The Game:
► Show Spoiler
This is a cooperative game. At first, you will have to survive, but in the later game build up an outpost, maybe even a civilisation, together. You will face enemies, have to manage your ressources and knowledge. The strength of goblins comes from working together so well, rather than strong individuals. Keep this in mind while playing with each other. 

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When I started playing minecraft a while ago, I got the idea of creating a forum game based on it. For a while, the idea went dormant. But when lately LAYF continued to run MyrMen and I joined it, I noticed that some of the features are kind of what I wanted to do. So I asked him if it is okay for him for me to run a similar game. He agreed. The game will be a simple, pixeloriented game with basic math. I will try to update it at a decent pace, so people don't get bored. The system, techtree and other things will evolve along the way. Since I liked it very much, I will also use special actions and finest hours, with which you can boost your actions, and some kind of calendar like in MyrMen.
So, here they are, the MINELINGS!
A long while ago, goblins were a proud race, brave warriors who overwhelmed their enemies with their smart cunning and great numbers. They were feared and anything but cannon fodder to give newbie adventurers some experience. But then, the hobgoblins, a related but much larger and stronger race, but also significantly more stupid, founded and empire. fortified villages at first, then citadells, then they took over whole districts. Before that, they lived a rather solitary life. If a dozen of them lived together in a cave or camp, it was a huge number. Sometimes they joined as fierce front fighters in the goblin armies.
But when they joined forces, they wanted to be in command, not understanding that they did not have the brains for that. While the goblins held foreign races like humans, dwarves and elfes like cattle, only harvesting them with raids from time to time and letting them regenerate, the hobgoblins wanted everything at once. They attacked everything and everybody. They wiped out cities, and while their empire grew, they run short of slaves and worker. Nearly every hobgoblin wanted to be a fighter, cause being something else is a shame. So they first payd allied races like the goblins to work for them. At first, they got enough workers, but then they paid lesser and lesser since they were running short of gold. But still, they needed workers. So, in their stupidity and greed, the started to enslave their ally races and to annexed their land. Much knowledge and art was lost in this dark times, and not many kept records of the history. Hobgoblins did talk, but they did not read or write. If a message was to be run, they send somebody with good memory, or had servants who kept their lives cause they could read and write. The world became a dark and sad place to live, until the player races, like they were told later, allied and build up resistance. First, only a small hideout in the mountains, but there power grew steadily, as the hobgoblins held tactics and cunning cheap. At first, they did not lose very often, and laughed about the commanders who failed. But then they understood. Trying to compensate their lack of intelligence and to stop their empire from being overrun and falling into oblivion, they granted carefully elected orcs, drow and other previous ally races, who were smarter than themselves commanding positions in their armies. Not the highest one, but high enough to alter the course of their empire. After many years of war, the border of the player race kingdoms and the hobgoblin empire became quiet stationary. There were still battles, but not many that really counted. They rather tested each others strength than really wanted another large war. Both sides had too much to lose, as they have become prosperous and used to the peace in the districts away from the borders. But, there was one race among the slaves races of the hoblings, which had suffered the greatest loss:
The goblins. They not only lost their empire, but they were still slaves while most races freed themselves, either by proving worthy of being almost equal, like the orcs, or cause they freed themselves like the player races did. But the goblins, over the long reign of the hobgoblins, had evolved into several subraces, adapted to the tasks they had to do over centuries or even millenias. Some said this was done by magic, since nature usually doesn't work that fast. But no goblin does know. Most of the tasks were the most degrading or grinding jobs, things nobody else would do. They are named after their trade.
There are the minelings, strong but small, able to see in the dark and with a very good memory, so they don't get lost in the mazes of the mines. Their bones become thicker and more stable, so they can take hits from a cave in that would kill others easily. They are used to not eat and drink for a long time. If they finally get something to eat and drink, they store it in their bodies for a long time and do not waste anything.
The drainlings, working and cleaning the sewage systems of the cities and keeping them clean. Slim and flexible they are, with much smaller ears. They can hold their breath for a long time. They can close their nostrils and their skin adapted as well, not unwelling in wet environment anymore. They have high resistances against many diseases.
The dumplings, like the drainlings, basically keep things clean. They got larger and stronger, almost like small orcs, but They carry the trash of the cities and burn or burry it. Their resistance against diseases is very high, too, and their sense of smell has been lost on the way. A dumpling can eat and live on things that would kill others.
The constructlings are good climbers with long limbs, not larger then the old goblins, but stronger. The amount of muscles in their bodies is much higher, and makes up most of their weight, just like an ape has more muscles than a human. Still, many of them fall to death because of nonexisten safety measures and lousy scaffolding. They can balance very good and can jump very far. Under extreme stress, the speed of their thoughts and reflexes increases dramastically, so they perceive everything in slow motion and can react quicker.
The writelings are maybe the smartest of them all, being burdened with the tasc of hobgoblin bureaucracy. Not a body, but a mind grinding job. It is their job to write down whatever they are told, and read it aloud to those who cannot. Many have been killed over bad news, so they kind of evolved into a schema of childlike characteristics, large eyes, small and chunky limbs. They are quick thinkers and can read what is on the mind of others quiet well, since often their lifes depend on reacting the right way. Their main problem is that they are often blamed and punished for the stupidity of others.
Like them, many more subraces exist.
Into these dark times, you were born. A group of minelings. As today, your squad will be of age and old enough to step out of your caves and join the others. You will work in the mines now. But the darker the times, the stronger the seed of hope is.
So, here they are, the MINELINGS!
A long while ago, goblins were a proud race, brave warriors who overwhelmed their enemies with their smart cunning and great numbers. They were feared and anything but cannon fodder to give newbie adventurers some experience. But then, the hobgoblins, a related but much larger and stronger race, but also significantly more stupid, founded and empire. fortified villages at first, then citadells, then they took over whole districts. Before that, they lived a rather solitary life. If a dozen of them lived together in a cave or camp, it was a huge number. Sometimes they joined as fierce front fighters in the goblin armies.
But when they joined forces, they wanted to be in command, not understanding that they did not have the brains for that. While the goblins held foreign races like humans, dwarves and elfes like cattle, only harvesting them with raids from time to time and letting them regenerate, the hobgoblins wanted everything at once. They attacked everything and everybody. They wiped out cities, and while their empire grew, they run short of slaves and worker. Nearly every hobgoblin wanted to be a fighter, cause being something else is a shame. So they first payd allied races like the goblins to work for them. At first, they got enough workers, but then they paid lesser and lesser since they were running short of gold. But still, they needed workers. So, in their stupidity and greed, the started to enslave their ally races and to annexed their land. Much knowledge and art was lost in this dark times, and not many kept records of the history. Hobgoblins did talk, but they did not read or write. If a message was to be run, they send somebody with good memory, or had servants who kept their lives cause they could read and write. The world became a dark and sad place to live, until the player races, like they were told later, allied and build up resistance. First, only a small hideout in the mountains, but there power grew steadily, as the hobgoblins held tactics and cunning cheap. At first, they did not lose very often, and laughed about the commanders who failed. But then they understood. Trying to compensate their lack of intelligence and to stop their empire from being overrun and falling into oblivion, they granted carefully elected orcs, drow and other previous ally races, who were smarter than themselves commanding positions in their armies. Not the highest one, but high enough to alter the course of their empire. After many years of war, the border of the player race kingdoms and the hobgoblin empire became quiet stationary. There were still battles, but not many that really counted. They rather tested each others strength than really wanted another large war. Both sides had too much to lose, as they have become prosperous and used to the peace in the districts away from the borders. But, there was one race among the slaves races of the hoblings, which had suffered the greatest loss:
The goblins. They not only lost their empire, but they were still slaves while most races freed themselves, either by proving worthy of being almost equal, like the orcs, or cause they freed themselves like the player races did. But the goblins, over the long reign of the hobgoblins, had evolved into several subraces, adapted to the tasks they had to do over centuries or even millenias. Some said this was done by magic, since nature usually doesn't work that fast. But no goblin does know. Most of the tasks were the most degrading or grinding jobs, things nobody else would do. They are named after their trade.
