Stormolow Reload v1.0

codename · stormolow · reload

The 100% walkthrough

Every step of Codename: Stormolow — Reload (csr, version 1.0), from your first Gileeran Bear to the Earthling Overseer behind the barrier, and on to a full Journal.

Start here 100% checklist

Step 01

Install and run

The game ships on npm as a single binary for macOS, Linux and Windows (x64 and arm64). You need Node.js 16 or newer with npm, and a terminal with colour.

terminal
# install once, globally
$ npm install -g codename-stormolow

# …or run it without installing
$ npx codename-stormolow

# play
$ csr
Everyday commands
CommandWhat it does
csrPlay.
csr --stillPlay with every animation off (so does setting NO_COLOR or CSR_STILL).
csr updateInstalls the newest version through npm (on Windows it tells you to close csr and run npm install -g codename-stormolow@latest). Your save is never touched.
csr versionShows this build and whether a newer one exists.
csr purgeRemoves the game's folder, asking before it deletes your saved hero; then finish with npm uninstall -g codename-stormolow.
csr helpLists every command.
Terminal size: 80×24 is enough to play; pictures give way to text when rows run short. From about 100×40 every screen has its animated scene. On Windows use Windows Terminal. Your hero lives in ~/.csr/save.json (CSR_HOME moves it).

Step 02

Controls and saving

Keys

  • ↑ ↓ ← → move, enter selects, esc goes back.
  • Every menu word can be chosen by its underlined letter, usually the first, as in 2014: E for EXIT, J for JOURNEY (but O for HOMESTEAD).
  • ctrl+c saves and quits.

Saving

  • The game saves on reaching a town, the homestead or the open world.
  • ACCOUNT → GUIDE is the in-game handbook with live numbers for your hero; ACCOUNT → JOURNAL shows your completion.

Step 03

Time and the calendar

One real second is one game minute, but only while the game is open. The clock stops while you fight, and it does not run while the game is closed: crops, the pond and the calendar wait for you.

The calendar (starts in Year 1336)
UnitGameReal time
Hour30 minutes30 s
Day18 hours9 min
Week5 days45 min
Month = season2 weeks1 h 30 min
Year6 months9 h

Time of day

  • Dawn 0–2, Day 3–11, Dusk 12–13, Night 14–17.
  • A battle begun at night: monsters +15% strength, but +25% XP and marbles; Chirraja come out less (25% of noises instead of 40%).
  • A battle keeps the rules of the hour it began in.
  • Each new day refills mining digs and fishing casts, and the well and hive produce.
  • Sleeping at the Inn or at home moves the clock forward.

Special days

  • Market day, day 5 of every week: the merchant is 20% off all day, and carries 5 more goods if you arrive in town that day.
  • Glass Marble Festival, week 2 day 5 (the last day of each month, also a market day): HiLo and Sandslots wins pay 10% more profit, and Inn rooms are free.
Seasons, one per month, in order
MonthSeasonEffectUse it for
1ThawOne more dig a day in the mineMining
2BloomCrops planted now grow 25% fasterPlanting
3HighsunTwo more fishing casts a dayFishing
4Harvest+1 on every harvestHarvesting
5FallLoot chances +15Farming monster drops
6FrostCrops 40% slower; more Ice and Crystal in KarstIce, Crystal, Frost Tonic
Tip: a crop grows at the speed of the season it was sown in. Plant in Bloom, not in Frost. The Observatory (homestead) forecasts tomorrow's season, market day and festival.

Step 04

Choose your hero, and your fate

The three classes are balanced to within a few points of each other; pick the play style you like. The bot's median days to 100% differ by only a few (199 to 203).

Barbarian · RAGE

The tank: takes 15% less damage from every blow, the most health and defense. RAGE grows from 1.4 to 2.7 normal blows the more wounded he is.

Easiest start. ATTACK, and save RAGE for when you are hurt.

Rogue · FURY

The quickest: more crits, fewer misses, easier escapes. Crits hit 2.3× and give back 12% of her magic. FURY is two blows that may both crit.

