA related bounty, **Hunt Elder Gloth** (kill 1 Elder Gloth), hangs off her area and doubles as a guild-rank elite target.\n\n**Where to find her:** Endorsi also spawns on Festering Burrow's *safe floor* (the Golem-memorial camp - that spawn requires the Giant Stone Golem kill record), but in the stock build her three hunt-offer events (Event_Npc16/17/18) are additionally gated on currently being in Veil of Silence, so the safe-floor copy of her offers no hunts. Take her quests in Veil of Silence ([Safe Floors](#safe-floors)).\n\n### Xenon (scholar)\n\nAn insect-research loop: inspect a creature in the field, then report back to Xenon. **Each report pays Tech Book x2** - 8 Tech Books across the chain:\n\n1. Inspect the **Acid Insect** -> report to Xenon -> **Tech Book x2**.\n2. Inspect the **Spore Insect** -> report -> **Tech Book x2**.\n3. Inspect the **Meat Grub** -> report -> **Tech Book x2**.\n4. Collect a **Hell Leech** -> report -> **Tech Book x2**.\n\nStudies 1-2 are in Veil of Silence; 3-4 are in Festering Burrow.\n\n### Perion (scholar, Festering Burrow)\n\n\n1. **Talk to Perion** - a scholar \"who mutters strange words as if possessed\". Reward: **Imperial Coin x1**; starts the device quest.\n\n2. **Investigate the Discarded Magic Power Device** (`QUEST_DiscardedDivice`) - inspect the device remnant in the dungeon. Reward: **Lesser Mana Stone x24 + Cogwheel x1** - one of the best early mana-stone injections in the game ([Leveling & Experience](#leveling-xp)).\n\n### Guild rank quests\n\n**\"Expedition Resolution\"** quests are repeatable settlement goals - stockpile resources, build rooms of a given quality, complete specific research, keep your settlers' mood up, level your units, kill elite targets - that push your [clan rank](#clan-rank) forward rather than granting items.",
  "facts": [
   {
    "key": "Main chain",
    "value": "QUEST_Main0-8, the auto-advancing Crawling Doom scenario"
   },
   {
    "key": "Main finale",
    "value": "Kill the Red Monster Rat (Main7) - story end only, no region unlock"
   },
   {
    "key": "Tutorial chain",
    "value": "QUEST_Tuto0-16"
   },
   {
    "key": "Endorsi rewards (in order)",
    "value": "Imperial Coin x1 (5 Mawmurk), Raw Hide x8 (White Mawmurk), Hard Shell x10 (Alpha Acid Slogel), then Endorsi joins as a unit"
   },
   {
    "key": "Endorsi gating",
    "value": "Her safe-floor spawn needs the Golem kill record; hunt offers only trigger inside Veil of Silence"
   },
   {
    "key": "Xenon rewards",
    "value": "Tech Book x2 per report (Acid Insect, Spore Insect, Meat Grub, Hell Leech) = 8 total"
   },
   {
    "key": "Perion rewards",
    "value": "Imperial Coin x1, then Lesser Mana Stone x24 + Cogwheel x1"
   },
   {
    "key": "Guild quests",
    "value": "Repeatable 'Expedition Resolution' goals that advance clan rank"
   }
  ]
 },
 {
  "slug": "infinite-abyss",
  "title": "Infinite Abyss",
  "body_md": "The **Infinite Abyss** is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.\n\nIt is built from **26 room templates** (an entry, portals, corridors, and ten combat plus ten treasure floor layouts) and features a roster of **42 unique Abyss monsters** — Abyss variants of nearly every creature in the game, from rats, slimes and slogels up to the stone golems and the Chain Knight Sentinel — across **10 descending floors**.\n\nIn the current build the first five floors have unique encounters while floors 6-10 are placeholders, and the treasure chests use temporary copy-pasted loot rather than final rewards. Abyss monsters do not yet have their own dedicated drop tables.",
  "facts": [
   {
    "key": "Room templates",
    "value": "26"
   },
   {
    "key": "Unique monsters",
    "value": "42 Abyss variants"
   },
   {
    "key": "Floors",
    "value": "10 (floors 1-5 unique, 6-10 placeholder)"
   },
   {
    "key": "Relationship to Forgotten Abyss",
    "value": "Separate system; not the same as the empty Forgotten Abyss region"
