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Anyway, I'm a writer mainly, though I do various other art-forms ranging from drawing through sculpting. I have a group on Deviantart dedicated to making the game. If you would like to join, or even merely look over what we have so far, the group can be found here; http://golden-dragon-studio <b><i>dot</i></b> deviantart.com

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New webcasts and other videos

Cadh20000 Blog

We have had a change in prop modeler: Indiedb.com is the new one.

This is my youtube channel. The entire thing is dedicated to the development of the indie Action/Adventure/RPG for the Windows PC titled "Silver Symbiosis"

Though we are too early in development for much beyond concept art and rough models visually, we do feature 3 dev journals and assorted music, voices, and sound FX. With more to come, of course, as material is added.

Youtube.com

Our dev group page is: Indiedb.com

And the game's page is: Indiedb.com

Cover-art remake - CONTEST

Cadh20000 Blog

We are remaking the cover art! Right now we are still brainstorming. We have several ideas but more ideas would definitely be welcome!

Golden-dragon-studio.deviantart.com

If you have an idea for the cover art, please submit it to the group via the "Contest Entries" folder.

Remember, if your idea gets chosen it will be used as the cover art for the game!

You can see the individual elements already submitted in the "Logos and Signs" folder and are welcome to use them in your entry WITH PROPER CREDIT GIVEN. You are by no means limited to them however.

Entries will be judged on CONCEPT rather than EXECUTION. This means that if your idea is good enough, it doesn't matter what the artwork is like.

Entries can be written descriptions with or without visual art, though ones WITH a visual element will have extra weight.

As I will be entering it myself I shall not be involved with judging it, instead I have asked several people involved in various aspects of the Game and/or IT industry to judge.

Deadline: September 30th with judging taking place over the following week.

Judges:
Justin Lawrence (Animator): Facebook.com - Yes
Bobby Buffum (Programmer): Facebook.com - Yes
Mike Kalmbach (Programmer): Facebook.com - Yes
Davence Young (Cosplay costume and prop designer/builder): Facebook.com - Maybe
Eben Illingworth(Product Marketing): Facebook.com - Yes

The prizes so far are:

  • Winning cover art actually gets used

  • Short story by me :iconc-hillman: featuring the winner's OC(s)

  • Digital painting by :iconarekage:
  • Drawing by :iconnightenscythe:

With (hopefully) more to be donated


This was my idea:

Evan and the Rock Goblin Champion in the foreground, Satan in his third form in the background. I still like the crossed swords though... so maybe their blades still crossed, kinda leave it unclear whether they are saluting or fighting each other.

And this is what I gave Nightenscythe for character descriptions:

C-hillman.deviantart.com is a face-pic of
Evan and this one is a POSSIBLE one of his sister Aina: C-hillman.deviantart.com though I don't really like how it turned out.

They are farm-kids, their starting outfits are jeans and t-shirts with work boots, with optional hoodies and leather work-gloves.

And if you lost the link these are the Rock Goblins (he did the artwork quite a while ago): Nightenscythe.deviantart.com

They are 15 year old twins from a small, futuristic, farming village in the mountains. (2070 A.D.) Thanks to the Symbiote they have metallic silver hair and liquid silver irises. They stand 5ft8inch (Aina) and 6ft2inch (Evan)

Evan is a typical farmboy, used to hauling bales of hay and so on while Aina is something of a tomboy and is used to the same type of work. Their sword and shield are referenced in the Equipment Concept folder.

The ultimate armor is a set (tops and bottoms) of "Nanotech Prototype Armor Model "S"", no concept has yet been done for it so let your imagination loose. Just remember that the boots, gauntlets, and helmet are separate so they won't quite match up, and an overcoat or cloak of some sort is optional equipment so that is up to you.

Satan's 3 forms are an

  1. "Angel of Light" (The form from when he was the head angel, before the fall, and bathed in the glow of false-glory)
  2. standard "Demon" similar to the Demon Lord referenced in the Creature Concept folder
  3. and

  4. a "Demonic Giant" with obsidian-black skin that is cracked to show lava underneath and enormous horns.


And these were Arekage's ideas

    *Ideas for Cover Art*

  1. - Evan and the Rock Goblin Champion could be standing in the foreground crossing their swords in the air Three Musketeers style but I would have Satan in his first form on the cover. This is so you get more of the "Oh shit" factor when someone sees his transformation for the first time during the actual fight.

  2. - Evan and his sister looking down at the symbiote on the ground looking curious with Satans eyes hovering ominously above them.

  3. - One of the open portals could take up the entire cover and you could have a hand of several entities reaching through the portal, or instead, Evan could be standing in front of it looking curious and slightly afraid.

  4. - A full body or waist up shot of Evan looking surprised as the symbiote is fusing with him.

  5. - Evan standing in the foreground with his arm formed into a sword raised in the air proudly and confidently and in the background could be an open portal surrounded by in-game enemies and allies with Satan looming over everything.

So does "Silver Symbiosis" interest you?

Cadh20000 Blog

So does "Silver Symbiosis" interest you?

If you haven't read up on the game yet, it is a single-player RPG.

Main objective: To seal Satan back in Hell where he belongs!
Primary weapons: Psion-Sword, Psion-Shield, and Psion-Tether
Secondary weapons: Whatever ranged weaponry you can acquire

Basically you play as a teenager, either Evan or his twin sister Aina. The one you choose encounters a symbiote that bonds with them and grants them a plethora of abilities. The Psionics are the most obvious aspect of this. The other ability is that of fusing temporarily with other creatures and permanentally gaining powers from that fusion. You must battle the evil that comes through some of the rifts, befriend the good that comes through others, and NOT get the two mixed up! Mixing them up gets the good killed and/or you killed.

