Game Mechanics

From Welcome to Elderfield Wiki
Jump to navigation Jump to search

Game mechanics are the rules and systems that govern time, character growth, combat, chance-based events, gathering, production, and progression. This page is an overview and navigation hub; each linked article contains the detailed rules for its subject.


World and time

Mechanic What it covers
Calendar and Seasons Dates, seasonal schedules and recurring events.
Day/Night Cycle A full in-game day lasts about 20 minutes while time is running. Midnight advances the date and triggers a Moon Event whether or not the player sleeps. Sleeping, bathing, midnight, monster respawns, Mystery resets, and resource regeneration are related but separate processes.
Moon Events At midnight, one of several moons is selected. Most nights have no major world-reset effect, while Harvest, Blood, Soul, Strange, and Pale Moons can change resources, enemies, Mysteries, the player, or scheduled events.
Sleep and Sleep Events Sleeping is optional and is available from 6:00 PM through 5:59 AM. It normally advances the clock to 9:00 AM, clears missed-sleep fatigue, and may trigger a story dream or a Luck-influenced random sleep event. Sleep Events are not Moon Events: Moon Events occur at midnight even if the player remains awake.
Bathing Bathing fully restores HP and MP, removes most ordinary Blessings and Curses, respawns monsters, and resets Mysteries. A separate weekly-ready reset can also regenerate resources and mines.

Character

Mechanic What it covers
Stats HP, MP, Attack, Defense, Magic Attack, Magic Defense, Agility, Luck, Hit Rate, Critical Rate, and other rate modifiers determine combat performance and several non-combat outcomes. Some changes are temporary battle effects, some last until bathing, and others expire only after a set number of days or a specific event.
Luck Luck thresholds, modified dice and activity effects.
Blessings and Curses Blessings improve stats or activities; Curses impose penalties. The common stat Blessings and Curses stack up to five times, while tax effects and other special states follow their own limits and removal rules.
Status Effects Status Effects include combat conditions such as Stun, Guard, Poison, and Dizziness, as well as longer-lived effects caused by sleep deprivation, potions, taxes, equipment, and events.

Combat

Mechanic What it covers
Combat system Combat alternates between the player and enemy sides. Most combatants begin a side's phase with one Action Point, and each ordinary action spends one point. Physical attacks, Skills, Rituals, items, elements, accuracy, critical hits, Guard, states, and Battle Points all interact.
Battle Points Swift, Lethal, and Defensive points build during battle. Each point adds 4 percentage points to that effect's activation chance: Swift can avoid an enemy attack, Lethal doubles an attack's damage, and Defensive restores 25% of maximum HP and MP. A successful activation resets that point type.
Skills and Rituals Skills are primarily physical techniques, while Rituals include magical attacks, healing, buffs, debuffs, utility, and resource conversion. Both normally cost MP and one Action Point when used in battle.
Combat Calculations For exact damage curves, effective Attack and Defense, accuracy, critical hits, state application, recovery, variance, difficulty, rewards, and order of operations, see Combat Calculations.
Combat Shrines Combat Shrines use Combat Offerings to empower enemies in the Mall, Old Woods, or Catacombs. Higher shrine levels improve loot access and unlock special rewards, while death or fleeing can reset the affected area's level.

Chance and random events

Mechanic What it covers
Die Rolls The ordinary die begins with an equal 1-in-6 chance for each result from 1 through 6. Luck can modify half of rolls, and items or equipment can add further bonuses. Some systems interpret totals outside 1–6 even though the die animation displays only the nearest face.
Mysteries Mysteries are repeatable interactions with beneficial, harmful, or unusual outcomes. Their result tables, first-time rewards, encounters, and location-specific conditions are documented on the existing Mysteries article.

Farming and gathering

Mechanic What it covers
Farming Farming covers planting, growth, crop quantity and quality, harvesting, crows, seasonal availability, and crop-related Blessings and Curses.
Fishing Fishing uses location-specific pools, time and season conditions, bait modifiers, fish quality, extra-catch checks, and a separate treasure roll. See Fishing for the established pool and catch tables.
Foraging Foraging resources appear in set world areas and are restored by resource-reset effects rather than by every monster or Mystery reset.
Husbandry Husbandry covers animals, care, products, product quality, breeding, and related processing.
Mining Mines use regenerating layouts and resources. Mining can also trigger rare hazards, encounters, debuffs, and special rooms; regeneration is separate from ordinary monster respawning.

Production

Mechanic What it covers
Cooking Cooking turns recipes into food that restores HP or MP and may add Battle Points or other effects when used in combat.
Crafting Crafting creates tools, machines, consumables, decorations, and other utility items from learned recipes.
Forging Forging creates and upgrades weapons and armor. Weapons and armor can change stats, elements, Battle Point generation, and special combat behavior.
Processing Processing stations convert inputs over time without using the ordinary recipe system. The existing Processing article documents stations, energy, inputs, outputs, and processing time.

Economy and progression

Mechanic What it covers
Tax System The Tax Man arrives on a Pale Moon, requests season-appropriate goods, and later rewards or penalizes the result. The existing The Tax Man article documents the schedule, possible bills, reward and penalty pools, and tax-specific Blessings and Curses.
Shops, Weapons, and Armor Shops provide rotating or fixed inventories, while weapons and armor change stats and can add unique combat effects. See the established Shops, Weapons, and Armor catalogs for exact stock and item details.

More mechanics

Subject Pages
Progression Player Levels, Skill Levels, Achievements, Journal, Encyclopedia
Equipment and inventory Equipment Upgrading, Equipment Loadouts, Inventory and Storage
Home and relationships Decorating, Pets, Relationships, Player
World activities Activities, News Events, Gods, God Shrines, God Forge, The Void, Grottos, Radio Station
Playing the game Difficulty, Saving and Loading, Controls
Reference directories Enemies, Items, Weapons, Armor