Fastest bot to 100% (day 192). Escape is a real tool for her.

Sorceress · CAST

Lives by magic: 15% of every blow is taken from her magic instead of her health, she draws back 8% of it every round, and CAST grows with her maximum magic.

Casts often; buy wands and staffs with magic (MAN).

Story mode

If you fall you wake at your homestead, whole again, a fifth of your marbles poorer (the first hundred are always kept). You lose the well-rested bonus and start the road to the next town again. Pick this for a 100% run.

Hardcore

As in 2014: death is the end, the grave keeps your score and the save is deleted. The mode is chosen with the hero and can not be changed.

Step 05

The loop: town, road, home

  1. TOWN: shop and sell at the MARKETPLACE (weaponsmith, armorsmith, pharmacist, merchant, craftsman, Skinner, forge, Tailor), rest and gamble at the INN, take missions from the HERMIT, fund the town at PATRON. Arriving in a town heals you fully and restocks the merchant.
  2. JOURNEY: at the cross section search a region (Meadow, Forrest, Karst) for 1 to 3 areas, dig in the LUIKACH mine, or CONTINUE. Something is spotted (usually marbles), then something makes a noise: a harmless Chirraja to SKIN, or a monster to FIGHT.
  3. WORLD: after each journey CAMP (restores 40% of health and magic) or set out again.
  4. After 3 journeys the road ends: choose the next TOWN, or turn off to your HOMESTEAD.
The homestead is a place. It is not a menu in every town. The road ends either in a town or at home, and between the two there is a 3-hour walk each way (HOMESTEAD in town, TOWN at home; about 1½ real minutes). The whole marketplace (merchant, smiths, pharmacist, craftsman, Skinner, forge, Tailor), the Hermit, the Inn and PATRON are only in town, and selling happens there. The fields, pond, storehouse, workshop, kitchen, goods, builders and bed are only at home. Arriving home does not heal: sleep in the house.

A good trip

  1. In town: hand in the Hermit's errand, sell, buy the builders' materials for one goal, potions and gear.
  2. Walk home: build, craft, harvest, replant, fish, sleep.
  3. Backpack full of harvest? Walk back to sell it and set out from town. Otherwise set out from home.

Pack before you walk

  • The Hermit's missions and the merchant only look in your backpack. Take mission items and things to sell out of the storehouse before you walk to town.
  • The builders and the home workshop read the backpack and the storehouse.

Step 06

The route at a glance

A completionist bot played every class from a new hero to 100%, using only what a player can do. Its days are good targets; you can beat them.

Recommended order, with the bot's game days (medians of twelve runs per class where given)
PhaseGoalGame day
1 · First stepsMissions 1–5, first gear, all 8 Skinner upgrades1 – 23
2 · First homesteadStorehouse, fields, house, workbench; start plantingfrom ~5
3 · Missions 6–9Portrait, silk, giant, keycard; class gear15 – 34
4 · The endingCombat 10, Barrier Breaker, the Overseer33 – 35
5 · Build it all40 homestead improvements, every skill 10, every recipe and fish139 – 148
6 · The Hermit's favorFavor 60 from weekly orders and donations: 100%199 – 203
7 · ForeverForge +10, patronage, VIP and Diamond pass, the Tailor200 – 1,450
Milestones per class (median game day over twelve runs; range in brackets)
ClassOverseerHomestead100%Deaths
Barbarian33 (30–37)143 (132–153)202 (192–216)2 (1–5)
Rogue35 (31–44)139 (128–149)199 (181–206)3 (1–9)
Sorceress35 (29–45)148 (134–152)203 (192–211)2 (1–7)
In real time: a game day is 9 minutes of play, so the story takes about five real hours and 100% about 30.

Chapter 1 · combat levels 1–5

The Hermit's first five missions

Visit the HERMIT in town. Missions go in order, each needs its combat level, and the items must be in your backpack. A green ● beside HERMIT means you can deliver; ASK FOR A HINT if you are stuck. Total XP for combat levels 2–6: 300, 1,100, 2,600, 5,000 and 8,500.

