🦆

DuckSmith

Game Booklet
"Every duck has a story. Yours will be written in feathers, courage, and the occasional laser beam."
Official Farmer's Handbook — Edition I
← Return to the Farm
Chapter I

The Legend of DuckSmith

Long before the age of men and machines, there was a valley cradled between ancient hills where the grass grew impossibly green and the ponds shimmered like liquid gold at dusk. The animals who lived there were unremarkable — except for the ducks.

They called the valley Featherhollow, and the ducks who nested there were different from any others in the world. They remembered things. Not just where the best mud was, or which pond had the fattest beetles — they remembered each other. They formed friendships that lasted lifetimes. They mourned their lost. They taught their young the songs of survival passed down through generations of webbed feet and watchful eyes.

But Featherhollow was not safe. Beyond the fence line, the wilds teemed with predators: cunning foxes, circling hawks, grey wolves, and the great lumbering bears who feared nothing. Every day was a negotiation between the peace of the pond and the shadow of the treeline.

The old frogs, who had sat on their lily pads since time began, would say: "A duck who survives learns. A duck who learns becomes wise. And a wise duck? Well, a wise duck can change the world." — Frog proverb

Then came the Farmer.

Nobody knows where the Farmer came from. Some say they were drawn by the golden light that rises from the ponds at dawn. Others say the ducks called out across the hills, a chorus of quacks carried on the wind, reaching someone who would listen. What matters is that the Farmer arrived, looked out across the valley, and said: "I will help them."

That Farmer is you.

Your task is simple and impossibly vast: raise your ducks, protect them from harm, help them grow and learn and form bonds that make them stronger than any one duck could ever be alone. Feed them. Pet them. Build them shelter. And when the predators come — and they will come — pray that your ducks have become something extraordinary.

Because in Featherhollow, every duck has a personality, a history, and a destiny. Some will become heroes. Some will fall. And a rare few will transcend everything you thought a duck could be.

"We are small. We are soft. But together, we are a force that makes foxes tremble." — Henry, the First Duck

Welcome to DuckSmith. Your flock is waiting.

♦ ♦ ♦
Chapter II

Getting Started

When you first arrive at the farm, you'll find a small flock of ducks already wandering the meadow. You begin with $20 coins and 50 feed (plus 4 starter piles of 50 each) — enough to get started, but you'll need to manage your resources carefully.

Your First Day

The farm runs on a day cycle (about 5 real-world minutes per day). Each day passes through five distinct time phases, shown by the icon and label in the top scorecard:

PhaseIconDurationEffect
Dawn🌅~37 secondsThe sky brightens as night fades away
Morning☀️~75 secondsFull daylight
Afternoon☀️~75 secondsFull daylight
Evening🌅~75 secondsDarkness begins to fall
Night🌙~38 secondsDarkest point before a new dawn

Each new day brings +25 feed automatically. As days pass, new animals and challenges will appear:

DayEvent
Day 1Your farm begins with 4 starter feed piles (one per quadrant). Frogs inhabit the ponds. Foxes lurk beyond the fence.
Day 2A loyal farm dog arrives to help patrol the grounds.
Day 3Crows appear overhead. Hawks begin hunting from the sky.
Day 5Wolves start prowling the perimeter.
Day 8Bears emerge from the deep woods.

The Basics

Your core loop as a farmer:

  1. Feed your ducks — scatter feed or place feed piles to keep them nourished
  2. Pet your ducks — boost their happiness and trigger their thoughts
  3. Collect eggs & wool — sell them for coins
  4. Buy more ducks & sheep — grow your farm
  5. Build defenses — fences, strategic water placement, feed stations
  6. Protect the flock — click predators to scare them, build strong duck units
Your ducks form memories from every experience. A duck who survives a predator attack, makes friends, or gets petted regularly will develop traits that make it stronger. Invest time in your flock!
♦ ♦ ♦
Chapter III