You also gain the ability to fuse up to 3 of the Fusion abilities together to create new abilities, the only requirement is that the powers being combined came from different creatures.
The rifts that are opening are connecting Earth to various other realities, including Heaven and Hell. Heaven has sent an Angel through to help you defeat the demons being sent from Hell. The final boss is Satan himself who comes in the form he had before being banished from Heaven, and is under the glow of false glory. Don't be fooled!

Oh yeah, the Angel only helps you directly in one boss battle and even that is conditional on you detroying the Demonic Seals which keep him out of that dungeon, after that(provided you destroyed the Seals) he grants you an ability which alows you to deal double damage to demons.

The only actual companion character is the Rock Goblin Champion, AFTER you defeat him. Attacking any of his people(after he joins you) permanently loses you his help.

A new DA Group for Silver Symbiosis

Cadh20000 Blog

I've started a new group on DeviantArt dedicated to the game. At the moment it is the closest thing I have to a web-site for the game.


The group may be used for future games after SS as well, that is the reason behind the name not reflecting the game directly.

Silver Symbiosis Design Doc - Incomplete

Cadh20000 Blog

Table of Contents

  • Core Statement - Page 2
  • Feature Set - Page 2
  • Game time ratio - Page 2
  • Character stats - Description - Page 3
  • Character stats - Initial level - Page 5
  • Character stats - Growth - Page 5
  • Main Menu - Page 7
  • Main Game-play Screen - Page 8
  • Inventory Layout - Page 9
  • Character Screen Layout - Page 11
  • Skill Menu Interface - Page 12
  • Item List - Key Items - Page 13
  • Item List - Equip Items - Ranged Weapons - Page 14
  • Item List - Equip Items - Helmets - Page 17
  • Item List - Equip Items - Overcoats - Page 17
  • Item List - Equip Items - Body Armors - Page 19
  • Item List - Equip Items - Gauntlets - Page 23
  • Item List - Equip Items - Pants - Page 23
  • Item List - Equip Items - Shoes - Page 24
  • Item List - Consumables - Potions - Page 26
  • Item List - Consumables - Potion Ingredients - Page 27
  • Item List - Consumables - Food - Page 27
  • Item List - Consumables - Cooking Ingredients - Page 28
  • Item List - Consumables - Trade Items - Page 29
  • Item List - Consumables - Battle Items - Page 30
  • Skill List - Personal - Page 32
  • Skill List - Psionic - Page 33
  • Skill List - Fusion - Page 34
  • Skill List - Fusion Combo - Page 39
  • Combat System - Page 41
  • NPCs - Page 41
  • Enemies - Page 41
  • Bosses - Page 42
  • Status Effects - Page 68
  • Core statement:

The game is about character development through a combination of both combat AND negotiation.Feature set:

  • 3 in-depth skill-sets affecting both combat and environment
    • Personal: impacting survival on the world-map as well as negotiations with NPCs
    • Psionic: Primary combat and some movement
    • Fusion: Advanced combat, some movement, and some environmental manipulation
  • A destructible/manipulate-able environment which can be affected by the Fusion skills (Examples; changing solid ground to swamp or quicksand, causing land-/rock-slides, etc...)
  • Massive world with many terrain types
  • Hostile environments where the world itself can kill the unprepared through extreme heat (magma caves and deserts), extreme cold (high altitude and/or far northern/southern latitudes), drowning, or starvation.
  • Ability to ATTEMPT to negotiate with most hostile creatures, many of whom may respond favorably, thereby granting new Fusion abilities(certain bosses) or trade for rare items("normal" enemies) while others will take advantage to do massive damage or even (in the case of bosses) 1-hit kills
  • Real-time combat which pauses while in the skill or item menus allowing the player to take their time while browsing through them
  • Ability to acquire recipes, gather ingredients, and prepare potions and/or food
  • Trade with NPCs
  • A multitude of creatures to encounter. Many hostile, but not all

Game-time:Passes at a rate of 24 game-hours (1 game-day) for every 1 real hour, daylight lasts for 12 game-hours (30 real minutes), nighttime (shown by a dimming of the screen to ½ brightness when outside) lasts the other 12 game hours (30 real minutes). Changeover is shown as a gradual dimming or brightening taking place over a period of 4 minutes, the last 2 of daylight or nighttime and the first 2 of the other.
Character stats:

  • Description:
  • Displayed on both the main-screen and the "Character" screen;
  • o HP: Health Points: Displayed as a horizontal red bar in the top left corner of the screen, current and maximum shown overlaying the bar in the following format: Current/Maximum

Only HP, FE and Nourishment are fully replenished upon leveling up.

  • o FE: Fusion Energy: Display-bar is not visible until the first Fusion Skill is acquired, after that it shows as a horizontal green bar 20 pixels below the HP bar, current and maximum shown overlaying the bar in the following format: Current/Maximum

Only HP, FE and Nourishment are fully replenished upon leveling up.

