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Wilderness events

When an event can begin

Adventure checks for a wilderness event every 50 world turns. New events begin only on the overworld, and this event system does not run in Wilds. When no timed event is active and the shared cooldown is clear, a check has a 20% chance plus 2 percentage points per narrator progress level of trying an event. This is a chance to try the event pool, rather than a promise that anything eligible exists.

Progress and event selection

Narrator progress is a separate score from 1 to 10. Kills, survival, furthest distance and cleared dungeons each contribute up to 2.5 points. The total is rounded and kept between 1 and 10. Eligible events tied to a nearby place or road take priority over generic events. Otherwise the system tries up to eight category draws, shuffling each category and taking the first eligible event. At progress 1 to 3, category weights are Whimsy 45, Bounty 25, Danger 15 and Arcane 15. At 4 to 6 they are 35, 30, 25 and 10. At 7 to 10 they are 25, 30, 30 and 15. These are selection weights, not each event's final chance.

Place, weather and safety

Each event still needs its listed progress, time, biome and place requirements. Nearby place distances add horizontal and vertical steps, measured from the place centre. The Danger category cannot begin in the full game's Safe Homeland, and Danger events and the Bountiful Hunt also avoid settlement footprints and the nearby settlement buffer. Butterfly events and Toad Rain refuse seasonal killing snow cover beneath you. Only The Dimming, Aurora Veil and Cheese Moon can begin while sailing or swimming in deep water. The Hooded Figure Gift, Hidden Cache and equipment Starfall are demo events and do not occur in the full game.

Cooldowns and timers

Starting an event sets a shared 150-turn cooldown and a separate event cooldown with random variation from 75% to just under 125% of its listed base. Cooldowns count down in 50-turn overworld checks and pause while you are elsewhere. If an event's cooldown ends in the wrong day or night phase, it is delayed by another 100 to 399 turns. Timed event cleanup also runs in 50-turn checks, including indoors, so a selected timer can finish at the next check. Mushroom Bloom waits until you return to the overworld before restoring its ground tiles. Buff timers and event cleanup are separate. The Dimming also has a hard six-day opening grace and a twelve-day gap between starts, saved across reloads.

Finding creatures and gifts

Creature counts describe attempted spawns. Dry ground, roofs, settlements and your own ground can change where creatures appear or prevent some placements. Arriving groups try to appear out of sight, but can use a visible legal position if no hidden one is found. Event hens and deer use a restricted event body and cannot be befriended. Equipment and curios described as nearby finds try to land a short way from you, preferably outside your current sight and outside homes. They can use a visible legal spot if necessary, or fail when no suitable spot exists. Follow the direction hint when a gift glints. Scattered mushrooms and materials are dropped items, while Mushroom Bloom changes eligible open ground.

Ghost Funeral

The funeral can begin only once in a world, near a road at night after narrator progress reaches 3. That chance is spent even if you leave it behind. Its follow check uses the point where the procession first appeared. Stay within 8 horizontal and vertical steps of that point until the next 50-turn check to earn a lore discovery and attempt to leave one Grave Silver. It fades without that reward if you move more than 26 such steps away, spend 200 turns without qualifying, or deal damage to a mourner.

Talking Monument

The monument can appear near a great beast's skeleton or a tier 4 or higher dungeon, after narrator progress reaches 4. It remembers its first appearance point. Speak opens the next part of its four-part conversation and advances the saved conversation immediately, even if you close the dialogue early. The fourth part gives a lore discovery, attempts to leave a Runic Chip and tries to mark the nearest unmarked dungeon within 1400 horizontal and vertical steps. Already discovered or marked dungeons are skipped. The monument then leaves and the event cannot begin again.

Sky-Serpent and Cheese Comet

The Sky-Serpent unfolds over four further narration beats and attempts to leave one Sky-Scale. The Cheese Comet unfolds over three further beats and tries to leave a Comet Curd in a real crater. Its first aim is 30 to 60 tiles away. The landing can move much further along the same bearing to find clear wild ground. When a curd is successfully placed, the world map marker uses that exact landing point and the curd is protected from normal ground-item decay. If no legal impact site exists, the sea takes the comet and no curd or marker is written. These sequences are chances, with no guarantee that every world or journey will see them.

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