Controls & Interface

Keyboard Shortcuts

KeyAction
FSelect the Feed tool — scatter feed on the ground
PSelect the Pet tool — pet ducks for happiness
CSelect the Collect tool — gather eggs and wool
SpacePause / Resume the game
EscapeExit build mode / close panels / cancel placement
Alt+AToggle the Activity Log panel
17Select build tile type (when in Build Mode)

Mouse Controls

ActionEffect
Left-click (Feed tool)Scatter 3 feed at the cursor location
Left-click (Pet tool)Pet a duck: +15 happiness, triggers a thought bubble attached to the duck (click × to dismiss)
Left-click (Collect tool)Pick up eggs and wool within range
Left-click on a predatorScare it away
Left-click on a crowShoo it away for a few seconds
Left-click on a duckOpen the Duck Info Panel (any tool except Pet)
Double-click on a duckRename the duck
Right-click on a feed pilePick up the pile (refunds remaining feed)
Click & drag in Build ModePaint tiles continuously

The Interface

Top Bar (Scorecard)

Displays your vital stats at a glance: duck count, collected eggs, feed stock, wool, coins, and the current day with its time-of-day phase (Dawn, Morning, Afternoon, Evening, Night). The icon and label update in real time as the day progresses. The feed counter turns red when your supply drops below 10.

Bottom Navigation

Your main toolbar. The top row has quick-access tool buttons (Feed, Pet, Collect). Click More to expand the full panel with the Shop and Controls sections.

Activity Log (Right Panel)

A scrolling feed of everything happening on your farm: births, deaths, trait discoveries, predator encounters, and combat results. Toggle it with the tab on the right edge or Alt+A.

Duck Info Panel (Left Panel)

Click any duck to open its detailed profile: personality, stats, abilities, traits, relationships with other ducks, and memory count. This is where you get to truly know your flock.

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Chapter IV

Your Ducks

Every duck in DuckSmith is a unique individual with its own name, gender, personality, stats, memories, relationships, and potential destiny. Understanding your ducks is the heart of the game.

Gender

Ducks are born male (Drakes) or female (Hens) with equal probability. Drakes have distinctive green heads with a white collar ring and a curled tail feather. Hens have warm brown mottled plumage. Breeding requires one of each — unless a duck has discovered science (see Traits).

Personality

Each duck is born with one of five innate personalities that shape its behavior for life — including what they like to explore:

PersonalityBehaviourExploresQuirks
Friendly Builds relationships 1.5× faster The dog, sheep, frogs Can have up to 3 best friends. Naturally sociable.
Loner Builds relationships at half speed Distant corners, paths Happiness decays faster. Only 1 best friend max. Seeks solitude far from the crowd.
Dramatic Double penalty from negative social events Flowers, sheep 10% chance per second of a random mood swing. Life is a stage.
Chill Half penalty from negative events Flowers, frogs, paths Nothing really bothers a chill duck. Steady and calm.
Greedy Gets hungry twice as fast Hay bales Eats 2× faster from piles, seeks food earlier, and lays eggs 30% faster. Lives to eat.

The Six Stats

Every duck (and every creature on the farm) has six core stats inspired by classic RPG attributes. Stats grow through experience — surviving predators, making friends, learning from frogs, and more.

Grit
Combat power & intimidation
Hustle
Movement speed & dodge chance
Pluck
Toughness & hunger resistance
Wit
Learning speed, exploration range & laser accuracy
Instinct
Awareness & predator detection range
Charm
Relationship growth & leadership aura

Stats grow with diminishing returns at higher levels. A duck who survives many predator attacks will develop impressive Grit and Instinct; one who is frequently petted and breeds often will have high Charm.

Relationships

Ducks form relationships with each other on a scale from -10 (bitter rivals) to +30 (inseparable best friends). Relationships develop naturally as ducks spend time near each other, share experiences, and survive hardships together.