There are the minelings, strong but small, able to see in the dark and with a very good memory, so they don't get lost in the mazes of the mines. Their bones become thicker and more stable, so they can take hits from a cave in that would kill others easily. They are used to not eat and drink for a long time. If they finally get something to eat and drink, they store it in their bodies for a long time and do not waste anything.
The drainlings, working and cleaning the sewage systems of the cities and keeping them clean. Slim and flexible they are, with much smaller ears. They can hold their breath for a long time. They can close their nostrils and their skin adapted as well, not unwelling in wet environment anymore. They have high resistances against many diseases.
The dumplings, like the drainlings, basically keep things clean. They got larger and stronger, almost like small orcs, but They carry the trash of the cities and burn or burry it. Their resistance against diseases is very high, too, and their sense of smell has been lost on the way. A dumpling can eat and live on things that would kill others.
The constructlings are good climbers with long limbs, not larger then the old goblins, but stronger. The amount of muscles in their bodies is much higher, and makes up most of their weight, just like an ape has more muscles than a human. Still, many of them fall to death because of nonexisten safety measures and lousy scaffolding. They can balance very good and can jump very far. Under extreme stress, the speed of their thoughts and reflexes increases dramastically, so they perceive everything in slow motion and can react quicker.
The writelings are maybe the smartest of them all, being burdened with the tasc of hobgoblin bureaucracy. Not a body, but a mind grinding job. It is their job to write down whatever they are told, and read it aloud to those who cannot. Many have been killed over bad news, so they kind of evolved into a schema of childlike characteristics, large eyes, small and chunky limbs. They are quick thinkers and can read what is on the mind of others quiet well, since often their lifes depend on reacting the right way. Their main problem is that they are often blamed and punished for the stupidity of others.
Like them, many more subraces exist.
Into these dark times, you were born. A group of minelings. As today, your squad will be of age and old enough to step out of your caves and join the others. You will work in the mines now. But the darker the times, the stronger the seed of hope is.
► Show Spoiler
Thanks to the Myrmen for this idea, I like it very much. 
The minelings have their own calendar, matching the seasons you experience below the surface of this world. One turn is one week, and 3 turns are one month. When the year is over after 8 month, it begins again. On many weeks, special events happens. The calendar is as follows:
1st Month - Month of tremor. (Quakes might cause ceilings or floors to give in, cracks appear, but they also might reveal new mineral veins)
-1: chance of tremor x 2.
-2: All characters get 1 SA (special action).
-3: chance of tremor x 3.
2nd Month - Month of heat. (The earth is very active, pumping lava. Gas deposits might break open, lava might meet with water.)
-1: all lava and similar reservoirs rise by 1d3 blocks.
-2: lava and similar reservoirs might change, appear or disappear. Gas and steam might stream out.
-3: all lava and similar reservoirs fall back to their normal level. Gas and steam might stop streaming.
3rd Month - Month of harvest. (The plants grow to their final form, before many of them die and only leave behind their seeds.)
-1: All plants and similar things grow x 2.
-2: All plants and similar things grow x 3.
-3: All plants and similar things have a high probability to die.
4th Month - Month of drought. (Water level falls, might allow you to reach new areas, but don't die of thirst.)
-1: all water and similar fluids fall by 1d3 blocks.
-2: all water and similar fluids fall by 1d2 blocks.
-3: all water and similar fluids rise back to their normal level.
5th Month - Month of harassment. (The drought leaves them hungry and thirsty. They look for other sources of food. Hope it is not you!)
-1: 25% bigger chance than usual that vermin appears.
-2: 50% bigger chance than usual that vermin appears. All characters get 1 SA (special action).
-3: 25% bigger chance than usual that a monster appears.
6th Month - Month of heroes. (All the fighting made those who survived stronger. Time to get rid of the remains of last month.)
-1: All characters fight with +1 strength.
-2: All characters get 1 FH (finest hour).
-3: All characters heal 1 hp.
7th Month - Month of flood. (The earth gives back what it took before. I hope you can swim.)
-1: all water and similar fluids rise by 1d3 blocks.
-2: all water and similar fluids rise by 1d2 blocks.
-3: all water and similar fluids fall back to their normal level. Seeds/spores turn into plants.
8th Month - Month of growth.(Plants blossom and grow, what can reproduces and breeds.)[/color]
-1: All plants and similar things grow x 2.
-2: Monsters and animals might multiply.
-3: All plants and similar things grow x 2.

The minelings have their own calendar, matching the seasons you experience below the surface of this world. One turn is one week, and 3 turns are one month. When the year is over after 8 month, it begins again. On many weeks, special events happens. The calendar is as follows:
1st Month - Month of tremor. (Quakes might cause ceilings or floors to give in, cracks appear, but they also might reveal new mineral veins)
-1: chance of tremor x 2.
-2: All characters get 1 SA (special action).
-3: chance of tremor x 3.
2nd Month - Month of heat. (The earth is very active, pumping lava. Gas deposits might break open, lava might meet with water.)
-1: all lava and similar reservoirs rise by 1d3 blocks.
-2: lava and similar reservoirs might change, appear or disappear. Gas and steam might stream out.
-3: all lava and similar reservoirs fall back to their normal level. Gas and steam might stop streaming.
3rd Month - Month of harvest. (The plants grow to their final form, before many of them die and only leave behind their seeds.)
-1: All plants and similar things grow x 2.
-2: All plants and similar things grow x 3.
-3: All plants and similar things have a high probability to die.
4th Month - Month of drought. (Water level falls, might allow you to reach new areas, but don't die of thirst.)
-1: all water and similar fluids fall by 1d3 blocks.
-2: all water and similar fluids fall by 1d2 blocks.
-3: all water and similar fluids rise back to their normal level.
5th Month - Month of harassment. (The drought leaves them hungry and thirsty. They look for other sources of food. Hope it is not you!)
-1: 25% bigger chance than usual that vermin appears.
-2: 50% bigger chance than usual that vermin appears. All characters get 1 SA (special action).
-3: 25% bigger chance than usual that a monster appears.
6th Month - Month of heroes. (All the fighting made those who survived stronger. Time to get rid of the remains of last month.)
-1: All characters fight with +1 strength.
-2: All characters get 1 FH (finest hour).
-3: All characters heal 1 hp.
7th Month - Month of flood. (The earth gives back what it took before. I hope you can swim.)
-1: all water and similar fluids rise by 1d3 blocks.
-2: all water and similar fluids rise by 1d2 blocks.
