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Vapourware Spire of Sorcery - turn-based RPG where you play a party of runaway mages - abandoned in Early Access

Space Satan

Arcane
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Messages
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Space Hell
Shitload of new dev diaries:
DD: The Spire
THE SPIRE

The Spire is your home, and the way it looks reflects your strategy chosen to complete the main campaign. Between two different campaigns of the same player, the Spires may very much differ: one may boast expansive underground caves while another may be crowned with a ring of levitating gardens. There's no plan for "the perfect" Spire, as every time you will start the main campaign, you'll be making decisions unique to your own situation: the disciples at your command, the resources available within reach, and the unique events that may have happened on the global map of the world.


THE SPIRE AT THE START OF THE CAMPAIGN

At the start of the campaign, your Spire looks pretty much like any other player's Spire – the differences in the starting setup, if any, will depend on the character generation quest at the start of the game, and as such will be minor (if any).
  • Every Spire will have MAGE'S QUARTERS – the place where your mage character resides, where he or she sleeps and receives guests. By type, it's a combination of a living room and a small warehouse (to store the most dear / valuable items). It is important to note that this room provides comfort for the mage and lends prestige to the mage's office (you will read more about purposes of rooms later in this blog).

    Imagine coming to see your master as one of the disciples, and finding yourself in a room full of ancient artefacts, with a ball of fire suspended in mid-air as a sort of a fireplace. Wouldn’t you pay a little more attention to the mage’s instruction? Or it could work the other way, of course, where a disciple with ascetic traits would actually sneer at a lush office, while a small bare room would impress her the most.

  • The other room (or rooms, in this case) present in every Spire at start, are LIVING QUARTERS – this is where your disciples will rest after their day’s labor. At the start of the main campaign, you will already have enough Living Quarters to accommodate all of the disciples that join you in your campaign.

  • Then there’s CLASSROOM, a place of study where you (or another teacher) will work with the disciples to increase their theoretical experience across a whole range of disciplines.

  • Finally, every Spire at the start of the campaign will also already have a small WAREHOUSE used to house resources, items, ingredients and whatever else you’ll possess at that point (we’re covered the topic of resources in the previous blog post).

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EXPANDING THE SPIRE

The Spire is made of rooms, with one room being the minimal unit. You can expand the Spire by adding rooms and floors (see below). Smaller rooms can be merged, to make larger rooms; and larger rooms can be split into smaller rooms – it all depends on your needs, and nothing here will prevent your progress by becoming impossible to change; since the Spire is a creation of magic, changes are always possible (though they’ll come at a cost).

When adding rooms, you will be building these to the left or to the right of the central staircase on the selected floor. There is a limit of having 5 rooms maximum in each direction. The further the room from the central staircase, the higher the cost of its construction. And if you don’t like the currently available floors, you can build new floors, which at minimum consist of a central staircase with one room to the left plus one to the right.

When adding floors, you can build either upwards or downwards. The further the floor from the ground (either up or down), the higher the cost of its construction. There is no limit to how much the Spire may expand upwards or downwards, except for the cost – however, do keep in mind that the higher the Spire becomes, the higher visibility it attains in its surrounding area, increasing the chance of attracting attention of the travelers passing by.

The cost of adding a new room (or a whole new floor) consists of resources (stone, wood, clay, iron) and magic energy of your mage. If you lack a specific resource, you can make up the difference by spending more magic energy. As such, you are always able to expand the Spire, the only question is – how taxing this will be, for the pool of your magic energy, which is by far the most valuable resource in the game.

One more thing: while regular rooms can be built by a mage of any skill, there are certain special types of rooms (such as levitating, or rotating ones) that require an advanced skill of Astral Carpentry and some research done before becoming available for construction.


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ROOMS AND THEIR PURPOSES

Once a room is constructed, it will need its purpose set. Is this a warehouse, a lab, or a prison cell? The good news is, the purpose of each room can be re-assigned at a later stage, so if you ran out of space to keep your prisoners, you can always convert your greenhouses into more cells – if this is what you’re after, in the current campaign.

There’s no limit on having multiple rooms of the same type, so that architecturally, rather than having a huge warehouse that will keep on expanding, you may end up having 5 smaller warehouses spread across different floors, which will serve your purpose equally well.

There are certain limitations to consider when assigning a room’s purpose: some types need to be strictly above the ground (for example, a GREENHOUSE); some – strictly below (for example, a CAVE). In other cases, the relative position of the room towards the ground floor will not prevent you from assigning the chosen purpose, but would rather add a positive or a negative modifier to its effectiveness (for example, the higher up the greenhouse is, the more natural light it receives – the more effective it is for growing plants).

Now, once you’ve built a room and set its purpose (from what’s available at your current skill level), you will want to make it active, and here each purpose has its own set of requirements in terms of what furniture you’ll need to install there, before it can start functioning as intended.

To start functioning, LIVING QUARTERS will need beds; a LIBRARY will need shelves; a WAREHOUSE will need cupboards; and so on.

This furniture can be either crafted or traded (as well as simply found somewhere and brought back; or received as a gift), but if you lack a chance to get it the “physical” way, you can always cast it, spending your magic energy. Initially, casting furniture instead of crafting it will be less efficient. But with time, as the Astral Carpentry skill of your mage and/or your disciples increases, you may be able to use your magic energy to cast such items that are simply impossible to craft in a regular way.

PRESTIGE AND EFFECTIVENESS

Each room has two main characteristics that determine how well it serves its purpose: the room’s effectiveness and the room’s prestige.

The effectiveness defines the direct function of the room, and can be increased by adding optional furniture or fixtures. For example, adding a glass roof to a GREENHOUSE significantly boosts up its production due to increased natural light; while adding candleholders to a CLASSROOM allows to study around the clock, whether it’s night-time or not; other things that increase the effectiveness of a CLASSROOM are learning tools, mounted exhibits and blackboards – all of these are optional items that make the room more efficient at serving its purpose.

As to the prestige of the room, this influences the motivation of disciples to spend time there. Items like portraits of famous mages of the ancient times will make a CLASSROOM more special. Items like elaborate candle-stands will have a similar effect on a WORKSHOP, or a MESS HALL.

It must be noted here, that some of the furniture and fixtures will come in the form of artefacts. For example, you may locate and bring back to the Spire something like a Magic Shelf, which would take the space of just 1 slot, but will provide 5 slots worth of storage; or, perhaps, you’ll receive as a gift a Candle of Concentration – a regular-sized candle that speeds up any sort of process happening in the room where it’s placed, be it study or mediation.

FURNITURE SLOTS

Each piece of furniture and fixtures requires special placement. For example, you cannot add daylight windows to a room that’s located underground; similarly, you cannot fit a huge Grand Alchemist Table into a small, basic Lab.

Each such item takes a number of slots and bears certain requirements as to where it can be placed – on the floor, on the walls, or on the ceiling; correspondingly, each room has a present number of slots that it allows to use for furniture. In this respect, smaller things offering the same effect / prestige are always better, as they leave more space for other decorations.

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COMMON ROOM PURPOSES

Below is a list of some of the purposes that can be assigned to a room. Please note that this list is neither final, nor complete:
  • MAGE’S QUARTERS – this is where your mage lives.
  • LIVING QUARTERS – this is where your disciples live.
  • CLASSROOM – a place of study, where characters gain theoretical experience from being taught by another person.
  • LIBRARY – a place of study, where characters gain theoretical experience from reading books available in the Library.
  • LAB – a place of research (theoretical experience in multiple fields) and crafting of potions and elixirs (practical Alchemy), where characters produce new items, gain practical and theoretical experience and advance in research.
  • PRACTICE HALL – a place of experimentation, duels and battle magic where characters gain practical experience.
  • WORKSHOP – a place where things are crafted (everything except potions/elixirs, which are produced in a Lab).
  • WAREHOUSE – a place where you keep resources, items, ingredients and artefacts.
  • TREASURY – a version of a Warehouse that is more secure (so that valuable artefacts, for example, can be less of a temptation for some greedy disciples – or visiting thieves).
  • GLASSHOUSE – a place where herbs and plants grow, whether for use as food of as ingredients in creating potions.
  • KENNELS – a place where monsters are kept/raised.
  • PRISON CELLS – a place where characters (disciples or captives/prisoners) are kept.
  • HOSPITAL – a place where characters are healed, whether with the help of someone with medical skills or not (though without a medic, this is going to only stop the outbreak but not address the cause).
  • OBSERVATORY – a place where characters can observe the sky, read star signs, foretell the future, discover special spots on global map, and prepare horoscopes.
  • WATCHTOWER – a room that increases the zone of directly visible part of the global map surrounding the Spire.
  • MEDITATION ROOM – a room that allows to increase / use the skill of concentration, improving mood, health and restoring energy (mage’s or that of disciples).
  • KITCHEN – a place where food items are crafted (e.g. field rations).
  • MESS HALL – a place where disciples and mage consume food and socialize; without a Mess Hall, characters can still eat in their quarters, but without the social aspect and with less control of mage over the mood of disciples. As this is a room that every character visits daily, the level of prestige of this room carries a big impact over everyone in the Spire.
  • GAME ROOM – a place where characters relax and socialize.
  • DISTORTED ROOM – a room that cannot be constructed; this room may appear as a result of an accident during one of the experiments.
  • PORTAL ROOM – we’ll talk about Portals, and Portal Room, a bit later in the blog, as this is a late-game feature that’s still being designed.
  • MAGIC ENERGY ROOM – possibly, a room that may store and release magic energy; it’s not 100% confirmed yet that this room will be present at the launch of the game in Early Access.

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FARMING AND DEFENSE OF THE SPIRE

These topics are together because both of these things deal with the space outside of the Spire. We’re not yet certain how the actual farming will happen, except that it will be through a special type of quest, where you’ll command a party to go out and, say, plant, care for, and later harvest a specific crop.

As to the defense of the Spire, our current plan is to allow construction of a separate section outside (“the barrier”), which will include such things as:
  • traps (physical and magical)
  • moats and similar defensive constructs;
  • monsters and animals planted to live in the space surrounding the Spire (i.e. between the moat and the actual walls of the Spire).
Whenever a party is detected outside of the Spire (having a good WATCHTOWER greatly helps with early detection), a quest marker appears, which allows you to send a party to confront the guests. Perhaps your disciples may prevent the attack by using magic to scare them away. Perhaps they may overpower the intruders, using battle magic. Or perhaps they may bribe them with gifts, and convince them that attempting to enter the Spire is really a pointless undertaking.

If prevention fails (or you don’t even want to try sending a “meet & greet” party), the incoming party has to best the barrier before they can set foot into the Spire. Maybe some of them will be wounded by the traps. Maybe some won’t be able to cross the moat. And maybe some will fall prey to the monsters and animals living by the gates.

Once the party (or the surviving part of it) crosses into the Spire, something called Close Encounter. Close Encounter is an obligatory quest that you cannot reject. If you fail at this quest, the campaign is over, as your mage will be imprisoned and burnt by the Inquisition – or simply killed on the spot (unless the intruders are thieves, in which case they’ll plunder but won’t kill, unless attacked). This is also the only combat quest where your mage may become a part of the party.

As this part of the game is still a work in progress, we’re certain that we’ll cover it in more detail in a few months, once our working prototype includes these areas.

