It's common knowledge that runes are at the basis of elemental sorcery, the type of magic Warlocks possess. These niche little symbols represent how a spell shall be cast, think of it as a coding language, except the code must be demonstrated through speech. Yes, runes are simply written incantations, when spoken, the spell will be cast accordingly to the runes. You start the game off with a basic spellbook, known as a Tome. Tomes are an index of spells, think of a dictionary but all the entries are various rune combinations instead. Spells have to be written in a logical way though, you cannot just lump any runes together. Just like how you cannot lump any combination of letters together to get an actual word. The tome you have is named the "Lexicon Magnus", and it's vacant. You can script any possible spells you've discover along your journey, and refer back to the tome during battle or any other case where you'd need to remember a complex set of runes. This one was given by your grandfather, who was also a warlock. Unfortunately, now he has passed his legacy onto you due to his recent death. Enough about that, as said prior, runes can't be written in any combination, let's start with the most basic of runes every spell needs:
"Start;" - Used to announce the runes contained within the incantation.
";End" - Used to cast the spell from the contents that were spoken.
There's also pre-written tomes, known as Codexes. But only novice mages that go to prestigious academies have access to such. Freely handing such powerful material to the public would be quite dangerous. Since you're too poor to actually be sent to an academy, all you've done is peered at your grandfather's notes before they were burned away. So you have a basic idea of sorcery, but no actual spells to go off of. Scrolls can also be found throughout the realm, lost pages of incantations from ancient tomes of former warlocks. These are the only way to acquire spells without discovering them yourself.
Now then, Wizard's Journey's magic system. Let's start with the basics, the 3 Formation Nodes:
Projectile — "project: []" - Used to conjure a single-tile orb of aether (of movement) in the facing direction.
Construction — "construct: []" - Used to summon a single-tile blockade of aether in the facing direction.
Force — "force: []" - Used to imbue an entity with aether from the facing direction.
It's not as simple as it sounds, let's go over a Basic Spell concerning the Projectile format.
- Name {Blast}
- Start; project: [aether]¹ amount: 1, size = 1×1 ; Direct: self ; Speed: 1 (-> 1)¹ ;End
Let's go over the Nodes (Nodes are basic aspects of a spell, some are specific to a certain format.) that were used.
The format input known as "Aether" was used to indicate the element being used in the spell, Aether is considered the neutral element and doesn't particularly use much mana. Speaking of mana, the proscript next to some numbers indicate how much mana will be consumed, how you alter nodes (and modifiers) will alter how much mana is used for a spell. Mana is absorbed through the soul, it is used for ALL forms of magic, not just elemental sorcery.
"amount: #" - Determines the number of projectiles being cast at a time. Mana cost—respective to the input element—increases by it's base unit at "2" and for every number beyond. There's two ways to approach this function:
- Rapid Fire — Have multiple projectiles come from one direction one by one (more costly if you plan on each projectile having a different speed and size, if not leave those nodes untouched, if so add a "(#)" behind both nodes to represent each projectile).
- Bolster — Have each projectile come from different directions all at once (for each direction, have a new set of runes for the individual nodes corresponding to the projectiles coming from that direction, very costly but that's how it works).
- Mixture — If multiple projectiles are coming from multiple directions then simply add "#/" before the direction node to indicate the amount of projectiles coming from that direction, then assign respective numbers to the other nodes under that set with "(#)".
"size = #×#" - The game is tile based, so imagine a grid board basically. Mana cost increases by 1 for each increased value on width, and for each inceased value on the length. Projectile size limit is "5x5".
"Direct: ?" - Direction does not require mana, but it's the longest rune to pronounce, meaning the more complex the direction pattern is, the longer it will take to cast a spell, expending multiple turns. There are multiple options for direction:
- "self" — projectile moves straight from the direction you are facing (there's also left corner and right corner variants, that are adjacent to the facing direction)
- "south" — projectile moves south from you (basically the same function for "north", "southeast", and the other cardinal/corner directions)
- "behind self" — projectile moves straight from the opposing direction you are facing (again, LC and RC variants)
Additionals:
- "?, ?, ?" — list multiple directions (doing this with one projectile would be considered an invalid spell and would not work)
Shortcuts (instead of listing every direction):
- "cornersides" — projectiles move from all corner directions
- "base sides" — projectiles move from all cardinal directions
- "all sides" — projectiles move from all directions
"Speed: # (-> #)" - The first value is the amount of tiles the projectile will travel, and the second value, in parentheses, is basically the 'per turn' amount. It costs one mana at first. Mana cost increases by 1 for each increased value in the first input, and decreases by 1 for each inceased value in the second input. (Have 0 in one of the inputs or both, and the projectile becomes stationary. Also known as a Quasi-Wall, creating a single-tile blockade without using the Construction format. It's also mana efficient since there's no speed anymore, which means no mana is used to create it.)
A few spell examples:
- Name {Warp Zone}
- Start; project: [aether]⁸ amount: 8, (1-8)size = 2×2² ; Direct: base sides ; Speed: 1 (-> 2) ;End
If I were to change the amount value of Warp Zone to "7", the spell would've been invalid. This is because 7 projectiles cannot evenly be split up among 8 directions—the runes work off logic, so it will simply reject an invalid incantation and result in nothing.
- Name {Concentrated Triple Shot}
- Start; project: [aether]⁴ amount: 4, (1-4)size = 1×1 ; 2/Direct: self ; (1-2)Speed: 1 (-> 1)¹
- 1/Direct: self LC ; (3-4)Speed: 2 (-> 1)²
- 1/Direct: self RC ;End
This spell is known as a Complex Spell. Complex Spells are spells that contain 4 to 6 sets—unlike Basic Spells which only contain 2 to 3 sets.
Also nice to know that you have 10 MP max at the start of the game. Obviously there will be ways to strengthen your soul and ultimately increase your magic skill and MP, but yeah mana is limited dueing the first moments. There's some consumables that might restore it, but it's your Mana Regeneration you'll rely on at the end of the day. At a rate of 1 MP per turn. The spells listed above cost 10 mana and 7 mana, so it's right within that limit.
Next, let's go over a Basic Spell concerning the Construction format.
- Name {Shield}
- Start; construct: [aether]¹ amount: 1, structure: blockade¹ ; Weight: 1, area = 0 ; Direct: self ; Target: [(player name)] ;End
Let's go over the new nodes that were used.
"structure: ?" - Determines the shape of the elemental construct. There are 3 types:
- "blockade" — places a single-tile construct, and costs 1 mana
- "wall" — places a 3 by 1 (can be horizontal, vertical or diagonal depending on the direction) construct, and costs 2 mana
- "forcefield" — places 4 walls on all cardinal sides, connected (can be on all corner sides depending on the direction), and costs 4 mana
"Weight: #" - How thick the construct is matters. When it comes to mana cost, for each increased value on weight, the base unit (mana cost value) of the structure chosen will be doubled each time. The default for weight is "1", which no additional mana cost will be placed. Max weight is 3 for blockades and forcefields, but 4 for walls. Weight is different for each structure:
- For Blockades — Default: 1×1. Weight of 2: 3×3. Weight of 3: 5×5.
- For Walls — Default: 1 layer. Weight of 2: 2 layers. Weight of 3: 3 layers. Weight of 4: 4 layers. (EX: If the wall were 3x1, the Y value of that would increase by 1 for each increased value on weight.)
- For Forcefields — Default: 1 layer. Weight of 2: 2 layers. Weight of 3: 3 layers. (EX: If the forcefield were 3×3 [hollow interior], it would gain a larger forcefield around it increased by 2 [respective to the X & Y values of the last forcefield] for each increased value on weight.)
"area = #" - How much area does the structure cover? This manipulates size but also how far away the structure is from the target. The default for area is "0", which it will cost no mana at that point. Area value is always half to its mana cost. The max on area is "3". Area is different for each structure:
- For Forcefields — Default: 0 spaces away from target on all sides. 1 and beyond: 1 (or more) space(s) away from target on all sides, as the distance increases, so does size. (For example, a normal 3×3 [hollow interior]
forcefield trapping a target would have its walls be 0 spaces away from the target inside. But increase it's area to a value of "2", and the the walls of the forcefield are two spaces away from the trapped target on all sides, meaning the forcefield's interior is now 5×5. Ultimately, the forcefield would need to be bigger to encapsulate all that space, and for a 5×5 interior, the forcefield itself would become 7×7.)
- For Walls — Default: 0 spaces away from target. 1 and beyond: 1 (or more) space(s) away from target, as the distance increases, so does size. (Imagine the forcefield example but with just one side of the forcefield instead, aka a wall.)
- For Blockades — Default: 0 spaces away from target. 1 and beyond: 1 (or more) space(s) away from target. (The distance to size ratio does not apply to blockades, it will increase in distance from the target, but remain the same size.)
"Target: []" - This is where the structure will be placed respective to the direction of the target. For example, if the target is "(player name)" and the direction is "west", then a blockade will be summoned from west of yourself. The target itself can be any entity in the game, but the spell will only be cast if the entity is within range. Range is an intrinsic skill wizards can improve upon, it cannot be manipulated by nodes. The spell will be automatic if the chosen entity is the only entity within your range, however; if there's multiple of an entity within your range, then you'll have to manually choose one of those entities (unless you've summoned multiple structures at once equal to the number of entities in your range).
Note that most directions do not apply to forcefield structures. Either "base sides" or "cornersides" will actually work. As for multiple amount values, either assign different directions to multiple of the same structures of the same target, as said for projectiles prior, or:
Assign multiple of the same structures to different targets but at the same direction, each target gets its own set and the number of structures assigned to that target is represented by "#/". If direction differs under each target, then create sets under each target set respective to direction, representing the amount of structures assigned to each direction from the amount of structures assigned to the target of those directions with "#/".
Or, assign the number of multiple constructs to each structure type with "#/", and create different sets for each structure type, and possible sets under it for different targets and directions according to that structure type.
Also, assign respective numbers to each node under that set if necessary—adding "(#)" behind the area, and weight node. Spells are valid if parts of structures overlap, but if an entire structure overlaps another entire structure, then the spell becomes invalid.
(The range you have at the beginning of the game is a radius of 7×7 extending from yourself. Pretty small, but it can be improved upon. 🎃)
A few spell examples:
- Name {Invisible Blockage}
- Start; construct: [aether]¹ amount: 1, structure: wall⁸ ; Weight: 3, area = 0 ; Direct: self ; Target: [(player name)] ;End
This is known as an Inefficient Spell. Inefficient Spells are named such because they harbor results that can otherwise be obtained in a more efficient manner than the one presented in the incantation. For this spell, replace the input for structure with "blockade", and the input for weight with "2". This new incantation still harbors the same result but it costs way less mana.
Inefficient spells are the sole example of why wizardry requires not just a strengthened spirit, but high intelligence too. Mana is a limited resource, learn to manage it well in battle. And know how to be innovative with your incantations.
- Name {Double Encapsulation}
- Start; construct: [aether]² amount: 2, structure: forcefield⁴ ; Weight: 1, area = 1² ; Direct: base sides ; Target: [John] [Max] ;End
If the amount were to be "1", the spell would've been invalid. Two entities can be inside one forcefield, but one forcefield cannot have two targets. Moreover, all targets are entities, but not all entities are targets. Another scenario: If the target were to only be "John", the spell would also be invalid. This is because that statement implies both summoned forcefields would overlap each other in order to trap the target, and as said earlier: complete overlapping is invalid for a spell.
Also, this spells works under the assumption that John and Max are defenseless humans, which is fine, but sooner or later in the game you will come across enemies with passives that force you to use mana to target the said enemy.
Fun Fact: Runes are a systematic language, opposed to a communal one, however; the runic language is standardized and universally known among several species of warlocks. It's said that runes were the language of the gods, and during the ancient ages, all species once spoke it in order to communicate with their deities directly. It used to be a communal language, until the gods divided. Factions formed, and species separated completely. The runic language devolved into only a code for incantations (magic is a tool harnassed by the gods, given to mortals, hence why runes will always be connected to sorcery), but because of its history, runes are sometimes used to translate foreign languages. Making the task of deciphering modern communal languages much easier.
Finally, let's go over a Basic Spell concerning the Force format.
- Name {Ethereal Pull}
- Start; force: [aether]¹ amount: 1 ; Direct: behind self ; Target: [(enemy name)] ; Speed: 5 (-> 1)⁵ distance: 5⁴ ;End
While, yes, most of these nodes have been discussed, how do they apply to force? The force node imbues a target with an element and manipulates it forcefully. So no actual projectile or blockade is actually being made, yet there's an amount value? Well, that's for the amount of force being applied, you could say. More aether added, stronger effect. For this spell, the target is being pushed 5 spaces to the opposing direction of the way its facing. Since it's just force, it's energy that can be divide among multiple directions and multiple targets. Meaning, you can have an amount value of "1" and have two targets, and the spell would be considered valid. If the spell had two directions, it would be valid too. This breaks prior rules established from the last two formats, which tends to confuse novice warlocks. The strange simplicity of force is quite fun to play with. Speed is self explanatory, it just determines how fast the target will be moving due to this spell. Depending on the element, the target can take damage from the movement induced by this spell, or reject this movement entirely.
