Database
Consequence blocks above your spoiler level stay veiled. You are currently reading at minimal.
Each one is established by official material or hands-on coverage.
2 options
The sandbox's defining decision: spend the clock getting stronger and gathering allies, or move on Brencis before the game expects it.
2 options
Learning some skills costs narrative time. A preview reported a player missing a quest outcome because they spent time training.
3 options
Animal blood, a measured drink, or a full one. Hunger left unmanaged takes the decision out of your hands.
2 options
Ignoring content is itself a decision. Characters can die because you were somewhere else.
2 options
The same objective played in a different form. Not a cosmetic swap — entry, solutions, dialogue and outcomes can all differ.
2 options
The game permits killing characters it did not plan for you to kill, and continues afterwards.
4 options
The prologue's one unforgiving decision. Anca's instructions have to be followed exactly, and getting either half wrong kills Coen's mother later in the story.
2 options
Anca offers a lesson. Accepting opens Page-Turner and costs two segments; declining costs one and skips it — so the whole optional quest is one segment more than not doing it.
2 options
The single most expensive published dialogue choice in the game: one segment to leave, five to stay. Staying also skips straight to the next main quest.
3 options
The soldiers were told to collect Coen. Fighting them keeps the quest on its ordinary path; going quietly jumps it forward and takes Vladimir out of your reach.
3 options
Admitting the hunger or denying it both keep Vladimir alive and cut the return to Laslea down to a single segment. Giving in to it kills him — and while Craving Blood, that is the only option on offer.
2 options
An open door at Coward's Path, available from the moment the sandbox opens. Walking through it ends the game on the spot — one of the main endings, reachable on day one.
4 options
Four lines in the final quest, and four of the game's seven endings. A retail endings guide is explicit that no other story choice decides which one you get.
No public source establishes the wording or outcome of a single specific in-game decision, so none is published here. What is established is the set of decision classes the game is built on — and those are what you actually have to think about in your first hour.
Each individual decision gets its own page once it is verified: prompt, conditions, every option, immediate and delayed effects, infamy change, what it locks, what it unlocks, and a spoiler level per field so you can read the mechanics without reading the ending.