  • o Nourishment: Displays as a vertical yellow bar rising from the bottom left corner of the screen, top of the bar is 20 pixels below the FE bar. The maximum capacity does not change throughout the game, current amount falls at a steady rate of 25% of the maximum every 15 minutes real-time (6 hours game-time) that the character is not fed, current and maximum shown overlaying the bar in the following format: 100/100 with the current amount on the left and the maximum on the right
  • When it reaches 0/100 the base for all stats except health begins to fall at a rate of 25% of the character's CURRENT base amount for every 1 game-day (shown by the subtracted amount being displayed in red with a minus sign before it immediately following the total base amount (Example; Att. 40 -10)), health drops at a rate of 33% of the CURRENT maximum for every 1 game-day (shown by graying-out the subtracted portion of the health-bar). Continued failure to feed the character past 7 game-days results in the character's death (a.k.a. Game Over). Once fed, the character's stats, including health, are regained at the same rate they were lost. Only HP, FE and Nourishment are fully replenished upon leveling up, all other stats must be regained through time and feeding.
  • o TE: Transformation Energy: This energy pool is specific to the Gaia skill's shape-shifts and displays on the main game-play screen ONLY while shifted into non-human form.
  • o The rate of use varies depending on the relative size of the shape-shift in comparison to that of your human form. The following format is in use:
  • § Shape-shift's size / Human size = length of time 100 TE will last
  • less than 0.25 / 1 = 1 minute
  • 0.25 / 1 = 2 minutes
  • 0.5 / 1 = 3 minutes
  • 0.75 / 1 = 4 minutes
  • 1 / 1 = 5 minutes
  • 1.5 / 1 = 4 minutes
  • 2 / 1 = 3 minutes
  • 2.5 / 1 = 2 minutes
  • 3 / 1 = 1 minute
  • greater than 3 / 1 = 30 seconds.
  • o The rate of recovery is 10% of the current maximum per minute, a full recharge from empty in 10 minutes.
  • Display on Game-play screen: Displays as a blue hourglass and a countdown timer showing minutes, seconds, and milliseconds
  • Display on Character screen: Displays in the following format: 100/100 with the current amount on the left and the maximum on the right
  • Displayed only on the "Character" screen;
  • o Att.; Attack: Physical attack power, affects attacks with the Psion-blade (against solid enemies), Personal Skills, and any non-elemental Fusion Skills as well as those elemental Fusion Skills which utilize physical objects, whether energized or not. (Example: hurling rocks or other pieces of the local environment).
  • o E.Att.; Energy Attack: Energy("Special") attack power, affects attacks with all Psionic Skills (against vaporous enemies such as the Wraith or Banshee) and any elemental Fusion Skills that either do NOT utilize physical objects or which energize physical objects.
  • o Def.; Defense: Base physical defensive power, affects attacks with physical weapons (includes claws, fangs, and wings) and any elemental attacks that utilize physical objects, whether energized or not. (Example: hurling rocks or other pieces of the local environment).
  • § Attacks from the front blocked by the Psion-shield deal damage equal to x1 minus 5% for each level of the shield for a maximum of x1 minus 50%,
  • § Attacks from the front that are NOT blocked by the shield simply deal damage x1
  • § Attacks from the side deal damage x1.5
  • § Attacks from behind deal damage x2.
  • o E.Def.; Energy Defense: Base energy("special") defensive power, affects attacks with ENERGIZED physical weapons, elemental attacks that do NOT utilize physical objects, as well as any that utilize ENERGIZED physical objects.
  • § Attacks from the front blocked by the Psion-shield deal damage equal to x1 minus 5% for each level of the shield for a maximum of x1 minus 50%,
  • § Attacks from the front that are NOT blocked by the shield simply deal damage x1
  • § Attacks from the side deal damage x1.5
  • § Attacks from behind deal damage x2.

Just to clarify, defensive power against attacks which utilize both energy AND physical items, is figured by taking ½ (rounded up to the nearest whole) of the character's Def. and E.Def. and adding them together. (Example: (10/2=5) + (7/2=3.5 rounded to 4) = 9)

  • o Speed: Base speed, affects both movement speed and attack speed. Movement Speed is also affected by current equipment while Attack Speed is also affected by the speed of the individual skill or weapon being used.
  • o Elemental Defense: Elemental Defense is determined entirely by certain skills and your equipment. It modifies the amount of damage received from attacks by particular elements AFTER your Def. and E.Def. are figured, 0% means neutral or no modification.

-100% (extremely vulnerable, you take double damage from this element) 0% (normal resistance, no modification to the amount of damage received.) +100% (Totally immune to this element)