  1. day 2–8

    Catching dinner

    • 3× Gileeran Bear Meat
    • Honey
    • 60 marbles · 2 Small Health
    Bears are the level 1 fights. Honey is in the Meadow's TREE area.
  2. day 3–12

    Recruiting

    • 2× Feather Arrow
    • 2× Bone
    • 90 · 2 Small Magic
    Yumar Hunters drop feather arrows, Mindless Skeletons bones.
  3. day 5–13

    A roof over our heads

    • 2× Lumber
    • Clay
    • Sand Rock
    • 120 · 2 Torch · Fertilizer
    Lumber: Forrest TREE. Clay: Forrest CREEK. Sand Rock: craft one Sand Ore (from the mine) at the Craftsman.
  4. day 7–18

    The striped shadow

    • 2× Sabre-toothed Tiger Hide
    • Tiger Meat
    • 160 · Large Health
    Tigers appear around level 4. The merchant sometimes sells hides too.
  5. day 12–23

    Glitter in the dark

    • 3× Sparkly Dust
    • Tooth
    • 200 · Binocular
    Both drop from Sparklefree Vampires. Keep the Binocular: searches find more, and mission 9 wants one.

Money and gear

  • You start with 300 marbles. Sell raw loot with MERCHANT → SELL ALL ITEMS (gear, crafted goods, tools and mission items are kept).
  • Buy the next weapon at the WEAPONSMITH (MAIN) and armor at the ARMORSMITH; the shop shows what each slot would change before you pay. First upgrades come by the second or third town.
  • Keep a few potions from the PHARMACIST.

The Skinner (8 upgrades)

  • Four backpack tiers and four potion-kit tiers, each needing the one before, paid in fur and hide plus 5 to 20 marbles. The backpack starts at 20 slots.
  • SKIN every Chirraja for fur; BeeBear fur counts as fur and tiger hide as hide.
  • The bot finishes all eight by day 14–20. A bigger backpack pays off for the whole game.

Chapter 2 · with chapter 1

Set up the homestead early

The homestead is optional for the story, but it carries you to 100%: 40 improvements are a Journal goal, and the farm and pond are your main income later (selling brought the bot about 300,000 marbles by day 300). Build the cheapest useful improvement first.

1 Storehouse

The Crate holds 8 things from day one; the Shed costs 80 marbles and 4 Lumber. Stash seeds and building materials there so the backpack stays free for loot.

2 Fields

Plant every seed and sapling you find. Seeds ripen into fruit in 12 game hours (6 real minutes), saplings into logs in 18 hours, a full day (9 minutes), while the game runs. The harvest sells in town.

3 House and workshop

Sleeping at home passes eight hours and heals fully; from the Hut on it also leaves you well rested (+10% strength and defense for a few fights). The Tent only heals. The workbench crafts at home and reads the storehouse too.

4 Pond

CAST, wait for the bobber to dive, REEL at once. Fish sell well and cook into the best healing dishes.

The builders: bricks, glass, steel and diamonds are crafted from clay, coal, sand and iron. The merchant always has lumber, clay, rock, coal and water; the rest only some days. Buy in town for the next building only, and keep that building's marbles in the purse.

Chapter 3 · combat levels 6–9

Gifts, silk, giants and the sky

  1. day 15–31

    A gift for the Duke

    • Glourious City Portrait
    • 250 · Lucky Charm
    Red Paint = 2 Red Flower + Water (Meadow). Blue Paint = 2 Blue Flower + Water (Forrest). Portrait = Red + Red + Blue Paint. The Lucky Charm makes both loot drops certain; keep it in the backpack.
  2. day 18–33

    Words woven in silk

    • 2× Silk
    • Paper
    • Mysterious Runes
    • 300 · your class's top armor
    Vermoor Assassins carry silk and paper, Sharawin Spellbinders the runes (and the Magical Orb you need later).
  3. day 23–33

    The giant who wept

    • Broken Teddy
    • Giants Ear
    • 350 · Perma Large Strength · Perma Large Health
    Both from the Teddycaring Giant. Drink the permanent potions right away. Another Broken Teddy can be mended into a keepsake you wear.
  4. day 28–34

