A page for every law of the world - how the dungeon is built, how it kills you, how it trades with you, and how it watches. The dungeon still holds its secrets; this only tells you the shape of them.
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.
Quick attacks, targeted Attack actions, stamina cost, enemy harm, traps, events, survival damage, spells, and afflictions.
How dungeons spread from room to room, what themes change, and why locks, keys, floods, and smaller delves alter the route.
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.
How the world waits, and how dozens of small clocks count down toward the next encounter, quest, betrayal, or gift.
The two ways the dungeon learns to dislike you: what is caked onto your clothes, and what hangs in the air around you. How filth lingers, how scent draws predators, and how both fade.
Eight trait kinds rolled at creation, comfort contributions, scope, race and class bias, and trait sources.
How perks are earned, what each one costs, which require others first, and the full bestiary of fifty-four. Every climb through the tree changes how you fight, craft, sneak, or survive.
Pickaxe mechanics, wall durability, mineral yields, gem recovery, ceiling collapse risk, and location-based vein mining.
Some rooms can be made into other rooms. With the right neighbouring cards and the right offering, a campsite becomes a forge, a forge a chapel. The full list of every transformation the world allows.
Five kinds of weather, from clear to ruinous. How temperature is reckoned, what rain does to the dungeon floor and to the dirt on your boots, and why night is darker beneath the world than above it.