  • § Fire: 0%
  • § Water: 0%
  • § Wind: 0%
  • § Earth: 0%
  • § Electric: 0%
  • § Ice: 0%
  • Initial (level 1) for Evan:
  • Displayed on both the main-screen and the "Character" screen;
  • o HP: 50
  • o FE: 10
  • o Nourishment: 100 (The maximum capacity does not change throughout the game)
  • o TE: 100
  • Displayed only on the "Character" screen;
  • o Att.; 5
  • o E.Att.; 5
  • o Def.; 15
  • o E.Def.; 7
  • o Speed: 8
  • Initial (level 1) for Aina:
  • Displayed on both the main-screen and the "Character" screen;
  • o HP: 50
  • o FE: 10
  • o Nourishment: 100 (The maximum capacity does not change throughout the game)
  • o TE: 100
  • Displayed only on the "Character" screen;
  • o Att.; 5
  • o E.Att.; 5
  • o Def.; 10
  • o E.Def.; 7
  • o Speed: 13
  • Growth:
  • Displayed on both the main-screen and the "Character" screen;
  • o HP: +10% (rounded to the nearest whole) of the maximum per level, health is fully restored upon leveling up, including any lost to hunger.
  • o FE: +5% (rounded to the nearest whole) of the maximum per level, energy is fully restored upon leveling up, including any lost to hunger.
  • o Nourishment: N/A (The maximum capacity does not change throughout the game) Meter is fully refilled upon leveling up, despite this refill, the only stats that were lost to hunger which are replenished on leveling are the HP and FE, all others must be replenished through the regular intake of food.
  • o TE: +25 per "Transformation-energy Enhancer" used (Only 4 such potions in the game for a total of +100 TE), +100 TE more added for reaching level 50 of the Gaia skill for a MAXIMUM combined total of 300 TE
  • Displayed only on the "Character" screen;
  • o Att.; +5% (rounded up to the nearest whole) of the maximum per level + a 3% bonus if used more than the E.Att. during the course of that level
  • o E.Att.; +5% (rounded up to the nearest whole) of the maximum per level + a 3% bonus if used more than the Att. during the course of that level
  • o Def.; +5% (rounded up to the nearest whole) (8% if at least 75% of attacks are caught on the shield) of the maximum per level + a 3% bonus if used more than the E.Def. during the course of that level
  • o E.Def.; +5% (rounded up to the nearest whole) (8% if at least 75% of attacks are caught on the shield) of the maximum per level + a 3% bonus if used more than the Def. during the course of that level
  • o Speed: +3% (rounded up to the nearest whole)(5% if at least 50% of attacks are successfully dodged, only counts as a "dodge" if the attack comes within arm's reach of the character) of the maximum per level
  • o Elemental Defense: N/A (base stat for all elements remains 0% at all levels, equipment and skill stats determine any modifications, +/-)
  • § Fire
  • § Water
  • § Wind
  • § Earth
  • § Electric
  • § Ice

Main Menu:Main Menu

  • New Game (click to open a drop-down submenu)
    • File 1
    • File 2
    • File 3
    • File 4
    • File 5
  • Continue Saved Game (click to open a drop-down submenu)
    • File 1
    • File 2
    • File 3
    • File 4
    • File 5

Manage Save File

  • Copy (click to open a drop-down submenu)
    • File 1
    • File 2
    • File 3
    • File 4
    • File 5
  • Delete (click to open a drop-down submenu)
    • File 1
    • File 2
    • File 3
    • File 4
    • File 5

Category 3 - Game Options

  • Master Volume -............l..........+
  • Music Volume -............l..........+
  • Speech Volume -............l..........+
  • Combat Sound Effects Volume -............l..........+
  • Background Sound Effects Volume -............l..........+
  • Cinematic Subtitles On or Off
  • NPC Subtitles On or Off

ControlsW:ForwardA:Strafe LeftS:Back upD:Strafe RightMouse movement:Facing (Forward = Down, Back = Up)Left Mouse ButtonPsion-SwordMiddle Mouse ButtonPsion-TetherAlt + Right Mouse Button(in case of a 2-button mouse)Psion-TetherRight Mouse ButtonPsion-ShieldShift (Hold)Draw Ranged WeaponShift (Hold) + Mouse MovementFirst-Person aim for ranged weaponShift (Hold) + Left Mouse ButtonFire Ranged WeaponF1 through F10Customizable skill hotkeys1 through 0Customizable skill hotkeysDrag ‘n Drop skill from skill window to hotkey bars to customize hotkeysClick on skill icon or press hotkey to useIOpen/Close InventoryQQuest List + Quest Details (highlighted quest displays an arrow on the minimap pointing to the general location of that quest's objective)LOpen/Close Skill ListNOpen Negotiations MenuEnterOpen/Close MenuHHelp Menu (Includes this list)Directional ArrowsNavigate MenusEnter or Left Mouse ButtonSelect Menu Item
Main Game-Play Screen:

  1. "Health Points" Bar - Red in color, extends from left
  2. "Fusion Energy" Bar - Green in color, extends from left
  3. Nourishment Bar - Yellow in color, extends from bottom
  4. Character Name - Depending on gender chosen at the game's start, the

default is either "Evan"(Male) or "Aina"(Female)

  1. Hotkeyed Skills
  2. Bust of the Player's-Character
  3. Player's-Character - Appearance changes depending on current equipment
  4. Enemy-Character
  5. Enemy Name
  6. Enemy Health Points - Displayed as "(Current) 100/100 (Maximum)"
  7. "Transformation Energy" Icon and Timer - Amount of time on timer

depends on the form chosen, when countdown reaches 00:00:00 the character reverts to human form

  1. Ranged Weapon Ammunition Type/Amount - Only displays the

currently equipped weapon-type and ammunition type/amount, if weapon uses multiple ammo-types both are shown with type and current amount. Only ammo in pouch, quiver or clip is shown, any ammo still in the bag is not displayed. Inventory Layout:

  1. Item slots, 25 per page for a total of 50 normal item slots
  2. Key Items Tab, 10 total item slots
  3. Normal and Equip Items Tab
  4. Inventory Page Number, 2 pages total
  5. Character Image - Shows currently equipped items

Simply click, drag and drop equipment from an inventory slot to the appropriate equipment slot in order to equip it.