    Eyes on the sky

    • Keycard
    • Scout Transmitter
    • Binocular
    • 400 · your class's top weapon
    Earthling Scouts (level 9) drop the keycard and transmitter. Keep fighting them: the Barrier Breaker needs another pair.
Game day each mission was done, one bot run per class
#MissionBarbRogueSorc
1Catching dinner528
2Recruiting9312
3A roof over our heads11513
4The striped shadow13718
5Glitter in the dark161223
6A gift for the Duke311525
7Words woven in silk311833
8The giant who wept332333
9Eyes on the sky342834
10Breaking the barrier363238
★The Overseer falls373338

Chapter 4 · mission 10

Craft the Barrier Breaker

The last mission, Breaking the barrier (combat level 10), asks for one item. This is everything that goes into it:

  • ★ Barrier Breaker
    • Keycard Earthling Scout
    • Scout Transmitter Earthling Scout
    • Lightning rod
      • Magical Orb Sharawin Spellbinder
      • Steel
        • 3× Bronze each: Iron Ore + Coal Ore
      • Wire
        • Chromite Karst · TREE
        • Iron bar 2× Bronze
Ores: Iron Ore and Coal Ore come from the Luikach mine (at every cross section, a few digs a day). A TORCH lights the tunnel with ore. The merchant always sells coal, and iron ore turns up in his stock.

Chapter 5 · the ending

Prepare for, and beat, the Earthling Overseer

Deliver the Barrier Breaker and BARRIER appears in the WORLD menu. There is no escape and no smoke from that fight, so prepare first. Ticks are saved in this browser.

0 / 7 done

1,500 health · strength 390 · no escape

  • Armor stops only half of his blows, and while his magic lasts he casts lightning for a fifth of your maximum health through any armor.
  • Drink before you are low. Keep health above 40%: potions cost no turn, and a bolt plus a blow can take half your bar.
  • Barbarian: ATTACK, and RAGE once wounded, when it hits hardest.
  • Rogue: FURY whenever you have the magic; crits refill it.
  • Sorceress: CAST every round you can and let the mana ward soak blows.
The odds: with the Hermit's class gear, eight potions and a night's sleep he falls 54–57% of the time; in shop gear without potions, almost never. If you lose in Story mode you wake at home: refine, restock and try again. He counts for two Journal goals (the Overseer and the bestiary).

Chapter 6 · days ~35–150

Build the whole homestead

Twelve buildings, 40 improvements, 111,760 marbles in all plus crafted materials (planks, bricks, glass, iron, steel; diamonds, orbs, gold, pearls and koi for the top tier). The fourth tier and the last four buildings are the late game, about 104,000 marbles together. The bot finishes by day 139–153.

Buildings and what each level gives
BuildingLevelsWhat it gives
HouseTent → Hut → Cottage → Manor → CastleSleep to restore; well rested for 2/3/5/6 fights; +5 potion kit slots
Fields4 → 6 → 8 → 10 → 12 plotsGreenhouse grows everything 25% faster, the Estate 40%
PondPuddle → Pond → Stocked pond → Koi garden → LakeCarp, pike, golden koi and pearls, then the Moonfin Sturgeon; 4 to 12 casts a day
StorehouseCrate → Shed → Barn → Warehouse → Vault8 / 16 / 28 / 48 / 80 slots; home crafting reads it too
WorkshopWorkbench → Tool shop → Master's forge → Arcane forgeCraft at home; 20% / 35% / 50% chance to spare an ingredient
KitchenHearth → Kitchen → Chef's kitchen → Banquet hallCook fish dishes; 2 / 3 / 4 portions each
WellWell → Spring houseTwo, then four Water a day
BeehiveHive → Apiary → Honey farm → Bee gardenOne to four Honey a day
StablePaddock → Horse stableOne or two more searches in every region
ObservatoryObservatory → Great telescopeTomorrow's season, market day and festival; 1–2 free torch-lights a day in the mine (STAR CHART)
Trophy hallTrophy room → Trophy hall → Hall of legendsLoot chances +4 / +8 / +12; each level wants more of the bestiary and fish
ShrineWayside shrine → Shrine → TempleThe season's blessing (strength in Thaw, health in Bloom, …), once per level