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With this, we wish you all the best – and see you next week! (or sooner, if you join the official
DD: Snapshot
THE SPIRE: A SNAPSHOT

Today we’d like to give you an overview of a day at the Spire. Or to be more precise, a snapshot, as when we tried to cover the whole “day”, we realized that it requires a real deep dive into the user interface across the whole game.

For now, let’s imagine that we’re already running the campaign for 10 hours… but wait, this is not the reference that we can use, since different people will play with different pacing: some strive for complete control, while others just let the flow go.

So let’s just agree that we’re looking at the Spire in a somewhat advanced state. It’s not yet a late game. Not even a mid-game. But it’s the sort of a transition spot from “just setting up, folks” to “really digging it”.

LEVEL OF CONTROL

One of the major differences in how people play Spire of Sorcery lies in the level of detail they want to go into. For every type of event, the game offers 3 notification options:
  • a notification that shows up as a small icon, which you can open up whenever you want;
  • a notification that shows up in the log with the header of the event, then transforms into a small icon– without pausing the game;
  • a full event window that is displayed right in the middle of the screen, and auto-pauses the game.
The first option is useful for routine events that are common. For example, you assigned a disciple to go to the nearby forest, and bring back wood. He keeps going there and coming back with the resources. The reports are simple: a disciple arrived from the quest, spending 2 food rations and bringing back 20 units of wood for the Warehouse.

The second option is useful for events that are informative but not very important at the current stage. For example, you assigned a disciple to read books dedicated to Monstrology in the Library, every day for 2 hours. At the end of each period of reading, you’ll see a small notice reporting that she’s finished her reading for today.

The third option is normally used for events that require decisions, or contain a lot of details. For example, a party returns from a long quest, with wounded; sick; and new artefacts. This is probably something that you want to read up in as much detail as possible, as such report also contains hints about the personalities of your disciples and expands your understanding of the global map.

You are free to set up these notification options as you want, and it’s quite likely that early on in the game, every event will be of interest – while later in the game, you’ll focus just on the events where your decisions have substantial impact on the results.

The other way of managing the level of control you want to have over the game, is the depth of reading quest and task reports. Someone comes home with an artefact and a wound. What’s essential? Sending the wounded to be treated, and starting the research on the artefact in the Lab. As to the actual story – where does the artefact come from, and how was the disciple wounded – perhaps you have more pressing matters to attend to, and don’t need these details.

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Illustration 1: Concepts for the mid-level members of the Inquisition.
YOUR DISCIPLES

Going back to our campaign, let’s assume that by this time, you have 12 disciples under your authority:
  • 2 “old friends”
  • 5 “advanced” disciples
  • 5 “new” disciples
The details on each disciple (their stats, skills, traits and current states) are available through the character menu. We cannot underline enough the fact that only very rarely, until late-game, will you have the complete and accurate information about your disciples! The game is about exploring the world outside just as much as it is about exploring the personalities of the disciples in your Spire.

Let’s look closer at the “old friends” group:

Some months ago, you started the campaign with 3 disciples who followed you to the Spire from the Guild. Since they are a part of your back story, at the start of the campaign you already have a very good insight into who they are. And yet in the time since then, one of them has – Mizegul – died as the result of a routine quest. How is this even possible? Let’s take a detour to talk about managing danger levels and success rates.

MANAGING LEVELS OF DANGER AND SUCCESS RATES

One day, you sent Mizegul to harvest mandragora roots from the swamp nearby, which is nothing special. However, when he came back, he fell sick, and after a few days, died. A major loss for you, since Mizegul had great skills in Battle Magic as well as in Geology (however, your campaign hasn’t progressed yet to the point where he could use them; and so you used him for simple harvesting quests for the moment).

Now, you may recall that whenever you assign a task or a quest (tasks being in-house projects like baking a pie, or growing herbs; and quests being projects in the outside world, like harvesting roots – or enslaving non-human settlements), you get an automatic indication of two things:

Expected Danger
Expected Success Rate

So why would a routine quest that did not show you much of a warning, result in the death of your disciple? Let’s break this down: first of all, the expected level of danger it comes in 4 levels:
  • the_red_box
    High Danger
  • orange_box
    Moderate Danger
  • lolypop
    Low Danger
  • the_green_box
    No Danger
Sending an unprepared party to cross the dessert or venture into Distorted Lands, for example, will show High Danger as one or more characters in the party is very likely to die.

As to the success rates, these also come in 4 levels:
  • the_red_box
    Very Low Success Rate
  • orange_box
    Low Success Rate
  • lolypop
    Moderate Success Rate
  • the_green_box
    High Success Rate
Let’s say you send someone with a gift, across rough terrain – and without much equipment. The chances of success are high: as long as at least one person makes it there, the gift will be handed over. But the level of danger is also high, to the point where the party may be unable to return at all.

Now, going back to our disciple Mizegul who went to harvest mandragora roots: the quest showed a prognosis with High Success Rate – because harvesting this root is fairly simple; and Moderate Danger – because swamps in general have a location-specific danger: mosquitoes that may (or may not) cause Lowland Fever with their bites. But since this fever (a) is not guaranteed to happen (b) does not affect healthy people (c) is curable, even if contracted –the danger level is not High.

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Illustration 2: Concepts for the high-ranking members of the Inquisition.
YOUR DISCIPLES, CONTINUED

There are two critical factors that contributed to the death of Mizegul:

(1) At the time of his return from the quest, the Spire did not have a Hospital Room – and neither did it have anyone skilled in Healing. This is a major strategic mistake, since as you start exploring the world, your disciples are bound to all sick and get wounded; which, when left untreated, escalates into a loss of life.

(2) You sent Mizegul to the swamps without knowing that one of his core stats – HEALTH – is very low, so that where other characters who would be bitted by a mosquito with Lowland Fever, would recover – his own chances of recovery were nearly zero. And indeed, you sent other disciples to the swamps before, and what you saw was them reporting insect bites, a few days of fever, and then a complete recovery. The escalation of the sickness with Mizegul was a bad surprise!

While the first issue can be addressed with the construction of the Spire (adding the Hospital Room – or having another room re-purposed into it) and with the hiring process (making it a priority to bring in characters who claim that they are skilled in Healing), the second issue is more complicated: yes, you spent months of game time alongside this disciple; and yes, you still were unaware of what his actual HEALTH stats are.

If you recall, every character in the game has:
  • stats
  • traits
  • skills
  • current states
Whenever a new recruit shows up, you only know this:
  • what the character tells you
  • what you can obviously see from their outside appearance
For example, you may see the following:

KIP (male)

STATS:

HEALTH: –––
INTELLECT: –––
MEMORY: –––
WILLPOWER: –––
CHARISMA: Extraordinary
INTUITION: High*

* – according to this person.
The way to discover some stats, and all of the skills, is through examination: examine the person in the specific area, and you will be certain of their standing there.

The way to discover other stats, like WILLPOWER and INTUITION, is through events: assign a task that the character clearly does not like, and see them succeed, displaying high willpower; or send them on a long quest and read in the report that this person’s intuition served the party right.

The way to discover HEALTH is through a medical examination or by high-skilled magic.

As to traits, the traits that the character is born with, are discoverable via Horoscope. The traits that the character accumulated (such as, for example, a burning dislike towards the Inquisition prompting sudden attacks whenever she sees its members), are discoverable via Fate Reading (another knowledge in the Astrology skill set) or through high-level magic like Mind Reading. And all traits are also naturally discoverable based on events and quests.

Now, in the case of Mizegul, you simply had no chance to perform a medical check on him (as you don’t have anyone with high Healing skills); and your mage’s magic skill is not yet so advanced as to get a comprehensive portrait of your disciple. Hence, when sending him to the swamps, you were looking at “HEALTH: –––“, simply hoping that this turns out to mean “Regular” or even “Exceptional” once you discover the trait.

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Illustration 3: Concepts for various chests (located in different locations, originally owned by different types of creatures).
USING ASTROLOGY TO KNOW YOUR DISCIPLES BETTER

Looking at the “A disciple has died!” event window, you probably had a thought or two about how to avoid this in the future. It would be helpful, for example, to know every disciple’s traits so that you’re more efficient in sending the right person for the right quest. And a good shortcut for this Horoscopes: it’s one of the special knowledge items based on the Astrology Skill.

A throwback to the skill structure: each skill has a progression line, and along that line there are several points where “special knowledge” items become attainable. Let’s take Astrology as a reference. Across the skill line, you have the following special knowledge items marked:
  • Star Navigation
  • Item Knowledge
  • People Knowledge
  • Horoscopes
  • Fate Reading
  • Seeing the Future; and similar.
Normally, you don’t know what these items are, until you come across them in a book. So if your skill already allows for Star Navigation, and you read a book that covers it – this special knowledge will unlock for your character. And if your skill is still inferior for this item, then this item will be marked out on the skill line, so that you at least know of its existence.

Now, the most efficient way of progressing on special knowledge is by reading books. Books are available from booksellers in towns and villages, though these are limited only to the subjects allowed by the Inquisition: farming, forging and such. As to the books about magic, you will have to find undercover booksellers trading in such goods, which means you’ll need a larger town; and probably some help from the Guild of Thieves (or having a person with high Streetwise skill in the party).

Earlier on, we mentioned that the runaway mages are treated like criminals by both the Empire and the Inquisition. So how can you send one of the disciples to town? Firstly, unless they explicitly tell others that they are mages, they could be safe (and as long as there’s not a chatterbox in the party). Secondly, with some simple Social Magic they can disguise their identities, make the guards look the other way, and so on.

The other ways of obtaining books are finding them during exploration (for example, in ruins); trading them from humans and non-humans who may possess them (for example, the Many-handed is nothing else but the guardian of a huge library that has an excellent selection); or receiving books as gifts from the enslaved non-human settlements or followers of the Cult of the Spire (since these creatures remember that the “gods”, in this case you, really love the things called “books”).

And if you fail to find the book required for the particular item of special knowledge, then you can still unlock it by performing research in the Lab – see below.

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Illustration 4: Concepts for the mid-level members of the Inquisition.
RESEARCHING ASTROLOGY

Finally, we come to the end of this snapshot. You lost a valuable disciple. You’d like to avoid running similar situations in the future. Astrology offers a solution: learning how to make Horoscopes. And how do you get there? By finding a specific book to read, or by performing research in the Lab.

To carry out either of these, you will need to access the schedule of your mage, and to assign a number of hours to this activity. When studying books, you’ll choose the place of study (as it affects the results) and the specific book from those available in the Spire. When performing a research, you’ll choose the Lab and then a dialogue will guide your efforts:
  • Do you want to research the application of Astrology to the past? (this leads to learning the coordinates of special locations on the global map, based on what the stars will tell you about the past events)
  • Do you want to research the application of Astrology to the future? (this leads to learning about the global events that will happen to the world in the future, so you may start getting reminders about, say, an exodus of a specific tribe of non-humans, or a flood)
  • Do you want to learn about the application of Astrology to gaining insight into other people? (this leads to learning to make Horoscopes, which uncovers the traits that characters were born with)
Once you assign the task, the process will become a part of your mage’s routine – or you can also set it as a one-time only event, in which case you’ll be prompted for the next action once this comes trough.

greengemstone
greengemstone
greengemstone


With this, the current issue of the blog comes to an end. We started with the ambition of describing one day, but ended with the description of just one specific decision... well, sometimes it happens =).

In the next issue, we’ll focus on the world: the Empire, the Inquisition and the type of lands where the Spire is likely to be set up. Meanwhile, some big news: since last week, we introduced
notebook
Weekly Q&A sessions on the official Discord server[discord.gg] of the game.

