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THE PLAYER’S HANDBOOK
Roguefort wiki
Welcome to the Roguefort wiki. Here you'll find help getting started, guides to the different modes, and details about the many experiences and systems and things you'll encounter in the game.
The wiki is still growing, so if something is missing or doesn't match what you're seeing in the game, please send me a correction using the buttons on each page.
Thanks for helping make this information resource useful for other players, and for being part of the Roguefort community.
Tim
Getting started
Homestead
- Germinating seeds
- Honey and yogurt
- Tree farms
- Chests, shelves and storage in Adventure
- Adventure farming in practice
- Breeding livestock and collecting produce
- Taming livestock with a rope
- Patronage and retainers
- Planting trees and orchards
- Cooking and ingredient substitutes
- Reserve Cellar and Homestead investments
- Hiring and directing Adventure workers
- Feeding and paying Adventure workers
- Stockpiles and building materials in Adventure
- The Homestead Ledger
Adventure
- Using the book collection
- Making cheese
- Designing a war cheese
- Ageing a custom wheel
- Healing and shielding with war cheese
- The Spell Belt and Manna
- Spell Mastery and Affinage Arts
- Levels, upgrades and perks
- Reading defence stats
- Food, water and rest in Adventure
- Looking after pets
- Hired soldiers
- Defeat and lost gear
- Ranged weapons and ammunition
- Crafting and improving equipment
- Named cheeses and quality
- Terroir charges
- Combining spells
- Terroir shrines
- Salvaging gear
- Turns and melee
- Weather and shelter
- Melee hits and reactions
- Weapon stances
- Identifying gear and lifting curses
- Loot filters
- Raising young companions
- Sending a scout
- Faction standing, prices and statues
- Expanding the family home
Waystones and riftstones
Building and managing waystones
Market stones- Personal friendship and conversation
- Rest, recovery and interrupted sleep
- Choosing, crafting and recovering ammunition
- Atonement and the blood-price
- Launching, sailing and repairing boats
- Active effects in Adventure
- Wheels of War rules
- Spell shapes and targeting
- How spell statuses work
- Perk offers and stacking
- Reading generated equipment
- Temporary summons
- Player afflictions
- Taming, feeding and raising companions
- Companion orders and movement
- Consumables and food in Adventure
- Creature groups and diving
- Creature drops and Item Find
- Creature stats and senses
- Exploring wilderness finds
- Dungeon warnings and where harder delves appear
- Regional ecology and recovering wildlife
- Patrols and war parties
- Reading a fishing fight
- Material upgrades and equipment affinage
- Feeding livestock in Adventure
- Seasons, weather and fishing water
- Picking locks, pins and torque
- Riding, training and stabling mounts
- Homestead night raids
- People and services
- Backpacks and carrying space
- Water quality in Adventure
- Townsfolk and wilderness residents
- Buying goods and restocking
- Settlement law and custody
- Summoned allies in combat
- Swimming and recovering floating items
- Names earned in towns
- Wayfarer defeat outcomes and recovery
- Friendships and rivalries in the Adventure crew
- Recruiting, equipping and commanding soldiers
- Sneaking
- Village tutor objectives and rewards
- The Crossing
- Finding your way around town
- Quests and handing in work
- Factions and standing
- Building in a town
- Selling goods
- Crime and witnesses
- Friendship and family
- Growing crops
- Fishing
- Travelling
- Sailing and the ship hold
- Staying at an inn
- Wheels of War
- Mounts and pack animals
- Reading books
- Village lessons
- Secret rooms
- The calendar
- The Town Chronicle
Fortress
- Fortress
- Planning and building
- Rooms and roofs
- Stockpiles and hauling
- Why settlers are not working
- Production orders
- Growing food and planning for Frost
- Keeping and milking livestock
- Hunting and storing meat
- Caring for wounded settlers
- Rest, company and grief
- Workshops and equipment
- Learning techniques and pursuing ambitions
- Rails and mine carts
- Water, channels and pumps
- Preventing and putting out fires
- Defending the colony
- Trading with visiting caravans
- Travellers and delivery routes
- Choosing the pace of a colony
- Keeping an outpost supplied
- Guild requests and trade access
- Pens and grazing
- Breeding and tending the herd
- Welcoming settlers
- Injuries, illness and recovery
- Friends, quarrels and making up
- Settler natures
- Running more than one colony
- Buying and releasing herd animals
- Keeping water within reach of the herd
- Conversations, quarrels and making up
- Fortress goods and resource records
- Milk, grazing and the colony herd
