Enter out post-intro "un-training level," where the player is introduced to the game's immersive sim elements & the basics of magic, stealth, & combat. Escape a series of rooms, each with multiple, logical solutions.
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Jump into a mission several hours into the game, armed with weapons, equipment, skills, & magic that you may have acrued by this point. Explore your options & gain reward from the followers of Ishtass, who trade in survival knowledge. Focus less on completing the objective, than HOW you do it.
The following skills are available in the prototype:
Fighter
Skill Name
Description
Cost
Haste
You swing weapons faster.
5
Mace and Axe Master
Unlocks the basic Power Attack with axes and maces.
3
Strikes of the Rising Serpents
Unlocks Combo Strikes with axes and maces.
3
Brutal Strikes (Mace and Axe)
Unlocks left and right maneuvering Power Attacks with axes and maces.
5
Sword Master
Unlocks the basic Power Attack with swords.
3
Strikes of the Rising Serpents (Sword)
Unlocks Combo Strikes with swords.
3
Brutal Strikes (Sword)
Unlocks left and right maneuvering Power Attacks with swords.
5
Parry
You can block incoming attacks.
3
Unarmed Mastery
Unlocks the Left and Right Power Attacks for unarmed.
3
Unarmed Mastery 2
Unlocks the forward and back power attacks for unarmed.
3
Unarmed Mastery 3
Unlocks the special attacks. Hold Block then Attack to execute.
3
Slide of the Serpent
Slide Attack, has a chance of knockdown. Crouch while running down a hill.
3
Resilience
You regain health whenever you eat food (on top of any other effects the food may normally have).
3
Second Wind
When you have been at low health (less than n%) for some period of time (m seconds), you begin to quickly recover health over time. (The timer to start this effect resets when you are damaged).
3
Vitality
Your maximum health increases.
3
Fast Recovery
A percentage of all damage you take goes into a pool of health that quickly recovers over time.
3
Vitality 2
Your maximum health further increases.
3
The Iron Shirt
When damage would kill you, there is a small chance that you will not die and will gain health.
5
Sprint
Running speed is markedly higher (with corresponding increase in jumping distance).
3
Pitch of the Pedro
You can throw small objects with great speed and force.
3
Lift
You can lift and carry objects in the world of greater weight than normal, and throw with greater force.
3
Avatar Smash!
Like Lift/Heave, but you can exert even more unreasonable force.
5
Jump
Allows heroic jumping height. Without this skill, the character's jump height is that a real-world athlete.
3
Feather Fall
Fall damage is halfed.
3
Wall Run
You can move laterally along the surface of walls. The fighter can jump from nearby surfaces even if that surface is not currently supporting him/her.
3
Float Like a Butterfly
You are only effected by half of gravity while descending in air an dholding the jump button.
5
Leaf on the Wind
Double jump.
5
Wall Jump
The fighter can jump from nearby surfaces even if that surface is not currently supporting him.
3
Magic
Skill Name
Description
Cost
Mage Sight
Allows the wizard to see magical energy (mana) in the world that is not visible to ordinary people. He can gather this mana merely by touching it.
5
Mana
This skill increases the wizard's maximum pool of available mana.
3
Mana 2
More than one level of mana skill is available, increasing the size of the player's mana pool successively.
3
Mana 3
Yet more mana pool.
3
Mana 4
Yet more mana pool.
4
Mana 5
Yet more mana pool.
5
Mana Attractor
You can collect mana motes without touching them, you just need to get near them.
5
Ceremonial Garb
When you wear equipment that manipulates mana, its effects are doubled.
5
Blood Magic
You gain some mana when you take damage.
5
Battle Magic
Spells that do damage get a bonus to damage dealt.
5
White Magic
Spells that heal or protect get a bonus to damage healed/prevented.
3
Mystic Benison
You heal some damage whenever you cast a spell.
3
Arcane Regeneration
You heal somewhat whenever you collect a mana mote.
3
Time Magic
Spells with a duration get a bonus to duration.
3
Casting 1
This skill eliminates the risk of Afflictions when casting first-level spells, and qualifies the wizard to cast second-level spells by rishing Afflictions.
3
Casting 2
Qualifies the wizard to cast spells of one level higher without risking Afflictions.
3
Casting 3
Qualifies the wizard to cast spells of one level higher without risking Afflictions.
3
Casting 4
Qualifies the wizard to cast spells of one level higher without risking Afflictions.
3
Casting 5
Qualifies the wizard to cast spells of one level higher without risking Afflictions.
3
Gesture Mastery
You can execute spell casting gestures faster.
5
Syntactic Mastery
The wizard can now add determiners to syntactic spells.
3
Power Words
Any spell you have named (in the UI for giving custom names to spells) enjoys increased potency.
1
Focus Mastery
In addition to his personal rune rack, the wizard can rack a different set of runes for each wand and/or staff he holds. He can then switch among them by switching weapons. This replaces the normal function of the item (which can be restored by clearing its runes again).
5
Stalth
Skill Name
Description
Cost
Stealth Sense
You can now see how exposed to detection you are.
5
Evade Traps
Traps do the thief less damage.
3
Sabotage Traps
Traps do less damage to objects placed by the thief.
3
Traps 3
Objects placed by you resist being dislodged by traps.
3
Traps 4
Objects placed by you drain energy from traps that hit them.
5
Lock Artist
You can open some locked doors without the proper key.
3
Set Traps 1
You can string a Tripwire twice as far as normal.
3
Set Traps 2
Tripwires you set do more damage, and stun the victim.
3
Set Traps 3
Tripwires you set do even more damage, and also bind the victim (reducing movement).
3
Night Vision
The thief has enhanced night vision while crouched
3
Concealment
You get a permanent reduction in your exposure while crouching.
3
Hit And Run
Light recedes from the thief when they kill a foe in melee, making them less exposed for a period of time.
3
Mastermind's Escape
A blow in combat that would normally kill you will instead hide you, making all foes lose track and forcing exposure to zero for a brief period.
3
Scouting
Movement no longer increases exposure.
3
Scouting 2
Standing up no longer increases exposure, for the first few seconds after doing so.
3
Climb Mantle
You can mantel now.
3
Climb Ropes
Movement speed on ropes is increased.
3
Dash
When crouched, you can target a nearby location and move there quickly and invisibly by sprinting.
3
Dash 2
You can dash across gaps.
3
Lightning Dash
When you are hidden from all foes and execute a Dash towards one, time all but stops for a few seconds fo your own subjective time.
5
Surprise
Foes may be stunned when they become quite suddenly aware of your presence.
3
Backstab
Melee attacks do bonus damage when the foe is facing away from the attacker.
3
Ambush
Attacks do backstab damage vs. foes who are unaware of the thief.
3
Ambush 2
Attacks do backstab damage vs. stunned or bound foes.
5
Dagger Flurry
You can perform a combo flurry of attacks with daggers.
3
Dagger Feint
When you attack with daggers, nearby foes may flinch as if hit.
3
Pounce
The thief does damage and possible knockdown when he/she lands on a foe from above.
3
Waylay
The thief's attacks have a small chance to critically hit (dealing double damage) whenever their exposure is low.
3
Lucky Shot
When crouched with a ranged weapon, you can sense the most auspicious moment to attack.
3
Sniping
Headshots with arrows deal double sneak attack damage.
3
Ninja Rule
When you backstab a foe, all other foes will hesitate to attack you for a few seconds.
3
Ninja Rule 2
The Ninja Rule applies even to attacks that are not backstabs.