How this works: throughout the week, you can post questions about the game in #questions_en. And every Saturday, our dev team (including Alexey Bokulev) sits down spends an hour answering them. The answers are posted in #answers_en in real time, and then are systemized in this thread.

You can already find there 21 questions and answers from the last weekend, including on whether you can torture prisoners, whether you can send trained monsters on a quest, and in which ways may disciples become a threat to your rule of the Spire!
 

Space Satan

Arcane
Vatnik
Joined
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Messages
6,239
Location
Space Hell
DD: Creatures
CREATURES, ANIMALS AND OTHER NON-HUMANS

It's been a while since we wrote the last blog post, as we got overwhelmed both with travel (F&S indie festival in Bilbao) and with the pre-Christmas push to finish all the open tasks before taking some holiday time to re-charge. But we're finally back, and today we will talk about the world of the game – in particular, about some of the living (and dead) things that populate it.

MUSHROOM-EATERS

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Illustration 1: Mushroom-eaters.
Mushroom-eaters are one of the non-human races that has been created by the mages of earlier times with a specific function in mind: to cultivate, and harvest, rare mushrooms. Since mushrooms need a very special environment to propagate, it pays off to grow them in the deep forest rather than to try to replicate their eco-system in the Spires.

Mushroom-eaters know how to cultivate and harvest lots of different types of mushrooms, and mushrooms are their primary food source, so following the Cataclysm, they survived without much trouble by continuing to do what they've been created to do all along. They live deep in the forest, settling in nests made of branches, and form a collective organism similar to ants and bees: there's little personality in any specific specimen, but you can negotiate with the whole dwelling that has a conscience of its own.

Mushroom-eaters are not aggressive, however they might attack anyone whom they would consider to be a danger to their dwelling. Unlike many other non-human races, they do not have a built-in need to worship to any superior being or a specific place. They can, however, be enslaved by a stronger party. Convincing them to form a friendly partnership takes a longer time, though it is also a viable way of cooperation.

BONE CREATURES

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Illustration 2: Bone Creatures.
Bone Creatures are one of the magic creatures that are not created by any specific mage, but rather are the product of the Source's own activity (the Source being short for "source of magic energy").

Bone Creatures populate Battlefields – locations where massive battles have happened in the past, as parties fought for the control of the nearby Source. The Source uses its own energy as well as rays of death (where still tangible) to create these guardians made of bones of the fallen, whose only mission is to protect the Source from anyone else willing to take it over.

Bone Creatures cannot see, but are good at detecting life in the their surroundings, which they normally proceed to attack. There are no means of communication with them and no way to negotiate anything. As the spell that created the specific creature starts to weaken, the creature becomes less aggressive, until it falls apart (and is often replaced by a newly cast one).

FLUTERS

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Illustration 3: Fluter.
Fluters are a new type of animals that evolved in the eco-system of the Distorted Lands. Most likely, they used to be small animals or birds, that found a way of surviving in the new environment.

The main food source of fluters is all kinds of large flowers that are quite common in their habitat. They are also able to directly consume magic energy whenever they come across a thick flow: some travellers mention seeing whole swarms of fluters in the range of thousands, whenever a burst of magic energy is released in the Distorted Lands.

Fluters emit sounds similar to high flute notes, hence their name. Their wings are a valuable ingredient used for a number of magic potions and remedies. It is rather expensive since to obtain those, one needs to enter the dangerous and unpredictable region of the Distorted Lands.

DROWNERS

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Illustration 4: Drowners.
Drowners are one of the non-human races that were created for a specific purpose: to harvest fish, clams, mussels and all other sorts of produce found in shallow waters. They do well in lakes and in swamps.

Drowners are amphibious and settle in the roots of dead trees. They are a self-sufficient race, getting by with fishing, hunting and gathering. They can be negotiated with, as they have a social hierarchy that puts the older, more experienced individuals into the higher rank of the dwelling.

Like many non-human races created by the mages of the past, Drowners have a deep built-in desire to worship someone or something larger than themselves. They regularly bring gifts to the swamp idols, or to a strong creature – if such creature happens to live nearby.

THE MANY-HANDED

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Illustration 5: The Many-Handed.
The Many-Handed is one of the unique creatures that survived the ancient wars of mages. It (for this creature has no gender) is one of a kind, and there is nothing similar to it anywhere else in the world.

Originally created by a powerful mage to take care of that mage's magnificent library, the Many-Handed survived mage's death, and continues to live in the ruins of that mage's Spire, still tending and protecting the ever-expanding library. The Many-Handed lives off the energy from the Source that used to power the original Spire back when it was originally cast.

The Many-Handed possesses a wealth of knowledge, and knows an incredible number of battle spells. It will attack anyone whom it sees as a threat to its library, but is not an aggressive creature otherwise. The nearby dwellings of some of the non-human races worship the Many-Handed as their god, and whenever they come across scrolls or books, they bring them as their gifts.

Defeating the Many-Handed in combat is an extremely challenging undertaking. On the other hand, the Many-Handed is quite open to diplomacy and negotiations that lead to mutually beneficial exchange of books and special knowledge.

STINGTAILS

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Illustration 6: Stingtails.
Stingtails are a new type of animals that evolved as a mutation on the border of the Distorted Lands and the surrounding Wild Lands. They live in caves, sleeping during the daytime and hunting at nights. Their tails carry poison. Stingtails are blind, but they have extremely sharp hearing.

When an animal or a human is bitten by a stingtail, they fall into coma, and are brought by the stingtail to its nest, where the poison starts to melt their flesh until the victim is turned into a sack filled with meaty fluid, which stingtail then proceeds to drink.

Stingtails lay eggs. Their meat and eggs are a valuable source of protein and are used in cooking by those who travel across the Wild Lands. Their wings and poisonous tails are a valuable ingredient used in creating magic potions and remedies. If you can obtain stingtail eggs, you may be able to breed adult stingtails in your Spire, deploying them around the Spire as one of your defence mechanisms.

CYCLOPS

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Illustration 7: Cyclops.
Cyclops are a race that has been created for a specific purpose: to mine precious metals, and to use them in crafting tools and instruments. They are knowledgeable about iron and ore, and they are good blacksmiths.

Following the Cataclysm, cyclops survived by continuing their usual operations, trading metals and tools with other races whenever required.

Cyclops live in caves adorned with the image of their god (the mage who created the race), and worship this stone idol with valuable gifts. They can negotiate. They can also be enslaved, or have the Cult of the Spire imposed upon their dwelling.

PALE ONES

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Illustration 8: Pale Ones.
Pales Ones are the race that has been created for a specific purpose: to service and maintain defensive mechanisms of Spires, specifically – underground tunnels and traps. They survived the Cataclysm and currently populate catacombs, ruins and caves.

Pale Ones are a carnivorous and will eat anyone and anything that falls into their (rather primitive) traps that they continue to set around their dwellings. Occasionally, you may meet a creature that retains the knowledge of more advanced mechanisms, but generally the race degraded to the level of minimal skills required to simply get by.

...WHAT'S NEXT?

The next post in this blog will deal with the relationships between the Empire, the Inquisition and the Lords, as well as provide more details about the Guild of Mages and why certain mages end up branded on their foreheads with the pentagram (not a nice thing, not at all).

And one more thing: we received a lot of questions via Discord about the fate of the poor disciple Mizengul, who, as you may recall, died at the end of Blog #09. People ask if there's anything that can be done for the poor soul, given the lack of medical knowledge or hospital room in the Spire at the time of his death. Well, actually, there is something: we see that you, the mage, know one of the basic spells of the Domestic Magic – Preserve Food.

So if you cast this spell on the corpse of Mizengul, it should be enough to keep him from rotting until such time when you, hopefully, learn the spells that bring back the dead. Unless you store Mizengul's corpse in the cellar warehouse where he may end up being gnawed away by the rats. So the current update on the Mizengul situation is: he is dead, but he's under the preservation spell, locked into your Treasury (as he's such a valuable friend), awaiting better times.
In the next blog post, we will look into the future and explain the challenges and risks of bringing back the dead, even with the best of intentions.
 

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Lots of updates IIT
#11 – LAY OF THE LAND
#12 – GUILD OF MAGES
[URL='http://steamcommunity.com/games/637050/announcements/detail/1644245439946344308']#13 – THE CATACLYSM
[/URL]
[URL='http://steamcommunity.com/games/637050/announcements/detail/1644245439946344308'][URL='http://steamcommunity.com/games/637050/announcements/detail/1644246073981811373']#14 – CREATURES[/URL][/URL]
[URL='http://steamcommunity.com/games/637050/announcements/detail/1644245439946344308'][URL='http://steamcommunity.com/games/637050/announcements/detail/1644246073981811373'][URL='http://steamcommunity.com/games/637050/announcements/detail/1651002736422273216']#15 – EXPLORATION[/URL][/URL][/URL]
[URL='http://steamcommunity.com/games/637050/announcements/detail/1644245439946344308'][URL='http://steamcommunity.com/games/637050/announcements/detail/1644246073981811373'][URL='http://steamcommunity.com/games/637050/announcements/detail/1651002736422273216'][URL='http://steamcommunity.com/games/637050/announcements/detail/3094407144735058787']#16 – THE EMPIRE[/URL][/URL][/URL][/URL]
[URL='http://steamcommunity.com/games/637050/announcements/detail/1644245439946344308'][URL='http://steamcommunity.com/games/637050/announcements/detail/1644246073981811373'][URL='http://steamcommunity.com/games/637050/announcements/detail/1651002736422273216'][URL='http://steamcommunity.com/games/637050/announcements/detail/3094407144735058787'][URL='http://steamcommunity.com/games/637050/announcements/detail/1644248606113329438']#17 – THE INQUISITION[/URL][/URL][/URL][/URL][/URL]

I'll just leave this one here...

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Creepers are medium-sized slimy creatures that have two limbs in the front, and a snake-like tail in the back. To get around, they use a combination of limb and tail movements. Their limbs are strong, ending with sharp fangs that come handy for digging tunnels. Creeper's head is on the small side, and is mostly taken up by a large round mouth surrounded by a number of mobile tentacles.

Some people say that Creepers were created in the Age of Mages for a long-forgotten purpose. Some say that they were created not for help, but rather as a pest – and set to attack the cellars of rival mages. Others think that Creepers were always a part of this world, and existed for centuries – before being disturbed and discovered in their underground tunnels that stretch below the land of Rund.

Creepers prefer humid spaces, from lakeside caves to swamp burrows. Nowadays, they are also found in sewers and cellars, often causing significant damage before being found out. "Complete eradication of creepers" is one of the bestselling services from the Guild of Mages all over the Empire.

Creepers are not choosy eaters. They would eat almost anything, as their gastric juice is able to dissolve even the hardest of materials. When Creepers are defending themselves, or going after a victim, they squirt acid, causing significant burns. In close encounters, they also use their fanged limbs.

The gastric juice of Creepers is used in alchemy as one of the basic ingredients for some of the more potent potions.

Does this remind you of... something?
 

Space Satan

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Messages
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Space Hell
DD: Elixir of Youth
#18 – ELIXIR OF YOUTH
11 MARCH - SERGEI KLIMOV
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summer_magic
OTHER ISSUES OF THIS BLOG
Questions
CONSOLIDATED Q&A THREAD

Today, we'll talk about the goal of the main campaign of the game: getting access to the Elixir of Youth.

