You have a hundred points of health. It mends on its own, slowly. Eating something mends it about three times faster for a while, so food is worth carrying even though nothing here starves you.
- Falling hurts past roughly a two-storey drop, and the damage climbs steeply after that. Horses do not soften it.
- Water is safe. You swim automatically when it is deep enough, and a horse swims with you.
- Night is the dangerous part of the day, and the Gloom is the dangerous part of the map. Carry a torch, or stay in.
- If you die you wake at the village, or at your own home if you have made one, lighter by a small healer’s fee. You keep what you were carrying — except Memories, which slip away.