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A band of the shared Souring pressure in ordinary full-game Adventure. Settlement talk can mention fewer travellers returning from the deep cellars and lower galleries.
| Mode and scope | Ordinary full-game Adventure. The pressure belongs to the world and is shared by the party. The Wilds and demo reset this system. These bands are world states, not items or personal debuffs. |
|---|---|
| Pressure band | 20 up to, but not including, 40. |
| Reading the signs | Settlement talk can mention fewer travellers returning from the deep cellars and lower galleries. These are possible contextual lines. Some faction greetings return before this pool, so they do not guarantee a warning. |
| Steady pressure gain | While the world clock runs, pressure gains 1 for each 2,000 world turns since the drift clock. Skipped intervals catch up. Pressure stops at 100. A fresh ordinary Adventure starts at 0, with the clock anchored to its starting turn. |
| Deep-country danger | This band adds no Souring increase to regional danger. War and the region’s own danger still apply. |
| New Undermaw floors | Adds 0 to the entrance’s dungeon level when an Undermaw floor is generated. Its ordinary floor-depth scaling still applies. A stored floor is loaded from its saved state. |
| Lattice geode rewards | This band gives no soured substitution chance. |
| The Soured’s Road | This pressure band does not satisfy the high-pressure route to The Soured’s Road. Other character and quest routes can still unlock that choice. |
| Reducing the pressure | A stabilising seal lowers pressure to at most 10, or 0 when the Rindstone makes it a true seal, and restarts the drift clock. Harmony sets it to 0 and prevents later drift or event spikes. See the guide for the ending conditions. |
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