DEATH FROM OLD AGE

When you start the main campaign in Spire of Sorcery, you have multiple ways of addressing the challenges that the world throws at you:
  • building a stronger defense against a possible attack by the Inquisition;
  • exploring the distant corners of the world to obtain rare resources;
  • increasing the strength of your magic Call to attract more disciples;
…and so on. However, there is one challenge that stands out: your mage's age. Every day the mage gets older, and death from old age is the hard limit that the game sets for the main campaign. You may slow down the decaying health, but you cannot stop the onset of decay - unless you win the main campaign by accessing the elusive Elixir of Youth.


STAYING HEALTHY, STAYING STRONG

Since different players start the campaign with different characters (based on the initial text quest), the basic life expectancy of your mage varies. Just like some mages will have better skills than others, some will also have stronger health stat.

The other thing that affects the longevity of your mage is your decisions on his or her way of life. The following points have a strong effect on how fast your mage ages:
  • the sort of food that your mage eats;
  • the amount of sleep that your mage gets;
  • the frequency of mediation;
  • the mood of your mage;
  • the regularity of his/her overall schedule.
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Food

The basic thing than you can eat, is what your disciples can forage from the land: mushrooms, berries, roots and wild fruit. On the next level is meat and fish ("game") that your disciples can hunt.

Then comes the cooking: a basic ration requires resources and basic cooking skills, as well as time to prepare, and is more preferable to what you can forage. A ranger's ration is a ration that can last for a long time - so it's possible to prepare those in advance and store them; or use them during expeditions; but at the same time, this ration is not as good as the basic ration in terms of nutrition.

Finally, there's the special healthy ration that needs an advanced cooking skill to prepare: while it cannot be kept for a long time, it provides all the nutrition that a character needs. Eating these healthy rations will delay the decay of your mage's health.

Sleep

Every day, your mage gets tired and needs to sleep to get back to shape. There is a physical limit on how long your mage can go without sleep - after certain time, any character just drops down from exhaustion and falls asleep no matter what you tell them to do; there is a similar limit also on how long a character may stay asleep - if you pushed character for all-nighters the whole week, you won't be able to just tell them to go and sleep for the next 60 hours; rather, characters have natural limits as to when they wake up.

Meditation

There are several meditation techniques, all of which can be learned, that help your mage to regain stamina and improve body/mind balance. Regular meditation helps to delay the disintegration of your mage's health stat.

Mood

Stress and unsatisfied desires negatively affect your mage's health, while keeping him/her happy and providing the small pleasures that they desire has a positive effect.

Regular schedule

Every person in the Spire reacts well to having a regular schedule. Eating three times a day, sleeping in the night and meditating or exercising at specific times keeps people in a good shape. Waking characters up in the middle of the night, skipping meals to address urgent issues and so on, has a negative effect on the current health parameter.

e822ba5802a829340aa44439474081bb2c293aee.jpg


HOW MUCH TIME IS LEFT?

Your mage doesn't really have any special "Life Clock" ticking away in his/her hall, that would show something like "You have 352 days to live". As the mage gets older, he/she is more likely to succumb to illnesses; you may approximate the expected lifetime that remains - especially if you've already played the game and developed an "intuition" for your mage's current state - but this is nothing more than a guess, since so many factors, internal and external, affect the outcome.

Technically speaking, every character in the game has a "current health" and "overall health (constitution)" parameters. With disciples, the value of "current health" is automatically restored with time. You get tired, you fall sick, you get injured… but there's always the cure that can set things right, and by default your characters will restore their current health with time. With the mage, though, this parameter is not restored on its own, and once "current health" reaches zero, the overall global health stat loses another point.

As you may remember, character stats in Spire of Sorcery are measured from 1 to 20. On this scale, 10 is the average value corresponding to a regular healthy person, 20 means "super-human" and 0 means "dead". Since we don't show specific numbers in the game, but rather an overall characterization - "strong", "frail", "very frail" - you will have a general idea of where your mage is, on this global scale, and you'll need to figure the rest based on your overall situation.

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THE ELIXIR OF YOUTH AND THE END OF THE MAIN CAMPAIGN

The Elixir of Youth should not be mistaken for the Elixir of Immortality. While there are known references to the Elixir of Youth as something that existed during the Age of Mages, the Elixir of Immortality is more a myth than a reality - in theory, it could be possible; but in practice, no one ever heard of, or read about, such a thing.

In the Age of Mages, the Elixir of Youth was used by powerful mages to restore their health and extend their lives. There is no single recipe for this elixir, as mages kept their discoveries private - some formulas resulted in another 100 years of life; some resulted in just 20; and some formulas were so risky that the mage who consumed them, may never wake up at all.

To win the main campaign of Spire of Sorcery, you need to, first, access, and, second, use the Elixir of Youth. It is not enough to find it somewhere - as it may get stolen on the way to the Spire. It is also not enough to produce it, and store in the Treasury - as you may end up being unable to consume it due to special requirements.

Important: once consumed, the Elixir needs years of undisturbed rest to take effect. Thus any mage that walks that path needs to prepare for the occasion by constructing a special chamber, where he/she - and only a few select disciples - may remain safe from the world outside for as many years as the elixir requires, while the other disciples are sent out into the world on their own, and the Spire itself is destroyed in order to hide the resting place.


ACCESSING THE ELIXIR

There are two ways of getting your hands on the Elixir: finding it; and producing it.

In order to find the Elixir, you'll need an extremely advanced skill of Astrology, which may reveal the location of one of the bottles with the Elixir that remain from the Age of Mages; or a success in exploring the world, which may allow your parties to reach such remote places and uncover such information that would yield the secret knowledge.

In order to produce the Elixir, you'll need an extremely advanced skill of Alchemy - as well as a large number of rare ingredients. Like with any other potion, your mage's personal formula of the Elixir will be the same form one campaign to another - but as the properties of different world items change, so with every campaign you will be looking for a different set of ingredients.

Once you find - or produce - the Elixir, and prepare to consume it, you will enter the final part of the game: choosing the disciples who will be sent away and choosing the disciples who will remain with you in the sarcophagus. And here we'd like to reveal a special feature of the Iron Man mode: the disciples whom you send away at the end of the campaign, are able to cross the parallel universes, and come to the Spires of other players that are just starting their own campaigns in the Iron Man mode!

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Haba

Harbinger of Decline
Patron
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Messages
1,871,784
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
About a million updates has been released once again.

Disciple Generator
We also significantly upgraded the game's disciple generator. We resolved multiple technical issues - making sure that dozens of different facial parts can seamlessly combine with each other. We also added a whole bunch of new details, from freckles to new types of eyes and noses and hair styles, as well as skin colors.

We currently expect to release a standalone version of Disciple Generator for you to have fun with, in a matter of several weeks. The generator will allow you to explore characters of Rund at random, as well as to create your very own portraits by choosing specifically this or that facial part. We'll share the news (and the download link) through our Discord[discord.gg] server.

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Abu Antar

Turn-based Poster
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Messages
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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I was going to put this in tacticool section in my 2018 release thread, but I don’t know if it belongs there?
 

LESS T_T

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Joined
Oct 5, 2012
Messages
13,582
Codex 2014


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Spire of Sorcery – Character Generator is a free companion tool that allows you to have some fun and express your creativity:
  • Generate random characters from the world of Rund (biographies and portraits) – and edit them as you see fit!
  • Create your own characters: write their background stories, give them names – then assemble the portraits to match!
  • Share your work with the community: export portraits to use as avatars; export portraits and biographies to share on Discord and elsewhere!
The product is updated with new assets as we progress with the production of the main game.

We love feedback, and we very much welcome your suggestions and bug reports here on Steam and over on Discord! Many thanks for helping us create a better player experience for everyone!!
 

Gornova

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Messages
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I'm also looking forward it, there is a gameplay video around or is still too early in development ?
 
Joined
May 8, 2018
Messages
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#24 – MENKOR’S STORY

Welcome back to the world of Rund!

As our work on character generator progresses, we wanted to show to you a typical disciple that is created by the game without our direct involvement. We then sat down with our game designer to hear his comments about how he would use such a disciple in the game, if this character were to come knocking on the doors of his Spire. Enjoy!

MENKOR IS BORN

The first things that the game generates when creating a new disciple character are character’s gender and name. All names come from a database that is already rather substantial. Our today’s character was generated as a male, and his name is Menkor.

MEET MENKOR

The next thing that the game generates for newly created disciples is their character portraits.

Meet Menkor face to face:

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We currently generate portraits from:
  • Coats*
  • Hats*
  • Hair*
  • Shape, skin of head/face*
  • Facial hair (mustaches, beards)*
  • Eyes and brows*
  • Nose
  • Lips
  • Ears
  • Extra details (glasses, earrings, scars, tattoos, etc.)
* – different colors are possible, in addition to different shapes

And do you know how many different unique portraits we can currently generate?

282 475 249 – without considering different colors. And with different colors?

Approximately 75 000 000 000 000 000.

So when we say that Spire of Sorcery offers a ton of unique disciple characters, we really mean that!


MENKOR’S STORY

The next thing that the game creates for disciple characters is the background story. All the RPG parameters of characters are based on their stories.

Here’s what Menkor will tell you when he arrives:

I was born in the city of Skilton, in the jeweler’s family. When I was a kid, I was a rather big boy. As I wasn’t as fast as other kids, I often got bullied. With time, I recognized that I’m gifted with the magic talent. Because of how people with this talent are treated, both I and my family did everything we could in order to hide this fact. Ever since I can remember myself, I had no doubts that my destiny is going to be special. When I heard the Call, I took it as a sign of that destiny beginning to take shape, and gladly followed it all the way to the Spire.

MENKOR’S STATS

Each disciple character has 6 stats in the game. With very few exceptions (like lifelong injuries), these will not change throughout the campaign:
  • HEALTH
  • INTELLECT
  • INTUITION
  • WILLPOWER
  • MEMORY
  • CHARISMA
Stats are measured from 1 to 20, where 20 is out-of-this-world exceptional.

Based on his story, Menkor’s HEALTH is at 09/20. With 10 being average, this is unsurprising. On the downside, he is rather fat as as he grew up in a rich family that didn’t need to engage in manual labor. On the upside, he always was well-cared for, and received good nutrition.

Menkor’s INTELLECT is an impressive 14/20: as a kid, he couldn’t play with others as he was the target of their bullying, which pushed him to spend more time on his own, reading books in his family’s library and advancing intellectually at a faster pace than the other kids.

Menkor’s INTUITION is at 11/20. He did not experience any situations where he would need to develop it, at the same time he’s well-read and has a good general idea of how things work in life.

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Menkor’s WILLPOWER is 08/20. It is weaker than average as he grew up in a situation where others in his family were often, if not always, ready to do as he pleases. The hardships or other influences that would strengthen his resolve were absent from his life.

Menkor’s MEMORY is at 13/20: thanks to his reading, he is a fast learner. Having strong MEMORY is very helpful in developing one’s skills as Menkor is able to advance much faster in Theory than in Practice, because he can hold a lot of theoretical knowledge in his head even when it’s not supported by practical experience yet.

Menkor’s CHARISMA is at 06/20. He says he was “big” as a kid, which actually means “fat” – as he comes from a rich family where all sorts of sugary treats were always available to the children. He was never liked by other kids, and as he matured, nothing really changed much.