"distance: #" - Determines the endpoint essentially. This node asks 'how many tiles can the target move until the spell stops?' The default for distance is "1", and therefore costs no mana at "1". For every value above "1", mana cost increases by 1.
Let's get creative, what more can you do with this?
- Name {Combustion}
- Start; force: [aether]² amount: 2 ; Direct: all sides ; Target: [(enemy name)] ; Speed: 5 (-> 1)⁵ distance: 5⁴ ;End
Typically, most warlocks use this spell to get the job done, pretty easy to use. Pulling one target in multiple directions at once usually wouldn't have an effect, since they cannot move anywhere due to being pulled everywhere. But because there's a higher amount value for this spell, the effect is stronger to the point where the entity's mass will divide from all sides to move in each direction, thus combustion occurs—ultimately destroying the target.
- Name {Rotation}
- Start; force: [aether]⁴ amount: 4 ; 1/Direct: south ; 4/Target: [Emily] ; (1-4)Speed: 4 (-> 1)⁴ (1-4)distance: 4³
- 1/Direct: west
- 1/Direct: north
- 1/ Direct: east ;End
Higher amount values are also to be used for when you desire to input multiple directions, but have them be periodic movements rather than spontaneous ones. This assigns each collection of force to a specific direction, rather than have it evenly spread between multiple directions at once.
Vocabulary Time: Types of Runes.
- Completers - "Start;", "End;", and "Name {}" - Fundamentals. (Primary Runes)
- Nodes - Split into two types: (In general, known as Secondary Runes)
▪︎ Formation Nodes - "project: []", "construct: []", and "force: []" - Crucial aspect of a spell.
▪︎ Typical Nodes - "amount: #", "size = #×#", "Direct: ?", "Speed: # (-> #)", "structure: ?", "Weight: #", "area = #", "Target: []", and "distance: #" - Basic aspects of a spell.
- Modifiers - "Special: ?", "trans: ?", "magnet: yes" and "Rule: [] ?" - Optional modifications. (Tertiary Runes)
All this talk about Modifiers, but what are they? Modifiers are runes you do not start with, they must be obtained through skill. You can trace one, but it will be instantly nullified because it requires skill in sorcery to be able to actually use. This is due to the fact modifiers are additional changes to spells, with that: we are no longer in the basics of this magic system. The first 3 modifiers (Special Direction, Transform, and Magentize modifiers) all go in one separate set below all the nodes originally used for a spell. I'll go over the first 3 (since the Rule modifier is a bit more complex, and it deserves it's own section):
"Special: ?" - The special direction modifier has specialized direction-related inputs compared to the normalized direction node. If you are to use it instead of the direction node, that node will have its input be "off", however; if you are to have it with the direction node, then do so. The same rules on sets and assignments apply to this modifier (it also consumes time rather than mana, just like the direction node). This modifier applies to the projectile and force formats. Here are the unique direction types offered:
- "spiral" — have the force/projectile move in a foward spiral motion
- "zigzag" — have the force/projectile move diagonal 4-space periods in opposing directions each period, the pattern starts with the force/projectile moving diagonally 2 spaces to the left however
- "zigzag inverse" — starts from the right side instead
- "loop" — have the force/projectile move forward a few spaces and then circle around back to its original point, this does not go on forever, it ends once it meets where it first started the loop (this is spiral except it's stationary, so the force/projectile doesn't circle and move outward simultaneously)
- "spiral inverse" — starts counterclockwise instead
- "curve" — have the force/projectile move foward in a straight pathway, except it slightly bends towards the left and arrives back to normal near the end of the pathway
- "curve inverse" — bends towards the right side instead
- "loop inverse" — begins counterclockwise instead
- "ray" — have the force/projectile move foward in a straight pathway, except it's angle is slightly skewed towards the left
- "ray inverse" — skewed towards the right side instead
Additionals:
- "?^ ?^ ?" — list multiple specialized directions
Note that you must input a normalized direction before it to state where the specialized direction originates from. (EX. "south, curve" would mean a curved pathway would emerge from south of the target or yourself.)
"trans: ?" - The transform modifier applies to the projectile format alone. This modifier transforms certain results created by projectile spells into new results with different effects. Simply list which results you want to be converted. There's only a few inputs one could add:
- "beam" — If 5 or more projectiles are fired in the same direction, then become a steady piercing beam instead. It will hit multiple entities, but not necessarily destroy them. Ends according to speed. (ex: if speed is set to "1 (-> 1)", the beam will reach the end of the visible area in one turn and last for one turn. if "2 (-> 1)", the beam will reach the end of the visible area in one turn but last 2 turns. if "1 (-> 2)", the beam will reach the end of the visible area in two turns but after reaching the end, will last one turn) // Costs 3 mana.
- "rain" — If 3 or more projectiles are fired in all directions, then start raining projectiles in a scattered manner, hitting random targets. This covers the entire visible area, typically one projectile per 3×3 space. Ends according to speed. (ex: if speed is set to "1 (-> 1)", only one projectile rains per turn, until all projectiles have been rained. if "2 (-> 1)", only two projectiles rain per turn, until all projectiles have been rained. if "1 (-> 2)", only one projectile rains per two turns, until all projectiles have been rained) // Projectiles are destroyed when impacting the ground. Costs 4 mana.
- "shockwave" — If only one projectile is fired at all directions, release a growing shockwave (multiple projectiles in all directions would mean multiple shockwaves summoned). This shockwave is a circle of projectiles that move outward, as the original projectiles move apart from each other, new projectiles will fill in the gaps between them, keeping the circle stable rather than broken. Speed applies normally like how it does to typical projectile spells. // Projectiles are destroyed when impacting solid entities, again, same with normal projectiles. Costs 5 mana.
Additionals:
- "?^ ?^ ?" — list multiple transformations
Note that you must input a normalized direction before it to state which direction the transformation applies to. (EX. "south, beam" would mean a beam would form from ONLY the south direction, even if there's multiple projectiles being fired from all the other directions too.)
"magnet: yes" - The magnetize modifier applies to the force format alone. Unlike all the other runes, this one does not need an input as it's already decided for you. It's more like a mode you can switch on immediately. When magnetization is on, targets imbued with force will have force pull entities to them, rather than have force pull the target itself around. For example, if Ethereal Pull had the magnet modifier, it would pull any entity 5 spaces behind the enemy target towards the enemy target. This entity could smash into them and kill them if the effect is strong enough. It's circumstantial rather than absolute though, so if there's no entity (besides the air) in the direction to be pulled upon, then nothing will magnetize to the target, rendering the spell essentially useless.
🎃 Yeah magnetize doesn't require mana, it's skill focused. Same for the rule modifier which is extremely skill focused not just lore-wise but when trying to use it in the game too
Spell Examples:
- Name {Warding Chaos}
- Start; project: [aether]⁴ amount: 4, (1)size = 2×2² ; Direct: off ; (1)Speed: 1 (-> 1)¹
- _(2-3)size = 1×1 ; (2)Speed: 2 (-> 1)²
- _(4)size = 3×3⁴ ; (3-4)Speed: 2 (-> 2)¹
- 1/Special: south, spiral
- 1/Special: east, spiral inverse
- 1/Special: north, spiral
- 1/Special: west, spiral inverse ;End
This spell is known as an Advanced Spell. Advanced Spells are spells that contain 7 to 12 sets. An incantation with 13 and beyond sets is known as a Grand Spell.
- Name {Gravitational Rupture}
- Start; project: [aether]¹⁶ amount: 16, size = 1×1 ; 8/Direct: all sides ; (1-8)Speed: 2 (-> 1)²
- (9-16)Speed: 1 (-> 1)¹
- _8/trans: shockwave⁵ ;End
What I'm about to mention is not demonstrated in the spell above, however; a larger size value would maximize the size of the shockwave as well. It also works for thickening beams and widening rain projectiles, although, if that value were to go higher than "3×3" for rain projectiles, the spell would be considered invalid. Remember, 1 projectile per 3x3 area. If the projectiles themselves exceed that limit, then it makes sense for the spell to be invalid.
- Name {Crush}
- Start; force: [aether]² amount: 2 ; Direct: base sides ; Target: [goblin] ; Speed: 5 (-> 1)⁵ distance: 5⁴
- _magnet: yes ;End
Modifiers can be fairly simple, but also used in clever ways, such as using the magnet modifier in some force-based spell to pull obstacles to an enemy and trap them without actually having to use a construction-based spell to trap them instead.
Rule modifiers, likely the bane of every warlock's existence. They are particularly annoying to study, and require skill to enact as a rune, but the concept is interesting and pays off if one intends on being a Grand Sorcerer—powerful mages that stand second to utmost authority, the royal advisors of great kings and queens.
"Rule: [] ?" - Enacts and allows a specific rule set for the spell to follow. There are 5 bases, and dozens of inputs to those bases.
- "[] If []" — The first input occurs if the second input is present.
- "? Then ?" — Connect two bases; when the first occurs, so does the second afterwards.
- "? When []" — The connected base enacts when the input is present.
- "[] And []" — Typically connected by a Then base or When base; list multiple inputs that need to occur, or will occur.
- "[] Or []" — Typically connected by a Then base or When base; list multiple inputs where only one of the multiple inputs need to occur, or will occur.
- "[] ?, [] ?, [] ?" — List multiple bases (only 4 per set however)
Additional Bases: You can add an extra "Or []"/"And []" to an original Or/And base, however; it will cost 2 mana for each additional base.
As for inputs, they typically come in a "[Entity] [Action]" or "[Entity] [Circumstance]" format.
An entity can literally be any object, person, or even a projectile/obstacle created by the spell the rule itself is in.
EX: projectile, forcefield, goblin, fire, self, pot of gold, ect.
An action is anything the entity can/will do, or will have to do in relation to the spell.
EX: passes through, impacts, destroys, damages, build, shoot, moves, ect.
Note you can add "[entity]"/"with [entity]" to the end of an action phrase, if not, the rule will assume the action is in relation to the object conjured/summoned by the spell. Also, "itself" can count as a second entity, despite describing the first.
A circumstance is a particular event or area the entity has gotten itself into, its often automatic as it isn't direct actions committed by an entity.
EX: in range, is near, passive activated, killed, is [#] spaces away from [entity], ect.
Note you can add "[entity]"/"of [entity]/by [entity]" to the end of a circumstantial phrase.
"[Entity] [Action]" EX: "wolf damages", "projectile impacts Toby", ect.
"[Entity] [Circumstance]" EX: "tree in range", "statue killed by force", ect.
Realize that rules are tricky. If a statement made by the inputs are unrelated to the spell, or the inputs themselves don't correlate with each other, then the spell is considered invalid. An example would be a forcefield spell with the rule "[goblin killed] If [vulture passes through]". Those inputs are completely unrelated. How does the vulture passing through the forcefield cause a random goblin to die? And how does the spell even enact that? It makes no sense, and therefore the rule is invalid.
Spell Examples:
- Name {Jail Lock}
- Start; construct: [aether]¹ amount: 1, structure: forcefield⁴ ; Weight: 1, area = 1² ; Direct: base sides ; Target: [specter]
- Rule: [fireball passes through] If [specter inside] ;End
This spell let's fireballs pass through the forcefield (which the forcefield would usually not allow, due to being a barrier) if the designated enemy is within the forcefield. Very useful for trapping enemies and then attacking them.
- Name {Ghost Bullets}
- Start; project: [aether]³ amount: 3, size = 1×1 ; Direct: north ; Speed: 5 (-> 1)⁵
- Rule: [projectile passes through trees] If [self shoots projectile] Then [projectile passes through boulders] And [projectile passes through walls] And [projectile passes through projectiles]² ;End
Pretty nifty for a spell that costs just 10 mana.
- Name {Morphing Bubble}
- Start; construct: [aether]¹ amount: 1, structure: forcefield⁴ ; Weight: 1, area = 0 ; Direct: cornersides ; Target [nymph]
- Rule: [increase weight by 2] And [change element to fire] When [water nymph] ;End
A very clever spell, adjusting when it's possible target may be a water nymph. And yes, inputs can also be adjustments to the nodes of an incantation as well, this technique is known as Rune Shifting, and is very difficult to master. Also realize that the adjusted nodes must match accordingly, otherwise it's considered an invalid spell. For example, setting a rule for a fireball spell where one of the inputs changes the spell's direction from "east" to "north, south". This would be invalid assuming the fact there's only one fireball being conjured, which cannot be shot at two different directions at the same time. Meaning the amount value must at least change to "2" in the rules in order for the spell to be valid.
Fun fact:
Psychic (Mage Class) - The ability to manipulate souls and read them. The spells in spiritual sorcery can be used to age people quicker (by dimming their souls), mind control them (morphing the soul to morph their brain), and more. Also, souls inhabit objects, so psychics can somewhat manipulate those physically too (by morphing the dim souls of objects). Of course, they cannot manipulate objects mentally, as they don’t contain brains. Like how warlocks use incantations to cast spells, psychics preform their spells correlating to full-on bodily movements. Typically ones in relation to fighting styles. Think of a monk, but their stances are—in a way—notions for a spell.