-3: all water and similar fluids fall back to their normal level. Seeds/spores turn into plants.
8th Month - Month of growth.(Plants blossom and grow, what can reproduces and breeds.)[/color]
-1: All plants and similar things grow x 2.
-2: Monsters and animals might multiply.
-3: All plants and similar things grow x 2.
► Show Spoiler
Minelings are strong but small, able to see in the dark and with a very good memory, so they don't get lost in the mazes of the mines. Their bones become thicker and more stable, so they can take hits from a cave in that would kill others easily. They are used to not eat and drink for a long time. If they finally get something to eat and drink, they store it in their bodies for a long time and do not waste anything.
A Minelings usually starts with:
- 3 hp
- 2 strength
- 2 constitution
- 1 tool
- fully fed, so he does not need to eat for 2 turns
Constructlings are good climbers with long limbs, not larger then the old goblins, but stronger. The amount of muscles in their bodies is much higher, and makes up most of their weight, just like an ape has more muscles than a human. Still, many of them fall to death because of nonexisten safety measures and lousy scaffolding. They can balance very good and can jump very far. Under extreme stress, the speed of their thoughts and reflexes increases dramastically, so they perceive everything in slow motion and can react quicker.
A Constructling usually starts with:
- 3 hp
- 3 strength
- 1 constitution
- 1 tool
- fully fed, so he does not need to eat for 1 turn
Drainlings work in the sewage systems of the cities and keeping them clean. Slim and flexible they are, with much smaller ears. They can hold their breath for a long time. They can close their nostrils and their skin adapted as well, not unwelling in wet environment anymore. They have high resistances against many diseases.
A Drainling usually starts with:
- 3 hp
- 1 strength
- 2 constitution
- 1 tool
- fully fed, so he does not need to eat for 1 turns
- can hold his his breath so he does not need to breath for 1 turn
(Those values might be less, depending on the situation. You can train or increase them later in the game.)
A Minelings usually starts with:
- 3 hp
- 2 strength
- 2 constitution
- 1 tool
- fully fed, so he does not need to eat for 2 turns
Constructlings are good climbers with long limbs, not larger then the old goblins, but stronger. The amount of muscles in their bodies is much higher, and makes up most of their weight, just like an ape has more muscles than a human. Still, many of them fall to death because of nonexisten safety measures and lousy scaffolding. They can balance very good and can jump very far. Under extreme stress, the speed of their thoughts and reflexes increases dramastically, so they perceive everything in slow motion and can react quicker.
A Constructling usually starts with:
- 3 hp
- 3 strength
- 1 constitution
- 1 tool
- fully fed, so he does not need to eat for 1 turn
Drainlings work in the sewage systems of the cities and keeping them clean. Slim and flexible they are, with much smaller ears. They can hold their breath for a long time. They can close their nostrils and their skin adapted as well, not unwelling in wet environment anymore. They have high resistances against many diseases.
A Drainling usually starts with:
- 3 hp
- 1 strength
- 2 constitution
- 1 tool
- fully fed, so he does not need to eat for 1 turns
- can hold his his breath so he does not need to breath for 1 turn
(Those values might be less, depending on the situation. You can train or increase them later in the game.)
► Show Spoiler
Ever turn you can do one of the following:
- Perform a full action at his current position (Moving around a few blocks is ok, for example to follow mineral veins during mining)
- Perform a half action and move in the current frame, basically for changing what you are doing
- Perform a full move action, moving him to another frame or transporting ressources in the current frame
(If the actions are very simple, more than one per turn might be possible. You can boost your actions slightly with a SA (special action) or vastly with a FH (finest hour)
Rules and Limitations:
- Walking: You can walk up and down level differences of 1.
- Crouching: You can crouch through 1 block wide tunnels, but not diagonally. The blocks passed have to be connected. You can move 10 blocks like that per turn.
- Jumping: You can jump 2 blocks up or 4 down without risk. If you fall more than 4 blocks you take damage. You can jump over a gap that is not larger than 4 blocks. Each height advantage gives you +1 jumping range. (So if you are 4 blocks above the other side of a 6 block gap, you make it and don't take damage. Anything above that hurts or fails.
- Climbing: You can climb a height difference of 3 blocks without help, 5 with another goblin helping you. But you have to roll if you suceed.
- Swimming: You can only swim for 2 turns, with a maxium of 21 blocks per turn. You can wade in 1 block high water, anything above is swimming.
- Diving: If you want to do a half action below water, you can only dive 5 blocks deep. If you are using a full move action you can dive 14 blocks through water, but since you are no drainlings you have to resurface at the end of the turn in any case, or take damage.
- Rowing: you can row floating things. Depending on their size and your number, the speed will vary. A paddle improves your rowing speed.
- Eating and drinking: While you can endure longer times without it than the old goblins and most other subraces, you have to eat and drink every 2 turns. If enough food is around, you eat automatically. If not, those collecting food will eat first, the rest will be decided by dice.
Differences for Constructlings:
- Crouching: You can crouch through 1 block wide tunnels, but not diagonally. The blocks passed have to be connected. You can move 5 blocks like that per turn.
- Jumping: You can jump 3 blocks up or 6 down without risk. If you fall more than 6 blocks you take damage. You can jump over a gap that is not larger than 6 blocks. Each height advantage gives you +1 jumping range. (So if you are 4 blocks above the other side of a 10 block gap, you make it and don't take damage. Anything above that hurts or fails.
- Climbing: You can climb a height difference of 4 blocks without help, 6 with another goblin helping you. But you have to roll if you suceed.
- Eating and drinking: You have to eat and drink every turn. If enough food is around, you eat automatically. If not, those collecting food will eat first, the rest will be decided by dice.
Differences for Drainlings:
- Crouching: You can crouch through 1 block wide tunnels, but not diagonally. The blocks passed have to be connected. You can move 5 blocks like that per turn.
- Climbing: Drainlings cannot climb.
- Swimming: You can swim with a maxium of 30 blocks per turn. You can wade in 1 block high water, anything above is swimming.
- Diving: If you want to do a half action below water, you can only dive 10 blocks deep. If you are using a full move action you can dive 20 blocks per turn through water. You have to resurface after two turns.
- Eating and drinking: You have to eat and drink every turn. If enough food is around, you eat automatically. If not, those collecting food will eat first, the rest will be decided by dice.
(Those limitations can be bypassed with the right tools and equipment, but you have to find or develop them first.)
- Perform a full action at his current position (Moving around a few blocks is ok, for example to follow mineral veins during mining)
- Perform a half action and move in the current frame, basically for changing what you are doing
- Perform a full move action, moving him to another frame or transporting ressources in the current frame
(If the actions are very simple, more than one per turn might be possible. You can boost your actions slightly with a SA (special action) or vastly with a FH (finest hour)
Rules and Limitations:
- Walking: You can walk up and down level differences of 1.
- Crouching: You can crouch through 1 block wide tunnels, but not diagonally. The blocks passed have to be connected. You can move 10 blocks like that per turn.
- Jumping: You can jump 2 blocks up or 4 down without risk. If you fall more than 4 blocks you take damage. You can jump over a gap that is not larger than 4 blocks. Each height advantage gives you +1 jumping range. (So if you are 4 blocks above the other side of a 6 block gap, you make it and don't take damage. Anything above that hurts or fails.