MENKOR’S TRAITS

Character Traits are special parameters that you don’t know until you either create that character’s full Horoscope, or until each Trait reveals itself during an event or a quest – each time a Trait works, there is a chance that it becomes ‘discovered’, giving you complete and accurate knowledge of that parameter.

One of the main rules of the game is that the better you know your disciples, the more control you have over the success rate of your quests – both inside and outside of the Spire.

Different characters have different number of Traits.

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As to Menkor, he was generated with two:

As a GOURMET, he is very sensitive to the quality of food that he consumes. This doesn’t mean that he prefers certain type of food over another, just that his response to high-quality or low-quality food is greatly amplified. So that if you plan to send him away on a long quest and you want him to perform well, you’ll need to make sure that the party carries a good supply of high-quality rations for Menkor to go through.

Menkor’s second Trait is that he’s CRUEL. Suffering a lot of humiliation as a child, he now has little pity for the sufferings of others. His decisions tend to be hard and given a choice, he prefers to administer harsh punishments to his subordinates. Because of that, other disciples are also much less likely to like him. This Trait also makes Menkor happy when he sees others punished, and disappointed if mistakes or misbehaviors get forgiven in the Spire, decreasing his loyalty to you.

Whether you know about Menkor being cruel or not, such Trait poses certain challenges if you appoint such a character to be a party leader: in difficult situations, he will easily leave the weak – injured or sick – behind. And this Trait is not so easy to spot by accident, unless you really send him as a party leader on a quest, because Menkor is not stubborn – his WILLPOWER is weak – and so he will not manifest his cruelty before he gets into a position to manage others.


MENKOR’S SKILLS

The next thing that’s generated are the Sills of Menkor. Aside from their values – measured on a scale between 0 and 300, where 300 is an absolutely incredible value – each character also manifests a certain interest, or dislike, towards each skill. The higher the interest – the faster the learning progresses.

The interest is measured as such:

+ + very much interested in this skill
+ somewhat interested in this skill
0 has no preference towards this skill
– dislikes learning this skill
– – absolutely hates to learn this skill

Let’s start with the interest and dislikes of Menkor:

– HERBALISM
+ ALCHEMY
0 ARTIFICING
– MONSTROLOGY
– – HEALING
0 MAGIC, SOCIAL
+ + MAGIC, BATTLE
0 MAGIC, TRAVEL
– MAGIC, DOMESTIC
0 RITUALS
+ LITERACY
0 GEOLOGY
0 ASTROLOGY
0 CONCENTRATION

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And now let’s look at Menkor’s actual Skills (which you won’t know until you either conduct an exam on each of them, or the skill is exposed through the Horoscope). Each Skill has two values: Theory and Practice (we spoke in more details about this earlier).

000 | 000 HERBALISM
005 | 000 ALCHEMY
020 | 005 ARTIFICING
000 | 000 MONSTROLOGY
000 | 000 HEALING
000 | 000 MAGIC, SOCIAL
000 | 000 MAGIC, BATTLE
000 | 000 MAGIC, TRAVEL
000 | 000 MAGIC, DOMESTIC
000 | 000 RITUALS
007 | 003 LITERACY
000 | 000 GEOLOGY
000 | 000 ASTROLOGY
000 | 000 CONCENTRATION

I think the explanation of this is pretty self-evident? Menkor has high interest in learning BATTLE MAGIC as he would really like to be hit back to his abusers. As to his Skills, he picked quite some ARTIFICING from his father the jeweler. His progress in ALCHEMY stems from his love of great food. And his LITERACY comes from his reading habits (LITERACY covers both the ability to learn non-human languages – each tribe has its own language – and the ability to learn the ancient High Tongue of Rund, commonly used in old books).


MENKOR’S CRAFTS

Connected Skills are Crafts: parameters that show how successful a character is, at attempting to perform relevant task. It takes some time for the Craft to become positive, and once it’s positive, it grows proportionately to its master Skill.

At the moment of his arrival, Menkor has no open Crafts, and two Crafts that are in early stages of reaching positive status:

25% COOKING
00% STREETWISE
00% SKULDUDGERY
00% SPEECHCRAFT
00% TEACHING
00% FARMING
00% FORAGING
00% LUMBERING
00% HUNTING
00% FISHING
00% TRACKING
00% HERDING
00% SMITHING
00% CARPENTRY
00% TAILORING
00% SHOOTING
00% MELEE
00% MINING
00% SURVIVAL
50% JEWELRY ART

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With this, the generation of Menkor is finished, and we’re finished with today’s blog! Please let us know, here or on Discord[discord.gg], what do you think of this character – and how do you think you can use him? Could he pose certain risks? Do you envision a situation where Menkor can become your savior, and one of your best disciples – or such a danger to others than you’ll need to expel him?

See in this blog in a week from now!

#25 – 10 DISCIPLES

Welcome back to the dev blog of Spire of Sorcery – and welcome back to the world of Rund! As all the different systems of the game are starting to come together, we become very excited about this project. After all the years when Spire of Sorcery was just a vision of our game designer, we now see it materialize as a living and breathing open world with its own character!

Today, we decided to talk a bit more about disciples, and to play a little game with you (if you just started reading this blog, you may want to check these past issues that talk about Empire, Inquisition and Guild of Mages).

Here are the rules:
  • Below are the 10 disciples that one day come knocking on your door.
  • At this time, your Spire has only enough living space to take in 2 of them.
  • Please make your choice about which 2 disciples out of these 10 you will accept into your Spire, and write it here in the comments – or on the official Discord server[discord.gg]. For example, “Norhadd (1) and Tuania (7)”. In the game, disciple’s biography is the only thing that you know when you meet them for the first time. Learning about their stats, traits, skills and crafts requires specific actions (exams, horoscopes, etc.). Thus, your decision to accept, or reject, disciples is normally made based on your first impression.
  • Next week, we will reveal full stats, traits, skills and crafts of these 10 disciples so that you can see how effective was your choice to select the particular 2 out of the whole group.
Ready? Let’s go!

ON A DARK, STORMY NIGHT…

On a dark, stormy night someone knocks on the gates of your Spire. The knocking is insistent, and louder than usual – perhaps there’s not just one stranger, but a whole group? And look – indeed, there are 10 people there!

Even though they did not travel together, they arrived around the same time. And all of them would like to become your disciples, as they came hearing the Call of the Spire.

The problem, though, is that you only have 2 spare spaces in the living quarters. So, you must choose 2 among the 10, and reject the other 8…

This is what these characters tell you about themselves / what you can notice about them at a glance:

01. NORHADD

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“I was born in the village of Downbog, in a blacksmith's family. From my early childhood I helped my father, learning the skills and growing my strength through the work with a hammer and blacksmith's bellows. As I grew up, I dreamed of joining the Inquisition. When my magic talent became obvious, my father was willing to take any risk necessary to hide me and protect me, but I didn't want to put my family in any danger and thus decided to voluntarily submit to the Guild of Mages. Life in the Guild was very different from the one I used to have before, and not in a good way. After spending several years to master the basic principles of controlling my magic talent, I made the decision to escape this “prison” and fled to follow the Call – which has been troubling me for a long time.”

This character arrives with the following items in their inventory:
  • A club
  • Townsfolk’s clothing
This character arrives in the following state:
  • Hungry
  • Emaciated

02. ZARHON

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“I was born in the village of Fierylands and grew up in a foster family. I always was a self-sufficient child who didn’t need any extra care from the adults. As a teenager, I shied away from most people, preferring to spend time alone. When I have discovered that I have the magic talent, it took me years before I could reconcile myself to having this curse. It took me even longer to study this field, and to understand how to use my new abilities. When I heard the Call, I eagerly followed it. I cannot say why, but it always seemed to me that the Call would take me to a safe place.”

This character arrives with the following items in their inventory:
  • A knife
  • Torn and worn clothes of no particular origin
  • 1 x simple food ration

03. GAVION

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“I was born in the village of Blackrock, in a craftsman's family. As a child, I fought a lot to protect my younger sister. Over time, I earned the reputation of a serious and responsible young man – and was very proud of it. After the death of my dear father, I planned to continue his work. However, the thought of abandoning everything in order to leave the village and search for the source of a Call that sounded in my head for a while by now, became more and more demanding...”

This character arrives with the following items in their inventory:
  • An axe
  • Villager’s clothing
  • Warm coat
  • 3 x travel rations
  • 150 x coins

04. LEENTIR

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“I was born in the city of Whyness, in a jostler's family. As a child, I was rather cruel and often found pleasure in torturing animals and hurting other children. When I got older, I noticed that I'm somehow different from other people, but I carefully concealed this from everyone. Once I was caught stealing and was thrown into a prison to wait for the trial. In captivity, I turned to my budding magic talent and escaped with the help of an improvised spell. I used city catacombs to hide from the authorities and the Inquisition. After hearing the Call, I decided to take the chance to change my life and followed it to its source without further delays.”

This character arrives with the following items in their inventory:
  • A dagger
  • Townsfolk’s clothing
  • Poison
  • 1 x travel ration
  • 50 x coins

05. DAROS

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“I was born in the castle of Iron Fist and grew up without a father. I spent my early childhood under the supervision of my elder brother, always trying to imitate him in everything that he did. When I became older, I often avoided the tasks that were assigned to me by adults and used that time to play with my peers instead. As soon as I discovered my magic talent, I voluntarily submitted to the Guild of Mages in a hope that they would help me to learn how to use it. It was never my intention to stay there for my whole life, so I escaped at the first opportunity and followed the Call, which I had heard in my head for some time by then.”

This character arrives with the following items in their inventory:
  • A staff
  • Peasant’s clothing
  • A book: “The Basics of Magic”

06. ASCANTHA

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“I was born in the village of Stonesides, in a miller's family. Most of my early childhood I spent playing with other children. As a teenager, I almost died, poisoned by the thorn-apples which I gathered for sale on the street market. My magic talent, once it manifested itself, appeared to be a great help to my family business – but my relatives were too afraid of possible punishment to ever really hide me and when my secret was revealed, my own father called the Inquisition so that they would take me to the Guild of Mages. After initial tests confirmed that I indeed possessed the magic talent, the Inquisition set to escort me to the nearest Guild, but I managed to escape along the way. After that, I became a wanderer who constantly moves from one shelter to another. I avoided crowded places and tried not to stay in one place for more than a few nights – until I heard the Call that drew me eastwards...”

This character arrives with the following items in their inventory:
  • A knife
  • Torn and worn clothes of no particular origin
  • 5 x foraged rations
  • 4 x thorn-apple
This character arrives in the following state:
  • Coughing

07. TUANIA

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“I was born in the village of Oaklets, in a brewer's family. As a child, I was often sick and spent most of my time at home. As I grew older, it became obvious that I have the magic talent. As soon as our neighbors found out about it, they reported me to the Inquisition. Learning to control my magic talent was interesting, but in regard to pretty much everything else, my life in the Guild of Mages was a nightmare. Upon hearing the Call, I realized that this might be my best chance of escaping the Guild as perhaps I could finally find a shelter where the Inquisition will not find me. Holding my breath, I waited for a convenient moment, one day I left the Guild's quarters under an excuse of a routine task – and never ever looked back.”