Suggested order

  1. Storehouse Shed, first field upgrades, Hut, Workbench.
  2. Pond and Kitchen (fish dishes and recipes), Well and Hive (free Water and Honey).
  3. Stable and Observatory (more searches, free torches).
  4. Trophy hall and Shrine once the bestiary and catch book fill.
  5. Fourth tiers last: Castle, Estate, Lake, Vault, Arcane forge.

Good to know

  • Well and hive goods fill once a day and wait up to three days.
  • Crops grow and the pond restocks whether you are home or not (while the game runs).
  • Upkeep: 25 marbles per building level a week (1,000 when fully built), charged on arriving in town or at home on or after market day, never below 100 in the purse. Paid: +1 Water and Honey a day and +1 rested fight. Unpaid: only that bonus is lost.

Skills · 50 levels in the Journal

Skills: combat, mining, farming, fishing, gambling

Five skills, each to level 10, on the same curve: 100·l·(l+2) XP from level l to l+1 (37,500 in total for level 10). Account → SKILLS shows what each level gives now and next.

Game day each skill reached level 10 (Barbarian / Rogue / Sorceress)
SkillEarn XP byDay
CombatWinning fights (a third for escaping)36 / 32 / 29
GamblingEvery bet, more for wins33 / 37 / 38
Mining140 XP for ore, 30 for an empty tunnel57 / 57 / 58
FishingEvery fish landed, a little for one lost64 / 51 / 67
FarmingPlanting and harvesting61 / 62 / 77
Farming: the fields
  • Seeds (Pasture, Creek, Cave) ripen in 12 game hours; saplings (the trees) into logs in 18, a full day. A harvest often gives its seed back (25% + 5% per farming level).
  • Each farming level takes 4% off growing time; the Greenhouse another quarter. Fertilizer or Bone Meal halves it (bone meal also adds one to the harvest).
  • A harvest gives 2, +1 every three farming levels, +1 in Harvest season, +1 with a Grindstone, +1 on bone meal.
  • Leave backpack room for the whole crop, and sell it in town.
Fishing: the pond
  • CAST, wait; when the bobber dives (SOMETHING BITES) REEL at once. Too early scares the fish, too late loses it.
  • The strike window is 650 ms at level 1, 60 ms longer per level. Pike and rare fish are quicker.
  • Bait is used every cast: sooner bites, bigger fish. A Lure is used on about half the casts and calls the rare ones.
  • The eight catches for the Journal: Minnow, Trout and the Old Boot (Puddle), Carp (Pond), Pike (Stocked pond), Golden Koi and Pond Pearl (Koi garden), Moonfin Sturgeon (Lake). Upgrade the pond to reach them; the bot's catch book was full by day 74–103.
Mining: the Luikach mine
  • 5 digs a day at level 1, +1 every three mining levels, +1 in Thaw. They refill each new day.
  • Four tunnels; the right one always pays. A wrong one gives a thin vein 20% + 4% per level of the time. The vein moves after every dig.
  • A Torch (lumber + oil at the Craftsman) shows the right tunnel. The Observatory gives free torch-lights.
  • Better miners find better ore; gold is about 6% of finds at level 1, +2% per level. Each find needs a free backpack slot.

Crafting · 69 recipes in the Journal

Crafting and the recipe book

The CRAFTSMAN in town and your WORKSHOP at home turn one to three items into something better. There are 74 recipes making 69 different things; the Journal counts the things, so a second recipe for the same item does not count twice.

