Graveyard Keeper 2

Mechanics

36 entries

Alchemy CalculatorEvery ingredient combination in Graveyard Keeper 2, both directions.Open →PerksTwo overlaid trees across five tracks: 94 perks you buy with talent points, 85 a zombie buys with spheres.Open →Tech TreeAll 236 technologies across six branches, with sphere costs and prerequisites.Open →InspirationsAll 73 inspirations and their 382 levels, the goals that pay for perks.Open →
36 Mechanics
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Barricades and TowersBest PerksBlue Points and ScienceStudying at the Study Table pays blue, and the table burns science to do it. Science comes only from decomposing Clean Paper (1), Science Kit I (30) or Science Kit II (60).Chasing Fairy LightsChurch QualityQuests gated2Conveyor Zone ScoreQuests gated1Energy, Food and SleepMaximum energy is 100 minus current insanity, starting at 90. 79 items restore energy, some at a cost in sanity. Two days without sleep adds half of every energy point spent back as insanity, and halves anything that would remove it.Equipment Tier ListTen mastery slots and four combat slots. The steel tier cannot be crafted because no Steel Ingot exists, so six steel items are buy-only and four are unobtainable.Excessive Zombies and the PR MachineFast Travel and MilestonesFourteen milestones, off until the opening quest at the Inquisition Base switches them on. The home pillar comes free and the rest are activated in person for Faith.FishingTwenty-two fish across six spots, each gated by the green mastery it demands and the single bait it will take. The four trophies need Live Bait and each unlocks a dish permanently.Graveyard RatingQuests gated2Green PointsThree sources: 221 studies holding 6,470 green one time, 188 repeatable crafts, and about 160 scenery objects worth 1 each. The whole technology tree costs 5,129 green, so studying alone covers it.Happiness and Church VisitorsParishioners are min(happiness, church quality). A sermon spends happiness equal to the turnout, and its success chance is the turnout against a hidden difficulty that is always higher than the stated minimum.Quests gated1Head Of The Guards ReputationQuests for the Head of the Guards.Quests gated2Inventory and Storage20 slots to start, 26 at maximum. Only the Deep Pockets talent (+5, Smithing track, 1 point) and the palace keeper quest (+1) increase it.MasteryFive separate numbers, one per trade, each built from a bought level, the tool in your hand, a conditional perk and, for a garden bed, fertilizer. The tool is usually the largest part.MoneySelling to merchants and filling town orders.Quests gated3Moving and Demolishing BuildingsNo relocate mode exists. Demolition refunds the full cost for 73 buildings, half for 31 (mostly early stations), and nothing for the 12 combat pieces. Unfinished scaffolding refunds in full.Nun ReputationQuests and dealings with the Nun at the Crossroads.Quests gated4Plague Doctor ReputationQuests for the Plague Doctor.Quests gated2Prayers and SermonsSermons are the only source of Faith in the game. You write a prayer at a desk, where its star grade decides how large a sermon it can become, and preach it at a pulpit to a crowd whose size is the entire reward.Resource RespawningNine of the 206 harvestable objects in the world renew, which is six kinds: sand pit, clay spot, copper vein, stone source, marble source and the garden well. Everything else is finite.Star Crafts and Failed CraftsThirty recipes are graded rather than gated. Below the requirement each swing counts with a chance of mastery divided by the requirement, a miss still spends the tick, and finishing under bronze returns nothing at all.SuppliesTavern Owner ReputationQuests for the Tavern Owner.Quests gated2Technology PointsRed, green and blue spheres, the currency every technology in the tree is bought with. Each starts at 0 and caps at 999, and anything earned past the cap is discarded without a warning.The FactoryThe Six Day WeekSix days named after the sins, shown only as icons. Pride takes town orders, Wrath holds the sermon, Envy powers the Resurrection Room, Lust docks the ship, Gluttony feeds the PR Machine and Sloth is the fighting day.Town Guard Barracks Zone ScoreQuests gated1Town Orders and SuppliesSupply crates are delivered by leaving them on the town pallets in the warehouse or its cellar, not by talking to anyone. The town collects on Pride day, pays happiness for the order and full price for the goods.Town Zone ScoreQuests gated1Trading and Vendor PricesA sale pays three quarters of the listed price, moved by how many the shop already holds, and every shop opens holding its full shelf. 52 of the 253 sellable items ignore the curve and pay flat.Village ReputationBuilding and upgrading town shops. 12 shops, three tiers each: +2 to build, +2 or +3 per upgrade.Quests gated2Why Your Zombie Stopped WorkingA stopped worker is waiting on a rule, and none of them is shown on screen. The order is: an uncleared pickup order, no recipe queued, the wrong kind of tool, mastery below the recipe's lock, a delivery that cannot be filled, then a blocked path.Workshop Foreman ReputationQuests for the Workshop Foreman.Quests gated4