ScoreLabelVisual
≤ -5RivalsDashed red line
0–14Strangers / AcquaintancesNo line
15–19FriendsThin yellow line
20–24Good FriendsMedium green line
25+Best Friends (BFF)Thick pink line

Toggle relationship lines on the map with the Lines ON/OFF button to visualize your flock's social web. Relationships grow from proximity, shared unit membership (+0.3/s), shared trauma (+3 per event), breeding (+10), and knowledge sharing (+5).

Ducks crowded too close together for too long will actually lose relationship points. Give your flock space to breathe.

Exploration

Ducks don't just wander randomly — they have internal motivation to explore interesting things on the farm. When a duck decides to explore, a gold ? appears above its head as it sets off toward its destination.

What a duck is drawn to depends on its personality (see the table above). Friendly ducks gravitate toward the farm dog and sheep, loners seek out distant corners away from the crowd, dramatic ducks are drawn to flowers, and greedy ducks make a beeline for hay bales.

A duck's Wit stat influences both how often it explores (~17–35% of movement decisions) and how far it can see interesting targets (4–9 tiles). The remaining time is spent in the normal routine of wandering, swimming, and idling — so ducks still naturally regroup into units between explorations.

Flowers actually work! Ducks near flower tiles gain a steady happiness boost and will occasionally stop to *sniff* them. A duck's Charm stat amplifies the effect. Plant flowers along paths and near gathering points for the best results.

Memories

Every significant event in a duck's life is recorded as a memory. Memories are the building blocks of growth — accumulate enough of the right kind, and your duck will develop powerful traits (see next chapter). Ducks can hold up to 20 memories.

Memory types include: surviving predators, losing friends, unit victories, breeding, growing up, being petted, being fed, learning from frogs, finding remains, avenging friends, building things, and more.

Experience Tiers

MemoriesTierBehaviour
0–2NewbornSimple phrases, basic instincts
3–7YoungDeveloping personality, more expressive
8–14ExperiencedWise phrases, confident behaviour
15+WiseDeep thoughts, can auto-build structures, teaches others

Knowledge Sharing

When two adult ducks spend time near each other (within 3 tiles), there's a chance the more experienced duck will teach the other. Ducks can share memories of predator survival and unit victories. Both ducks gain +5 to their relationship from the exchange. A duck's Wit stat determines how effective it is as a teacher.

♦ ♦ ♦
Chapter V

Abilities & Traits

Abilities

Every adult duck is born with (or grows into) one innate ability that defines its role on the farm. Baby ducks receive their ability when they mature.

AbilitySymbolEffect
Guardian G Counts as 2 ducks in unit formation. The backbone of your defense.
Speedster S Moves at 1.8× speed. Can dodge predator attacks with a chance to auto-flee.
Brave B Never flees from predators. +0.5 bonus to unit power.
Leader L Extends unit formation radius by +2 tiles. Rallies nearby ducks when predators approach.
Laser Z VERY RARE (2% chance). Fires laser beams at predators. One-shot kill on land predators. Can damage the Pond Shark. See below.

The Laser Ability

The rarest and most powerful ability. Laser ducks charge for 1.5 seconds, then fire a devastating beam that destroys any predator instantly. They can also damage the Pond Shark (3 hits to kill).

Laser beams travel in a straight line from the duck's eye to the target. Any duck caught in the beam's path will be vaporized instantly. This is known as "friendly fire." Ducks with high Wit (≥5) will check for friendlies before firing and hold their shot if allies are in danger.

After friendly fire incidents, the laser duck suffers massive guilt: happiness drops, cooldown extends dramatically, and witnesses lose trust. Repeated incidents can lead to the haunted trait.

Traits

Traits are earned through accumulated life experience. Unlike abilities (which are innate), traits are unlocked when a duck has gathered enough specific memories. Traits permanently modify a duck's behaviour.