   },
   {
    "key": "Loot status",
    "value": "Placeholder chest loot; no dedicated monster drop tables yet"
   }
  ]
 },
 {
  "slug": "save-files",
  "title": "Save Files (Advanced)",
  "body_md": "*Advanced, at-your-own-risk. This article describes the raw files on disk. Always back up a save before touching it - a bad edit can soft-lock a campaign.*\n\nSaves are plain **JSON** files, one per campaign autosave (roughly 1-2 MB each). Alongside them live `SaveHeaderCache.json` (cached header metadata for the load menu), `UserCampaignLog.json` (campaign counter) and `UserSetting.json` (graphics, sound and keybindings).\n\n### Where saves live\n\n- **macOS (native Steam build)**: `~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/` - the bundle id still says \"Alpha\" even on current builds.\n- **Windows**: `%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\`. Under CrossOver/Wine on a Mac that resolves to `~/Library/Application Support/CrossOver/Bottles/<bottle>/drive_c/users/crossover/AppData/LocalLow/CanOpener/Dungeon Settlers (Alpha)/Saves/`.\n\n### What's inside (top-level keys)\n\n| Key | Holds |\n|---|---|\n| `CampaignSaveHeader` | Day, version, difficulty, playtime, current region |\n| `CampaignSettingSaveData` | Game speed, camera, seed, scenario type |\n| `EntityContainerSaveData` / `EntityComponentSaveData` | Every unit, building and item, with per-entity component data (stats, affecters, skills) |\n| `PlayerUnitsSaveData` | Skill trees, learned skills, skill points, quick slots |\n| `ClanSaveData` | Clan name, gold, population, recruit candidates, region map state, safe-floor skip toggle |\n| `RawMapContainerSaveData` / `RawBaseSaveData` / `RawDungeonSaveData` | Map grids, settlement, and the current dungeon layout (rooms, floor, phase) |\n| `TimeSaveData` | The master clock (day / hour / min / tick) |\n| `EnvironmentSaveData` | Per-region weather/effects and depletion counters |\n| `QuestContainerSaveData` | Completed, active and pending quests |\n| `ResearchSaveData` / `FarmingCropSaveData` | Research progress and crops |\n\n### The inscription save-scumming note\n\nLevel-up inscription choices are **generated on the fly when the level-up screen opens** - they are not stored in the save. Beyond the built-in Retry button, saving before a prayer and reloading rerolls the five choices.\n\n(If you edit an inscription directly instead, changing the affecter key alone is **not** enough - the game bakes the stat bonuses into the unit's stats block and does not recalculate them on load; both places must be edited consistently.)\n\n### DO-NOT list\n\n- **Never clear `RawDungeonSaveData.Rooms` or the `RawMapContainerSaveData` grids** (for example by setting them to `{}`). The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an **infinite load**. Let the game discard stale dungeon data itself.\n- Don't edit a save while the game is running - the next autosave overwrites your work.\n- Don't bother editing a region's `IsLocked` flag on current builds - unlock state is re-derived on every load, so the edit does nothing ([How Regions Unlock](#region-unlock)).\n- Deleting a campaign in-game also deletes its autosave file - keep external backups of anything you care about.",
  "facts": [
   {
    "key": "Format",
    "value": "Plain JSON, ~1-2 MB per campaign autosave"
   },
   {
    "key": "macOS path",
    "value": "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/"
   },
   {
    "key": "Windows path",
    "value": "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\"
   },
   {
    "key": "Side files",
    "value": "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json"
   },
   {
    "key": "Inscription rolls",
    "value": "Generated when the level-up screen opens (not saved) - reload rerolls them"
   },
   {
    "key": "Biggest trap",
    "value": "Clearing Rooms/map grids to {} causes an infinite load"
   }
  ]
 }
]