Shortscript—uncanon, but I just need short notations for runes in order to write spells quickly in the future.
- Name {} - Nm{}
- Start; - Srt;
- ;End - ;End
- project: [] - pro:[]
- construct: [] - con:[]
- force: [] - for:[]
- amount: # - #:#
- size = #×# - %=#×#
- Direct: ? - Drt:?
- self - slf
- behind self - ≠slf
- south - sth
- east - est
- west - wst
- north - nth
- southeast - sthest
- northeast - nthest
- southwest - sthwst
- northwest - nthwst
- cornersides - ≈sides
- base sides - ≡sides
- all sides - <sides
- off - off
- Speed: # (-> #) - Spd:#(#)
- structure: ? - strt:?
- blockade - blck
- wall - wl
- forcefield - ff
- Weight: # - Wght:#
- area = # - area=#
- Target: [] - Tgt:[]
- distance: # - dis:#
- Special: ? - Spec:?
- spiral - sprl
- spiral inverse - ≈sprl
- zigzag - zgzg
- zigzag inverse - ≈zgzg
- loop - lp
- loop inverse - ≈lp
- curve - crv
- curve inverse - ≈crv
- ray - ray
- ray inverse - ≈ray
- trans: ? - trns:?
- beam - b°
- rain - r°
- shockwave - sw
- magnet: yes - mag:y
- Rule: [] ? - Rl:[]?
- [] If [] - []If[]
- ? Then ? - ?Th?
- ? When [] - ?Wh[]
- [] And [] - []&[]
- [] Or [] - []Or[]
- projectile - prjt
- impacts - imps
- passes through - ps thru
- damages - dmgs
- build - bld
- shoot - sht
- move - mv
- destroy - dsty
- killed - kld
- in range - in rng
- is near - is nr
- aether - A
- ember - E
- water - WR
- wind - WD
- life - L
- shadow - SW
- spark - SK
- stone - ST
The Elements. These are what warlocks actually manipulate, by using mana they can manifest the 12 bases of nature known as the Elements. They are split into two categories: Monobases and Dibases. Monobases are the primary elements and can be manifested alone, while a dibase must be created through the mixture of two monobases. To demonstrate a dibase, simply input "[?, ?]" (list the two elements) into your designated formation node. Unfortunately, only a monobase can have its own input. Dibases have to be represented by the inputs of other monobases, also known as a Mixture. Though, colloquially, the dibases have aquired their own names.
Also, there's this skill known as Weaving. Which is when a warlock makes general gestures with their hands, arms and/or fingers to 'weave' mana drawn from their soul, and manifest the element needed for a spell (this is done during the annunciation of an incantation, typically near the end where the spell will be cast). It's a very basic skill, and doesn't really need to be improved upon as you become more experienced as a sorcerer. There's a more complicated skill known as Channeling, where the sorcerer will manifest multiple different elements at once. To communicate the idea in runes, simply create an entire new set for each element, along with copying all the nodes. You cannot use different formats in one spell, that's too overwhelming, but using multiple elements is a skill most novices cannot master until very later. The Human Limit, the maximum amount of elements that can be contained in one spell, is precisely 3. (Also acknowledge that channeling requires more intense weaving throughout an entire incantation, which is very straining to the soul. This is why having a very bright soul is important as a mage, and there's ways to strengthen that spiritual energy.)
Without further ado, the elements:
Aether - Monobase - Mana Cost: 1 - Neutral element, great for emphasizing force. Otherwise, damageless. Can definitely pass through liquids. - Spell example:
(I've made like ten of those already, so I don't think we need another one.)
Ember - Monobase - Mana Cost: 2 - Hot and fiery element. Will dissipate in/to water, wind and aether entities. Likes to spread upon impact. - Spell example:
> Nm{Fireball}–Srt;pro:[E]²#:1,%=1×1;Drt:slf;Spd:2(1)²;End
Water - Monobase - Mana Cost: 1 - Weakest of elements; damageless in any format. Shallow and can pass through liquids and sometimes solids. - Spell example:
> Nm{Stream}–Srt;pro:[WR]⁵#:5,%=1×1;Drt:slf;Spd:1(1)¹–trns:b°³;End
Wind - Monobase - Mana Cost: 1 - Glorified aether element, but actually phsyical. Dry out areas, knockback entities, and a lot more other functions. - Spell example:
> Nm{Tornado}–Srt;pro:[WD]⁸#:8,%=2×1¹;Drt:off;Spd:10(1)¹⁰–Spec:<sides,≈sprl,trns:sw⁵;End
Life - Monobase - Mana Cost: 3 - Vibrant element, bringing about the restoration organic entities. Reverses damage, rather than deals it. - Spell example:
> Nm{Heal}–Srt;for:[L]³#:1;Drt:≡sides;Tgt:[slf];Spd:1(1)¹dis:1;End
Shadow - Monobase - Mana Cost: 3 - Null element, bringing about the death of all other entities. Darkness incarnate, will absorb into certain entities. - Spell example:
> Nm{Shroud}–Srt;con:[SW]³#:1,strt:ff⁸;Wght:2,area=0;Drt:≡sides;Tgt:[ghoul];End
Spark - Monobase - Mana Cost: 2 - The element of charge, the imminent creation electricity. Very luminous, and transfers from entity to entity—especially water. - Spell example:
> Nm{Bolt}–Srt;for:[SK]⁴#:2;Drt:≡sides;Tgt[wolf];Spd:1(1)¹dis:1;End
Stone - Monobase - Mana Cost: 2 - Toughest element. Might destroy armor, and possibly crush entities immensely. Bludgeoning. - Spell example:
> Nm{Rock_Barrier}–Srt;con:[ST]²#:1,strt:wl⁴;Wght:2,area=1²;Drt:slf;Tgt:[slf];End
Ice - Dibase (Water, Stone) - Mana Cost: 3 - Colder element. Behaves like a crystal; brittle and will shatter easily, but sharp enough to deal damage. - Spell example:
> Nm{Freeze}–Srt;for:[WR,ST]³#:1;Drt:≈sides;Tgt[human];Spd:1(1)¹dis:1;End
Magma - Dibase (Stone, Ember) - Mana Cost: 4 - Explosive element. Will retain heat even when impacting colder entities. Bludgeoning. - Spell example:
> Nm{Bomb}–Srt;pro:[ST,E]⁴#:1,%=3×3⁴;Drt:slf;Spd:1(1)¹–Rl:[explode]If[undead_is_nr];End
Steam - Dibase (Ember, Water) - Mana Cost: 3 - Glorified wind element, but imbued with heat. Dissipate apparent coldness. Less force and damage than intense wind. - Spell example:
> Nm{Melt}–Srt;pro:[E,W]¹²#:4,%=1×1;Drt:≈sides;Spd:3(1)³;End
Storm - Dibase (Wind, Spark) - Mana Cost: 3 - Chaotic element. A dire tempest aiming to completely destroy anything it comes into impact with. Follows targeted/nearest entities. - Spell example:
> Nm{Torrent}–Srt;pro:[WD,SK]³#:1,%=2×2²;Drt:≠slf;Spd:1(1)¹–Rl:[focus_on_warriors]If[imps_air];End
Fun Facts:
Cleric (Mage Class) - These mages call for upon blessings granted by the gods they submit to. They are users of divine sorcery. Depending on one's nature and loyalty to the god, the blessing can be just about anything. Also, clerics can call upon curses—which are the same deal, but with malicious gods. Both blessings and curses might require 'sacrifices', or physical offerings to the deity. While how you practice your worshiping towards a god matters, that devoutness only affects the power of your spells. The sacrifices are like how warlocks use mana to cast a spell. In fact, clerics are the only class of mages that don’t use mana for spells. They solely rely on their holiness and spiritual power.
Summoner (Mage Class) - There's generally 3 forms of invocation sorcery:
- Call upon sentient creatures of any kind (chain your soul to others, and drag them to you). The creatures might be uncontrollable since theyre just the random ones in the vicinity (this is mainly a mana-based tactic compared to the others, but still requires immense skill and strengthening with the soul).
- Use a bunch of spritiual energy to morph a specific set of materials into a physical creature (kind of like a recipe, but magical), but this technique can be used to create custom creature as well. The skill is known as Alchemy (this requires more skill than mana).
- Transform a part of your spiritual energy into a miniature soul (of sorts), and imbue it into a dying object (any husk of a former physical creature shall do), or disperse it into a sentient spirit. This method is used for necromancy (spirits possessing dead bodies) and creating general spirits that can possess inanimate objects (equal amount of skill and mana being used).
All 20 Runes and their Inputs:
Fun facts:
Souls are the constitutional aura that gives an object/creature its form. The souls of creatures are stronger (or brighter) as they can communicate to the gods through worship. The soul is not the mind however, thats what organs, such as the brain, are for. Souls simply constitute the structure of an object/creature, for it manipulates the very form of everything there is to be. It is the divine force that keeps our atoms intact. The essence of our very being.
Inanimate objects have dimmer (or weaker) souls due to requiring less energy to retain a form. Sentient lifeforms require stronger souls because they need spiritual energy to keep the chemical reactions occuring in their body, otherwise they'd be no different from lifeless objects. This brighter soul is also capable of absorbing mana, which is only an ability sentient creatures have—an ability objects, plants, fungi nor microbes possess. This is exactly why creatures, such as humans, cannot be possessed by spirits, as their souls are too strong, and therefore it's spiritual energy occupies most of our physical body. This brighter soul leaves no space for a foreign spirit to actually fit within. This is why summoners can only create spirits that possess corpses or any other dimmer-soul objects, as no spirit can inhabit an entity that isn't spiritually vacant enough for them to crawl inside.
You come from quite a humble background, growing up with your peasant family of farmers in Edon Village. You've always heard about your grandfather Ofrey aspiring to become a royal mage, and sometimes you'd even travel vast distances by horse to meet him, but you really never knew anything about his past, or who he even is to be honest. The Solum Region was always known for its inept wealth, many succumbing to the perils of famine and plague. And your king had just been slain from a great invasion led by Urnos of the Solis Faction, during which the crossfire had demanded your grandfather. His craving for honor, and to protect his king, ultimately led to his death. You left everything you could during that blazing siege, including your family. With nothing left, you now stand a nomad with no other purpose but to continue your grandfather's legacy by becoming a warlock yourself.
Once the gods separated, so did the world. Then, emerged the 7 factions, each respective to the deities of the realm, each akin to a royal bloodline. And each faction, along with its bloodline, serving a region of this world: The Caelum Region, formed by Pluton, The God of the Sky. The Lunae Region, formed by Azerak, The Moon God. The Aequor Region, formed by Oresis, The God of the Sea. The Nemus Region, formed by Varinea, The God of Flora. The Cinis Region, formed by Aun, The God of Ember. The Solis Region, a growing volley of kingdoms, ruled by the most aggressive faction, and under the worship of Aesis, The Sun God. And finally, the Solum Region of the Solum Faction, ruled by the Solum bloodline, under the worship of Erdegene, The God of the Ground. Its king now finished by the Solis Faction, and will soon become one with the Solis Region if not put to a halt.
After camping by a dying bonfire, you find yourself awoken in a dire situation; the exicitng commence of battle, where any move can end in fatal circumstances. But how does battle function in Wizard's Journey?
Turns:
- The game is turn-based, and each battle starts off with a random turn order (you aren't always first).
- Many actions only consume partitions of one turn, such as turning your facing direction (for a spell or to move), writing runes, rewriting inputs (for runes), pronouncing incantations (direction runes taking up most of the turn), swiftly consuming items, ect. Take note that these actions individually will not consume a turn, but doing many of them at once might.
- Full-turn actions also exist. Typically just casting a spell, moving spaces, and using any active skill. These actions can be used alongside part-turn actions as long as it's only a few of those being committed.
Movement:
- The game is tile-based.
- You start off with a haste of 3, the average for a feeble human. This means you can move 3 spaces to consume one turn, any less would only take part of a turn, which could be used for other actions.
- You can move once in any direction, whether it be the cardinally adjacent spaces or the corner-adjacent spaces. Some enemies can only move adjacent to cardinal or corner spaces.
Spellcasting:
- After setting all runes, preferably copied from Lexicon Magnus (which saves time and partial turns), you must partially take a turn to actually chant the incantation aloud. Once finished, the spell can be cast.
- Some spells require you to choose an available target within your range, but this target selection doesn't take any turns, nor even a part of a turn.
Consumables:
- Your inventory space never really changes, but your strength can. You start with a strength of 20. Meaning you can carry 20 pounds of objects. Various items have different weights, and the ones that are too heavy, due to overriding your strength stat, cannot be kept.
- The items you'll mostly obtain will consist of food, potions and enchanted crystals. These take only part of a turn to use, but can easily consume an entire turn if used more than once within that period.