- Wild game, hunting and butchery
- Life stories and social care in Fortress
- Treatment and recovery in Fortress
- Memories and personal regard in Fortress
- Defender orders, squad duty and uniforms
The Wilds
- The Wilds
- Drinking water in The Wilds
- Fire, shelter and sleep in The Wilds
- Food, fishing and snares in The Wilds
- Fibre, tools and unfinished work
- Preparing for winter in The Wilds
- Growing crops and trees in The Wilds
- Choosing supplies and keeping records
- Fishing with a rod in The Wilds
- Camp work and interrupted jobs in The Wilds
- Climate, clothing and exposure in The Wilds
Online play
World and lore
Reference
AchievementsAdventure buildingsAdventure crew relationshipsAdventure livestock feedAdventure rest spotsAdventure scenariosAdventure soldiersAdventure storage containersAdventure water qualityAdventure worker rolesAdventure worker traitsAffinage ArtsAlesAmmunitionArtifactsAuthored dungeon zonesBackpacksBeneficial effectsBoatsBook seriesBooksBotany ranksBuilding areas of effectCalendar monthsCave residentsCheese and ale pairingsCivic and religious rolesCompanion movement ordersCompanion stancesCompanion tamingCooked fishCooking ingredient groupsCooking recipesCrafting recipesCreaturesCropsCrossing presetsCrossing settingsCrystalline arrestCultured curdsCulturesCurd workingsCustom wheel laysCustom wheel MasteryCustom wheel maturityDiscipline upgradesDisciplinesDragon breedsDragon equipmentDungeon keysDungeon mechanismsDungeon valuablesDungeon warning levelsEquipment affinage stepsEquipment cursesEquipment materialsEquipment prefixesEquipment setsEquipment suffixesEquipment typesExpedition journalsFaction standingFactionsFallback perksFamily homesFeatured dungeon roomsField encountersFishFishing actionsFishing activityFishing fight patternsFishing fight phasesFishing skill levelsFoodFood and consumablesFortress ambitionsFortress buildingsFortress buried containersFortress conversationsFortress cropsFortress deep depositsFortress deep rockFortress depositsFortress depthsFortress dread stagesFortress goodsFortress herd animalsFortress life eventsFortress medical conditionsFortress memoriesFortress named wheelsFortress natural landmarksFortress personal regardFortress productionFortress recovered relicsFortress rockFortress settler traitsFortress shallow findsFortress social care ordersFortress techniquesFortress timberFortress trance craftsFortress underground sitesFortress wild gameGathering toolsGrand spell sequencesGuild originsHarvested cropsHidden room kindsHomestead investmentsHousehold roles and agesIndividual defender ordersKeystonesLegendary equipmentLivestockLivestock rope tamingLock difficultyLockpicking actionsLockpicking toolsMaterial upgrade stepsMaterialsMealsMilkMountsNadirath aspectsNamed war cheese recipesNames earned in townsOffensive rind conditionsOffensive rind effectsOffensive rind triggersOrigin equipmentPack animalsPatronage titlesPeople and servicesPerksPersonal friendshipPetsPlantsPlayer debuffsQuest objectivesRaid relicsRecipes and blueprintsRegional ecology eventsReserve Cellar termsRetainersSeason WheelsSeasonsSeedsSet piecesSettlement lawSettlement occupationsSettlements on the original continentSettler backgroundsSettler naturesShrine giftsSneak ranksSocial emotesSouring pressureSpecial tradersSpell Mastery choicesSpell sequencesSpell statusesSpell synergiesSpellsSquad duty presetsSquad ordersSquad uniform choicesStory quest stagesSummoned alliesSupport rind conditionsSupport rind effectsSupport rind triggersTable cheeseTeasTerroir abilitiesTerroir shrinesThe Wilds climateThe Wilds conditionsTradersTrophiesUndermaw WardstonesUtility consumablesVampire abilitiesVampire blood statesVampire potency ranksVillage Tutor lessonsWar cheese blueprintsWar cheese herbsWar cheese terroirsWater containersWayfarer defeat outcomesWeatherWheels of War cardsWheels of War leadersWilderness discoveriesWilderness event figuresWilderness eventsWilderness residentsWilds Camp workWilds starting suppliesWilds supplies
Story and other spoilers
- Season Wheels
- Making and ageing cheese in Fortress
- Digging below the colony
- Sending a warband
- Terroir trances and the colony chronicle
- Burial and memorials
- The seal and the blight
- Finding settlements on the original continent
- Creature special attacks
- Dragon breeds and Nadirath aspects
- Dread, deep-touched settlers and stillness
- Dungeon histories and expedition journals
- Dungeon doors, traps and hidden rooms
- Patrol Vampire Hunters
- Answering a terroir trance
- Figures in wilderness events
- Wilderness events
- Rare creatures and world bosses
- Souring pressure and the deep
- Vampire blood and potency
- Vampirism
- Undermaw wards and guardians
- The deep cultures
- Ending choices
- Legendary sightings