This character arrives with the following items in their inventory:
  • Peasant’s clothing
  • A book: “Travel Magic”

08. NARLA

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“I was born in the city of Intast, in a librarian's family. As a child, I loved to listen to stories about distant lands, and dreamed of traveling around Rund one day when I grow old enough. Over time, I began to show great interest in the work of my father, helping him to sort the many books that he looked after. Then one day, I heard a strange Call, which was becoming increasingly difficult to ignore. In the end, I gave up any struggle to pretend that I don’t hear it, and set off on a quest to find its source, its meaning – and, perhaps, my new destiny...”

This character arrives with the following items in their inventory:
  • Townsfolk’s clothing
  • Warm coat
  • A book: “The Atlas of Rund”
  • 4 x travel rations
  • 90 x coins

09. MIALLITA

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“I was born in the city of Merton, in an alchemist's family. Throughout my whole childhood, I was very obedient and never argued with my elders. As I grew up a little, my parents arranged to send me to a boarding school, where I became known as a hard-working and diligent student. When I got older, my magic talent revealed itself, after which the Inquisition took me to the nearest quarters of the Guild of Mages. In the Guild, I learned to control my magic talent, as well as to never contradict the inquisitors and the senior mages. As a young mage, I liked to help regular people, even though they almost never acknowledged my assistance or voiced their gratitude. My attitude towards them took a turn after the dwellers of a village beat me to half-death without any excuses or a provocation on my part. After this incident, I decided to escape the Guild – it's better to be burned alive if caught than to live in a constant fear that such cruel beating might happen again. I had no idea what to do after the escape, and decided to follow the Call, which led me eastwards.”

This character arrives with the following items in their inventory:
  • Townsfolk’s clothing
  • 1 x anti-infective ointment
  • 1 x simple ration
This character arrives in the following state:
  • Coughing

10. GWUINITTA

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“I was born in the castle of Hammar, in a scribe's family. I was a very naive child and my friends rarely missed an opportunity to prank me. I spent most of my adolescence caring for my sick mother. After I grew up and got married, my husband and I tried pretty much everything that we could, including the use of countless amulets, to cure my infertility, but it turned out that the reason why I cannot have kids is my curse of possessing the magic abilities. I got sad, and contemplated suicide, but decided against it. My friends only laughed in disbelief when I told them that I wanted to leave everything behind, and to go whichever way the wind blows, in order to find meaning in my new life. Now, they must be wondering where I am at this moment...”

This character arrives with the following items in their inventory:
  • Townsfolk’s clothing
  • Warm coat
  • Amulet of protection
  • 3 x travel rations
  • 120 x coins
––

With this, we finish this week’s dev blog – and we eagerly look forward to your choice of disciples! At the end of the coming week, we will reveal their full parameters.

Perhaps you made the best choice possible.

Or perhaps you missed the characters that could have saved your campaign?

We will see!

#26 – THE RESULTS

Welcome back to development blog of Spire of Sorcery! Today we update you about the current state of development, as well as provide full character stats for the situation described in blog no. 25.

DEV UPDATE

Inventory Items

We've spent the last few weeks making major progress with inventory icons. There are hundreds of items that you will encounter in the game. Starting from June, we have a dedicated artist just for this task - making sure that the icons are easy-to-understand even when you have dozens of items in your possession.

And by the way, among the inventory items, the majority are ingredients and equipment. Weapons make a minor part of the overall inventory because your disciples are not really soldiers. Your main goal? To equip your parties in such a way that they make it safely to their destination, and safely come back.

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Disciple Generator

We also significantly upgraded the game's disciple generator. We resolved multiple technical issues - making sure that dozens of different facial parts can seamlessly combine with each other. We also added a whole bunch of new details, from freckles to new types of eyes and noses and hair styles, as well as skin colors.

We currently expect to release a standalone version of Disciple Generator for you to have fun with, in a matter of several weeks. The generator will allow you to explore characters of Rund at random, as well as to create your very own portraits by choosing specifically this or that facial part. We'll share the news (and the download link) through our Discord[discord.gg] server.

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Global Map

At the same time, we continue to move forward with the upgrade of the global map: we have some types of terrain that we already like, but a lot more that we don't like much yet. The work here progresses rather slowly. It will take another month or two until we will be ready to present to you the updated look of the map.

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Core Mechanics

As to the main focus of our team, this is the RPG System and the Quest System that are at the heart of Spire of Sorcery's gameplay. It's the invisible work that connects everything in the game - characters, quests and world events.

We are currently building a user-friendly set of editor tools that you will be able to use to mod the game from the moment it ships in Early Access, and we already started with the scripts that define consequences of game events. There will be lots of events. Probably, thousands.


TEN DISCIPLES: FULL STATS

And now let's revisit the situation described in blog no. 25, when 10 disciples knocked on the doors of your Spire – but you only had the space to take in 2 of them.

Vox Populi

These are the most and the least popular characters, based on 100+ votes:

fa33fdded63993105ac37b55c8e395d54d1cf204.jpg


Stats

Here are the full stats of these characters:

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Note that Norhadd and Ascantha have "-1" modifier to their CONSTITUTION, which means current damage that needs healing. If left untreated, Norhadd is likely to get well on his own, while Ascantha is likely to continue to get weaker until she eventually dies, as her CONSTITUTION is too low to deal with the damage on its own.

Skills

And here are the skills:

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Dark blue shows that character very much dislikes to study this specific skill, light blue shows a simple dislike. Light yellow indicates preference, and light orange indicates that a character very much likes to study this skill.

The two numbers in each bracket reflect Practice and Theory. So, for example, Gwuinitta has 5 in Theory of Artificing, but absolutely lacks any Practice there.

It's important to note that there is a huge difference between someone not having any skill at all – having 0 for Practice – and someone already having 1, because a lot of quests require a "minimal skill value" before you can assign a disciple to it.

Take Herbalism, for example: to be assigned with a simple mushroom-gathering quest, a character must have at least 1 in this skill. So among these 10 characters, Ascantha will be really successful and Miallita will be able to at least start with this quest – while the other 8 characters cannot be assigned to such a quest, until they learn at least something in this area.

Perks

Finally, perks:

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Some perks are overall positive – for example, if character is a good scribe; or has strong magic talent; some are overall negative – for example, if character is lazy or has a weak talent; and some are a mixed bag – for example, being brave can be good if you need your character to stand her ground in the face of unexpected attack, but it can also be bad if your character rushes head-first into combat in a situation where a retreat would be more advisable.

Similarly, some perks are paired – for example, Conservative and Freethinker; and some are on their own – for example, Proud or Glutton.

--

Did you make a good choice about whom to keep, and whom to send away? Detecting skills and stats by reading character bios is something that you will get better at, with more game experience.

In the next issue of this blog, we'll try to touch upon game events. Meanwhile, you can follow our daily progress via official Discord[discord.gg] server. See you soon!

#27 – HAPPINESS IS…?

HAPPINESS IS...?

We're back with yet another issue of development blog! This time, it is dedicated to the mood of your disciples, which can go as low as falling into depression – and rise as high as dancing in euphoria. But before this topic, a bit of news:

Ignas, our artist who is 100% focused on just the
summer_magic
inventory items since June, is showing great progress. Even though we comment and painstakingly re-draw every item multiple times – because we want to produce the best art that we can, both beautiful and functional – we finished more than 20 new items this month, and we expect to move even faster in July and August. Our ambition is to enter Early Access with at least 60 items illustrated (as for the rest, we will use placeholder icons which will be replaced by unique icons once we produce those).

Sergey, our junior game designer, moves forward with
summer_magic
disciple biographies. The game will have hundreds of biography blocks that offer thousands of unique stories (and skill sets, as the result). Some are dark (girls enslaved, boys abused), some are happy (teenagers falling in love, families offering their support), some are mixed. It is quite likely that we will have to make the game 16+ by age requirement as our dark fantasy lore makes us face some evil that would be too traumatic for kids to explore on their own.

Finally, our core team locked down the specifications for the
summer_magic
Disciple Character Generator & Editor – a separate product that we plan to release for free on Steam for you to play with. We have the user interface and the functionality that we desire, and in a matter of weeks you will be able to engage with the world of Rund through this portal.

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And now, let's talk about mood – something that has the potential to significantly affect your Spire's everyday life.

FROM STATS TO STATES

Every character in the game has stats, skills and traits. These are the basic parameters. Some almost never change (stats) and some progress with time (skills). On top of these, there is another layer: character states.
  • Magic applied (a curse, a protective spell, etc.)
  • Alchemy used (drops that increase mental powers but cause bleeding nose and overall health damage once the effect wears off, etc.)
  • Current illnesses (a fever, a plague, a sexually transmitted disease, etc.)
  • Poison (if character is poisoned)
  • Wounds (if character is wounded)
  • Level of energy (energetic, or very tired - 5 levels in total)
  • Level of hunger (4 levels, from starving to overeating)
  • Current mood (9 levels in total)
Today, we'll focus just on one of these states: the mood.

FROM STRESS TO HAPPINESS, AND ALL THE WAY BACK

A character's mood in Spire of Sorcery can be any of these:
  • Depression
  • Stress
  • Foul mood
  • Bad mood
  • Normal mood
  • Good mood
  • High spirits
  • Happiness
  • Euphoria
Foul mood, bad mood, good mood and high spirits add penalties or bonuses on the actions of character. Depression, stress, happiness and euphoria also influence character's stats.

An example of how this works: say, your character is having a lesson with a teacher. A "normal" progress for her skill is calculated based on the difference between the skill level of teacher and student. If the student is "happy", the progress will be more significant. If the student is "stressed", the progress will be below the normal value.

HOW THE MOOD IS REFLECTED

In addition to a unique icon that shows the exact mood of the character, we decided to also modify character portraits. Below you will find the "normal" portrait of three characters, and the progression of their moods.

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DOES THE MOOD AFFECT THE STATS?

Yes, indeed. Depression, stress, happiness and euphoria affect character stats. If someone is really, really happy – they are definitely more attractive, and the other way around. Every stat in the game has "nominal" and "current" values, and mood is one of the things that has the potential to make "current" value lower – or higher – than "nominal".

More specifically:

greengemstone
STRESS

HEALTH -1
WILLPOWER -1
INTUITION -1
CHARISMA -1

greengemstone
HAPPINESS

CHARISMA +1

greengemstone
DEPRESSION

HEALTH -2
WILLPOWER -3
INTUITION -2
CHARISMA -2
INTELLECT -1
MEMORY -1

greengemstone
EUPHORIA

INTUITION +2
CHARISMA +2
INTELLECT +1
MEMORY +1

WHAT HAPPENS AT PEAK VALUES OF MOOD

If a character is depressed, that character faces the possibility of committing a suicide.

If a character is euphoric, that character runs a chance to experience a special positive event, which could be a breakthrough in skills – or a new trait.

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HOW THE MOOD IS AFFECTED

And now, let's talk about the main question: how do you affect the mood of your disciples?

First of all, through their friendship situation:

If one disciple is a friend of another disciple, then sending them together on a quest will improve their mood. And if they are enemies, then sending them together will make both of their moods worse off.

Then, through their interests in learning certain skills/practicing them:

If a disciple hates domestic magic but you keep assigning him to study it, he will eventually become stressed with this unhappy turn of events. And if another disciple likes healing and you assign her on healing quests, such arrangement will certainly make her happier.

Finally, through their traits:

If someone is greedy and you give them a gift, they will become happier. But if their neighbors are also greedy… then of course they will become unhappy, seeing that someone else, not them, received that gift!

Or take disciples that are freethinkers. Enforcing discipline on them - such as cutting their hair or instituting new traditions - will definitely stress them. As to conservative characters, these will rejoice with stricter rules.