- Climbing: You can climb a height difference of 3 blocks without help, 5 with another goblin helping you. But you have to roll if you suceed.
- Swimming: You can only swim for 2 turns, with a maxium of 21 blocks per turn. You can wade in 1 block high water, anything above is swimming.
- Diving: If you want to do a half action below water, you can only dive 5 blocks deep. If you are using a full move action you can dive 14 blocks through water, but since you are no drainlings you have to resurface at the end of the turn in any case, or take damage.
- Rowing: you can row floating things. Depending on their size and your number, the speed will vary. A paddle improves your rowing speed.
- Eating and drinking: While you can endure longer times without it than the old goblins and most other subraces, you have to eat and drink every 2 turns. If enough food is around, you eat automatically. If not, those collecting food will eat first, the rest will be decided by dice.
Differences for Constructlings:
- Crouching: You can crouch through 1 block wide tunnels, but not diagonally. The blocks passed have to be connected. You can move 5 blocks like that per turn.
- Jumping: You can jump 3 blocks up or 6 down without risk. If you fall more than 6 blocks you take damage. You can jump over a gap that is not larger than 6 blocks. Each height advantage gives you +1 jumping range. (So if you are 4 blocks above the other side of a 10 block gap, you make it and don't take damage. Anything above that hurts or fails.
- Climbing: You can climb a height difference of 4 blocks without help, 6 with another goblin helping you. But you have to roll if you suceed.
- Eating and drinking: You have to eat and drink every turn. If enough food is around, you eat automatically. If not, those collecting food will eat first, the rest will be decided by dice.
Differences for Drainlings:
- Crouching: You can crouch through 1 block wide tunnels, but not diagonally. The blocks passed have to be connected. You can move 5 blocks like that per turn.
- Climbing: Drainlings cannot climb.
- Swimming: You can swim with a maxium of 30 blocks per turn. You can wade in 1 block high water, anything above is swimming.
- Diving: If you want to do a half action below water, you can only dive 10 blocks deep. If you are using a full move action you can dive 20 blocks per turn through water. You have to resurface after two turns.
- Eating and drinking: You have to eat and drink every turn. If enough food is around, you eat automatically. If not, those collecting food will eat first, the rest will be decided by dice.
(Those limitations can be bypassed with the right tools and equipment, but you have to find or develop them first.)
► Show Spoiler
You will obtain xp, skills and new knowledge over time and improve your mineling. New skills will mainly be based on what you did so far. The calculation for skill advancement happens covertly.
Every turn you get 1 XP, maybe more on special events, like a victory over a monster or doing something great.
Skills can be acquiered on many ways:
- autodidactic - by doing something repeatedly until you get the option to buy the appropriate skill with your xp. You can choose to not do it, it then will be put on the list of possible skills.
- by being taught - learn it from somebody who already knows it. This is faster for the one who wants to learn it, but it does not allow both to do other tasks (beside the trade being taught). You pay for it with your xp once the teaching and learning is done.
- by rare special events - no description for this yet.
Skills known so far in both games:
(10 xp)
- arborist 1 (you grant a growth bonus to trees close to you)
- carpenter 1 (You can build common things slightly faster and you have a higher success chance when building new things)
- cooking 1 (cook 50% more raw food per week)
- cooking 2 (cook 100% more raw food per week)
- defender 1 (+1 constitution)
- doctor 1 (healing yourself and others for 1 hp at 1xp/hp.)
- exploring 1 (+5 block swimming and 5 blocks crouching distance/turn, +1 jumping down and forward)
- food provider 1 (collect 50% more food blocks)
- food provider 2 (collect 100% more food blocks)
- foreman 1 (you can grant a +1 bonus to goblins doing a crafting/ressource gathering task together. Affects foreman skill +1 persons)
- gourmet cook (you can cook very fine food, worth much and it even can be used for diplomatic measures. 2 meals/week, cannot be stored)
- heaver 1 (can carry 1 block more than usual and is slowed down less by a load)
- herdsman 1 (Increased change to direct animals, slightly increased chance in breeding more of them)
- hidden potential 1 (requirement for supernatural aptitudes. Allows minor magical tricks, which cost xp depending on strength. Bonuses to crafting/fighting cannot excel foreman or sergeant effect of same level)
- inventor 1 (slightly increase chance of success while inventing)
- long distance runner 1 (you can move further per turn, 2 sections instead of one)
- mining (iron) 1 (you can now mine 2 iron block per turn)
- mining (stone) 1 (you can now mine 3 stone block per turn or destroy 6)
- mining (stone) 2 (you can now mine 4 stone block per turn or destroy
- nutritional expert (you attune your food to what a body really needs, granting random bonuses to people. 2 meals/week)
- oarsman 1 (you can row a boat twice as fast. Chance to capzise the boat or damage at obstacles decreased)
- ore smelting 1 (you can process ore 50% faster into metal and got a better feeling for the right temperature)
- raider 1 (+1 strength)
- sergeant 1 (you can grant a +1 bonus to goblins fighting an enemy together. Affects sergeant skill + 2 persons, including yourself)
- sharp senses 1 (improved chance to hear, smell or feel things from a greater distance, including a basic tremor sense)
- smith 1 (slightly increased speed and success chance when creating metal objects)
- stonemason 1 (you can now place 6 instead of 4 construction stones per turn. You also can craft stone items quicker)
- swimmer 1 (you can swim twice as fast and also dive now 7 blocks as a half action or 20 as a full move action)
- tamer 1 (time to tame an animal is halved, chance to succeed increased slightly. More feral and agressive animals have a much smaller chance)
- wood cutting 1 (you can now cut up 3 blocks of wood per turn)
- wood cutting 2 (you get 25% more lumber per block of wood)
Actions costing xp known so far:
- healing yourself for 1 hp at 2xp/hp (not in battle).
- healing yourself and others for 1 hp at 1xp/hp if you got the skill doctor 1 (works during battle if you don't attack or are attacked).
(Known skills will be put on this list.)
Every turn you get 1 XP, maybe more on special events, like a victory over a monster or doing something great.
Skills can be acquiered on many ways:
- autodidactic - by doing something repeatedly until you get the option to buy the appropriate skill with your xp. You can choose to not do it, it then will be put on the list of possible skills.
- by being taught - learn it from somebody who already knows it. This is faster for the one who wants to learn it, but it does not allow both to do other tasks (beside the trade being taught). You pay for it with your xp once the teaching and learning is done.
- by rare special events - no description for this yet.
Skills known so far in both games:
(10 xp)
- arborist 1 (you grant a growth bonus to trees close to you)
- carpenter 1 (You can build common things slightly faster and you have a higher success chance when building new things)
- cooking 1 (cook 50% more raw food per week)
- cooking 2 (cook 100% more raw food per week)
- defender 1 (+1 constitution)
- doctor 1 (healing yourself and others for 1 hp at 1xp/hp.)