  1. Helmet Equip Slot
  2. Overcoat Equip Slot
  3. Body Armor Equip Slot
  4. Gauntlets Equip Slot
  5. Ranged Weapon Equip slot
  6. Pants Equip Slot
  7. Shoes Equip Slot

Character Screen Layout:

  1. Health bar
  2. Fusion Energy bar
  3. Nourishment bar
  4. Character Name
  5. Character Image
  6. 3D Bust of Character

Main Window - Left column

  1. Level
  2. Transformation Energy - Displayed on this screen as (Current) 100/100 (Maximum)
  3. Attack - Base stat followed by + or - any stat modifiers
  4. Energy Attack - Base stat followed by + or - any stat modifiers
  5. Defense - Base stat followed by + or - any stat modifiers
  6. Energy Defense - Base stat followed by + or - any stat modifiers
  7. Speed - Base stat followed by + or - any stat modifiers
  8. Experience - (Counter resets to 0 at each new level, each level requires 2.5 times(rounded up to the nearest whole number) the experience to advance that the previous level required.) Displayed as (Current) 100/1560 (Required for next level)

Main Window - Right Column

  1. Elemental Defenses (A negative percentage means increased vulnerability(less resistant) to that element, a positive percentage means increased resistance to that element,-100% means double damage from it while +100% means total immunity to it)
  2. Fire 0%
  3. Water 0%
  4. Wind 0%
  5. Earth 0%
  6. Electric 0%
  7. Ice 0%

Skill Menu Interface:

  1. Skill Icons
  2. Skill Names
  3. Skill Descriptions - Abbreviated
  4. Combo Skill Description - "Combo Skills" are combinations of either 2 or 3 of the "Fusion Skills"
  5. Skill Category Tabs - From left to right they are "Fusion", "Psionic", and "Personal"
  6. Primary Menu Title
  7. Sub Menu Title
  8. Menu Page Number
  9. Button for opening the "Combo Skills" Sub Menu - Also switches primary menu to the "Fusion Skills" tab.
  10. Sub Menu Background - Image indicates that the skills above the line are added together to result in the skill below the line.
  11. Skill Window - Sub Menu
  12. Skill Window - Primary Menu
  13. Combo Skill Menu Tabs - From left to right they are "New Combination" and "Learned Combos", "Learned Combos" are displayed the same way as those in the primary skill window.
  14. Combo Skill Icon
  15. Combo Skill Name

Item List: Key Items: "Equip Items" do not stack, they are limited to 1 per inventory slot

  1. Chronos Tech Labs Card-key 1 - Allows passage through most doors in the compound. (Company headquarters only)
  2. Chronos Tech Labs Card-key 2 - Allows passage through most doors in the compound. (Auxiliary lab 1 only)
  3. Chronos Tech Labs Card-key 3 - Allows passage through most doors in the compound. (Auxiliary lab 2 only)
  4. Chronos Tech Labs Card-key 4 - Allows passage through most doors in the compound. (Auxiliary lab 3 only)
  5. Chronos Tech Labs Card-key 5 - Allows passage through most doors in the compound. (Auxiliary lab 4 only)
  6. Chronos Tech Labs Card-key 6 - Allows passage through most doors in the compound. (Auxiliary lab 5 only)
  7. Hovercraft license - Allows you to rent hovercraft for faster travel between the various SURFACE regions. Cannot reach underground, underwater, high-mountain or airborne/floating areas.
  8. Heavy Artillery license - Allows use of the "Hovercraft-Mounted Laser-Rifle"
  9. Herbal references notebook - Lists all plants your character has learned to identify.
  10. Potion recipes notebook - Lists all potion recipes your character has learned.
  11. Cooking recipes notebook - Lists all cooking recipes your character has learned and what effects, if any, that they have.

Item List: Equip Items: Ranged Weapons: "Equip Items" do not stack, they are limited to 1 per inventory slot(No chemical-propellant weaponry, ammunition containers count as part of the weapon rather than as a separate item. Simply click, drag, and drop from inventory slot to appropriate equipment slot in order to equip) To manually refill ammo, simply drag ‘n drop from inventory to appropriate ammunition container.

  1. Slingshot with ammunition belt-pouch - Weak attack power, short range, medium rate of fire, and unlimited ammo when outside or in caves (rocks picked up from the ground) but only 20 shots when inside buildings (rocks held in ammo-pouch). Found within your character's bedroom. Can only be obtained BEFORE leaving town for the first time.

Ammunition: 20 shots, ammo pouch refilled manually, refill option is only available when outdoors or in a cave. Ammunition is only drawn from the pouch when inside buildings. Damage Type: PhysicalBase Range: 30 feet. Power: Attack x0.5Rate of Fire: 1 shot every 4 seconds

    1. Status Effects: Dependant on ammo-type used

•1. Price:•a. Purchase: N/A•b. Sell: $1.00

  1. Recurve bow with shoulder-quiver - Medium-low attack power, medium range, medium-low rate of fire

Ammunition: 30 shots, quiver may be refilled manually from extra arrows carried in your inventory or automatically when purchasing ammo from a vendor. ONLY arrows that are in the quiver may be fired. Damage Type: PhysicalBase Range: 75 feetPower: Attack x1.0Rate of Fire: 1 shot every 6 seconds

    1. Status Effects: Dependant on ammo-type used

•1. Price:•a. Purchase: $20.00•b. Sell: $10.00

  1. Compound bow with shoulder-quiver - Medium attack power, long range, medium-low rate of fire

Ammunition: 30 shots, quiver may be refilled manually from extra arrows carried in your inventory or automatically when purchasing ammo from a vendor. ONLY arrows that are in the quiver may be fired. Damage Type: PhysicalBase Range: 100 feetPower: Attack x1.5 Rate of Fire: 1 shot every 6 seconds

