{
  "research/index.html": "The research tree: what each node unlocks and what it costs to get there.",
  "quests/index.html": "Main, tutorial, and NPC quest chains. Links through to expedition resolution and dungeon events.",
  "guide/index.html": "The in-game handbook, every topic the game ships. Restart the client if a critical bug blocks play.",
  "guide/tips.html": "Loading-screen tips and lore lines from the game.",
  "guide/controls.html": "Default key bindings for Dungeon Settlers.",
  "guide/alerts.html": "In-game alert messages and what each warning means.",
  "guide/music.html": "Music and sound clips grouped by prefix: UI, combat hits, crafting, eating, recreation, and event stingers.",
  "affecters/index.html": "Every buff, debuff, and trait effect in the game.",
  "buildings/index.html": "Buildings: construction costs, gathering, crafting stations, and housing.",
  "clan/scenarios.html": "Campaign starting setups, including the tutorial settlers Lowell and Liana.",
  "clan/recruit-more.html": "How many candidates the board shows, the refresh timer, the reroll price, the member cap, and where Contribution comes from.",
  "clan/recruits.html": "Fixed recruit presets: the clan you begin a scenario with, including the tutorial settlers.",
  "clan/base-area.html": "How the settlement grows: Goddess's Tears, dark thorn vines, and what a throw clears.",
  "clan/recreation.html": "Recreation buildings and the UI that drives them.",
  "clan/ranks.html": "Expedition Reputation Rank: Contribution Points raise clan rank. This build lets you reach rank 3 of 7.",
  "changelog/index.html": "Compare any two game builds. DS_B.0.4.19 adds 1 effect and 1 tutorial alert and retunes 30 items and 1 game constant.",
  "missions/index.html": "Quests, expedition resolutions, and events: everything the game asks you to do.",
  "traits/index.html": "Character backgrounds and individual traits.",
  "inscriptions/index.html": "Every inscription, with rarity odds on each one.",
  "constants/index.html": "Searchable GameSystemTable. Combat and management difficulty are separate axes, Easy to Devastation.",
  "terms/index.html": "This wiki is unofficial. Cite it, do not clone it. CanOpener and WhisperGames do not run this site.",
  "best/index.html": "Best inscriptions per stat, best items for needs, and best in slot per archetype, ranked from this build's tables.",
  "world/odds.html": "Per-floor odds for special rooms and spawns. Chance that at least one room of that type is rolled on the floor.",
  "world/farm-routes.html": "Where each resource can be gathered, per region. One row per source, with chance by node, monster, or chest.",
  "world/housing.html": "Housing room types and the quality gates a room must pass before it counts.",
  "world/spawns.html": "Monster spawn groups by region and floor.",
  "world/regions.html": "Dungeon regions in unlock order. Each has its own floors, monsters, and loot. Only the first 2 are fully built in DS_B.0.4.19.",
  "world/mood-sim.html": "Simulate mood over a day. Treatment expectation comes from unit level and management difficulty; you add the rest.",
  "world/difficulty.html": "Five difficulty tiers compared. Combat and management are picked independently. The top tier is Devastation.",
  "world/rooms.html": "Dungeon room layouts, grouped by region.",
  "units/monsters.html": "Hostile creatures you fight: stats, skills, and drops. Elites and bosses have their own lists. Placeholder units with no dungeon placement are left out.",
  "units/elites.html": "Every unit that carries the Elite Monster trait, with stats, skills, and drops.",
  "units/bosses.html": "Every unit that carries the Boss Monster trait, with stats, skills, and drops. Abyss forms fold into the base row.",
  "units/npc.html": "Named dungeon and settlement characters. Every unit whose sub-faction is NPC.",
  "world/floor-sim.html": "Roll a dungeon floor the way the game does.",
  "world/baseareas.html": "Base area types and the tiles each one uses.",
  "world/animations.html": "Sprite animations from the game: scarecrow recoil, skill effects, and monster sets. Sheets are the game's own sprites.",
  "world/mood.html": "Mood is the lever on Stress. Each in-game minute, stress moves by mood times -0.03.",
  "mechanics/detection.html": "How a monster notices your settlers, and what you can do about it. Numbers come from the tables and the code dump.",
  "mechanics/index.html": "XP, talents, time, depletion, summons, and the other curated mechanics guides.",
  "mechanics/talents.html": "Every unit has 6 major stats and a talent rating for each one. That rating decides how much the stat grows on level up.",
  "mechanics/safe-floors.html": "When you begin an expedition, the game can drop you on a safe floor first: no enemies, then the real dungeon.",
  "mechanics/capped-bonuses.html": "Effects that hit a wall: reflect, Gold Mine, Capital Punishment, missing-HP inscriptions, damage-over-time, Shell, and temporary buffs.",
  "mechanics/durability.html": "How weapons and armor wear out, what slows it, where to repair, and a hits-until-break simulator.",
  "mechanics/beginner-guide.html": "A colony sim around a dungeon crawler. Build a settlement, recruit a squad, and use the Crawling Doom quests as your first-days list.",