  • Put 1–3 items on the bench and CRAFT; order does not matter. A wrong combination fails and keeps its ingredients.
  • Every success goes into your BOOK; from there a known recipe crafts in one step (▶ marks what you can make now).
  • BUY A RECIPE: the Craftsman shares one you have not found, dearer with every recipe you know, preferring one you could make right now.
  • Dishes (anything with fish, the stews, juices and tonics) need the KITCHEN at home. They come last: the bot's book was full by day 64–85.
  • Crafted potions go straight into the potion kit.
Useful things to craft
ItemEffect
TorchLights the tunnel with ore in the mine
Fertilizer / Bone MealHalves a crop's growing time (bone meal +1 harvest)
Smoke BombA sure escape from any ordinary battle, but no XP
Whetstone+4 strength on your main weapon, up to +20
Leather / Tiger LeatherPatch your armor for +5 / +8 defense, up to +24
Lucky CharmBoth loot drops, always; twice the chance of a rare weapon from a level 10 monster
Traveller's MapOne more search in every region (paper + red paint)
BinocularAn empty search gets a second look
GrindstoneOne more crop from every harvest
Planks, bricks, glass, cloth, steelWhat the builders ask for. Logs saw into three planks; Peat burns clay into two bricks; Anthracite fires an iron bar into steel
Bunny StewFrom the Enchanted Carrot: +8 magic, +8 agility for good

Nothing made only from merchant goods sells for a profit; the profit is in what you find, grow, catch and loot.

Combat · 12 foes in the bestiary

Combat tips

Your four actions

  • ATTACK: the quicker side misses less and crits more (misses 3–25%, crits 5–30%, a crit is 1.9×; Rogue 2.3×).
  • Special (RAGE, FURY, CAST): never misses and cuts through most armor, but camping brings back only 40% of your magic. Keep it for the hard fights.
  • ESCAPE: the chance is on the button (20–90%). Fail and the monster strikes with its special.
  • POTION: costs no turn. Potions heal 50 / 110 / 220.

Staying alive

  • A fair fight at your level in the best shop gear is won about 9 times in 10; one level up about 7 in 10.
  • Drink before a big hit, not after. Camp between journeys, rest before a hard fight.
  • From level 4 monsters drink potions and cast their own specials.
  • Travel by day when in doubt. Carry a Smoke Bomb for the worst cases.
  • Permanent potions are capped per run: +80 health, +80 magic, +25 strength, defense and agility.
The bestiary (12)

Gileeran Bear, Yumar Hunter, Mindless Skeleton, Sabre-toothed Tiger, Sparklefree Vampire, Vermoor Assassin, Sharawin Spellbinder, Teddycaring Giant, Earthling Scout, Enchanted Bunny, the BeeBear, and the Earthling Overseer.

  • The BeeBear lives in the Meadow: while you are level 2 to 5 almost a third of the fights on a journey where you searched the Meadow are with it, and later it only turns up now and then as a stray there.
  • Strays from below your level still roam, and half the time a stray is one your bestiary lacks.
  • The bot's bestiary was full the day the Overseer fell.

The Inn · Gambling to 10

The Inn's tables

Every bet trains Gambling, which is one of the 50 skill levels. No table pays more than it takes, so treat it as the price of the skill: a few small hands on every visit got the bot to Gambling 10 by day 33–38.

Long-run return of each table
TableRulesReturns
BlackjackSix decks, 3:2 blackjack, dealer stands on 17, double down~99%
Three Card PokerVIP room. Play Q-6-4 or better, fold the rest~97%
Ride the BusRed/black, higher/lower, inside/outside, suit: 1.8×, 2.3×, 3.1×, 11×; cash out between stops~96%
SandslotsThree reels and a lever~92%
HiLoHigher or lower, a tie loses; bold calls pay more~85%
  • Table limit: 250 marbles a bet per Gambling level. INN → VIP sells the VIP pass (5,000: ten times the limit) and the Diamond pass (25,000 more: 50,000 a bet).
  • Storm Jackpot (pass holders): fed by 1% of every bet at every table, starting at 10,000. A bigger pot means better odds.
  • On festival days HiLo and Sandslots wins pay 10% more profit.
Cheapest XP: Blackjack keeps the smallest edge, so it trains Gambling for the fewest lost marbles.

