Game Guide
Stats
Stats can be grouped into vital stats, primary stats and secondary stats.
- Vital stats are the most important to watch and may fluctuate frequently.
- Primary stats shape your overall development.
- Secondary stats affect your potency in battle.
Vital Stats
You gain XP from defeating enemies. You gain more XP when the enemies you defeat are closer to your level or above it.
Each time you level up, your HP and EP are fully restored and their maximums increase by 20.
Stat | Effect |
---|---|
XP | Allows you to level up when you accumulate enough of it. |
HP | Keeps you alive. |
EP | Allows you to use skills. |
How much XP do I need to level up?
Level | XP Required |
---|---|
1 | 0 |
2 | 100 |
3 | 340 |
4 | 800 |
5 | 1,600 |
6 | 2,900 |
7 | 4,900 |
8 | 7,840 |
9 | 12,000 |
10 | 17,700 |
11 | 25,300 |
12 | 35,200 |
13 | 47,840 |
14 | 63,700 |
15 | 83,300 |
16 | 107,200 |
17 | 136,000 |
18 | 170,340 |
19 | 210,900 |
20 | 258,400 |
21 | 313,600 |
22 | 377,300 |
23 | 450,340 |
24 | 533,600 |
25 | 628,000 |
26 | 734,500 |
27 | 854,100 |
28 | 987,840 |
29 | 1,136,800 |
30 | 1,302,100 |
31 | 1,484,900 |
32 | 1,686,400 |
33 | 1,907,840 |
34 | 2,150,500 |
35 | 2,415,700 |
36 | 2,704,800 |
37 | 3,019,200 |
38 | 3,360,340 |
39 | 3,729,700 |
40 | 4,128,800 |
41 | 4,559,200 |
42 | 5,022,500 |
43 | 5,520,340 |
44 | 6,054,400 |
45 | 6,626,400 |
46 | 7,238,100 |
47 | 7,891,300 |
48 | 8,587,840 |
49 | 9,329,600 |
50 | 10,118,500 |
β¦ | β¦ |
100 | 163,812,000 |
Primary Stats
Each time you level up, you gain 5 stat points to distribute among strength, dexterity and wisdom.
Each of the three primary stats increases your damage dealt with one or more weapon types, and increases one or more secondary stats.
A stat needs to be high enough in order to wield a particular piece of equipment.
Stat | Weapons Empowered | Secondary Bonuses | Additional Benefits |
---|---|---|---|
Strength | Mace, sword, axe, spear | Critical damage | Can equip a wider variety of armour and shields. |
Dexterity | Bow | Accuracy, critical chance, block chance | Gain access to more nymph-nodes. |
Wisdom | Wand | Elemental reduction | Restore more EP when you defend. |
Secondary Stats
These stats are derived from your primary stats and the equipment you wield (and passive items you hold).
Stat | Effect |
---|---|
Accuracy | Determines chance to hit.What's the formula?Accuracy = |
Base Damage | Determines how much damage will be done with a regular attack.What's the formula?Base damage = |
Average Damage | Determines how much damage will be done with a regular attack, accounting for accuracy, critical chance and critical damage. |
Critical Chance | Determines chance to land a critical hit.What's the formula?Critical chance = |
Critical Damage | Determines critical hit damage compared to a regular attack.What's the formula?Critical damage = |
Defence | Decreases damage taken by a flat value. Calculated before reductions.Flat value?Every point of defence will reduce damage taken by one point. |
Reduction | Decreases damage taken by a percentage. Calculated after defence.What's the formula?Reduction = |
Block Chance | Determines chance to nullify an enemy attack against you.What's the formula?Block chance = |
Items
Items serve a variety of purposes from boosting stats to providing access to new locations. Items can be grouped into equipment and miscellaneous items.
You may carry up to 9 items, unless you have the Chasmic Rucksack, which allows you to carry up to 16.
Equipment
In general, you can wield 1 weapon, 1 piece of armour and 1 shield at a time. However, if you wield a bow, you may not wield a shield under most circumstances.
You must meet the stat requirement of a piece of equipment in order to wield it.