- exploring 1 (+5 block swimming and 5 blocks crouching distance/turn, +1 jumping down and forward)
- food provider 1 (collect 50% more food blocks)
- food provider 2 (collect 100% more food blocks)
- foreman 1 (you can grant a +1 bonus to goblins doing a crafting/ressource gathering task together. Affects foreman skill +1 persons)
- gourmet cook (you can cook very fine food, worth much and it even can be used for diplomatic measures. 2 meals/week, cannot be stored)
- heaver 1 (can carry 1 block more than usual and is slowed down less by a load)
- herdsman 1 (Increased change to direct animals, slightly increased chance in breeding more of them)
- hidden potential 1 (requirement for supernatural aptitudes. Allows minor magical tricks, which cost xp depending on strength. Bonuses to crafting/fighting cannot excel foreman or sergeant effect of same level)
- inventor 1 (slightly increase chance of success while inventing)
- long distance runner 1 (you can move further per turn, 2 sections instead of one)
- mining (iron) 1 (you can now mine 2 iron block per turn)
- mining (stone) 1 (you can now mine 3 stone block per turn or destroy 6)
- mining (stone) 2 (you can now mine 4 stone block per turn or destroy

- nutritional expert (you attune your food to what a body really needs, granting random bonuses to people. 2 meals/week)
- oarsman 1 (you can row a boat twice as fast. Chance to capzise the boat or damage at obstacles decreased)
- ore smelting 1 (you can process ore 50% faster into metal and got a better feeling for the right temperature)
- raider 1 (+1 strength)
- sergeant 1 (you can grant a +1 bonus to goblins fighting an enemy together. Affects sergeant skill + 2 persons, including yourself)
- sharp senses 1 (improved chance to hear, smell or feel things from a greater distance, including a basic tremor sense)
- smith 1 (slightly increased speed and success chance when creating metal objects)
- stonemason 1 (you can now place 6 instead of 4 construction stones per turn. You also can craft stone items quicker)
- swimmer 1 (you can swim twice as fast and also dive now 7 blocks as a half action or 20 as a full move action)
- tamer 1 (time to tame an animal is halved, chance to succeed increased slightly. More feral and agressive animals have a much smaller chance)
- wood cutting 1 (you can now cut up 3 blocks of wood per turn)
- wood cutting 2 (you get 25% more lumber per block of wood)
Actions costing xp known so far:
- healing yourself for 1 hp at 2xp/hp (not in battle).
- healing yourself and others for 1 hp at 1xp/hp if you got the skill doctor 1 (works during battle if you don't attack or are attacked).
(Known skills will be put on this list.)
► Show Spoiler
Facts you learned will be added over time, I will not give all formulars to you to keep up the suspence.
- on 0 hp a goblin is considered unconscious. Any additional damage will kill him. He cannot act until another person invests a full week into nursing him back to health. Then he will awake with 1 hp. If somebody is unconscious too long, he might starve cause he cannot eat and drink.
- Armor: Items grant item hp, depending on their defensive value. The item hp is added to your max hp and is taken first, just like your armor has to be damaged or bypassed before your body can get damaged. It does not make your body more healthy or stable. Somebody with 3 body hp and 1 item hp gets therefore a max hp of 4. If he drops to 3/4 hp, then this means his armor has been bypassed or damaged and the next hit will go on the body hp. But each hit on armor can damage it. If it got damaged too much, it will not protect you anymore the item hp are taken away from your max hp. Then you will have to repair it if possible. For the sake of the gameplay healing spells/effects also affect item hp and can cure them if the item is still usable, but they don't repair damaged items.
- on 0 hp a goblin is considered unconscious. Any additional damage will kill him. He cannot act until another person invests a full week into nursing him back to health. Then he will awake with 1 hp. If somebody is unconscious too long, he might starve cause he cannot eat and drink.
- Armor: Items grant item hp, depending on their defensive value. The item hp is added to your max hp and is taken first, just like your armor has to be damaged or bypassed before your body can get damaged. It does not make your body more healthy or stable. Somebody with 3 body hp and 1 item hp gets therefore a max hp of 4. If he drops to 3/4 hp, then this means his armor has been bypassed or damaged and the next hit will go on the body hp. But each hit on armor can damage it. If it got damaged too much, it will not protect you anymore the item hp are taken away from your max hp. Then you will have to repair it if possible. For the sake of the gameplay healing spells/effects also affect item hp and can cure them if the item is still usable, but they don't repair damaged items.
► Show Spoiler
Every mineling can carry a maximum of 4 blocks and 3 units. One tool counts as 1 block until stated otherwise. If he carries more than 3 units, every multiple of 4 will count as 1 block. To make this easier to calculate, see units as fractions of a block. 4 units equal 1 block for inventory calculations.
(Just disregard this: You do not always get 4 units out of one block when harvesting it, sometimes more, some times less. Same for fitting more or less than 4 units into one block like with the 12 jars in the crate. The crate is made to contain them, so only the container counts, saying it is only 1 block, even if it contains 12 units)
So you could for example carry a:
3 food (=3 units)
1 pick (=1 block)
1 shovel (=1 block)
2 iron (=2 blocks)
or
1 food (=1 unit)
2 construction stone (=2 units)
12 units of rope (=3 blocks)
1 crate with 12 jars (= 1 block)
or
19 food (= 4 blocks, 3 units)
(Those limitations can be bypassed with the right tools and equipment, but you have to find or develop them first.)
(Just disregard this: You do not always get 4 units out of one block when harvesting it, sometimes more, some times less. Same for fitting more or less than 4 units into one block like with the 12 jars in the crate. The crate is made to contain them, so only the container counts, saying it is only 1 block, even if it contains 12 units)
So you could for example carry a:
3 food (=3 units)
1 pick (=1 block)
1 shovel (=1 block)
2 iron (=2 blocks)
or
1 food (=1 unit)
2 construction stone (=2 units)
12 units of rope (=3 blocks)
1 crate with 12 jars (= 1 block)
or
19 food (= 4 blocks, 3 units)
(Those limitations can be bypassed with the right tools and equipment, but you have to find or develop them first.)
► Show Spoiler
Ressources known:
Units:
Briquet: Can be used as combustible. Burns longer than wood, but harder to ignite, needs tinder. Obtained by mining coal (4/block). Burns for 2 weeks.
Chitin: it is about as light and sturdy as wood, but not as flexible. Can take heat up to 400 degrees.
Construction stone: One unit can construct something as large as 5 pixels. Obtained by mining stone (2/block), not from destorying stone. You can place 8 units per turn to build things.
Cooked fish: equals 3 units of food.
Food: one unit feeds one mineling for two turns.
Lumber: construction wood. One lumber unit can construct something as large as 5 pixels. Obtained by chopping/cutting log/wood (4/block). Burns for 1 week. You can place 8 units per turn to build things.
Blocks:
Coal: You can mine two blocks per turn. Can be used as combustible. Burns longer than wood, but harder to ignite, needs tinder.
Copper: one of the minerals the orcs wanted you to mine. You can mine one block per turn.
Iron: one of the minerals the orcs wanted you to mine. You can mine one block per turn.
Meat: You get it from many animals. Each block of meat becomes 4 food when cooked. You can also dry it, turning it into 3 food or it it raw as 2 food.
Seaweed: edible water plants. You can harvest two blocks per turn and process each into three food units. Only grows in water of a depth ranging from 2 to 7 blocks. Dried seaweed can be turned into 2 units of cinder.
Stone: The most common material underneath the surface of the world. You can mine two blocks per turn, or destroy 4 per turn. While mining minerals, you can on mine one stone per turn, or destroy 2.
Wood/Log: swims on water, can support some weight if used correctly. You know it. You can chop up two blocks per turn.