There are multiple ways of managing the moods of your disciples, as long you consider their skill interests and know their traits, and there is no "perfect formula" for running the Spire. A harsh punishment applied to a thief makes disciples with preference for violence happier, and stresses those who have compassionate hearts. And the decision to issue to all the disciples new, fancy robes makes most characters happier… except for ascetic ones, who will see this as weakness, with their mood falling down a notch.

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IS THE MOOD IMPORTANT?

Very much so! You have stats and skills, and these more or less define the types of quests you can use these disciples for. But having a gifted disciple in a foul mood may ruin her chances of success on a specific assignment; while having a weaker student walk around happy can ensure that whenever that student applies her skills, they are applied with great results. Managing disciples is one of the key ingredients in winning the campaign!

#28 – CLOTHING

DEVELOPMENT UPDATE

Welcome, welcome, welcome! It’s been a while since we posted an update here, because one part of our team was busy with the development while another was taking a holiday in the mountains. Yes, a holiday! Because this is our approach to releasing the best game that we can: getting enough rest to stay sharp and smart, rather than crunching through the last few months – which often results in loss of creative vision or lack of integrity. What we want with Spire of Sorcery, on contrast, is to offer you our best development effort!

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Work in progress: there’s a lot of effort that goes into each inventory item icon that we create. These must be easy to understand for every player, at a glance. The team behind all inventory items: 3 artists (Rita, Ignas, Andrey), and our game designer (Alexey). We believe in collaborative work.
DISCORD POPULATION: 1.500+

We’ve hit another milestone with the game’s official Discord server[discord.gg]: it now has over 1,500 members. We thank you all for your continued support – it means a lot to us! We make games for a living, and we make them for you. To be able to share with the community our work in progress, sketches and ideas, is a priceless opportunity to receive player feedback early on, and we are truly grateful for your attention. The game’s Discord server has been a sourse of much motivation for us, thanks to all the players who comment there on our work in progress.

SPIRE OF SORCERY – CHARACTER GENERATOR

As you read this blog, our development work on the game’s standalone Character Generator should already be finished. We currently plan to wrap it in a few days and send it for translation into 5 languages. Once we have it localized, we will release it on Steam for free, for all of you to experiment with. The link will be posted here on Steam forums as well as on Discord[discord.gg]. We are really excited about this upcoming event and cannot wait to see the sort of characters of Rund that you will create and share!

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Coming soon to Steam (as a free app): Spire of Sorcery – Character Generator.
CLOTHING IN SPIRE OF SORCERY

And now let’s start with the main topic of this blog post: clothing sets. Every character in the game is dressed in a specific set, related to profession and/or place and/or social standing. Each set has a single visual representation, so that you can immediately recognize, for example, a hunter; or an Inquisitor. Each set is represented by a corresponding inventory item, and is reflected on character portrait, so that when characters change clothing, their portraits also change.

CLOTHING SETS

At this time, we have the following sets already in the game:
  • rags
  • herder
  • hunter
  • villager
  • townsfolk – poor
  • townsfolk – regular
  • townsfolk – rich
  • merchant
  • performer
  • soldier
  • mage’s mandatory uniform (Guild of Mages)
  • Inquisitor – footman
  • Inquisitor – principal
  • Inquisitor – grand master
  • wildling
  • traveler
  • disciple’s basic uniform
Between Early Access and full release on Steam, we plan to introduce a number of other professions (such as beekeeper, for example) that will further enhance game mechanics – because clothing sets are a meaningful part of the game, and not just some cosmetics.

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Villager
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Rags | Herder | Hunter
CLOTHING AND DISCIPLES

The biography of a disciple defines the clothing set that he, or she, arrives in. Once accepted into the Spire, disciples will continue to hold on to their clothing until such time when you decide to change it.
If you follow the path of strict discipline in your campaign, you may declare that everyone in the Spire must wear a uniform – and produce these uniforms for all the characters. Some will like it, and some will hate it. It’s up to you, how this fits with your overall strategy.

If you want, you may also produce new clothing sets– as long as you have the required resources and someone who can tailor – and assign them to disciples at will. So, for example, if someone came to you in rags, you can improve their outlook by sewing for them a townsfolk’s clothing set.

Of course, you may also just buy those sets on the market in towns and villages if you have money. Or you may confiscate a set of clothing from one disciple and give it to another – but beware the effect that this will have on the person from whom you take the item!

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Townsfolk – poor
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Townsfolk – regular
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Townsfolk – rich
SEWING CLOTHING

To manufacture clothing sets in the Spire, you will need the resources – cloth, gems and extras (if required) – as well as a disciple that already unlocked “Tailoring” as a part of their Artificing skill. While Tailoring is not a very high-level mastery, it is still not something that every character will know by default. As to the resources, you will need to buy rolls of cloth, especially if you need silk for a particular set (for silk, try trading with Weavers) and buy or collect the gems (for some of the more fancier sets).

CLOTHING AND FUNCTIONAL ITEMS

Clothing is separate from the functional items such as “swamp boots”, “winter cloak” or “armor plate” – rather, it reflects social standing and affects its owners as well as those who interact with them. Like most of inventory items, clothing sets have durability and are subject to wear and tear. So, for example, with time, hunter’s clothing set will turn to rags, and you will need to repair or replace it.

As any other inventory items, clothing sets can be owned by specific characters or be the property of the Spire, and any character may own, and carry, multiple clothing sets – using his/her own judgment as to what to wear, and when, if out on a quest.

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Merchant | Soldier
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Performer
THE EFFECT OF CLOTHING IN THE GAME

So how do clothing sets really work in the game? Each set has a number of properties that are important for certain situations. For example, imagine a party of 5 entering a town, and going to the market square. If they are dressed in rags, they will raise immediate concern: possibly, this is a band of adventurers, here to commit crimes – or sell stolen goods. If they are dressed as proper merchants, though, the locals will be much more likely to engage in open trade.

Or consider visiting the Guild of Thieves. If your main quest was to trade on the town’s market, then getting dressed up as rich townsfolk works great. But if you will then visit the thieves dressed in the same fashion… it’s quite likely that the thieves will try to take advantage of such visitors!

Some of the non-human races also have strong response to particular clothing. For example, Weavers, the producers of silk, are in awe of fancy dresses, and use different colors among themselves to communicate social positions. Guests dressed in luxurious clothing will have a much higher standing – and, correspondingly, trading options – with Weavers, than those dressed as wildlings or travelers.

Finally, clothing may also make available certain quests inaccessible otherwise. Let’s say one of your disciples is such a great tailor, that she can sew Inquisitor’s clothing sets. You may then send a party to the nearest office of Guild of Mages, that will pretend to be Inquisitors on inspection – and choose the most skilled mages from the Guild to take away for “further placement”. On one hand, this is an amazing opportunity to boost up your Spire with strong recruits. On another, this is also an opportunity to anger the real Inquisition to such a degree that it will make finding and destroying your Spire one of their priorities.

And one more thing. Clothing is one of the things that affects the mood of your disciples. Some won’t care about they wear. Some will crave higher status. And some will yearn for discipline. Choosing your policy in regard to the uniforms and managing individual clothing for specific characters that are sensible to this aspect is yet another part of your role at the helm of the Spire!

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Wildling | Traveller | Disciple's basic uniform
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#29 – TRAITS

It’s another hot summer day here in Vilnius, Lithuania! With half the development team on vacation, things are more quiet than usual – which, actually, is great for pushing ahead on several key topics. Some development work cannot proceed effectively without colleagues: for example, choosing icons for character skills among 30 options presented. Other development work, though, requires nearly absolute seclusion: for example, drafting game mechanics for character traits – which is what we’ve been doing this past week!


LET’S TALK ABOUT CHARACTER TRAITS

As you may recall, every character in Spire of Sorcery is born with STATS:
  • Health
  • Intellect
  • Memory
  • Willpower
  • Intuition
  • Charisma
Then, throughout childhood and teenage years, characters acquire SKILLS:
  • Concentration
  • Domestic Magic
  • Social Magic
  • Travel Magic
  • Battle Magic
  • Literacy
  • Alchemy
  • Healing
  • Astrology
  • Artificing
  • Herbalism
  • Geology
  • Monstrology
The third essential block, TRAITS, comes both from birth and from life experiences. Typical traits that are assigned at birth: “snoring” and “high pain threshold”. Traits that are acquired through experiences: “cruel” and “gourmet”. Overall, we expect to see around 40-60 character traits in the game at the time of its full release; and as of today, the current build of the game already has 32 traits.


ARE THERE POSITIVE AND NEGATIVE TRAITS?

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Generally, we don’t like to polarize character traits. Most traits are neither good nor bad but will help or hurt players depending on the specific situations.

Some of the traits that we consider to be more negative than positive:
  • Pessimist
  • Lazy
  • Weak
  • Easily distracted
  • Greedy
Some of the traits that we consider to be more positive than negative:
  • Kind
  • Orderly
  • Attentive
  • Hardworking
  • Affable
And here are some traits that are neither positive nor negative:

“Indifferent” – on one hand, a character with this trait might hurt others by not thinking about the consequences of certain actions for others. On another hand, a character with this trait might be exactly the party leader that you need, in order to succeed with a dangerous quest (where she will leave behind a wounded party member so that others may escape the poisonous mines).

“Sociable” – on one hand, a character with this trait can make new friends easily and would be a good negotiator to send on trading missions. On another hand, if you send this character on a quest with someone whose trait is “reserved”, then the other character will end up totally hating the guts of this chatterbox, which will negatively affect his mood.

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BORN-IN AND ACQUIRED TRAITS

At this time, characters are born with 2-3 traits, and then acquire more as their biographies are shaped by different events (each event that affects character’s stats, skills or traits we call “origin”; currently, each character has 7 origins that define them).

It is important to note that the traits acquired through origins are already aligned with the born-in traits. For example, if a character is born as “brave”, she will have a higher chance of experiencing events like “got hurt in a fight with the street gang” or “used magic to save a child from drowning” – which, in turn, affect the character further (the first may give -1 to Health; the second may give a new trait, “kind”).

Does each origin necessarily have the same consequence on a character? Not really.

While some origins in biographies will have mandatory effects on every character who gets them (such as -1 Health and -1 Charisma for characters who have “Sick child” as a part of their life story), most changes are only a dice roll (“Often played with other children” results in a 50% chance of +1 Charisma and a 70% chance of advancing Theory and Practice for the skill of Social Magic).

And then for some effects, the dice rolls would be exclusive – for example, characters with “Read a lot of books as a child” origin have a chance to acquire advanced Theory in Monstrology OR Alchemy OR Astrology OR Artificing OR Herbalism. So that two characters with the same origin in their biography will end up having different acquired effects.

CAN TRAITS APPEAR AND DISAPPEAR LATER IN THE GAME?

At the time when Spire of Sorcery releases in Early Access, the game will not yet support such mechanics. Character traits generated at the time when character appears in your campaign will remain throughout the campaign. On the road to full release of the game, however, we’re considering certain “life-changing events” that will indeed change character traits (and stats) “on the fly”.

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HOW CAN YOU UNCOVER THE TRAITS OF YOUR DISCIPLES?

You may think that just like with STATS, you can use advanced Astrology to reveal all of the traits of your disciples – but this is not so; Astrology will only reveal for you the traits that your disciples were born with. All right, I hear you say, we will then examine our disciples – in the same time-consuming way that is used to reveal all of their SKILLS! Yet this is not possible.