    1. Status Effects: Dependant on ammo-type used

•1. Price:•a. Purchase: $50.00•b. Sell: $25.00

  1. Wooden Crossbow with belt-quiver - Medium attack power, medium range, low rate of fire

Ammunition: 60 shots, quiver may be refilled manually from extra bolts carried in your inventory or automatically when purchasing ammo from a vendor. ONLY bolts that are in the quiver may be fired. Damage Type: PhysicalBase Range: 75 feetPower: Attack x1.5Rate of Fire: 1 shot every 10 seconds

    1. Status Effects: Dependant on ammo-type used

•1. Price:•a. Purchase: $50.00•b. Sell: $25.00

  1. Steel Crossbow with belt-quiver - High attack power, long range, low rate of fire

Ammunition: 60 shots, quiver may be refilled manually from extra bolts carried in your inventory or automatically when purchasing ammo from a vendor. ONLY bolts that are in the quiver may be fired. Damage Type: PhysicalBase Range: 100 feetPower: Attack x2.0 Rate of Fire: 1 shot every 10 seconds

    1. Status Effects: Dependant on ammo-type used

•1. Price:•a. Purchase: $75.00•b. Sell: $35.00

  1. Chu-Ko-Nu with ammo clip - Medium attack power, medium range, high rate of fire

Ammunition: 20 shots, clip may be refilled manually from extra bolts carried in your inventory or automatically when purchasing ammo from a vendor. ONLY bolts that are in the clip may be fired. Damage Type: PhysicalBase Range: 75 feetPower: Attack x1.5Rate of Fire: 1 shot every 0.5 seconds

    1. Status Effects: Dependant on ammo-type used

•1. Price:•a. Purchase: $150.00•b. Sell: $75.00

  1. Blowgun with forearm quiver - Weak attack, special effect depending on dart being used, short range, medium rate of fire, comes with both poison and tranquilizer darts

Ammunition: Quiver holds 100 shots; 50 each of both poison and tranquilizer darts. Quiver may be refilled manually from extra darts carried in your inventory or automatically when purchasing ammo from a vendor. ONLY darts that are in the quiver may be fired.Damage Type: PhysicalBase Range: 60 feetPower: Attack x0.5 Rate of Fire: 1 shot every 3 seconds

    1. Status Effects: Dependant on ammo-type used.

•1. Price:•a. Purchase: $100.00•b. Sell: $50.00

  1. Laser-pistol - Very high attack power, very long range, medium rate of fire.

Ammunition: 20 shots maximum charge Recharge: Continuous automatic recharge at a rate of 1 shot every 15 seconds. When equipped in combination with any complete "Nanotech Prototype" set, the recharge rate is doubled (both Top and Bottom must be from the same set ("A", "B", or "S") in order to obtain this effect). Damage Type: EnergyBase Range: 300 feetPower: Energy Attack x3.0Rate of Fire: 1 shot every 3 secondsStatus Effects: 10% chance of inflicting "Burn"•2. Price:•a. Purchase: N/A•b. Sell: $25,000Item List - Equip Items - Helmets: "Equip Items" do not stack, they are limited to 1 per inventory slot Simply click, drag, and drop from inventory slot to appropriate equipment slot in order to equip

  1. Aluminum Hardhat

•1. Price:•a. Purchase: •b. Sell: $

  1. Steel-plate

•1. Price:•a. Purchase: •b. Sell: $

  1. Night-vision Goggles

•1. Price:•a. Purchase: •b. Sell: $

  1. Samurai Helmet

•1. Price:•a. Purchase: •b. Sell: $Item List - Equip Items - Overcoats: "Equip Items" do not stack, they are limited to 1 per inventory slot Simply click, drag, and drop from inventory slot to appropriate equipment slot in order to equipOvercoat Categories:Jacket/Coat: Can only be worn over Light or Medium Armor, excellent protection against cold but lowers mobility

  1. Denim Jacket

•1. Price:•a. Purchase: •b. Sell: $

  1. Thin-Leather Jacket

•1. Price:•a. Purchase: •b. Sell: $

  1. Thick-Leather Coat

•1. Price:•a. Purchase: •b. Sell: $

  1. Fleece Coat

•1. Price:•a. Purchase: •b. Sell: $Cloak/Tunic: Can be worn over any armor type, mediocre protection against cold but does NOT affect mobility

  1. Wool Cloak

•1. Price:•c. Purchase: •d. Sell:

  1. Cotton Cloak

•1. Price:•e. Purchase: •f. Sell: $

  1. Quilted Wool Tunic

•1. Price:•g. Purchase: •h. Sell: $Item List - Equip Items - Body Armor: "Equip Items" do not stack, they are limited to 1 per inventory slot Simply click, drag, and drop from inventory slot to appropriate equipment slot in order to equipArmor Categories:Clothes: Appearance only, no effect on defense or mobility - Start with or find in your character's dresser

  1. White Short-sleeved T-shirt

•3. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Blue Short-sleeved T-shirt

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Red Short-sleeved T-shirt

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Black Short-sleeved T-shirt

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. White Long-sleeved T-shirt

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Blue Long-sleeved T-shirt

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Red Long-sleeved T-shirt

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Black Long-sleeved T-shirt

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. White Hoodie

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Blue Hoodie

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Red Hoodie

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Black Hoodie

•1. Price:•a. Purchase: N/A•b. Sell: $5.00Light Armor: Low defense, high mobility - Fairly common

  1. Kevlar vest

•2. Price:•a. Purchase: $100.00•b. Sell: $50.00

  1. Chainmail

•1. Price:•a. Purchase: $70.00•b. Sell: $35.00

  1. Boiled-leather Breastplate

•1. Price:•a. Purchase: $50.00•b. Sell: $25.00Medium Armor: Roughly balanced, decent defense and mobility - Fairly rare