Items know:
Bucket: Can carry liquids.
Carpenter's hatchet: Used to chop wood into lumber and to create wooden objects.
Chisel: pointy metal tool to work stone or metal. Has to be resharpened after some uses.
scale shirt, chitin (1 shirt, 6 chitin scales): grants one item hp which is removed first. Each hit taken has a chance to damage the shirt and scales.
scale shirt, metal (6 metal scales): grants item hp which is removed first. Each hit taken has a chance to damage the shirt and scales. Hp depends on metal used. Copper 2, Iron 4.
Embers: Still hot, this can be used to ignite a new fire by adding 1 lumber or other combustible. (lasts 3 turns)
Fire (x combustible/turn): Fire is used to cook or melt things. Can als dry things if used carefully. (1 combustible /turn)
Gripping tongs: Tool that can hold things you don't want to hold with your hands. Made of metal.
Hammer: Used to hammer things into form or drive other tools like a chisel.
Jar: ???
Mould for gripping tongs (2 construction stone): Used to turn 2 metal into 1 gripping tongs.
Mould for metal bars (2 construction stone): Used to turn 1 metal into 3 metal bars.
Mould for pick head (2 construction stone): Used to turn 2 metal into 1 new pick head. Tool that can break stone requiered.
Mould for saw (2 construction stone): Used to turn 2 metal into 1 saw. Tool that can break stone requiered.
Pick: Used to dig through stone and minerals. Made of iron.
Pick (copper) :mines at half speed through stone and minerals, cannot mine harder materials, mines at full speed through coal or softer materials.
Pick head: Together with 1 lumber this can be crafted into a pick. Harder metals make better picks.
Rope: You can climb up and down the rope, if attached somewhere.
Scales - chitin (1 chitin): 1 scale. Used to create chitin armor.
Scales - metal (1 metal): 2 scales. Used to create metal armor.
Spear - Basic wooden spear (1 lumber): Allows hunting in water. Can also be used in melee or thrown outside the water.
Spear - Bones spear (+1 sharp ATK): As sturdy as a basic wooden spear, but sharper. On the other hand, the tip has a chance to break off.
Shovel: Used to move soft and loose materials like gravel, earth and sand.
set of paddles (1 lumber): Allows to move a boat much faster than with hands or planks. Operated by one mineling.
Constructions know:
Boat (1 log or 4 wood per block): Each block can carry either 6 blocks or one mineling. (see FAQ for more)
Foot holes (nothing): simple holes to climb a wall, you can chisel them into as many blocks per turn as you can destroy stone.
Furnance (4 construction stones): Used to heat things. You can cook on it or melt minerals inside it.
Hanging stairs (1 construction stone / block height): simple square stones put into holes in the
wall. For each 3 blocks forward you go 2 up.
Metal bars: one metal bar is 1x5 pixels large. You can create longer bars.
Platform: You know it but you don't know how to build it.
Stone bridge: Used to build paths over chasms. Can be bypassed from below or above and cross other constructions, does not block movement.
Stone damn: Used to keep water away from where it is not supposed to be. Build out of construction stone.
Support log: Used to support the tunnel ceiling and protect it against a cave in.
Wall-ladder (1 lumber or stone / 2 block): build on solid walls to climb them.
Monsters, Races & Animals know:
bats (1 bat fur, 2 bat wings, flying around, hanging on the ceiling)
cave bugs (equals 1 food when cooked, 4 chitin. 1 block)
octopus (equals 8 food when cooked. 2 blocks)
octopus, large (equals 20 food when cooked, 2 for each tentacle and 4 for the head. 5 blocks)
(For each Ressource and Item knowledge will be put on this list. If you research what you need to build something, it will also be written down here.)
Units:
Briquet: Can be used as combustible. Burns longer than wood, but harder to ignite, needs tinder. Obtained by mining coal (4/block). Burns for 2 weeks.
Chitin: it is about as light and sturdy as wood, but not as flexible. Can take heat up to 400 degrees.
Construction stone: One unit can construct something as large as 5 pixels. Obtained by mining stone (2/block), not from destorying stone. You can place 8 units per turn to build things.
Cooked fish: equals 3 units of food.
Food: one unit feeds one mineling for two turns.
Lumber: construction wood. One lumber unit can construct something as large as 5 pixels. Obtained by chopping/cutting log/wood (4/block). Burns for 1 week. You can place 8 units per turn to build things.
Blocks:
Coal: You can mine two blocks per turn. Can be used as combustible. Burns longer than wood, but harder to ignite, needs tinder.
Copper: one of the minerals the orcs wanted you to mine. You can mine one block per turn.
Iron: one of the minerals the orcs wanted you to mine. You can mine one block per turn.
Meat: You get it from many animals. Each block of meat becomes 4 food when cooked. You can also dry it, turning it into 3 food or it it raw as 2 food.
Seaweed: edible water plants. You can harvest two blocks per turn and process each into three food units. Only grows in water of a depth ranging from 2 to 7 blocks. Dried seaweed can be turned into 2 units of cinder.
Stone: The most common material underneath the surface of the world. You can mine two blocks per turn, or destroy 4 per turn. While mining minerals, you can on mine one stone per turn, or destroy 2.
Wood/Log: swims on water, can support some weight if used correctly. You know it. You can chop up two blocks per turn.
Items know:
Bucket: Can carry liquids.
Carpenter's hatchet: Used to chop wood into lumber and to create wooden objects.
Chisel: pointy metal tool to work stone or metal. Has to be resharpened after some uses.
scale shirt, chitin (1 shirt, 6 chitin scales): grants one item hp which is removed first. Each hit taken has a chance to damage the shirt and scales.
scale shirt, metal (6 metal scales): grants item hp which is removed first. Each hit taken has a chance to damage the shirt and scales. Hp depends on metal used. Copper 2, Iron 4.
Embers: Still hot, this can be used to ignite a new fire by adding 1 lumber or other combustible. (lasts 3 turns)
Fire (x combustible/turn): Fire is used to cook or melt things. Can als dry things if used carefully. (1 combustible /turn)
Gripping tongs: Tool that can hold things you don't want to hold with your hands. Made of metal.
Hammer: Used to hammer things into form or drive other tools like a chisel.
Jar: ???
Mould for gripping tongs (2 construction stone): Used to turn 2 metal into 1 gripping tongs.
Mould for metal bars (2 construction stone): Used to turn 1 metal into 3 metal bars.
Mould for pick head (2 construction stone): Used to turn 2 metal into 1 new pick head. Tool that can break stone requiered.
Mould for saw (2 construction stone): Used to turn 2 metal into 1 saw. Tool that can break stone requiered.
Pick: Used to dig through stone and minerals. Made of iron.
Pick (copper) :mines at half speed through stone and minerals, cannot mine harder materials, mines at full speed through coal or softer materials.
Pick head: Together with 1 lumber this can be crafted into a pick. Harder metals make better picks.
Rope: You can climb up and down the rope, if attached somewhere.
Scales - chitin (1 chitin): 1 scale. Used to create chitin armor.
Scales - metal (1 metal): 2 scales. Used to create metal armor.
Spear - Basic wooden spear (1 lumber): Allows hunting in water. Can also be used in melee or thrown outside the water.