TraitUnlock RequirementsEffect
Courageous Survive 3 predator encounters Increased bravery in the face of danger
Social 2 unit victories + 1 breeding Thrives in groups, strong team player
Cautious Lose 2 friends to predators Flees from danger more readily, avoids remains
Loved Be petted 5 times High baseline happiness, bonds with the farmer
Wise Learn from frogs 3 times + grow up Can auto-build fences, plant flowers, and gather hay
Nurturing Breed 2 times Natural parent, wise+nurturing ducks prefer planting flowers
Vengeful Lose 3 friends + survive 2 attacks Forms revenge packs to actively hunt predators
Popular 1 breeding + 1 unit victory + 3 pettings Well-known throughout the flock
Scientist Learn from frogs 5 times + grow up Wears tiny glasses. Enables same-gender breeding!
Careful Cause 2 friendly fire incidents Learned caution with laser (laser ducks only)
Haunted 3 friendly fires + witness 2 friendly fires Deeply traumatised by laser incidents
Omnivore Eat 1 predator remains Slight red tint, small fangs. The first taste.
Carnivore Eat 3 predator remains Full goth transformation. Will hunt other ducks. See Special Events.
Legendary 5 survivals + 4 victories + 3 losses + 5 pettings + 2 breedings + 3 learnings + 1 growing up Golden crown, 1.5× size, 1.5× speed, can't flee, halved decay. The pinnacle of duck evolution.
The path to a Legendary duck is long. Focus on keeping a duck alive through many predator encounters while also petting it, helping it learn from frogs, and letting it breed. It takes a full, rich life.
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Chapter VI

Breeding & Growth

Breeding Requirements

Two ducks will breed when all of these conditions are met:

When breeding occurs, a baby duck appears at the midpoint between the parents. Both parents gain a 90–150 second cooldown before they can breed again, and their relationship increases by +10.

Baby Ducks

Babies start at roughly half the size of an adult and grow over about 60 seconds. During this time they are vulnerable — they have no ability and no hat. They eat from feed piles at a reduced rate.

When a baby matures into an adult:

Nearby ducks with moderate relationships to the parents may experience breeding jealousy, losing a small amount of their relationship score. The drama of the flock!
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Chapter VII

Farm Animals

🐕

Farm Dog

Arrives on Day 2. Your loyal protector. The dog patrols a route around the four corners of the farm, and when it detects a predator, it charges at nearly double speed to scare it away. The dog also passively boosts the happiness of nearby ducks.

Speed: 0.7–1.4 Detect: 6+ tiles Chase: 1.8× speed

Personalities: Loyal (builds duck relationships 2× faster while chasing), Lazy (slower but double happiness aura, rests more), or Hyperactive (fastest, barely rests, barks twice as much).

The dog builds relationships with nearby ducks during chases. It can scare foxes reliably and sometimes intimidate wolves, but bears are usually too tough for the dog alone. When the dog scares off a predator, you earn +15 feed and +$10.

🐸

Frogs

Present from Day 1, sitting on lily pads in the ponds. Frogs are the wisest creatures on the farm. When a duck wanders close to a frog, the frog shares its ancient knowledge, granting the duck a "Learned from Friend" memory.

Teach cooldown: 30–60s Teach range: 2 tiles

Personalities: Wise (teaches twice as often), Grumpy (flavour text only), or Playful (hops around more actively).

Frogs in water can be eaten by the Pond Shark. Protect your wise friends!
🐑

Sheep

Purchasable for $15. Sheep graze peacefully and produce wool every 2 minutes. They move in herds and avoid water. But don't let their fluffy exterior fool you — sheep are warriors.

Wool: every 120s HP: 60+ Kick DMG: 8+ Can fight: Foxes, Wolves

Sheep will charge foxes and wolves with devastating kung-fu kicks, building up combos for increasing damage. They cannot fight bears or hawks. Timid sheep produce wool 20% faster. Stubborn sheep deal 25% more kick damage. When a sheep defeats a predator, you earn +20 feed and +$20.

Ducks standing near sheep have a 50% chance of being overlooked by predators. A living shield of wool.

🐦

Crows

Appear on Day 3. Crows are a double-edged sword. They serve as an early warning system, detecting predators at extreme range and warning your ducks to flee. However, they also steal from your feed piles.