Skills:
- Skills are acquired through the insight stat. A stat that can only be increased through enduring great battles or courageous acts. This means you have an insight of 0 at the beginning of the game.
- Most skills are passive, but the active ones typically consume an entire turn. Also, ways to achieve insight: defeating a legendary enemy (a boss battle), completing a quest (a favor for someone), and grand discovery (finding a new area). The skill tree is something I'll go over later.
Realize that the entire game is tile-based and turn-based, regardless if you're in the midst of battle, or exploring the lands in tranquil.
SKILL TREE
(You actually start with an insight of 3, not 0, but whatever.)
(Also you start with 20 max HP at the beginning.)
- Sky Blue:
1 - Projection — Acquire the Projectile node.
2 - Construction — Acquire the Construction node.
3 - Infusion — Acquire the Force node.
- Red:
1 - Mixture — Learn to weave two monobases into a new base; acquire the dibase elements.
2 - Spritiual Enlightenment I — Increase max MP by 5.
3 - Vitality I — Increase max HP by 10.
4 - Complex Sorcery I — Acquire the Special Direction modifier.
5 - Mana Adrenaline — Once below 20% HP, temporarily double your MP regen.
6 - Sufficient Sorcery — Acquire the Magnet modifier.
7 - Complex Sorcery II — Acquire the Transition modifier.
8 - Advanced Sorcery — Acquire the Rule modifier.
9 - Channeling I — Learn to weave two different elements for a spell, rather than just one.
- Orange:
1 - Vigor I — Increase strength by 50%.
2 - Humidity — Projectiles of the steam element will have a 30% chance to widen its projectile size (by 1 on both length and width) in the midst of air before making impact.
3 - Organic Duplication — With quick manipulation of the life element; one random perishable food in your inventory will be cloned at the start of battle.
4 - Enlargement I — Increase max weight by 1 for all structures.
5 - Dark Malignancy — Structures made of the shadow element will reform themselves slowly (one tile per turn) once damaged.
6 - Core Rejuvenation — Acquire an HP regen with a rate of 1-2 HP per turn.
7 - Quick Foot I — Increase haste by 1.
8 - Radioactive Emission — Force-based spells using the water element will now be tainted with harmful essences that apply Corrosion to the designated target.
9 - Gluttony — Foods that take longer to consume will be eaten faster now.
- Green:
1 - Close Combat — Train in melee combat intensely. Acquire the active ability Dire Punches; consumes 1 turn, attacks the enemy in your facing direction (must be adjacent to you, cannot even be one tile away), and deals damage equal to half your strength stat.
2 - Go Big or Go Home — Increase projectile size limit from 5×5 to 7×7.
3 - Hellfire — Increase fire spreading rate from 1-2 tiles per 2 turns to 2 tiles per turn.
4 - Enlargement II — Increase structural area limit from 3 to 5.
5 - Spiritual Enlightenment II — Increase max MP by 10.
6 - Dual Rejuvenation — Change your HP regen from a rate of 1-2 HP per turn to 5 HP per two turns, and increase your MP regen from a rate of 1 MP per turn, to 2-3 MP per turn.
7 - Quick Foot II — Increase haste by 2.
8 - Honor and Glory — Be able to wear two Deity Amulets at once.
9 - Vitality II — Increase max HP by 20.
- Lime:
1 - Vigor II — Double your strength stat.
2 - Cloudburst — Have clumps of storm divide into individual projectiles and follow separate entities, rather than following one target as an entire group.
3 - Imminent Ignition — Increase blast radius of magma from 3×3 to 5×5.
4 - Carnal Affinity — Gain 1 strength for each different enemy you've slain, and for every time you slay a new type of enemy.
5 - Chainmail Cloak — Acquire an armor stat of 25 (meaning you'll negate 25% of the total damage from any and all attacks).
6 - Protective Affinity — Gain 1 armor for each different enemy you've slain, and for every time you slay a new type of enemy.
- Blue:
1 - Oversight I — Increase your spell range from a 7×7 to a 9×9 radius.
2 - Intrinsic Fusion — Spells containing one forcefield for multiple targets are no longer considered invalid; instead one forcefield encapsulates each target and the sides closest to each other will dissipate, leaving the other sides to connect to the other sides of the other forcefields, ultimately merging into one large bubble. Applies to walls as well.
3 - Arcane Affinity — Gain 1 max mana for each different enemy you've slain, and for every time you slay a new type of enemy.
4 - Oversight II — Increase your spell range from a 9×9 to a 13×13 radius.
5 - Spiritual Enlightenment III — Increase max MP by 25.
- Dried Purple:
1 - Quick Foot III — Increase haste by 4.
2 - Channeling II — Learn to weave three different elements for a spell, rather than just two.
3 - Vitality III — Double your max health stat.
4 - Achilles Heel — Train on your agility and swiftness; always have the first turn in battle.
5 - Hex and Vex — Debuffs you apply, whether it be through items or spells, shall come with an additional 1-2 stacks (unless it's unstackable).
6 - Mortal Affinity — Gain 1 max health for each different enemy you've slain, and for every time you slay a new type of enemy.
- Purple:
1 - Reinforced Defense — Any lost armor, whether through Rust or otherwise, shall regenerate itself bit by bit (1-5) for every enemy you kill during battle; all through a little manipulation with the rock element.
2 - Umbral Witchcraft — Enemies of the Cryptic, Nocturnal, Wretched or Spirit class that appear within your spell range shall immediately gain Soul Linked.
3 - ?
4 - Acquired Vulnerability — Unguarded enemies you've attacked twice shall gain a random debuff.
- Pink:
1 - Fortified Strike — Acquire the active ability Shield Blast; (the concentrated blast requires the first turn for charging up the attack) consumes 2 turns, convert half of your current armor into damage (multipled by 10% of your max MP), and inflict it upon one chosen enemy within your spell range.
2 - ?
3 - Demiurge — Acquire a second turn, but this second turn may only be used for a force spell, otherwise it’s consumed by part-turn actions.
4 - Acute Immunity — When applied with an unstackable debuff, have a 30% chance for it to be removed instantly.
5 - Golden Acquisition — Every killed enemy drops one heap of Gold Coins. Shall greed be upon you.
- Pink:
1 - Fortified Strike — Acquire the active ability Shield Blast; (the concentrated blast requires the first turn for charging up the attack) consumes 2 turns, convert half of your current armor into damage (multipled by 10% of your max MP), and inflict it upon one chosen enemy within your spell range.
2 - ?
3 - Demiurge — Acquire a second turn, but this second turn may only be used for a force spell, otherwise it’s consumed by part-turn actions.
4 - Acute Immunity — When applied with an unstackable debuff, have a 30% chance for it to be removed instantly.
5 - Golden Acquisition — Every killed enemy drops one heap of Gold Coins. Shall greed be upon you.
- Blue:
1 - Oversight I — Increase your spell range from a 7×7 to a 9×9 radius.
2 - Intrinsic Fusion — Spells containing one forcefield for multiple targets are no longer considered invalid; instead one forcefield encapsulates each target and the sides closest to each other will dissipate, leaving the other sides to connect to the other sides of the other forcefields, ultimately merging into one large bubble. Applies to walls as well.
3 - Arcane Affinity — Gain 1 max mana for each different enemy you've slain, and for every time you slay a new type of enemy.
4 - Oversight II — Increase your spell range from a 9×9 to a 13×13 radius.
5 - Spiritual Enlightenment III — Increase max MP by 25.
6 - Elemental Mastery — Electrocution: Spark based spells are guaranteed to apply Shock now. Nullification: Shadow based spells are guaranteed to apply Wither now. Incineration: Ember/Magma based spells are guaranteed to apply Burn now. Induration: Ice based spells have a chance to apply Frostbite instead of Frozen. Oxidization: Wind based spells are guaranteed to apply Rust now. Vexation: Storm based spells now have a chance to apply Frail.
- Dried Purple:
1 - Quick Foot III — Increase haste by 4.
2 - Channeling II — Learn to weave three different elements for a spell, rather than just two.
3 - Vitality III — Double your max health stat.
4 - Achilles Heel — Train on your agility and swiftness; always have the first turn in battle.
5 - Hex and Vex — Debuffs you apply, whether it be through items or spells, shall come with an additional 1-2 stacks (unless it's unstackable).
6 - Mortal Affinity — Gain 1 max health for each different enemy you've slain, and for every time you slay a new type of enemy.
Also to clarify: skills that come in multiple editions (I, II, III, ect.) must be acquired consecutively. You cannot have Vitality III without acquiring Vitality II and Vitality I beforehand. It logically makes no sense to skip to the highest skill, even if it's technically accessible on the skill tree. 🎃
Basic Consumables:
(The ones everyone should know about.)
Herbal Brew — Common - ⅔ lb - When drank, regenerate 5 MP. - During the Era of Deities, the Old Druids culminated and harvested all sorts of blessed herbs and flowers, its growth demanded by Varinea, The God of Flora. Proliferation of these plants have lessened ever since the Divine Severance, and while a few recipes might still be known by the few practitioners of brewery, the mana-rich ingredients required for such brewery have been drained from this realm.
Moonlight Potion — Common - ⅔ lb - When drank, regenerate all MP. 40% chance to apply Delirium when consumed. - A highly intoxicating beverage brewed during the ancient ages, where many would ferment all sorts of mana-rich plants for the sweet sap of magical alcohol. This brewing particularly took place during the umbral sky, when Azerak would drink alongside mortals, where the moon shined the brightest.
Ancient Sunstone — Rare - 1½ lb - When present in your inventory; upon your death in battle, shall the blessing reignite your soul and body one last time. Removes itself from your inventory upon your revival by it. - Aesis was never fond of death, the ultimate form of nullification, for she always gave mortals an escape from their mortal fate. Whether it was to directly preform a ritual upon her followers so they'd be reborn into angels, or forge various enchanted trinkets and gems that granted a second life, such as this one.
Mycelial Growth — Common - 1 lb - When used, disperse rampant spores into the air, causing all enemies within 2 two spaces to gain Poison. - A strange, invasive group of fungi corrupt the western lands of the Solum Region. It taints the fertile soil, and swallows the grass that grows across it, only leaving a dead wasteland. Feel free to tear this mycelium from the ground, it makes a neat method of defense. 5
Crisp Apple — Common - ⅓ lb - When eaten, heal 1-5 HP. - A common fruit. Apples can be found under trees sometimes.
Mealworm Porridge — Common - 1½ lb - When eaten, heal 4-6 HP. Takes longer to consume. - Tastes like absolute shit, but hearty for peasants. (Typically eaten with bread.)
Rye Loaf — Common - 1 lb - Cannot be eaten alone, and can only be eaten alongside Mealworm Porridge. (Heals an additional 10 HP if done so.) - A common staple, especially among the poor.
Emerald Beetle Crest — Rare - ⅛ lb - When present in your inventory; acquire immunity against Poison, but can shatter upon being dealt 20+ damage in one attack. - One of the seven enchanted crystals created by the Solis Faction, this one being of a glowing green shade.
Meat and Potato Stew — Common - 2 lb - When eaten, heal 20% of max HP. Applies Fullness. Takes longer to consume. - If they've gathered enough resources for the week or two, a peasant might be able to enjoy this delicacy. Careful, it's steaming!
Amulet of Erdegene — Unique - ⅛ lb - When worn, using the rock element within spells costs no mana. Only one Deity Amulet can be worn at once, and it can only be adjusted after battle. - A royal brooch that's been passed down across many generations, typically being worn by the royal mage protecting the current lord of the bloodline. A sign of guidance given from the gods to their respective royal bloodline, a gift granted to the holy mortals that represent the faction, and a tradition that's been born since the Divine Severance. This brooch belonging to the Solum bloodline.
Star of Steel — Common - 3 lb - When present in your inventory; upon being damaged by a melee attack, have the enemy who attacked you take 5 damage for each hit they landed. Removes itself from your inventory upon an enemy attack being dealt. - Spiked balls. You can tie 'em around your body, and function as an armor of bulwark. Leftovers from military conflict during the great siege led by Urnos.
Morning Tea — Common - ⅓ lb - When drank, heal 1-2 HP. 30% chance to cure Poison and Delirium. - Known for relieving sickening ailments.
Ear of Corn — Common - ½ lb - When eaten, heal 3-4 HP. Cannot spoil. - A common vegetable. Corn can be found in tallgrass fields sometimes.
Common > Easily accessible through various means.
Rare > Hardly accessible, obtained by limited means.
Unique > There's only one of this object to exist, but can be acquired by easy or difficult means depending on the circumstance.
(You can trash items in your inventory, but recognize there's no way to undo this. Once the item has been lost, its lost forever.)
Also note that some enemies will have abilities that spoil your food reserves. And some events may settle a curse upon you, causing food to spoil as well.
More Basic Consumables:
Amulet of Varinea — Unique - ⅛ lb - When worn, using the life element within spells costs no mana. Only one Deity Amulet can be worn at once, and it can only be adjusted after battle. - A royal brooch that's been passed down across many generations, typically being worn by the royal mage protecting the current lord of the bloodline. A sign of guidance given from the gods to their respective royal bloodline, a gift granted to the holy mortals that represent the faction, and a tradition that's been born since the Divine Severance. This brooch belonging to the Nemus bloodline.