Chapter 7 · the last goal

The Hermit's favor (60)

After the last mission the HERMIT shows a board of three standing orders, drawn afresh every week (5 days): tiger hides, fish stews, gold nuggets, steel, glass, koi and more, from the backpack, storehouse or kit. They pay favor and rare things, never marbles: permanent potions, rings and necklaces, a Lucky Charm now and then, and once a piece of top class gear.

Donations

Once a week you may donate to the rebuilding of Opimaesta for 4 favor: 5,000 marbles, then 25% more each time. The first six repair the roads (+1 search, later +2), tame the night (monsters +5%, then no stronger than by day), reopen the market hall (5% off) and raise the Great Hall (loot +5).

Start the orders early

The bot waited for the finished homestead (first order day 140–153) and reached 100% on days 192–212. Starting the orders right after the story, while the builders keep going, brought 100% forward by about a month in the bot's tests.

After 100%

Late game: where the marbles go

None of this counts for the Journal; it is there so the purse always has a use. After 100% the bot kept under about 9,000 marbles (15,000 at most) and, played to day 1,500, never above about 62,000.

Forge refinement

MARKETPLACE → FORGE refines each worn slot (weapon, armor, shield, trinket) from +1 to +10. +N needs combat level N; each step costs 500 up to 59,500 marbles, 143,550 per slot. From +6 each step also wants a rare material (steel, diamonds, gold, orbs, transmitters, pearls, a golden koi) and counts double. The level belongs to the slot, so it stays when you swap gear. A +10 weapon is +30 STR, +15 AGI.

Patronage of the ten towns (TOWN → PATRON)
TierCostGives
Statue2,500 + 3 Sand Blocks5% off at the merchant
Bigger market7,500 + 8 planks + 4 steel5 more goods, another 5% off
Grand inn18,000 + 6 glass + City PortraitFree rooms, a second festival; +1% marbles from every fight

All ten towns cost 280,000. The discount never goes below the market-day price.

VIP room, Diamond pass and the Tailor
  • VIP pass 5,000, Diamond pass 25,000 more, both for life: higher limits, the Storm Jackpot and Three Card Poker.
  • The Tailor (MARKETPLACE → TAILOR): looks that change nothing in a fight: wordmark colours, a trim and title for the battle panel, a homestead decoration, catch book frames. 1,000 to 30,000 each, 188,500 for all; preview first, swap for free.
The long run (bot, to day 1,500)
MilestoneGame day
All ten towns funded679 – 858
Diamond pass966 – 1,209
Every worn slot at +101,183 – 1,400
The Tailor bought out1,257 – 1,447

ACCOUNT → JOURNAL

The 100% checklist

Completion is nine lists, each weighing the same (so each is about 11%). Tick them as they fill; your ticks stay in this browser.

0 / 9 done

Questions

FAQ

Does time pass while the game is closed?

No. The clock only runs while the game is open (one real second is one game minute), and it stands still during battles. Crops and the pond wait for you.

Why can't I sell or visit the Hermit at home?

The homestead is a place of its own. Shops, the Skinner, the Hermit and the Inn are in town; building, the storehouse, the kitchen and the bed are at home. Walk between them (3 game hours) or end a road at either.

Is the homestead required for the story?

No, but it is required for 100% (40 improvements), and the fish, recipes and skills that come with it.

What does dying cost?

In Story mode, a fifth of your marbles above the first hundred and your well-rested bonus; you wake at the homestead. In Hardcore the save is deleted.

Which class is best?

They are balanced to within a few points. The Barbarian is the most forgiving, the Rogue was the fastest bot to 100%, and the Sorceress plays around her magic.

Can I make money at the casino?

Not in the long run: every table keeps a house edge at every level and on every day. Play for the Gambling skill and the fun.

The book says 74 recipes but the Journal says 69?

A few items have two recipes. The Journal counts the items you can make, not the recipes.

Will updating erase my hero?

No. csr update never touches ~/.csr/save.json. Only csr purge (which asks first) or a death in Hardcore deletes it. CSR_HOME moves the folder.

Is there a manual in the game?

Yes: ACCOUNT → GUIDE explains every system with live numbers for your hero, and there is a HELP for the place you are in.