Spear - Bones spear (+1 sharp ATK): As sturdy as a basic wooden spear, but sharper. On the other hand, the tip has a chance to break off.
Shovel: Used to move soft and loose materials like gravel, earth and sand.
set of paddles (1 lumber): Allows to move a boat much faster than with hands or planks. Operated by one mineling.
Constructions know:
Boat (1 log or 4 wood per block): Each block can carry either 6 blocks or one mineling. (see FAQ for more)
Foot holes (nothing): simple holes to climb a wall, you can chisel them into as many blocks per turn as you can destroy stone.
Furnance (4 construction stones): Used to heat things. You can cook on it or melt minerals inside it.
Hanging stairs (1 construction stone / block height): simple square stones put into holes in the
wall. For each 3 blocks forward you go 2 up.
Metal bars: one metal bar is 1x5 pixels large. You can create longer bars.
Platform: You know it but you don't know how to build it.
Stone bridge: Used to build paths over chasms. Can be bypassed from below or above and cross other constructions, does not block movement.
Stone damn: Used to keep water away from where it is not supposed to be. Build out of construction stone.
Support log: Used to support the tunnel ceiling and protect it against a cave in.
Wall-ladder (1 lumber or stone / 2 block): build on solid walls to climb them.
Monsters, Races & Animals know:
bats (1 bat fur, 2 bat wings, flying around, hanging on the ceiling)
cave bugs (equals 1 food when cooked, 4 chitin. 1 block)
octopus (equals 8 food when cooked. 2 blocks)
octopus, large (equals 20 food when cooked, 2 for each tentacle and 4 for the head. 5 blocks)
(For each Ressource and Item knowledge will be put on this list. If you research what you need to build something, it will also be written down here.)
► Show Spoiler
Ressources known:
Units:
Briquet: Can be used as combustible. Burns longer than wood, but harder to ignite, needs tinder. Obtained by mining coal (4/block). Burns for 2 weeks.
Cinder: used to start a fire, requieres sparks or embers and a combustible.
Construction stone: One unit can construct something as large as 5 pixels. Obtained by mining stone (2/block), not from destorying stone. You can place 8 units per turn to build things.
Emerald shards: worth less than an intact shard, but still worth something.
Food: one unit feeds one mineling for two turns, other subraces need one per turn.
Food (bioluminescent mushroom): doesn't taste good and makes you feel a bit sick, but better than starving.
Food (cedar planked salmon): feeds one goblin for this week and the next.
Food (pine seeds): one patch of pine cones grants 1 unit. You can collect 4 per turn.
Lumber: construction wood. One lumber unit can construct something as large as 5 pixels. Obtained by chopping/cutting log/wood (4/block). Burns for 1 week. You can place 8 units per turn to build things.
Wool: gathered from woolly animals like goats, sheep. Can be used to craft cloth, yarn and other things. Regrows after 1 month. (2/goat)
Blocks:
Coal: You can mine two blocks per turn. Can be used as combustible. Burns longer than wood, but harder to ignite, needs tinder.
Copper: one of the minerals the orcs wanted you to mine. You can mine one block per turn.
Emerald: beautiful green gem stone, harder than glass, but still can break cause of fisures running through it. Might be worth a lot to the right people.
Iron: one of the minerals the orcs wanted you to mine. You can mine one block per turn.
Meat: You get it from many animals. Each block of meat becomes 4 food when cooked. You can also dry it, turning it into 3 food or it it raw as 2 food.
Obsidian: Very hard stone, created by cooled down lava. Takes twice as much effort to mine as regular stone and can only be worked on with tools of iron or harder materials. Edges can be very sharp.
Seaweed: edible water plants. You can harvest two blocks per turn and process each into three food units. Only grows in water of a depth ranging from 2 to 7 blocks. Dried seaweed can be turned into 2 units of cinder.
Silver: a mineral, like iron but shinier. Its properties are somewhere between copper and iron.
Skin (medium sized animal): Can be used in crafting, you don't know how yet)
Stone: The most common material underneath the surface of the world. You can mine two blocks per turn, or destroy 4 per turn. While mining minerals, you can on mine one stone per turn, or destroy 2.
Wood/Log: swims on water, can support some weight if used correctly. You know it. You can chop up two blocks per turn.
Items know:
Carpenter's hatchet: Used to chop wood into lumber and to create wooden objects.
Embers: Still hot, this can be used to ignite a new fire by adding 1 lumber or other combustible. (lasts 3 turns)
Fire (x combustible/turn): Fire is used to cook or melt things. Can als dry things if used carefully. (1 combustible /turn)
Knife (1 iron): +1 ATK, also a good tool to cut or carve things.
Mould for axe head (2 construction stone): Used to turn 2 metal into 1 axe head. Tool that can break stone requiered.
Mould for sword (2 construction stone): Used to turn 2 metal into 1 new sword workpiece. Tool that can break stone requiered.
Pick: Used to dig through stone and minerals. Made of iron.
Saw: Used to cut up a log. Twice as fast as a hatchet if worked by 2. Cannot be used to create wooden objects except they requiere only straight cut planks, laths or beams(like a table, door,...).
Shovel: Used to move soft and loose materials like gravel, earth and sand.
Spear, basic wooden (1 lumber): Allows hunting in water. Can also be used in melee or thrown outside the water.
Spear, obsidian (1 lumber, 1 obsidian shard): +2 ATK, fragile. Tip has a chance to break when used, depending on hardness of target. 1/5 for normal fur/skin.
Sword, iron (+3 ATK): sharp, one handed weapon. Edge can take damage from hitting to hard objects. Minor damage can be repaired by resharpening or a smith.
Wooden bucket (2 lumber): Used to carry items or liquieds.
Constructions know:
Drying frame (6 lumber): allows you to dry things like leather, seaweed, hide. Can dry 1 block/week.
Furnance (4 construction stones): Used to heat things. You can cook on it or melt minerals inside it.
Portable ladder (7 lumber per 2 blocks): Ladder you can move around and place whereever it fits. Requieres 1 goblin for 4 blocks length to carry.
Wood bridge: Used to build paths over chasms. Can be bypassed from below or above and cross other constructions, does not block movement.
Wood spikes (1 block of branches or 2 lumber): defensive spikes, cover 1 block.
Wooden raft (2 lumber/block): floating raft, might sink or capsize if overloaded.
Wooden tub (8 lumber): 2 blocks large, can contain liquids.
Monsters, Races & Animals know:
Bird nest (equals 1 food, rarely found in trees)
Fish (equals 3 food when cooked)
Goat (???, critters you can tame, give milk, give wool)
Hobgoblin (goblinoid race, starts with 8 hp, 5 strength, 5 constitution)
Lion (equals 4 meat and 1 lion skin, strong fighters, claw and bite)
Luce (equals 18 food when cooked, larger and stronger than normal fish, eats normal fish)
Salamander: mystical creature. Can start fire, eats combustibles, grants the power to get in contact even with very hot things by licking.
(For each Ressource and Item knowledge will be put on this list. If you research what you need to build something, it will also be written down here.)
Units:
Briquet: Can be used as combustible. Burns longer than wood, but harder to ignite, needs tinder. Obtained by mining coal (4/block). Burns for 2 weeks.
Cinder: used to start a fire, requieres sparks or embers and a combustible.