Amulet of Azerak — Unique - ⅛ lb - When worn, using the shadow element within spells costs no mana. Only one Deity Amulet can be worn at once, and it can only be adjusted after battle. - A royal brooch that's been passed down across many generations, typically being worn by the royal mage protecting the current lord of the bloodline. A sign of guidance given from the gods to their respective royal bloodline, a gift granted to the holy mortals that represent the faction, and a tradition that's been born since the Divine Severance. This brooch belonging to the Lunae bloodline.
Amber Tree Crest — Rare - ⅛ lb - When present in your inventory; acquire immunity against Burn, but can shatter upon being dealt 10+ damage in one attack. - One of the seven enchanted crystals created by the Solis Faction, this one being of a glowing orange shade.
Cherry Pie — Rare - 1 lb - When eaten, boost HP regen by 150% for the next 10 turns you have. If you don't have HP regen currently, acquire an HP regen with a rate of 5 HP per turn for the rest of battle instead. - A baked slice of pleasure!
Waning Crescent Crest — Rare - ⅛ lb - When present in your inventory; acquire immunity against Shock, but can shatter upon being dealt 30+ damage in one attack. - One of the seven enchanted crystals created by the Solis Faction, this one being of a glowing yellow shade.
Heaven's Tears Crest — Rare - ⅛ lb - When present in your inventory; acquire immunity against Frozen, but can shatter upon being dealt 15+ damage in one attack. - One of the seven enchanted crystals created by the Solis Faction, this one being of a glowing blue shade.
Amulet of Pluton — Unique - ⅛ lb - When worn, using the wind or storm element within spells costs no mana. Only one Deity Amulet can be worn at once, and it can only be adjusted after battle. - A royal brooch that's been passed down across many generations, typically being worn by the royal mage protecting the current lord of the bloodline. A sign of guidance given from the gods to their respective royal bloodline, a gift granted to the holy mortals that represent the faction, and a tradition that's been born since the Divine Severance. This brooch belonging to the Caelum bloodline.
Amulet of Oresis — Unique - ⅛ lb - When worn, using the water or ice element within spells costs no mana. Only one Deity Amulet can be worn at once, and it can only be adjusted after battle. - A royal brooch that's been passed down across many generations, typically being worn by the royal mage protecting the current lord of the bloodline. A sign of guidance given from the gods to their respective royal bloodline, a gift granted to the holy mortals that represent the faction, and a tradition that's been born since the Divine Severance. This brooch belonging to the Aequor bloodline.
blood Rose Crest — Rare - ⅛ lb - When present in your inventory; acquire immunity against Wound, but can shatter upon being dealt 10+ damage in one attack. - One of the seven enchanted crystals created by the Solis Faction, this one being of a glowing red shade.
Midnight Oasis Crest — Rare - ⅛ lb - When present in your inventory; acquire immunity against Blindness, but can shatter upon being dealt 25+ damage in one attack. - One of the seven enchanted crystals created by the Solis Faction, this one being of a glowing indigo shade.
Amulet of Aesis — Unique - ⅛ lb - When worn, using the spark or steam element within spells costs no mana. Only one Deity Amulet can be worn at once, and it can only be adjusted after battle. - A royal brooch that's been passed down across many generations, typically being worn by the royal mage protecting the current lord of the bloodline. A sign of guidance given from the gods to their respective royal bloodline, a gift granted to the holy mortals that represent the faction, and a tradition that's been born since the Divine Severance. This brooch belonging to the Solis bloodline.
Arcane Constellation Crest — Rare - ⅛ lb - When present in your inventory; acquire immunity against Disspell, but can shatter upon being dealt 20+ damage in one attack. - One of the seven enchanted crystals created by the Solis Faction, this one being of a glowing purple shade.
Gourmet Bowl — Rare - 2 lb - When eaten, heal 20 HP. Takes longer to consume. - A luxurious bowl of seasoned shrimp and cooked rice, all engulfed by fresh vegetables. A delicious but lenient dish, only ate by royalty.
Fun fact:
The Old Druids, a semi-faction under the worship of Varinea during the ancient ages, used to enchant crystals and attach them to firm branches, ultimately creating staffs and wands of all kinds. This technology granted the ability of arcane to even the most average layperson. These magical tools had specific functions that didn't require mana or skill, it simply resonated with the soul of the user, and invoked the powers of the god it was enchanted for. Now, the practice of Psuedomagic is considered blasphemous ever since the separation of the gods. An illegal act. A form of heresy. A free ticket to the punishment that is death by fire while tied to a stake. But how can this be?
Lets just say, the other gods did not like the Old Druids; in fact, the gods despised the almost-to-be faction to its core. They worried Varinea would become the ultimate deity if this frenzy of following kept up. You see, every god was considered equal and just as necessary for the realm back then, but Varinea broke that precedent when she started gathering groups of mortals that would only stay loyal to her—known as the Old Druids. To upkeep graceful uniformity, the Old Druids thought they could share magic with everyone by creating staffs, potions, and more, however; Aesis, who especially was only keen to herself, saw this as a mere imitation to her duty of supplying enchanted artifacts to every mortal, and so the Old Druids were actually seen as heinous and insulting instead. It was too late to reverse the plan that had backfired, and soon the gods argued: which deity is the best of them all, and which is the most useful at that? Varinea double-downed, claiming her trees and her grass cover the world. But Aesis clapped back, stating her blissful sunlight is what provided those very plants to bloom in the first place. Soon, the Old Druids perished as Aesis enlightened thousands of mortals and transformed them into angels under her command. Those holy beasts slayed every member of that, now dead, faction. Absolute merciless genocide. All the gods were appalled. And to finally settle the dispute, Azerak, Aesis' opposing twin, had the gods divide once and for all. This sudden broken unity would be known as the Divine Severance.
The realm (similar to Earth's Pangaea) split into the regions mortals know today, and soon even the fabric of reality itself started to tear apart. Leaving warps in space known as Rifts. These cosmic gaps are now used to travel across the seven worlds. In the game, you can find rifts throughout, though some are protected by enchanted barriers that can only be bypassed with a key; one typically owned by siege leaders of the Solis Faction as their territory grows each day due to Aesis' divine spite.
DEBUFFS
(Stacking these either prolongs the effect or empowers it.)
Damage Over Time:
- Poison - Target takes 1 damage every two turns until they're killed; penetrates armor. // Each stack of Poison adds 1 damage to the debuff's effect.
- Burn - Target takes 1 damage at the start, but every turn the damage increases by 1. Lasts for 5-10 turns (multiplied by 10% of the target's armor). Contact with water removes the debuff. // Each stack of Burn doubles the debuff's lasting period, but damage inflicted by the debuff each turn is halfed.
- Wound - When the target is attacked, each hit from the attacker inflicts an additional 2 damage. Lasts until the target is attacked (in which the effect will occur, but then remove itself afterwards). Contact with life energy removes the debuff. // Stacks of Wound removes itself one by one (whether due to the effect ending, or the debuff being cured). Each stack of Wound inflicts an additional 2 damage to the target when the effect occurs.
- Corrosion - Target takes 1 damage every turn until they're killed; penetrates armor. // Each stack of Corrosion doubles the debuff's damage.
- Wither - Target takes damage equal to 20% of their max HP every time they heal or are healed; penetrates armor. Lasts for 20 turns (multipled by 10% of the target's armor, then divided in half). // Cannot be stacked.
- Frostbite - Target takes 10 damage every turn at the start, but the damage-per-turn period increases by 1 every time the effect occurs. Lasts 3-5 periods. Damage doubles for every time the target has gained Frozen during battle. // Stacks of Frostbite removes itself one by one (whether due to the effect ending, or the debuff being cured). Each stack of Frostbite lowers the debuff's damage-per-turn period by 1 (if it's increased during that turn), and increases the debuff's lasting period by 1 (in periods, not turns).
Weakening:
- Disspell - Any damage inflicted by the target's spells will decrease by half. Lasts for 5 of the target's turns. // Cannot be stacked.
- Curse - Target's food reserves spoil one by one each turn. Lasts for 3 of the consecutive turns where the target isn't attacking, and is instead repenting their sins, hoping their worship will convince the gods to revoke this hex. // Each stack of Curse increases the spoil amount by 1.
- Rust - Target's armor decreases by an amount equal to 20% of their max HP every other turn of that target's. Lasts until the armor is destroyed. // Stacks of Rust removes itself one by one (in cases due to the debuff being cured). Each stack of Rust adds 5% of the target's max HP calculated for the amount of armor being decreased in the debuff's effect.
Immobilization:
- Shock - When the target is attacked, each hit from the attacker is equal to the amount of target's turns where the target cannot move. Lasts until the target is attacked (in which the effect will occur, but then remove itself afterwards). // Stacks of Shock removes itself one by one (in cases due to the effect ending). Each stack of Shock inflicts 1 damage (penetrates armor) at the end of each paralyzation.
- Frozen - Target cannot move or attack. Lasts for 2-4 of the target's turns. Contact with heat (fire, magma, steam) removes the debuff. // Cannot be stacked.
- Frail - Each time the target moves 1 space, they take 5 damage. Lasts 20 turns. // Each stack of Frail increases the debuff's lasting period by 1, and adds 1 damage to the debuff's effect.
- Ensnared - Target cannot move or attack. Lasts forever unless the target wastes their turn with escapement, which has a 50% chance at success (failure means the target will have to keep trying every time it's their turn until they succeed). // Each stack of Ensnared decreases the chance of escapement by 10%.
- Sluggish - For every 2 spaces the target intends to move, they move only 1. Lasts for turns equal to 10% of the target's max HP plus their full amount of haste. // Each stack of Sluggish increases the debuff's conversion ratio (ex: 2 stacks would higher it from "2 spaces into 1 space" to "3 spaces into 1 space") by 1.
Bodily Restriction & Sensory Impairment:
- Delirium - Target's movements are off by a few spaces, and their attacks typically miss. If they happen to use an item, it will be randomized. Lasts 1-10 turns. // Each stack of Delirium will increase the chance to blackout (time skip in the enemies' actions by 3 turns while the target was basically asleep) during battle by 20%.
- Blindness - Target's vision is narrowed to only their spell range. Lasts 3-5 of the target's turns. // Each stack of Blindness narrows the previous vision by 1 space on all sides.
- Fullness - Target cannot consume any more edible items. Lasts 1-5 of the target's turns. // Cannot be stacked.
- Hypnosis - Target's movements and attacks are under the control of the debuff's caster; typically drawing the target to the caster for a melee attack, or forcing the target to attack their allies and heal the caster. (Note that the caster can only manipulate full-turn actions, not part-turn ones.) Lasts for 2 of the target's turns. // Cannot be stacked.
Miscellaneous:
- Soul Linked - Must be applied to two or more target's to take effect; targets with the debuff will share anything that occurs to them. (EX: if one target gains a debuff, the others will too. Same applies to damage, healing, and curing, but doesn't apply to movement and death.) Lasts forever until the caster is killed; incurable. // Cannot be stacked.
- Insanity - Target succumbs to suicide within the next 10-20 turns. Lasts until the target has killed themselves. The only way for the target to restore their sanity is through leisure, such as alcoholic beverages, or by wasting a turn to repent and hope the gods bless them (30% chance to succeed). // Cannot be stacked.
Also, upon your death in the game, you start from the last part that was saved and lose half your inventory as punishment.
Fun Fact:
Names of the mortals that belong to each world.
Solum Region - Dwellers / Halflings
Nemus Region - Druids / Sagians
Aequor Region - Thalassans
Lunae Region - Beldams
Caelum Region - Zeions
Cinis Region - Dwarves / Gnomes
Solis Region - Pietans
Note that they’re all the same species, that being human, and these are simply regional names for groups of people—similar to how we categorize people by race and ethnicity.
I know none of those shit makes sense to yall (especially in the second photo) but bare with me 🚭
Anyways, THE REALM
A dying grassland marked by various stone pathways, some tiled, and others reduced to dirt and gravel. The edge of the Solum Region, and where you'll start your journey. Green-toned bandits rule the outskirts, be on your best lookouts.
Expect: Grass, wilted grass, gravel pathways, half-buried vases, hidden chests, a few trees, a few tallgrass fields, and consrant rain.
Thunderstorm — Rare - Lightning will strike a space on the area once every 4 turns; if the space happens to contain a tall, flammable entity (tallgrass, trees, ect.), then ignite a fire. Armored entities have a +20% chance to be struck. Inflicts 10 damage and applies 2-3 Shock upon striking you or an enemy. - A possible ailment that comes alongside torrential weather, said to be cast by vengeful, angry spirits that reside in the heavens above. Those evil spirits will eventually be banished from the cosmos, and reintroduced to the mortal realm.