Warning range: 8+ tiles Theft rate: 2–4 feed/s Speed: 1.5

Personalities: Mischievous (steals at double range and double rate), Shy (smaller particle eating range), or Alert (standard). Click a crow to shoo it away temporarily.

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Chapter VIII

Predators & Threats

They come from beyond the fence, drawn by the quacking. They are patient, relentless, and hungry. Your only advantages are numbers, courage, and the bonds your ducks have forged.

Land & Sky Predators

Predators spawn from the edges of the map at increasing rates as days progress. Each type requires a certain level of duck unit power to repel.

🦊

Fox

The first and most common threat. Quick and cunning, but relatively weak. Your farm dog can handle foxes alone, and even a small duck unit of 3 can repel them.

Speed: 1.2 HP: 20 Unit Needed: 3 Reward: $5 From: Day 1
🦅

Hawk

Attacks from the sky. Hawks ignore fences and water — they fly over everything. Fast and difficult to intercept, requiring a strong unit to repel.

Speed: 2.0 HP: 30 Unit Needed: 4 Reward: $8 From: Day 3
🐺

Wolf

Faster and tougher than foxes, wolves require a solid defensive line. They path around water and fences like foxes, but hit harder in unit combat.

Speed: 1.5 HP: 50 Unit Needed: 5 Reward: $12 From: Day 5
🐻

Bear

The apex land predator. Slow but terrifyingly tough with massive HP. Requires a large, powerful unit to defeat. Even the farm dog struggles to intimidate a bear. Sheep refuse to fight them.

Speed: 0.7 HP: 80 Unit Needed: 7 Reward: $20 From: Day 8

Alpha Predators

Any predator has a 10% chance of spawning as an Alpha variant — larger, tougher, and requiring more ducks to repel. Alpha predators gain +3 grit, +2 pluck, +1 to their unit requirement, and 1.5× HP.

Predator Scaling

Predators grow stronger over time. Each predator gains +0.1 to all stats for each day that has passed since the game began, up to a +5 bonus. Spawn intervals also decrease as days progress, meaning attacks become more frequent.

The Pond Shark

🦈

Pond Shark

When your flock grows to 20+ ducks, something stirs in the deep water. The Pond Shark is the most dangerous predator in Featherhollow — a mass-killing ambush predator that hunts from beneath the ponds.

HP: 3 (laser hits only) Kill radius: 3 tiles Shore drag: 1.5 tiles

The shark cycles through five phases:

  1. Deep — Invisible. Waiting. You can't see or interact with it.
  2. Lurking — A dark shadow and faint fin tip appear. Ripples spread. It's scanning for prey.
  3. Surfacing — The fin breaks the water and charges toward a target. A wake of foam trails behind.
  4. AttackingFeeding frenzy. Kills all ducks swimming nearby and can drag in ducks standing on the shore. Kills frogs too. The water turns red with blood.
  5. Retreating — Sinks back into the deep.

Defences against the shark:

The shark becomes more aggressive as your flock grows beyond 25 ducks. Its timer speeds up dramatically. Large flocks must be vigilant near water.

The Velociraptor Pack

🦖

Velociraptor Pack

The ultimate test. When your ducks, dog, or sheep have repelled or defeated 10 consecutive predators, your success draws the attention of something ancient. A pack of three velociraptors charges onto the farm in V-formation.

Speed: 2.0–2.5 Duration: 20 seconds Status: UNSTOPPABLE

Raptors cannot be scared, clicked, damaged, or stopped by any means. They hunt independently, targeting adult ducks on land. Each raptor can kill multiple ducks depending on your flock size.

There are two variants:

VariantTriggerSpeedSize
NormalDog scare at 10th streak2.0Normal
EliteUnit scare at 10th streak2.560% larger
The only defence against velociraptors is water. Ducks swimming in ponds are safe — raptors won't enter water. Baby ducks are also not targeted. If you hear the raptor alert, pray your ducks are near a pond.
♦ ♦ ♦
Chapter IX

Combat & Defence

Duck Units

When 3 or more adult ducks cluster within 3 tiles of each other on land, they automatically form a unit. Units are your primary defence against predators.