Instead, you have three ways of discovering the traits of your disciples:
  1. Astrology is a great way to reveal all of the born-in traits.
  2. Every time when any (born-in or acquired) trait is activated in the course of the campaign, there is a chance to reveal it (different traits have different chance values). For example, a “greedy” character whose mood goes down whenever someone else is gifted with an item of value in the Spire, eventually will reveal himself as a greedy person – after, say, the tenth such occasion.
  3. You may understand the traits by observing your own experience with characters that have similar origins in their biographies (for example, characters with “Hungry childhood” are often penalized with -1 Intellect or -1 Memory or -1 Health, and often acquire advanced Theory and Practice in the skill of Social Magic); and by observing the behavior of characters in the current campaign (for example, if every roommate of a certain character becomes tired and irritated after rooming together with that character, you may deduce that this is due to “snoring” of the culprit).

SOME EXAMPLES

We’d like to conclude this week’s blog with some real-game examples:

A “glutton” likes to eat a lot, regardless of the quality of the food. When such character is hungry, his mood plunges down faster, and lower, than that of a regular character. When such character is left to his own devices, he will definitely overeat, making him less effective – and consuming, in the process, more rations of your party than is necessary. At the same time, if your own mage is generated a glutton, there is some consolation here: at least you will have a straightforward way of improving the mage’s mood, by throwing lots of (cheap) food at him! (Consider, however, that this is not healthy, and your mage will live a somewhat shorter life as the result).

A “gourmet” is very perceptive to the quality of food on offer. Low-quality foods (such as field rations) greatly affect her mood, sending it to the bottom; high-quality foods (such as “ideal rations” or “exquisite rations” that include vegetables, cooked proteins – meat or fish – and spices) have the opposite effect, leading to elated states. Is this a positive or a negative trait? If your Spire already produces high-quality food (with supply secured, and a talented cook in the kitchen), then this is great – you can guarantee great mood of your gourmets, making them much more productive. But if your Spire struggles on that front, every gourmet becomes an additional liability, as not only will they be unhappy, but also, they will make other characters unhappy through everyday contacts.

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Finally, let’s look at characters with “high pain threshold” and with “low pain threshold”. A character with low pain threshold will suffer even from such trifles as wasp and mosquito bites and will try to avoid at all costs some medicines – such as “stinging ointment”, which causes certain pain but is a great way to disinfect wounds. A character with high pain threshold, on the other hand, may receive the same damage but remain unaffected by it, and therefore as efficient as someone who hasn’t been hurt at all.

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That’s it for today! As always, for updates on work in progress (including the Disciple Generator), please check the game’s official Discord server.
 
Joined
May 8, 2018
Messages
3,535
#30 – FOOD!

With each day of development, we’re getting closer to the day of closed beta (what people in the industry generally refer to as “CBT”). In our case, this will take the form of a “secret sale” of about 1,000 keys that will become available here on Steam store through a special link. We think that having one thousand players is enough to get a variety of opinions – while allowing us to process feedback real fast. And how far is this day right now? Let’s say it this way: we hope to start with the closed beta before the first snow of this year.

Here’s a snapshot of what we’re currently busy with, to give you a taste of our dev life:
  • we’re working on the overall art direction of the user interface in the game
We haven’t posted screenshots from the recent builds yet because we feel like our current UI is a bit too generic and does not reflect the underlying drama of the runaway mage. We are currently playing around with different concepts of how we should change this, so that the game looks exactly like it sounded two years ago when our game designer introduced us to the idea.
  • we’re working on the main music theme of the game
The central place of Spire of Sorcery for any player is their Mage Quarters – a player profile that accumulates all the artifacts, achievements and records between the campaigns played. Working with Anna, the game’s composer, we went through 7 different music themes for this place, and we’re not 100% happy yet. Tonight, Anna lands in Vilnius to spend the next couple of days side by side with us as we all try to find the theme that would be “near perfect”. Not too aggressive, not too depressing, not too fast and not too slow.
  • we started with creature animations
When the game will come out in Early Access, it will already have at least 12 creatures (humans and non-humans) animated. Perhaps this sounds like a small thing, but seeing creatures move – and hearing their unique sounds – adds a lot to the immersion. Our animator, Monika, already worked with our composer, Anna, when they created animations and sound effects for emoticons in Gremlins, Inc., so this will be not their first collaboration.
  • finally, we started with both regular playtests and weekly Steam builds
If some of you are friends with different members of our dev team, you may have already seen us playing Spire of Sorcery on Steam – because we finally moved to the stage where we comment the actual build, rather than separate assets. While this doesn’t mean that we are ready to run the closed beta next week, the progress already fills us with confidence; it is after one of the forthcoming weekly updates that we will push the “RELEASE” button, and it’s a question of weeks/months now, rather than of quarters/years.

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And now, let’s move to the main topic of this blog –

LET’S TALK ABOUT FOOD

The food in Rund comes in three categories:
  • raw (berries, mushrooms, etc.)
  • cooked (different kinds of rations)
  • created by magic (magic porridge)

Each food item has three effects on the characters consuming it:
  • nourishment
  • health benefits
  • taste

NOURISHING FOOD

Each character has a (hidden) value of just how nourished she/he is at the moment.

When characters become “hungry”, an icon appears next to their portraits – and this state starts to affect their mood.

When characters are hungry for prolonged time, they move on to the next state – “starving” – which starts to negatively affect their HEALTH value. Eventually, characters die when their HEALTH is decreased to zero by continued starvation.

Each food item has its own value of just how nourishing this specific food is. For example, “Filling Ration” is almost x1.5 times more nourishing than “Regular Ration”.

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HEALTHY FOOD

Each character has a STAT called HEALTH, which defines their overall constitution – we call it “MAX HEALTH”. This is the maximum that the character can attain without further help from alchemy, magic and artifacts.

In addition to MAX HEALTH, characters also have their actual health state (we call it “ACT HEALTH”). This reflects possible damage that they may have at the moment. For example, someone may have MAX HEALTH at 18 and ACT HEALTH at 16, so that you can heal them to drive their health from 16 to 18 (when ACT HEALTH will match their MAX HEALTH).

In addition to being nourishing, some food items also have beneficial effect on the health of characters that consume it – and thus can be used to heal people. For example, a “Diet Ration” offers the same nourishment as a “Travel Ration”, but in addition Diet Ration also gives +2 health points (it takes several hundred health points from food to move HEALTH STAT up one notch).

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TASTY FOOD

Taste of food items affects the mood of those who eat them. If characters have special traits (such as “gourmet”), this is even more pronounced – but even without relevant traits, eating “Spoilt Rations” (taste: -1) will have a negative effect on most disciples.

Tasty food is not cheap and is not easy to produce, but in situations where your characters experience negative effects from other parts of their daily life (for example, are sick – or work too much – or are in stress because of personal relationship issues) it is a great way to improve their mood a little.

To give an idea, a “Regular Ration” requires just one type of raw food and Alchemy Level 1 to cook it and provides 30 nourishment points; a “Gourmet Ration” that provides exactly the same number of nourishment points – 30 – requires one more type of raw food, plus a delicacy plus spices to cook it, and requires Alchemy Level 15. The only difference? It has +4 on the taste scale – a value higher than any other cooked food, and most of raw food.

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CAN YOU MANAGE WHAT SPECIFIC CHARACTERS EAT?

No, you can’t. That would be the level of micro-management that we don’t want to impose on players. You can direct the disciples that cook for the Spire on what sort of food they should cook, and how many items per day, but you cannot control who eats what – and when (for example, if the food is not tasty enough, some gourmets may go hungry for days rather than eat it).


FOOD ON THE GO

When you send characters out on a quest, it’s always a good idea to give them some Travel Rations to go. Once these run low, they will start spending their time to harvest food along the way (picking berries and mushrooms, hunting and fishing). Generally speaking, parties of disciples that travel across the global map are self-sufficient in terms of food supply.

While harvesting berries requires a very basic skill (Herbalism Level 1), Hunting and Fishing are secondary skills that require somewhat advanced skill of Monstrology. And as always in Spire of Sorcery, it’s all about the context. It doesn’t help to have a great fisher while traveling through the Ancient Forest just like it doesn’t help to have a great hunter while traveling through the Distorted Lands.

Finally, your characters can also buy food whenever they visit locations such as villages and towns. Locations are also a great place to purchase Vegetables (that your Spire cannot produce without an extensive garden and lots of care).

Oh, and one more thing. If characters are out of cooked food, cannot harvest raw food and don’t have access to locations – or money to spend on food there – magic will come handy. Spending some magic energy and using the skill of Domestic Magic Level 10 or higher, any disciple can produce “Magic Porridge”. It lasts only 1 hour, and it tastes like crap (taste: -2), but it’s as nourishing as a Regular Ration, so as long as your party has magic energy to spend, it may get depressed from eating lousy food – but at least they won’t go hungry!

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CAN RIVERS RUN DRY?

It is important to know that each region in the game has a limited number of resources, whether it’s wood or mushrooms or rabbits. With time, resources regenerate, but it’s a fairly slow process once they get depleted – so you’ll need to not to over-fish, or over-harvest. If you keep sending your disciples to pick berries in the same forest just outside the Spire, you will soon have a forest that doesn’t yield much.


EXPIRY DATES AND RECIPES

Each food item (raw or cooked or magic) has its expiry date, after which is it no more useful (it just disappears from the inventory). Some items last very short time – Magic Porridge has the “shelf life” of just 1 hour, and Spoilt Ration lasts for 24 hours. Other items last longer – Diet Ration lasts 500 hours, and Travel Ration as much as 1,000 hours.

As to the recipes for cooked food items, each item has a recipe of its own, which are fairly flexible. Simple Regular Ration requires just one type of raw food to cook it. Advanced Ideal Ration requires not only three different types of raw food, but also a delicacy and some spices.

So, if you want to impress your disciples by offering them items like Gourmet Rations, Ideal Rations and Balanced Rations, you’ll have to explore the map far enough to be able to bring in a number of different raw foods on a regular basis!


COOKING YOUR FOOD

At last, some words about cooking food. Cooking requires the skill of Alchemy and the secondary skill of Cooking, with different items requiring different levels. If you try to cook a specific type of food and you fail, you get Spoilt Rations instead of whatever you were trying to make happen. As to the Cooking, you will need to have it developed 100% – or face a higher chance of failure when performing actions.

Let’s take Ideal Ration as an example. Cooking such ration requires Alchemy Level 20.

Can you attempt to cook it, with some success, when the Theory value of your Alchemy is at Level 20, but the Practice value is lagging behind? Sure! The closer your practice is to the required level, the lower the chances of failure.

Is your success rate 100% when the recipe requires Level 15, your Practice is at 15 and your Theory is at 15? No. At this level, you will most likely succeed in performing the task, but this is not guaranteed. However, the good news is that as long as there’s risk of failure, your character also continues to gain experience. And once your practice reaches Level 25, your chances of success while performing a Level 15 task will indeed become 100%. Correspondingly, while your success at such task will become guaranteed, you will at the same time stop gaining any experience whatsoever from such actions (that would be too simple for your character at that time).

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Gornova

Arcane
Developer
Joined
Aug 6, 2018
Messages
14
I'm also following dev diaries and found last ones pretty boring and revealing too: micromanagement seems to be an important part of the gameplay and I don't like it too much
 

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