Goblin — Wretched Hominid Warrior - Health: 10-12 / Haste: 5 / Strength: 20-25 / Armor: 5-10 - A common monster you'll encounter in vegetated areas, their bodies adapted to the poisons that may lurk among various plants. Their skin camouflages with verdure, they were made for these environments. They dwell among humans without notice, and raid villages for measly food and gold. Though selfish, some may work in small groups and set outposts outside the main region.
Abilities:
- Thievery - Part-turn; steal 1-3 common items from the target's inventory if within adjacent vicinity of the target.
- Hurl - Full-turn; throw yourself 4 spaces across in any chosen cardinal direction, can jump over projectiles, boulders, water, and other entities, but not taller entities such as trees or large monsters (ogre, ect.)/midair monsters (faeries, ect.).
- Swift Cuts - Part-turn; inflict 50% of your strength as damage to one target within your adjacent vicinity.
- Dagger - Full-turn; throw a projectile (moves foward two spaces per turn) from any direction that inflicts 20% of your strength as damage upon impact of a target, destroys itself upon impact.
Passives:
- Poison Resistance - Negate 40-50% of the damage inflicted by Poison.
Human — Hominid - Health: 15-20 / Haste: 3 - So dead, so hollow, so pale you might even compare one to a skinwalker. Starving people, formerly militia, but now doing anything to get their hands on food—even if it means killing another one of their own kind. Even resorting to cannibalism if necessary.
Abilities:
- Thievery - (Given.)
- Carnal Bites - Full-turn; inflict 5-10 damage, and heal an amount equal to the damage dealt. Melee attack, 40% chance to fail.
Goblin Pyromaniac — Volcanic Goblin - Health: 10-12 / Haste: 5 / Armor: 10 - Crazed goblins unnaturally obsessed with blazing flames. They run around, shrieking in laughter, swinginh their torches, and setting the battlefield aflame. What fascination and joy one putrid monster must have for such an occurrence.
Abilities:
- Set Ablaze - Part-turn; apply Burn to all targets within two spaces of you.
- Ignite - Full-turn; light a fire on any adjacent space, twice.
- Hurl - (Given.)
Passives:
- Poison Resistance - (Given.)
Forestweaver — Human Warrior - Health: 24 / Haste: 4 / Strength: 24 - Wielding the average bow and arrow, and their faces covered in rags. Typically found overseeing the woods to slay any nearby monsters, but sometimes are peasant mercenaries sent by opposing regions to kill any stray villagers seeking too close to the region's border, or are directly in foreign territory.
Abilities:
- Quick Shots - Part-turn; snipe multiple targets from all given directions at once, inflicts damage equal to 10-20% of your strength.
- Roll - Full-turn; rush 5 spaces across in any chosen corner direction, ducking through projectiles, dangerous gases/auras, and fire. Push any enemy in the way, inflicting 5-6 amage to them upon impact.
- Longshot - Full-turn; shoot a projectile (moves foward one space per turn) from any direction that inflicts 50-60% of your strength as damage upon impact of a target. Pierces through enemies, but destroys itself upon impact of any non-enemy obstacle.
Passives:
- Juxtaposition - Only move upon the corner direction, and never the cardinal.
- [Higher Level] Inflamed Arrows - Projectiles of ranged attacks will apply Burn.
Shaman — Goblin Mage - Health: 14-16 / Haste: 2 / Spirit: 20 - Clerics of the goblin species specialized in healing the wounds of their wicked allies, usually under the divine call of Varinea, The God of Flora. Most are old and decrepit, and hold leadership status in outpost clans, dictating where they should raid next.
Abilities:
- Rejuvenate - Full-turn; heal 1-7 HP to all allies within melee range. 20% chance for the healing amount to be doubled.
- Mend Scars - Part-turn; self heal an amount equal to 50-100% of your spirit.
- [Higher Level] Sacrifice - Full-turn; self inflict damage equal to 20% of your max HP, whatever health you lost will go to any chosen ally.
Passives:
- Poison Resistance - (Given.)
Goblin Archer — Goblin - Health: 10 / Haste: 4 / Strength: 18-20 / Armor: 1-10 - Marksmanship isn't a goblin's best traits, but they are nifty with crossbows. And goblin archers are no exception to that rule, they will often have oversight over outposts, always on patrol. Ammo might be limited, and sometimes they'll have to rely on just pebbles, but they know how to pack a punch from afar.
Abilities:
- Quick Shot - (Given.)
- Slingshot - Full-turn; bolster a projectile (moves foward one space per turn) from any cardinal direction that inflicts 30-50% of your strength as damage upon impact of a target, destroys itself upon impact.
- Heavy Shot - Consumes 2 turns, takes the first turn to charge up before pursuit; shoot a projectile (moves foward two spaces per turn) from any direction that inflicts all of your strength as damage upon impact of a target. When inflicted, knocks back enemies by 1 space, and destroys itself upon impact.
Passives:
- Juxtaposition - (Given.)
- Poison Resistance - (Given.)
- [Higher Level] Poison-Tipped Arrows - Projectiles of ranged attacks will apply Poison.
Troll — Abyssal Hominid - Health: 20-23 / Haste: 2-3 - Ever-hungry monsters that burst from the frail ground looking for a meal. They're notorious for ambushing random villagers and dragging them down into their cavernous dens, truly horrifying. Their grayish blue skin emits rocky stubs and spikes, along with darker bluish fur striking from their broken backs, and the trolls themselves are always hunched over, and especially blind. They also roar to attract mates, mainly during battle where they get all ramped up.
Abilities:
- Roar - Part-turn; 10% chance to call in 1-2 allies.
- Claws - Full-turn; inflict 12-15 damage to a target within adjacent vicinity.
- Burrow - Full-turn; dig under and across 3-6 spaces in any direction, only works if you're digging through a solid surface.
- Feast - Full-turn; inflict 10-12 damage and heal an amount equal to the damage dealt, melee attack.
Passives:
- [Higher Level] Tough Skin - Acquire 10% armor every time you're attacked.
Dropped by Goblins: Copper Coins, Ear of Corn, Wheat
Dropped by Goblin Pyromaniacs: Torch, Copper Coins
Dropped by Shamans: Moss Cloak
Dropped by Goblin Archers: Copper Coins, Silver Coins
Dropped by Humans: Teeth
Dropped by Forestweavers: Emerald Beetle Crest, Morning Tea
Dropped by Trolls: Troll Horn
Found in common vases, chests, ect: Star of Steel, Copper Coins, Herbal Brew
Found in hidden/rarer vases, chests, ect: Ancient Sunstone, Silver Coins, Moonlight Potion
Found out in the wild: Crisp Apple, Ear of Corn, Wheat
Found around/in structures, buildings, villages, ect: N/A
Copper Coins — Common ‐ ⅛ lb - Used to buy items. - A common form of currency across the realm.
Silver Coins — Common - 1 ¼ lb - Used to buy items. One heap of silver coins is equivalent to five heaps of copper coins. - A semi-common form of currency among the regions.
Wheat — Common - ⅛ lb - Inedible. Can be processed down into flour to bake bread. - Just a few straws of the most common grain throughout the Solum Region.
Moss Cloak — Rare - 5 lb - When present in your inventory; goblins shall no longer recognize you as an enemy in battle, but can be torn upon being dealt 7+ damage in one attack. - Goblins aren't as intelligent as one might believe, they're still monsters after all, and they seem to believe any human-like figure covered in moss must be one of their own. This is keenly why forestweavers tend to bathe themselves in lush or wear earthly-toned cloaks. Green-painted tunics are especially common among the druids of the Nemus Region as well.
Teeth — Common - ⅛ lb - Useless. Can be used as an ingredient for various enchanted potions. - Human teeth are comprised of the incisors, canines, premolars and molars, all of which are very intricate in each of its purposes. You can tell how rotten they are now, how yellow and crooked each tooth is—those cavities represent how inhumane the person has become. Insanity takes the form of pure and utter rot.
Troll Horn — Rare - 1 lb - Useless. Can be used as an ingredient for various enchanted potions. - Stony, calloused spikes that erupt from the rocky skin of trolls. They seem to be similar to any other bone, but outside the body instead. These irregular tusks likely act as a defense for trolls, impaling predators who dare lay a fist on their cold bodies.
Torch — Common - 2 lb - When used, toss the blazing flames at a target within three spaces of you. Inflicts 5-7 damage and applies Burn. - A device typically of the sole purpose to light up places shrouded in umbra, but can also be barbarically used to heave at those you desire to be scorched. It's said the writhing fire is meant to burn heretics at the stake because it is a 'cleansing flame' capable of purifying the blasphemy contained within, along with killing the god-despiser for his sins.
Erlos the Nomad — Can be found just about anywhere, just as long as the spot is specifically secluded from monsters, but also not populated with people. - A middle aged nomadic chef that claims to roam the entire realm in search of exotic monster parts and bizzare meals. He knows a bunch of strange facts about monster species, and what food you could cook using their organs as ingredients. He'll sell something new for each new area you discover (so his sales will be randomized), but at the end of the day he'll only sell 5 different items at a time. For now, he just sells ordinary food and beverages.
- Moonlight Potion =$= 6 heaps of Copper Coins, or 3 Crisp Apples
- Mealworm Porridge =$= 3 heaps of Copper Coins
- Rye Loaf =$= 5 heaps of Copper Coins, or 2 Ears of Corn
- Morning Tea =$= 2 heaps of Copper Coins, or 1 Crisp Apple
- Meat and Potato Stew =$= 6 heaps of Copper Coins
Main Quest/Conquest:
- Pay Your Respects I — Goal: Find the portalkeep within the Corrupted Borderlands. - Apparently your grandfather had an artifact of great importance before his death, you need to retrieve it and honor his spirit's passing to the astral realms. But to do that, you need to travel further north to where the fungal overgrowth creeps, and find the rift to the central Solum Region. His fading body awaits.
Side Quests:
- Ancient Findings — Goal: Discover the hidden artifact in the Tiled Wastelands. — You come across some artifact collector who's about to get mugged by a larger group of goblins, and, of course, you have to slay them and save her. After the battle, she announces she goes by the name Alice. She exclaims she was looking for a rare artifact said to be around these parts—apparently she was trying to dig for it but was interrupted by the goblins. To repay you, she gives you a map on the three spots left where the artifact might be. Who knows, maybe it's something of great use!
Genie Bottle — Unique - 5 lb - When present in your inventory; summon the spirit Zylus by your side, who will use his Foresight ability every time it's your turn. Foresight reveals each enemy's next movements and possible attacks. - It seems during the ancient ages, various sorts of containers would be used to trap evil spirits that fell from the astral realms. This likely was to deal with concurrent Blood Moons, but it seems the practice has been lost in time. For why? Who truly knows. But this bedazzled brass bottle seems to have apparently trapped a psychic who was once alive, that which of now you can use his spiritual sorcery to your advantage.
Alice the Collector — A prodigy of sorts, looking to recover the realm's most prized weapons, trinkets, tomes and more. At the moment, she barely has anything, but as you progress through the game, she will sell new and better items. She always will be located within the eastern parts of the Tiled Wastelands.
- Emerald Beetle Crest =$= 12 heaps of Silver Coins, or a Rye Loaf & Meat and Potato Stew
- Ancient Sunstone =$= 20 heaps of Silver Coins
Zylus the Psychic — A snarky spirit who talks too much for his own good. He always has something to say, and is awfully blunt about subject matters. Expect an occasional comment on anything once you've released him from that grueling enchanted bottle. He complains about how he's been trapped in there since the Divine Severence. It's surprising to you that he hasn't lost his sanity yet, perhaps evil spirits are too rotten to even be insane anymore. Anyways, he has enough respect to be by your side during battles since you're the one who freed him. Maybe he isn't such a selfish cunt after all.
An infestation has reigned upon certain areas of the Solum Region, but this area is particularly potent. The siege leaders of the Solis Region definitely left hundreds of fungal spores behind after the wake of their destruction. This uncontrollable corruption marks the final border between the two clashing regions.
Portalkeep south of the central borderland; leads to the Forest of the Wraiths.
Expect: Myclium, wilted grass, tallgrass, giant mushrooms, a few lakes, puddles, military crates, boulders, rocky silt, and sometimes fog.
Ogre — Wretched Beast - Health: 30 / Haste: 1-2 / Armor: 20-25 - Swamp colored gorilla-like beasts that have been domesticated and trained by the orcs. They're senseless and will kill in the name of their masters. This frenzied murder haze is what makes them so dangerous despite their stupidity and blind loyalty.
Abilities:
- Feast - (Given.)
- Pummel - Full-turn; inflict 10 damage to one target within adjacent vicinity, and apply 1-5 stacks of Wound.
- [Higher Level] Ground Quake - Full-turn; inflict 20 damage to all targets within 3 spaces of you, and knocks back the enemies by 2 spaces.
Faery — Hominid Mage - Health: 15-20 / Haste: 3 / Spirit: 10-30 - Fiendish women that originate from the deepest woods, cursed by the art of magic which corrupts their minds wholly. They are monsters known for their witchcraft, fully submitting to spiritual sorcery and using it to kill those necessary for their peculiar blood rituals.
Abilities:
- Hex - Part-turn; age a random enemy target by a bit: apply Frail.