Power
In general, equipment stats directly affect your secondary stats.
There is a special case for power. It is a stat found only on weapons and it affects your damage.
What's the damage formula?
- Base damage =
power
Γprimary stat
/ 10
Wands
Regular attacks with wands are peculiar for three reasons:
- An enemyβs physical reduction is not applied.
- Only Β½ of an enemyβs defence is applied.
- The average of an enemyβs 3 elemental reductions is applied.
- If an enemy is immune to an element, that component is treated as 100% reduction in this average.
Modified Equipment
Sometimes an enemy will drop a piece of equipment with a modifier (prefix). This is a regular piece of equipment with an additional enhancement.
What are the different modifiers?
Modifier Name | Stat Enhanced | Enhancement Amount |
---|---|---|
Exotic | Sell price | +100% to +300% |
Big | Power | +2 to +4 |
Keen | Critical chance | +1% to +2% |
Stony | Earth reduction | +2% to +4% |
Icy | Water reduction | +2% to +4% |
Fiery | Fire reduction | +2% to +4% |
Sturdy | Defence | +2 to +4 |
Heavy | Block chance | +1% to +2% |
Giant | Power | +4 to +8 |
Deadly | Critical chance | +2% to +4% |
Gaian | Earth reduction | +4% to +8% |
Glacial | Water reduction | +4% to +8% |
Molten | Fire reduction | +4% to +8% |
Robust | Defence | +4 to +8 |
Massive | Block chance | +2% to +4% |
Miscellaneous Items
Miscellaneous items cannot be equipped (except for the Scintillous Ring), but they are useful in other ways.
- Quest items help you make progress by aiding you in getting past obstacles.
- Consumable items help you in battle. Some are consumed and activated with a regular attack.
- Materials like gems and ore can be combined to craft equipment when given to the right NPC.
There are a few other miscellaneous items that you will find throughout the game that serve various purposes.
Passive Bonuses
Some miscellaneous items present passive bonuses that benefit you as long as that item is in your inventory. They do not need to be equipped.
Skills
Most skills require a certain weapon type to be equipped in order to use them in battle. Skills consume EP when used.
There are three special skills that may be used outside of battle in very specific scenarios.
You may keep up to 4 skills. To get another skill after four, you must relinquish one that you already have.
Elemental Skills
Elemental skills are skills which deal elemental damage.
They have the following properties when used:
- Defence applied is reduced by Β½.
- Elemental reductions are applied.
- There is a chance to inflict an elemental ailment.
Stat-Altering Skills
Some skills alter user stats and/or opponent stats.
Stats will return to their original values after
- Battle, or
- Changing equipment in battle.
Elements
Reductions
Reductions can be grouped into physical reduction and elemental reductions.
Physical Reduction
Physical reduction applies to all non-elemental attacks except regular attacks with wands.
Non-elemental attacks are attacks that are performed without an elementally-imbued weapon, using
- A regular attack, or
- A non-elemental skill.
Elemental Reductions
There are 3 different elemental reductions: earth, water and fire.
Elemental reductions apply to all elemental attacks as well as regular attacks with wands.
Elemental attacks are attacks that are performed using
- An elemental skill, or
- An elementally-imbued weapon.
The specific elemental reduction that is applied depends on the element of the attack.
Attack Element | Reduction Element |
---|---|
Earth | Earth |
Water | Water |
Fire | Fire |
Lightning | Earth |
Poison | Earth |
Ice | Water |
Frostfire | Β½ Water, Β½ Fire |
Unlike other secondary bonuses, elemental reductions do not increase linearly with their corresponding primary stat.
Wisdomβelemental reduction table
Wisdom | Elemental Reduction |
---|---|
10 | +0% |
11 | +3% |
12 | +4% |
13 | +5% |
14 | +6% |
15 | +6% |
16 | +7% |
17 | +7% |
18 | +8% |
19 | +9% |
20 | +9% |
21 | +9% |
22 | +10% |
23 | +10% |
24 | +11% |
25 | +11% |
26 | +12% |
β¦ | β¦ |
51 | +19% |
β¦ | β¦ |
104 | +29% |
Elemental Ailments
Elemental skills have a chance to inflict an ailment upon the target. Ailments are removed after battle.