  1. Samurai Breastplate

•1. Price:•a. Purchase: •b. Sell:

  1. Ceramic-scale

•1. Price:•a. Purchase: •b. Sell: Heavy Armor: High defense, low mobility - Fairly common

  1. Bronze-plate

•1. Price:•a. Purchase: N/A•b. Sell: $5.00

  1. Iron-plate

•1. Price:•a. Purchase: •b. Sell:

  1. Steel-plate

•1. Price:•a. Purchase: •b. Sell: Exo-suits: High defense, boosts mobility and attack - Extremely rare

  1. Nanotech Prototype A - Top: Regenerates the wearer's HP at a rate of 5 points per second, boosts attack by +10% of the base stat and speed by +5% of the base stat

•1. Price:•a. Purchase: N/A•b. Sell: $25,000.00

  1. Nanotech Prototype B - Top: Regenerates the wearer's FE at a rate of 5 points per second, boosts attack by +10% of the base stat and speed by +5% of the base stat

•1. Price:•a. Purchase: N/A•b. Sell: $25,000.00

  1. Nanotech Prototype S - Top: Regenerates the wearer's HP and FE at a rate of 5 points each per second, boosts attack by +15% of the base stat and speed by +10% of the base stat

•1. Price:•a. Purchase: N/A•b. Sell: $50,000.00Item List - Equip Items - Gauntlets: "Equip Items" do not stack, they are limited to 1 per inventory slot Simply click, drag, and drop from inventory slot to appropriate equipment slot in order to equip

  1. Mechanic's Gloves: ...
  2. Felidae Gauntlets: Additional effect of changing Gaia's "Cat" shapeshift into "Lion" shapeshift
  3. Samurai Gauntlets: ...
  4. Steel-plate Gauntlets: ...
  5. : ...

Item List - Equip Items - Pants: "Equip Items" do not stack, they are limited to 1 per inventory slot Simply click, drag, and drop from inventory slot to appropriate equipment slot in order to equipPants Categories:Clothes: Appearance only, no effect on defense or mobility - Start with or find in your character's dresser•1. Blue Jeans•2. Light Armor: Low defense, high mobility - Fairly common•1. ...•2. Medium Armor: Roughly balanced, decent defense and mobility - Fairly rare•1. Samurai LeggingsHeavy Armor: High defense, low mobility - Fairly common•1. Steel Greaves•2. Exo-suit: High defense, boosts mobility and attack - Extremely rare•1. Nanotech Prototype A - Bottom: Regenerates the wearer's HP at a rate of 5 points per second, boosts attack by +5% of the base stat and speed by +10% of the base stat •1. Price:•a. Purchase: N/A•b. Sell: $25,000.00•2. Nanotech Prototype B - Bottom: Regenerates the wearer's FE at a rate of 5 points per second, boosts attack by +5% of the base stat and speed by +10% of the base stat •2. Price:•a. Purchase: N/A•b. Sell: $25,000.00•3. Nanotech Prototype S - Bottom: Regenerates the wearer's HP and FE at a rate of 5 points each per second, boosts attack by +10% of the base stat and speed by +15% of the base stat•3. Price:•a. Purchase: N/A•b. Sell: $50,000.00Item List - Equip Items - Shoes:"Equip Items" do not stack, they are limited to 1 per inventory slot Simply click, drag, and drop from inventory slot to appropriate equipment slot in order to equip

  1. Sneakers
  2. Steel-toe Work-Boots
  3. Samurai Boots

Item List - Consumables - Potions:With the exception of the "Enhancers" which are restricted to 1 per inventory slot, all "Potions" can be stacked up to 99 per inventory slot, all non-equip items are single use unless otherwise marked

  1. Transformation-energy Enhancer - increases the Gaia skill's maximum energy pool by ¼ of its starting level. Found, NOT made, there are only 4 in the entire game.
  2. Health Potion (Weak) - Restores 50 HP, the recipe is obtained along with the "Medicine-making" skill.
  3. Health Potion (Medium) - Restores 100 HP.
  4. Health Potion (Strong) - Restores 200 HP.
  5. Health Potion (Maximum) - Restores 400 HP.
  6. Fusion-energy Enhancer - increases the "Fusion Skill" maximum energy pool by ¼ of its starting level. Found, NOT made, there are only 12 of them in the game.
  7. Fusion-energy Potion (Weak) - Restores 50 FE
  8. Fusion-energy Potion (Medium) - Restores 100 FE
  9. Fusion-energy Potion (Strong) - Restores 200 FE
  10. Fusion-energy Potion (Maximum) - Restores 400 FE
  11. Combo Potion (Weak) - Restores 25 HP and FE
  12. Combo Potion (Medium) - Restores 50 HP and FE
  13. Combo Potion (Strong) - Restores 100 HP and FE
  14. Combo Potion (Maximum) - Restores 200 HP and FE
  15. Elixir - Fully restores HP and FE, cannot be made but may be bought from the Rock-Goblin Shamans IF you can negotiate successfully with them. The bottles are very fragile, if the carrier dies the bottle will break so obtaining them from the bodies after a battle is NOT an option.
  16. Poison-paste - Poisons 10 ammunition
  17. Burn Salve - Heals "Burn" status
  18. Antidote - Cures "Mild Poison", reduces "Severe Poison" to "Mild Poison"
  19. Strong Antidote - Cures both "Mild Poison" and "Severe Poison"