  "mechanics/depletion.html": "Each floor tracks depletion from 5 (stocked) to 0 (empty). Farming the same floor drains it; it recovers on a timer.",
  "mechanics/recruitment.html": "Candidates refresh every 480 in-game minutes. Count and level scale with clan rank. Inspect to reveal hidden talents first.",
  "mechanics/inscriptions.html": "Permanent bonuses from recruit loadout or level-up. Offered from level 2 through 12: 11 chances over a full career. 95 inscriptions.",
  "mechanics/synergies.html": "Guard Barrier turns a debuff you land into a Barrier. Skills that debuff often or hit a pack refresh the shield most.",
  "mechanics/npc-spawns.html": "Where each NPC appears, the chance per floor, and the quest-report boost. 11 rows cover 7 NPCs and 8 rooms.",
  "mechanics/formulas.html": "Combat math from the DS_B.0.4.19 tables, the same numbers the Character Builder runs. Player-side defaults.",
  "mechanics/quests.html": "Quests come in 4 lines. Every quest below links to its row on the quests index.",
  "mechanics/equipment-effects.html": "7 equipment slots. Weapons add flat attack on top of the wearer's stats, and gear can carry extra status effects.",
  "mechanics/time-system.html": "One global clock for the settlement and any active expedition. There is no separate dungeon calendar.",
  "mechanics/save-files.html": "Advanced, at your own risk. The raw save files on disk.",
  "mechanics/combat-elements.html": "Damage is Physical or Magic. One-handed weapons can take a shield; two-handed weapons block that slot.",
  "mechanics/dungeon-stay.html": "The longer you stay in the dungeon, the worse the mental distortion from concentrated magical energy.",
  "mechanics/food-and-mood.html": "Mood tops out at 30 on the UI. Above 0, Stress falls. Below 0, Stress rises in proportion.",
  "mechanics/leveling-xp.html": "XP from expeditions and combat on a ladder defined to level 12. This build caps a unit at level 5.",
  "mechanics/summons.html": "Water Magic units summon Bubblelings and Bubbletoads. Summon power scales off the summoner's Magic Attack Power.",
  "mechanics/infinite-abyss.html": "A standalone endless-dungeon mode, separate from Forgotten Abyss on the expedition map. Partly implemented.",
  "mechanics/region-unlock.html": "Regions open in a fixed chain. Clearing one region is the only thing that opens the next.",
  "loot/index.html": "Loot drop pools, expanded with percentages.",
  "decisions/index.html": "Decision events at the end of an expedition.",
  "feedback/index.html": "Report a bug or suggest a feature. The form does not show an email address.",
  "merchants/index.html": "Trade pools, appear chances, and discounts.",
  "units/index.html": "Monsters, NPCs, and player units with stats, skills, and drops.",
  "units/quest-units.html": "Named story units: Endrossi, Xenon, Perion, and the merchants. Endrossi's line is 9 steps.",
  "units/races.html": "Playable races and their traits. Humans level faster, then take Growth Fatigue at maximum experience.",
  "gated/index.html": "Data that exists but is not playable yet, plus dormant item rows DS_B.0.4.11 removed. Spoiler tags hide story.",
  "recipes/index.html": "Crafting recipes, listed by workstation.",
  "calculators/index.html": "Durability, XP, mood, and the other live calculators. Same components as the mechanics pages. DS_B.0.4.19 tables.",
  "new/index.html": "What each game build changed, read from the tables.",
  "farming/index.html": "Crops, their growth stages, and yields.",
  "glossary/index.html": "Game terms from the localization table, quoted as the encyclopedia ships them.",
  "skills/all.html": "All skills with values, grouped by weapon and magic tree.",
  "skills/index.html": "Weapon and magic trees with every skill's values.",
  "skills/backgrounds.html": "Starting backgrounds and their tree bonuses.",
  "skills/damage-ranking.html": "Damaging skills ranked by average damage of one cast, crit folded in. DPE is that damage per energy.",
  "statuses/index.html": "Stat reference: percent vs flat, and the defaults.",
  "items/index.html": "Equipment, consumables, and materials: stats, effects, where they come from, and what uses them.",
  "items/soul-stones.html": "Every soul stone, the monster that drops it, and the skill it teaches.",
  "items/food.html": "Meals, the buffs they grant, and their mood effect.",
  "items/granted-traits.html": "Items that grant a lasting sub-trait on use, and where each one comes from.",
  "statuses/mood-modifiers.html": "Every effect that changes Mood, plus treatment expectation and dungeon-stay penalties from the game tables.",
  "items/weapons.html": "69 weapons in 10 families and 7 material sets. Numbers are the item's own; the settler's stats add on top.",
  "items/accessories.html": "19 accessories in 2 families and 15 sets. Numbers are the item's own; the settler's stats add on top.",
  "items/armor.html": "24 armor and off-hand pieces in 3 families and 11 sets. Numbers are the item's own; the settler's stats add on top.",
  "events/index.html": "Dungeon events: nodes, choices, and outcomes.",
  "builder/index.html": "Plan a team: backgrounds, skills, equipment, and final stats from StatusValueTable, GameSystemTable, TraitTable, and ItemTable."
}