Unit Properties

Unit vs. Predator Combat

When a predator enters a unit's zone, HP-drain combat begins:

Vengeful Duck Packs

When 2 or more ducks with the vengeful or legendary trait gather near a predator (within 3 tiles), they form an impromptu revenge pack. If their combined power meets the requirement, they deal power × 3 damage per second. On a kill, they earn the "Avenged Friend" memory.

Sheep Combat

Sheep are surprisingly fierce fighters. When a sheep detects a fox or wolf within 5 tiles, it charges with a battle cry and unleashes kung-fu kicks.

MechanicDetail
Kick damage8 base + Grit bonus + combo bonus
Kick cooldown0.8 seconds
ComboBuilds up to ×5, adding +2 damage per consecutive hit
HP recovery+3 HP/s when not fighting
RetreatAt 5 HP remaining, sheep retreats for 15 seconds
Stubborn bonus+25% kick damage
Sheep cannot fight bears or hawks. Position your sheep strategically near paths where foxes and wolves enter, and rely on duck units and the farm dog for the bigger threats.

Laser Ducks vs. Pond Shark

Laser ducks are the only way to permanently kill the Pond Shark. Each laser hit deals 1 damage (shark has 3 HP). After dying, the shark respawns after 15–25 minutes. Laser ducks target the shark at 8-tile range (further than their 6-tile range for land predators).

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Chapter X

Economy & Resources

Economy values (costs, daily feed, day length, spawn timers, AI cooldowns) can be tuned by the game administrator via the Admin Panel. The values below are the defaults.

Coins

You start with $20 (default). Earn more by selling eggs and wool, or by having your duck units destroy predators.

SourceAmount
Sell eggs$3 per egg
Sell wool$3 per wool
Destroy Fox$5
Destroy Hawk$8
Destroy Wolf$12
Destroy Bear$20

Shop

ItemCostEffect
🦆 Buy Duck$10A new adult duck joins the farm
🌾 Buy Feed$5+20 feed added to your stock
🐑 Buy Sheep$15A sheep joins the farm (produces wool, fights predators)

Shop buttons are greyed out when you can't afford the item.

Feed

Feed is your most critical resource. Without it, ducks go hungry, their happiness drops, and they stop laying eggs or breeding.

Scatter Feed (Feed Tool)

Click anywhere on the map to scatter 3 feed. Creates small piles that ducks rush toward. Great for luring ducks to safety or drawing them together to form units. Scatter piles feel 30% closer to hungry ducks, making them attractive.

Feed Piles (Build Mode)

Place permanent feed stations using Build Mode (key 7) for 5–25 feed per click, or use the Add Feed Pile button for a full 75-feed pile in one action. Maximum 10 piles on the map, each holding up to 75 feed. Right-click to pick up a pile and reclaim the remaining feed.

Crows steal from feed piles at 2–4 feed per second. Mischievous crows are especially greedy with double range and double theft rate. Shoo them away regularly!

Eggs

Adult ducks with happiness above 30 and hunger below 80 lay eggs every 200–400 seconds (~3–7 minutes). Greedy ducks lay 30% faster. Use the Collect tool (C) to gather eggs within range, then sell them for $3 each.

Wool

Sheep produce wool every 120 seconds (timid sheep: every 96 seconds). Collect it with the Collect tool and sell for $3 each.

♦ ♦ ♦
Chapter XI

Build Mode

Enter Build Mode from the Controls section of the bottom bar. A palette of 7 tile types appears. Select a tile with keys 17 or by clicking the palette buttons (hover for descriptions). Click or click-and-drag to paint tiles. Press Escape to exit.