- Fairy Dust - Full-turn; disperse an aura reaching outwards 3 spaces, enemies that make contact with the area will gain a stack of Delirium for each turn they're within it. Area of effect lingers for two of your turns.
- Arcane Bolts - Full turn; blast chunks of your soul into 3 projectiles in a row (moves foward three spaces per turn), from any cardinal direction, that inflicts 20-50% of your spirit as damage upon impact of a target. Destroys itself upon impact.
- [Higher Level] Sprout - Part-turn; accelerate the growth of a sapling: grow a tree as an obstacle upon any grass spot within 3 spaces of you. If there happens to be an enemy target upon that space, have the tree impale through and instantly kill them.
Passives:
- [Higher Level] Witchcraft - Have 70% of your spirit convert into damage that inflicts a random enemy at the beginning of battle.
Orc — Wretched Hominid - Health: 23-25 / Haste: 2-4 / Armor: 10-15 - Distant cousins of the goblin species, but terribly fatter and less stealthy. Barbaric tanks that roam nomadically across dense fields, and they usually tame ogres for their own selfish benefit. Their breath seems to wither away at metals, a strange quality of the species.
Abilities:
- Rotten Breath - Part-turn; apply Rust to a target within two spaces of you.
- Claws - (Given.)
- Carnal Bites - (Given.)
Passives:
- Poison Resistance - (Given.)
Fungal Boar — Cryptic Beast - Health: 10-17 / Haste: 5 - Wild hogs often roam the borderland, but many succumb to the fate of intoxicating death by the army of spores that linger in the area. However, their corpses seemingly reanimate themselves from the fungi
writhing inside their hollow bodies. The boar became one with its ugly environment, a fusion of the wicked elements and it's dying flesh. An angry essence is what's consistent of these rotten remnants.
Abilities:
- Rotten Breath - (Given.)
- Ram - Full-turn; sprint across the area, in any direction, in any amount of spaces as long as the endpoint is a target enemy, and upon impact of the enemy inflict 8-16 damage and apply Wound.
- Spores - Full-turn; disperse an aura reaching outwards 3 spaces, enemies that make contact with the area will gain a stack of Poison for each turn they're within it. Area of effect lingers for four of your turns.
Passives:
- Undead Affinity - Conventional healing has no effect on you, but neither will Poison or Wither, in fact, the debuffs will heal you HP equal to 10% max health for each stack applied.
Barometz — Phytoid - Health: 5-6 / (Stationary Enemy) - Flowers of pink petals with a jaundice face of wickedness to replace their pollen-packed core. They taunt and cackle as the sun rises and lowers, they laugh at the suffering of monsters and mortals alike.
Entertained by their own infestation, the jolliness of being an invasive and inescapable annoyance. They aren't any typical plant though, most of their energy is gained through consumimg the flesh of unsuspecting rabbits, boars, and even humans.
Abilities:
- Pollen Shots - Full-turn; spit a projectile twice (moves foward two spaces every two turns), each from any corner direction, that inflicts 2 damage upon impact of a target. Ricochet only once, and destroys itself upon impact (if it cannot ricochet).
- Carnal Bites - (Given.)
- Proliferation - Part-turn; grow 2 embryonic buds in spaces adjacent to you, these buds will grow into Barometz within the next time it's your turn.
Passives:
- Germination - Upon death, any embryonic buds belonging to you will instantly grow into Barometz, and a 50% chance for a new Barometz to appear from the spot of your remains (unless an entity is on top of the space).
- [Higher Level] Forsaken Overgrowth - Each time you sprout a Barometz into battle, there's a 30% chance for an embryonic bud to grow alongside it.
Phlegm — Aquatic Spirit - Health: 14-19 / Haste: 1 - Twin spirits that emerged from the lakes as a mass of greenish mucus, the mucky water turnt into a thickened slime by the instrinsic essence of the dancing souls. These shrieking, moaning two-headed monsters lack feet, and their bodies are fused half way too. This makes them awfully slow, and it makes you wonder if they even pose a threat, if anything it just seems like they're in constant pain. Such a malformed configuration for a body.
Abilities:
- Sludge - Part-turn; slather one enemy target within 2 spaces of you in slime: apply Sluggish. 50% chance for Sluggish to be applied twice.
- Regeneration - Full-turn; heal 5-10 HP, 50% chance for it to heal twice.
- Polymorph - Consumes 2 turns, takes the first turn to shapeshift before pursuit; transform into the nearest ally, and mimic one of their attacks (any that don't require strength or spirit). If there was no available attacks, then preform a 10 damage single
-target melee attack. Instantly revert back after the attack.
Passives:
- Imminent Fission - Right before death, divide into two and have those parts form into new Phlegms. 20% chance of occurring.
Goblin — (Given.)
Goblin Archer — (Given.)
Dropped by Ogres: Copper Coins, Meat and Potato Stew
Dropped by Orcs: Tarnished Flesh
Dropped by Fungal Boars: Mycelial Growth, Yellow Tusk
Dropped by Barometz: Pollen
Dropped by Faeries: Jar of Essence, Faery Hair
Dropped by Phlegms: Gel
Found in common vases, chests, ect: Star of Steel, Ear of Corn, Crisp Apple, Herbal Brew
Found in hidden/rarer vases, chests, ect: Silver Coins, Moonlight Potion
Found out in the wild: Mycelial Growth, Pollen
Found around/in structures, buildings, villages, ect: Copper Coins, Wheat, Torch
Tarnished Flesh — Common - 1½ lb - Inedible. Can be cooked into a tender steak. - The horrid meat several monsters seem to be composed of. Their darkness is built into them, even within the tendons that cover their bones, infused with their flesh wholly. It appears awfully disgusting at first glance.
Yellow Tusk — Rare - 2 lb - Useless. Can be used as an ingredient for various enchanted potions. - Absolutely reeks, eugh.
Pollen — Common - ⅛ - Inedible. Can be lended to bees to produce honey. - Smells beautiful, but you can faintly hear the laughter of those accursed barometz radiating from the golden fluff.
Jar of Essence — Rare - 2 lb - When drank, cure Wither and Frail. Applies Delirium. - A strange alcoholic drink among monsters—it being composed of fairy dust condensed and then mixed with a few other brews. Quite mystical, but apparently most monsters are averted by its tanginess. How peculiar, it tastes like liquid cocaine!
Faery Hair — Common - ⅛ - Useless. Can be used as an ingredient for various enchanted potions. - It either smells like fresh pond water, or has the aroma of visceral nature—it's very silky though. This hair is what makes faeries known for their feminine beauty, fooling lustful forestweavers until they've realized she's just as brutal as any other monster.
Gel — Common - ½ lb - When used, slather your scars in this slime, ultimately allowing you to heal 20-50% of the HP lost from the last attack you endured. 40% chance to cure Wound. - Phlegm slime is known for it's regenerative properties, especially since it can morph and shapeshift to a degree. It's commonly used by folk who live near the waters, and definitely used by all Thalassans. It's said the gel absorbs into the wounded area and slowly becomes one with the flesh around it, ultimately healing the injury as if it were never there to begin with.
Portalkeepers — General npcs found within portalkeeps—small towers that act as strongholds for rifts throughout the realm—there's always a few of these commonfolk in there. They provide general services for adventurers, nomads and simple travelers alike—of course, with a price attached to it. These services include complementary supplies, but also a storage system where you can safely bank items in a sack. These are items you want to save, but not necessarily keep at the moment—holds up to 60 pounds of items. Expect to find a few items people left behind, the portalkeepers might even gift you one. The guardsman outside the portalkeep typically ask for whatever coins you might have left since they actually have the key to the portalkeep, but due to recent political tension, you might have to slay these meek knights to get in. The Solis Faction takes control over more and more portalkeeps each passing day.
- Portal Fee =$= Dependent on the area, but ranges from 10-30 heaps of Copper Coins
- Storage Fee =$= 8 heaps of Copper Coins
- Random Rare Artifact =$= 15 heaps of Copper Coins
(Artifacts include ancient sunstones, crests, and gemstone talismans.)
Erlos (NEW SALES) — Is he delving into butchery now? Who knows.
- Tarnished Flesh =$= 4 heaps of Copper Coins
- Jar of Essence =$= 9 heaps of Copper Coins, or 4 pieces of Gel
Main Quest/Conquest:
- Pay Your Respects II — Goal: Defeat the mysterious lake monster and acquire the Ornate Key. - Once you've reached the portalkeep in the Corrupted Borderlands, you find yourself across from a sleeping guardsman. Upon his surprise by your presence, you inquiry, only to find out the foolish guard lost a key before his nap. He claims a monster rose from the central lake of the borderland and ate the key to the portalkeep. He barely managed to escape, tired, he took an ignorant rest. You need this rift to get to the Forest of the Wraiths, and eventually find your grandfather's decreased body. So of course you'll slay this monster. The guardsman goes by Eric, and promises to charge you nothing for the portal fee if you manage to obtain the key back.
Cetus (Boss) — Aquatic Dragon - Health: 65 / Haste: 2-3 - Ceti are known to lurk in large lakes, but typically they lay dormant, only to awaken when hungry every few years or so. They have enormous lifespans, some said to reside within still waters since the Divine Severence. They have no motive for attacking unless provoked. Beware of their hidden magical nature.
Abilities:
- Aqua Ray - Consumes 2 turns, takes the first to charge up before pursuit; regurgitate an instant (laser format) projectile, in any direction, that deals 9-15 damage upon impact of a target. Pierces through all entities.
- Laceration - Full-turn; inflict 24-30 damage to a target within adjacent vicinity.
- Tail Whip - Full-Turn; inflict 12 damage to all targets within 2 spaces of you, destroys projectiles in the radius too.
- Water Slash - Part-turn; inflict 3-5 damage to a target, must be on a water spot in order to perform. Melee attack.
- Feast - (Given.)
Passives:
- Legendary Foe - Acquire 2 extra turns.
- Marine Affinity - You cannot survive outside water spots for more than 5 turns, any more and you'll gain the Suffocation debuff (exponentially inflicts damage, starting at 1 damage but increasing by 1 every turn until further notice; penetrates armor).
Suffocation will last forever until you've walked upon a space containing water once again. But you can never drown in deeper water spots unlike other non-object entities.
- Tough Skin - (Given.)
Dropped by the Cetus: Ornate Key, Dragon Scales
Ornate Key — Unique - 1 lb - When present in your inventory; open the enchanted doors to a portalkeep that doesn't require a fee. - This enchanted key, dense from magic, is the only thing that can actually breach the surfaces of an enchanted barrier, and this is due to a mystical connection. The gates to a portalkeep are greatly enchanted by a grand sorcerer, but the doors aren't invincible, simply spellbound to a respective object—that object being this gleaming key. It's somewhat like how your spells might use rule modifiers, except it's done in divine sorcery, not elemental sorcery. A specific rule set between two or more objects is called upon by the gods through a cleric, the technique being known as Spellbinding.
Dragon Scales — Rare - ½ lb - Useless. Can be used as an ingredient for various enchanted potions. - The scales of a draconic monster were always known to be composed of the mineral Adamantine. The strongest material there might be, but often weaker in a biological form, diluted by other elements that make up a dragon's scales. But it's so expensive and so rare that nobles would even die for it. They'd venture quests alongside their men to slay dragons, most journeys ending in death, all for a robe made of these very scales. Raw adamantine is even rarer, and is directly carved and polished into coins—it being the highest form of currency, worth more than even coins forged from pure gold.
Eric the Gaurdsman — He claims to be one of the Solis Faction's knights, sent to take over the nearest portalkeep of the Solum Region during the siege. Of course, you now despise him because of this fact—he even makes a comment about the wrinkle on your face after he explains his duty. Later on, after you do avenge your grandfather, this fool becomes Eric the Knight Errant, and decides he's motivated more by glorious sex and luxurious treasures, as he decides to join by your side on your journey expecting those very fantasies to become reality.
Forest of the Wraiths:
Home to those punished by their vanity, once a place of their riches, now ruined, only leaving the cold forest of towering autumn-colored trees that was there since. This royal highland provides a trail to the ruined castle that recently lost its king.
Expect: Leaf-covered rubble, damp dirt, many trees, a stone brick path, and an aggressive breeze.
Torrential Gale — Common - Projectiles will often move in the direction of the wind, altering its movement from 1-2 spaces every other turn. This direction will either be southern, northern, eastern or western when this event occurs. It also puts out fires within 5 turns. - Legends claim these strong winds were once the shrieks and cries of the gods as they battled in despair during the Divine Severence. Now, it is only a distant echo of the ancient ages, still raging upon the royal territory of the Solum Region.
Specter — Spirit - Health: 10-12 / Haste: 2-6 - Evil wisps of barren forests, but also of hopeless villages and towns, ruined by unstoppable siege, where nothing but death lurks. Cast away from the heavens, or perhaps left the astral realms on their own foolish whims, now residing among suffering mortals, only here to induce more pain. They cannot get over the eternal loss that is death, and so they possess, corrupt and haunt this world.