Elementally-imbued weapons generally do not inflict ailments. However, lightning weapons are special: while wielding one, non-elemental attacks have a chance of inflicting paralysis.
Skill Element | Ailment | Effect |
---|---|---|
Earth | 30% chance to be grounded | Lose one turn. |
Lightning | 20% chance to be paralyzed | Lose turns until recovery. 50% chance of recovery each turn. |
Poison | 100% chance to be poisoned | Take damage equal to approximately 2% of your max HP each turn.Special case for rare enemiesPoisoned rare enemies have a 20% chance to be cured each turn and cannot take poison damage if their HP is below 10% of their max HP. |
Water | 50% chance to drown when you lose 50% max HP from the attack | Die immediately. |
Ice | 15% chance to freeze | Lose turns until recovery. 25% chance of recovery each turn. |
Fire | 25% chance to ignite | Take damage equal to approximately 25% of damage dealt by the last igniting attack each turn until recovery. 25% chance of recovery each turn.Ignition, Transmission, Backfire, AfterburnIf you ignite the enemy while you are on fire, your attack is considered the last igniting attack and you will take 25% of its damage instead of the attack that ignited you. The inverse also applies. |
Petrification | 100% chance to be petrified | Lose turns until recovery. 25% chance of recovery each turn. |
Additional Notes
- If you ignite while frozen, you will no longer be frozen, and vice versa.
- If you are petrified while paralyzed and/or frozen, you will no longer be paralyzed and/or frozen.
Battle
Battles may occur randomly while travelling, or as a result of events that happen.
In battle, combatants take turns using moves.
Turn Order
In general, you or the enemy are randomly selected to take the first turn. However, if you are wielding a bow, you will always go first.
Turn order is maintained throughout the battle.
Moves
There are 3 basic combat moves always available to you.
- Attacking strikes the enemy with your equipped weapon. Also referred to as a regular attack.
- Defending increases your chance to block the next attack by a flat 25% and restores EP. If the next attack is successfully blocked, you get an adrenaline rush and an EP boost.
How much EP?
- EP restored = 5 + β
wisdom
3 - EP boost = 1 + 9 Γ β
blocked damage
- EP restored = 5 + β
- Running away attempts to flee from battle. If your level is not higher than the enemyβs, there is a chance that the enemy will catch up.
What's the chance to flee?
- Chance to flee = 100% / (2 +
enemy level
-your level
)
Level Difference Chance to Flee 0 50% 1 33% 2 25% 3 20% 4 16% 5 14% β¦ β¦ 10 8% - Chance to flee = 100% / (2 +
There are 2 special moves available in battle. These actions can also be performed outside of battle.
- Changing equipment allows you to use a turn to equip a different item from your inventory.
- Drinking a potion restores HP. It requires you to have at least one vial of life fluid.
How much HP?
- HP restored = 50 + 10 Γ β
your level
- 10
- HP restored = 50 + 10 Γ β
In addition to the five moves mentioned, you may use any of your skills for which you meet the requirements.
Enemy Peculiarities
- Certain enemies cannot be fled from. If you attempt to flee from an unfleeable enemy, you will see text βThereβs nowhere to run.β
- Enemies that are βlivingβ can be poisoned. These are enemies that bear blood and drop potions. Bloodless enemies are immune to poison.
- An enemy with a border that is not brown is considered βrare.β Poison has a weaker effect on rare enemies.
Allies
You will encounter fighters who want to accompany you on your quest.
Allies will join you in battle, taking their turn immediately after you. They have a set of skills and equipment that remains with them throughout your journey.
An enemy may attack an ally. If an ally loses all their HP, they will be unable to fight until they rest at their house or an inn.
Allies gain the same amount of XP as you after each battle. When they level up, they will gain 20 max HP and allocate 5 stat points to one of their primary stats.
Ally | Chosen Primary Stat |
---|---|
Dragan | Dexterity |
Qendresa | Strength |
Barrie | Wisdom |