KeyTileEffect
1 Grass Basic terrain. Ducks wander and graze here. The foundation of your farm.
2 Water Creates pond tiles. Ducks can swim here. Ground predators and raptors avoid water. Strategic safety zones.
3 Path Dirt path. Loner and chill ducks are drawn to explore along paths.
4 Fence Blocks ground predator movement. Hawks fly over them. Use to create chokepoints and safe zones.
5 Flowers Ducks on or adjacent to flowers gain a steady happiness boost (scaled by Charm). Ducks are naturally drawn to explore flower tiles. Plant them along paths and near gathering points.
6 Hay Hay bales that wise ducks can gather for +5 feed. A renewable feed source.
7 Feed Pile Places a feed pile (5–25 feed per click). Click existing piles to top them up to 75 max.

You cannot build on the map border (the outer two rows/columns). The border fence is permanent.

Wise ducks (15+ memories) will occasionally auto-build on their own — planting flowers, building fences, and gathering hay. Nurturing wise ducks prefer planting flowers.

The Add Feed Pile Button

For quick feed pile placement without entering Build Mode, use the 🌾 Add Feed Pile button in the Controls section. This costs 75 feed and places a completely full pile with a single click on the map. Press Escape to cancel placement.

♦ ♦ ♦
Chapter XII

Special Events & Legends

✨ The Legendary Super Duck

"When a duck has survived the worst, loved the most, fought the hardest, and learned from the wisest — when it has lived a life so full that no memory can be wasted — it transcends. A golden crown descends, and the flock knows: a legend walks among them."

The rarest achievement in DuckSmith. A duck that accumulates enough varied memories across all aspects of farm life — survival, combat, love, loss, learning, and the farmer's touch — becomes Legendary.

🧛 The Carnivore Transformation

"We do not speak of what Henry did that winter. We only know that when the hunger grew too great, he looked upon the bones of the fallen fox... and something inside him changed forever."

When a hungry duck eats predator remains, it begins a dark transformation:

  1. First taste (Omnivore): A slight red tint appears. Small fangs emerge. The duck has tasted meat.
  2. Third taste (Carnivore): Full goth transformation — dark body, glowing red eyes, dark particle wisps, prominent fangs. The duck is faster (+0.2 speed), gets hungry slower (0.7× rate), and can never flee.
Carnivore ducks will hunt and kill other ducks. They target the duck they have the worst relationship with (non-baby, non-carnivore, non-legendary). Nearby ducks are horrified, losing relationship points with the killer. Consider carefully whether to let a duck walk this path.

🔬 The Scientist Duck

A duck who learns from frogs 5 times and has a "Grew Up" memory develops the scientist trait. These bespectacled intellectuals break the rules of nature: they can breed with ducks of the same gender. The activity log records these events as "Science!"

🥀 Wise Duck Builders

Ducks with the wise trait and 10+ memories will occasionally build things on their own — planting flowers to brighten the farm, constructing fences for defence, or gathering hay for feed. They become autonomous farm hands.

💥 Laser Friendly Fire

The laser ability is powerful but dangerous. Ducks caught in the beam's path are vaporized. High-Wit laser ducks (Wit ≥ 5) will check for friendlies before firing and hold their shot if allies are in the way. After friendly fire, the shooter suffers guilt, and witnesses lose trust in them. Repeated incidents lead to the careful and eventually haunted traits.

🌊 Blood Water

After a shark attack, the pond water turns crimson for 15 seconds. Carnivore ducks swimming in bloody water can slowly nourish themselves, reducing their hunger. A grim detail of the circle of life in Featherhollow.

💀 Remains Discovery

When ducks encounter the remains of fallen friends, they react based on personality: friends mourn deeply, cautious ducks flee, and courageous ducks approach with determination. Finding remains grants a "Found Remains" memory. Starving ducks (hunger > 70) may eat duck remains in desperation, losing happiness and the respect of witnesses.

♦ ♦ ♦
Chapter XIII

Farmer's Wisdom

Defence Strategy

Economy Tips

Duck Development

Dealing with Threats

Advanced Tactics

"In Featherhollow, no duck is truly gone. Their memories live on in every friend they made, every lesson they taught, and every life they inspired. That is the legacy of a well-loved duck." — The Farmer's Journal, final entry
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← Return to the Farm