Abilities:
- Bedevil - Part-turn; torment any target from afar: inflict 2-3 damage.
- Ethereal Quake - Full-turn; knock back all targets within 4 spaces of you by 5-6 spaces, if the target(s) manage to hit an obstacle, then they succumb to 5 damage.
- [Higher Level] Haunt - Full-turn; apply Insanity to an enemy within adjacent vicinity.
Passives:
- Incorporeal - Immune to all attacks involving physical counterparts, and all debuffs with physical alterations. (Can only be damaged by attacks involving aether, and pure mana in a weaponized form. Wither, Disspell, Delirium, Blindess, Hypnosis, Soul Linked and Insanity are the only debuffs that take effect.) You can also phase through obstacles (unless they're actually damaging).
- [Higher Level] Hidden Presence - Become invisible to enemies unless within 2 spaces of one.
Wraith — Angel Hominid - Health: 18-22 / Haste: 1-3 - You might be surprised to know that these classify as angels—really, anything that's blessed by the gods to change form is considered an angel, for better or worse. These wretched hags once used to be greedy preists who begged for immortality from the Erdegene, The God of the Ground. Eventually, their constant praying got somewhere, and Erdegene finally granted her selfish followers eternal life—knowing that they are already lucky enough to be showered in wealth their entire lives. But there was a catch, these men might've aged infinitely, but their bodies nor minds could keep up anymore—they were not granted eternal youth. Desperate to perish, but too insane to even comprehend the thought of suicide, and so now they scour the woods as ugly, rabid fools that wield some divine sorcery. Naked and scared. Punished for their absolute vain.
Abilities:
- Shriek - Part-turn; 50% chance to call in another ally of your kind.
- Claws - (Given.)
- Regeneration - (Given.)
- Rotten Breath - (Given.)
- Hurl - (Given.)
Passives:
Angelic Affinity - Cure a debuff once every time it's your turn. Also, be granted one extra turn.
Wolf — Beast - Health: 16-22 / Haste: 4-5 - A common animal of the wilderness, though the ones attacking you seem to be especially provoked—are they rabid? Or perhaps you stepped into their territory, and now they're defensive? Either way, they're seeking you as conveniently placed prey. Tis not a knight's bestiary, but a mage's monster encyclopedia, so there isn't much to write upon about this particular creature.
Abilities:
- Rabid Bites - Full-turn; inflict 6-8 damage, every time you use this attack the damage increases by 1.
- Snarl & Growl - Part-turn; brace yourself to attack: your next attack will inflict 50% more damage.
Passives:
- Animal Instinct - Once at 25% max health (or lower), gain the Timid debuff (every 3 turns have a 40% chance to flee battle). Timid will last forever until you've fled battle or have been killed.
Miradan — Cryptic Hominid - Health: 14-20 / Haste: 2 ‐ By the Druids, they're known as zombies. By the Halflings, they go by ghouls. Beldams know them as mummies. And by Thalassans, they're called the living skeletons. In general, they are are referred to as "miradan." These monsters bare many names throughout folklore, but if one thing is absolute: they are the husks of humanity. Resurrection errors. Mishaps of the dead staying conscious. They adapt quickly like mortals too, taking on many classes, wielding many weapons, and manipulating several types of sorcery. Do not be misguided by their half-rotten brains, they are still controlled by an intelligent source of mana. A powerful possession of what was once alive.
Abilities:
- Putrid Outcomings - Full-turn; regurgitate a projectile (moves foward one space every three turns), from any direction, that inflicts 2-4 stacks of Poison. Every time it moves foward it leaves a sticky puddle on the spaces behind its path, making contact with the puddle will apply Sluggish. Destroys itself and leaves a large splatter of puddles upon impact.
- Thievery - (Given.)
- Dreadful Carnage - Full-turn; inflict damage equal to 10% of the target's max health, melee attack.
Passives:
- Undead Affinity - (Given.)
- [Higher Level] Reconstitution - Upon death, there is a 60% chance to faintly reassemble your body from the ground up, ultimately reviving with 20-40% of your max health as HP. This chance decreases by 10% for each revival that has occurred previously so far.
Fenrir — Nocturnal Hominid Beast - Health: 18-25 / Haste: 4 / Armor: 20 - They can most likely be compared to the werewolves of recent legend, but these are no transformative lycanthropes; instead they are giant wolf men that clearly have taken a liking to the protective attire human knights wore. The siege left many items behind for monsters to loot. How sly and clever they must be. I'm sure every Halfling has heard the fairytale of how the fenrir were once men, but alas cursed to be furry monsters out of grave spite from Azerak, The Moon God. These are quite dire enemies that pose a threat to even the guards that might've defended the king himself. Only a fairytale to overcome.
Abilities:
- Howl - Part-turn; 50% to attract two Wolves into battle, the remaining 50% fir a chance to call in a Fenrir. Cannot exhaust multiple times at once.
- Bruising Scratches - Full-turn; inflict 13-14 damage to a target within adjacent vicinity, and apply stacks of Wound equal to the amount of hits dealt by the attack this time around.
- Snarl & Growl - (Given.)
- Feast - (Given.)
Passives:
- Bloodbath - Spilt blood makes you feral; inflict 50% more damage to enemies at/below half their health, and all of your physical attacks can apply Wound to this damaged enemy. (Attacks that already apply Wound simply apply an extra stack instead.)
- Hoard Advanatge - For every one of your kind in battle, increase your attacks' damage by 5% for the rest of battle, even after that ally has died.
Westhorn Wyvern — Dragon - Health: 24-26 / Haste: 3-5 - Basic land dragons of rotten yellow and earthy brown tones. Wyvern are just the children of a much larger mother dragon; they're just another name for young draconic brood. Known for their aggressively pertruding horn always pointing towards the western lands. These ones don't fly often, typically just roaming the dirty ground by foot. These scaled fiends run across the ends of the forest making quick meals out of anything containing flesh—including yourself.
Abilities:
- Roar - (Given.)
- Pummel - (Given.)
- Bruising Scratches - (Given.)
- Rabid Bites - (Given.)
- [Higher Level] Devour - Full-turn; consume the enemy target entirely, melee attack. Only can be preformed upon enemies with health equivalent (or less than) to that of your current health.
Passives:
- Flight - (Given.)
- Tough Skin - (Given.)
Troll — (Given.)
Dropped by Specter: N/A
Dropped by Wraith: Teeth, Amber Tree Crest, Silver Coins
Dropped by Wolf: Dark Hide
Dropped by Miradan: Copper Coins
Dropped by Fenrir: Dark Hide, Heart of a Beast
Dropped by Westhorn Wyvern: Dragon Scales, Tarnished Flesh
Found in common vases, chests, ect: Copper Coins, Emerald Beetle Crest, Herbal Brew
Found in hidden/rarer vases, chests, ect: Amber Tree Crest, Valiant Shield, Ancient Sunstone, Moonlight Potion, Star of Steel
Found out in the wild: Red Radishes, Old Branch
Found around/in structures, buildings, villages, ect: N/A
Dark Hide — Rare - 7 lb - When present in your inventory; become warm enough to not acquire Frostbite in colder, snowy areas (from the environment, not enemies), but can be torn upon being dealt 14+ damage in one attack. - Could've been used to blend in with canine enemies, but it seems they recognize through scent rather than sight; however, their fur is extremely great a nullifying the bitter coldness.
Heart of a Beast — Rare - ½ lb - Useless. Can be squeezed into tender blood and then boiled for a hearty soup of sorts. - It emits an autumn glow radiating from the boiling blood within. Full of such beastly valor, it refuses to bleed, even when taken from a carnal monster, leaving that beast hollow. You can faintly feel the heartbeat of this lustrous organ.
Valiant Shield — Common - 1½ lb - When present in your inventory; temporarily acquire +10 armor for the next 5 battles, cannot be discarded through breakage. - Slightly larger than a buckler, and shaped like a lozenge. It's wooden but reinforced by a steel frame and center point—it's not the worst. It's obvious that the king's amateur guards left these behind upon their fall during the invasion conducted by the Solum Faction. Royal guards bear much larger shields than this, though this will just do for a fine mage such as yourself.
Red Radishes — Common - ⅛ - When eaten, heal 2 HP for each hit inflicted from the last 2 attacks you've endured. - A root vegetable known to sprout around royal grounds, not of the best taste, but is still decent food. You seem to have gathered a bundle of them.
Old Branch — Common - 2 lb - When used, repeatedly beat an enemy adjacent to you with this crooked staff, inflicting damage equal to 70-100% of your strength. The brittle but large stick will break afterwards. - Nothing special. Typically found near fallen trees, or large rotting trees.
Rogue Adventurers — Sometimes you might come across a small party of travelers around a campfire chatting among themselves. They seem to be quite friendly humans, inviting you to join them. Of course, you have your own quests to go about, but you can stay for awhile: apparently they'll take items you've bought in exchange for around half it's original price (and a few other foods you can sell to them), and even allow you to cook your own food across their warming campfire—for a non-hefty price.
- Cooking Fee =$= 2 heaps of Copper Coins (for each food you make)
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- Tarnished Flesh => Tarnished Steak
- Heart of a Beast & Red Radishes (or an Ear of Corn, or a Lumpy Carrot) => Blood Broth
––––––––––
(SELLING ITEMS)
- Half the original price (in coins) =$= Any item that can be bought
- 3-6 heaps of Copper Coins =$= Common food item
- 6-12 heaps of Copper Coins =$= Rare food item
Tarnished Steak — Rare - ½ lb - When eaten, heal HP equal to 40% of your current health. Takes longer to consume. - "It's likely not a wise idea to be consuming this," you think to yourself. Somehow, it tastes so cursed yet so delicious, perhaps it's your cravings—unless Erlos' rhetoric about 'exotic' foods actually managed to fool you.
Blood Broth — Rare - 1½ lb - When eaten, replenish all HP lost during the entire battle. Applies Fullness. - It's said this is a common meal prepared by the barbaric orcs of the Nemus Region, and often the victors of grueling battles would be the one to drink the blood of the great beast he has brutally slain. The soup has changed form over the years as Sagians started to adopt the tradition and transform it into now what is known as Blood Broth. Some say it's always been a practice of the Sagians, and a way for their clerics to honor Varinea by consuming the ichor of a creature thought to be more powerful than themselves. Respecting the monster they've killed by having it become one with their body—to acknowledge the foe's worthiness, and to preform that they want its formidable traits by then consuming that worthiness. Something so modest that even Varinea would have to display graceful appreciation for the valor of the blessed Sagian.
Erlos (NEW SALES) — "Did you know one of my cousins died from eating this tarnished meat stuff before because it had icky parasites?! Eh, whatever, I'm sure you'll be fine..."
- Tarnished Steak =$= 8 heaps of Copper Coins
- Heart of a Beast =$= 8 heaps of Copper Coins, or 6 bundles of Red Radishes
Alice (NEW SALES) — She's glad to see you again!
- Amber Tree Crest =$= 12 heaps of Copper Coins
- Rottenbane Talisman =$= 5 heaps of Copper Coins
Rottenbane Talisman — Common - ⅓ lb - Call to the gods just this once with this enchanted totem; 50% chance to cure Rust, and a 20% chance to cure Wither. Discards itself afterwards. - One of the many talismans crafted by the Old Druids, a symbol of the gods that even those who aren't clerics can use when in dire need of a blessing. A universal beacon of hope. Even the most blasphemous of heretics could use a talisman and possibly be answered by the divine ones. This talisman happens to be made of autumn leaves to symbolize the aging of trees, but how they always begin anew in the end. Similar to the rot one might endure and hope to nullify with this wooden trinket.
The futility in revenge,
the utter pointlessness
in killing the unkillable,
in vanquishing fate itself.
We are nothing,
we are only insignificant;
nothing more or less,
nothing to suffer for.
Inhumanity is divinity.
Or perhaps,
the other way around.
Fun fact: Humanoid monsters tend to wield magic like humans do, though much more weaker and fitting to their own traditions. While animalistic monsters in the other hand, have innate magic in the way they've been created; they possess magic through naturalistic instincts, not by practice of spellcasting. Which often makes it harder to study the magic of some monsters, since some don't fit into the categories of elemental sorcery, invocation sorcery, divine sorcery or spiritual sorcery at all—they simply follow the patterns in the bizarre nature of their mana-induced biology. To make it clear, magic doesn't not require biological organs, nor chemistry and physics-related matters. That's Mystical Calamity. For Wizard's Journey, it's more spiritual, as spellcasting requires a strengthened soul that absorbs mana, and in a way, it requires intelligence too. Human-like intelligence. Something an animalistic monster could never possess. So then, what enacts their magic? You'll learn soon enough.
Anyways, enemy classifications:
- Aquatic
- Beast
- Arthropod
- Hominid
- Warrior
- Mage
- Cryptic
- Angel
- Reptilian
- Dragon
- Wretched
- Avian
- Highborne
- Nocturnal
- Spirit
- Phytoid
- Ancient
- Volcanic
- Artic
- Abyssal
PS: Enemies you've encountered before level up in stats as you get further in the game.