Construction stone: One unit can construct something as large as 5 pixels. Obtained by mining stone (2/block), not from destorying stone. You can place 8 units per turn to build things.
Emerald shards: worth less than an intact shard, but still worth something.
Food: one unit feeds one mineling for two turns, other subraces need one per turn.
Food (bioluminescent mushroom): doesn't taste good and makes you feel a bit sick, but better than starving.
Food (cedar planked salmon): feeds one goblin for this week and the next.
Food (pine seeds): one patch of pine cones grants 1 unit. You can collect 4 per turn.
Lumber: construction wood. One lumber unit can construct something as large as 5 pixels. Obtained by chopping/cutting log/wood (4/block). Burns for 1 week. You can place 8 units per turn to build things.
Wool: gathered from woolly animals like goats, sheep. Can be used to craft cloth, yarn and other things. Regrows after 1 month. (2/goat)
Blocks:
Coal: You can mine two blocks per turn. Can be used as combustible. Burns longer than wood, but harder to ignite, needs tinder.
Copper: one of the minerals the orcs wanted you to mine. You can mine one block per turn.
Emerald: beautiful green gem stone, harder than glass, but still can break cause of fisures running through it. Might be worth a lot to the right people.
Iron: one of the minerals the orcs wanted you to mine. You can mine one block per turn.
Meat: You get it from many animals. Each block of meat becomes 4 food when cooked. You can also dry it, turning it into 3 food or it it raw as 2 food.
Obsidian: Very hard stone, created by cooled down lava. Takes twice as much effort to mine as regular stone and can only be worked on with tools of iron or harder materials. Edges can be very sharp.
Seaweed: edible water plants. You can harvest two blocks per turn and process each into three food units. Only grows in water of a depth ranging from 2 to 7 blocks. Dried seaweed can be turned into 2 units of cinder.
Silver: a mineral, like iron but shinier. Its properties are somewhere between copper and iron.
Skin (medium sized animal): Can be used in crafting, you don't know how yet)
Stone: The most common material underneath the surface of the world. You can mine two blocks per turn, or destroy 4 per turn. While mining minerals, you can on mine one stone per turn, or destroy 2.
Wood/Log: swims on water, can support some weight if used correctly. You know it. You can chop up two blocks per turn.
Items know:
Carpenter's hatchet: Used to chop wood into lumber and to create wooden objects.
Embers: Still hot, this can be used to ignite a new fire by adding 1 lumber or other combustible. (lasts 3 turns)
Fire (x combustible/turn): Fire is used to cook or melt things. Can als dry things if used carefully. (1 combustible /turn)
Knife (1 iron): +1 ATK, also a good tool to cut or carve things.
Mould for axe head (2 construction stone): Used to turn 2 metal into 1 axe head. Tool that can break stone requiered.
Mould for sword (2 construction stone): Used to turn 2 metal into 1 new sword workpiece. Tool that can break stone requiered.
Pick: Used to dig through stone and minerals. Made of iron.
Saw: Used to cut up a log. Twice as fast as a hatchet if worked by 2. Cannot be used to create wooden objects except they requiere only straight cut planks, laths or beams(like a table, door,...).
Shovel: Used to move soft and loose materials like gravel, earth and sand.
Spear, basic wooden (1 lumber): Allows hunting in water. Can also be used in melee or thrown outside the water.
Spear, obsidian (1 lumber, 1 obsidian shard): +2 ATK, fragile. Tip has a chance to break when used, depending on hardness of target. 1/5 for normal fur/skin.
Sword, iron (+3 ATK): sharp, one handed weapon. Edge can take damage from hitting to hard objects. Minor damage can be repaired by resharpening or a smith.
Wooden bucket (2 lumber): Used to carry items or liquieds.
Constructions know:
Drying frame (6 lumber): allows you to dry things like leather, seaweed, hide. Can dry 1 block/week.
Furnance (4 construction stones): Used to heat things. You can cook on it or melt minerals inside it.
Portable ladder (7 lumber per 2 blocks): Ladder you can move around and place whereever it fits. Requieres 1 goblin for 4 blocks length to carry.
Wood bridge: Used to build paths over chasms. Can be bypassed from below or above and cross other constructions, does not block movement.
Wood spikes (1 block of branches or 2 lumber): defensive spikes, cover 1 block.
Wooden raft (2 lumber/block): floating raft, might sink or capsize if overloaded.
Wooden tub (8 lumber): 2 blocks large, can contain liquids.
Monsters, Races & Animals know:
Bird nest (equals 1 food, rarely found in trees)
Fish (equals 3 food when cooked)
Goat (???, critters you can tame, give milk, give wool)
Hobgoblin (goblinoid race, starts with 8 hp, 5 strength, 5 constitution)
Lion (equals 4 meat and 1 lion skin, strong fighters, claw and bite)
Luce (equals 18 food when cooked, larger and stronger than normal fish, eats normal fish)
Salamander: mystical creature. Can start fire, eats combustibles, grants the power to get in contact even with very hot things by licking.
(For each Ressource and Item knowledge will be put on this list. If you research what you need to build something, it will also be written down here.)
► Show Spoiler
Q: If plants die, what happens? Do we starve? How to get new ones?
A: Their seeds or spores do not die, and some of them might survive. You can use those to grow more of them later.
Q: Are there limits to plant growth?
A: Yes. Several plants are limited in length or patch size, so they won't grow if they reached their limit. Also they might not grow if they are bound to a special environment, and growing would force them to leave it. For example water plants: they would not grow out of the water.
Q: Can we invent stuff?
A: You can try inventing stuff and come up with ideas. Just try it out. There are given chances for such things, but I won't give you the math behind it, so you have an authentic feeling of not knowing exactly how to do it and can easier roleplaying without breaking the character-player barrier of knowledge. I will dice not openly.
Q: Can you explain how to calculate what a boat can carry?
A: Each block of a boat can carry 6 blocks or 1 mineling. This means a mineling and his inventory counts as 6 blocks, even if the inventory is not full. So a boat for 3 minelings, can either carry:
0 minelings, 18 blocks
1 mineling, 12 blocks (+4 in his inventory = 16 overall)
2 minelings, 6 blocks (+8 in their inventories = 14 overall)
3 minelings, 0 blocks (+12 in their inventories = 12 overall)
A: Their seeds or spores do not die, and some of them might survive. You can use those to grow more of them later.
Q: Are there limits to plant growth?
A: Yes. Several plants are limited in length or patch size, so they won't grow if they reached their limit. Also they might not grow if they are bound to a special environment, and growing would force them to leave it. For example water plants: they would not grow out of the water.
Q: Can we invent stuff?
A: You can try inventing stuff and come up with ideas. Just try it out. There are given chances for such things, but I won't give you the math behind it, so you have an authentic feeling of not knowing exactly how to do it and can easier roleplaying without breaking the character-player barrier of knowledge. I will dice not openly.
Q: Can you explain how to calculate what a boat can carry?
A: Each block of a boat can carry 6 blocks or 1 mineling. This means a mineling and his inventory counts as 6 blocks, even if the inventory is not full. So a boat for 3 minelings, can either carry:
0 minelings, 18 blocks
1 mineling, 12 blocks (+4 in his inventory = 16 overall)
2 minelings, 6 blocks (+8 in their inventories = 14 overall)
3 minelings, 0 blocks (+12 in their inventories = 12 overall)