Item List - Consumables - Potion Ingredients: Stack up to 99 per inventory slot, all non-equip items are single use unless otherwise marked

  1. Willow bark
  2. Chamomile
  3. Rift-grown Mint - Restores 10 FE. - Grown within the edge of a stabilized rift where no other plant can survive, it not only survives but actually thrives and has absorbed enough rift-energy that the veins and stem have turned a silvery-blue. When eaten unprocessed, it shocks the mouth as if you had touched both terminals of a 9-volt battery to the tongue instead of a simple leaf.
  4. St. John's Wort
  5. Lamb's Ear
  6. Yarrow
  7. Marsh Mallow
  8. Foxglove - Member of the "Deadly Nightshade" family, can be used to steady an irregular heartbeat in extremely minute dosage, but is fatal poison when the dosage is incorrect.
  9. Aloe Vera

Item List - Consumables - Food: Stack up to 99 per inventory slot, all non-equip items are single use unless otherwise marked(You only need to cook in the wilderness; in towns and cities you can, and are recommended to, buy food instead.)

  1. Stir fry
  2. Fried Chicken
  3. Roasted Chicken
  4. Fried Beef
  5. Roasted Beef
  6. Fried Venison
  7. Roasted Venison
  8. Roasted Turkey
  9. Fried Tuna
  10. Roasted Tuna
  11. Tuna sandwich
  12. Fried Salmon
  13. Roasted Salmon
  14. Baked Potato
  15. Beef Stew
  16. Venison Stew
  17. Seafood Chowder
  18. Mushroom Soup

Item List - Consumables - Cooking Ingredients: Stack up to 99 per inventory slot, all non-equip items are single use unless otherwise marked

  1. Garlic
  2. Onion
  3. Basil
  4. Habanera
  5. Chives
  6. Dill
  7. Mint (normal)
  8. Cinnamon
  9. Mustard
  10. Peppercorn
  11. Venison - (Cannot be eaten raw)
  12. Chicken - (Cannot be eaten raw)
  13. Beef - (Cannot be eaten raw)
  14. Turkey - (Cannot be eaten raw)
  15. Fish - (Cannot be eaten raw)
  16. Green Pepper
  17. Red Pepper
  18. Potato
  19. Carrot
  20. Celery
  21. Lettuce
  22. Mushroom
  23. Radish
  24. Salad dressing
  25. Milk
  26. Cheese
  27. ...

Item List - Consumables - Trade Items: Stack up to 99 per inventory slot, all non-equip items are single use unless otherwise marked

  1. Rose
  2. Daylily
  3. Daisy
  4. Honeysuckle
  5. Lilac
  6. Orchid
  7. Teakwood
  8. Copper Ingot
  9. Silver Ingot
  10. Gold Ingot
  11. Sapphire
  12. Ruby
  13. Diamond
  14. Pearl
  15. Copper Ring
  16. Silver Ring
  17. Gold Ring
  18. Sapphire Ring
  19. Ruby Ring
  20. Diamond Ring
  21. Pearl Ring
  22. Copper Necklace
  23. Silver Necklace
  24. Gold Necklace
  25. Sapphire Necklace
  26. Ruby Necklace
  27. Diamond Necklace
  28. Pearl Necklace

Item List - Consumables - Battle Items: Stack up to 99 per inventory slot, all non-equip items are single use unless otherwise marked

  1. Pellets - Ammunition for Slingshot, click, drag and drop onto weapon to reload
  2. Poison Pellets - Poisoned ammunition for Slingshot, click, drag and drop onto weapon to reload - 15% chance of inflicting "Mild Poison" status on target, causing 5 damage per second until cured, will not wear off on its own - Created by using "Jar of Poison-paste" on "Pellets"
  3. Crossbow Bolts - Ammunition for Crossbow, click, drag and drop onto weapon to reload
  4. Poisoned Bolts - Poisoned ammunition for Crossbow, click, drag and drop onto weapon to reload - 15% chance of inflicting "Mild Poison" status on target, causing 5 damage per second until cured, will not wear off on its own - Created by using "Jar of Poison-paste" on "Bolts"
  5. Arrows - Ammunition for Bow, click, drag and drop onto weapon to reload
  6. Poisoned Arrows - Poisoned ammunition for Bow, click, drag and drop onto weapon to reload - 15% chance of inflicting "Mild Poison" status on target, causing 5 damage per second until cured, will not wear off on its own - Created by using "Jar of Poison-paste" on "Arrows"
  7. Poison Darts - Ammunition for Blowgun, click, drag and drop onto weapon to reload - 15% chance of inflicting "Mild Poison" status on target, causing 5 damage per second until cured, will not wear off on its own
  8. Tranquilizer Darts - Ammunition for Blowgun, click, drag and drop onto weapon to reload - 15% chance of inflicting "Sleep" status on target
  9. Caltrops - Trap ground for 10 physical damage when stepped on - each 1 in the menu = 10 on the ground scattered over a 5-foot radius which remain until either they are activated(stepped on) or the player leaves the area(goes through a door or changes maps) - Caution, can affect player or allies as well as enemies
  10. Poisoned Caltrops - Trap ground for 10 physical damage when stepped on - each 1 in the menu = 10 on the ground scattered over a 5-foot radius which remain until either they are activated(stepped on) or the player leaves the area(goes through a door or changes maps) - 15% chance of inflicting "Mild Poison" status on target, causing 5 damage per second until cured, will not wear off on its own - Created by using "Jar of Poison-paste" on "Caltrops" - Caution, can affect player or allies as well as enemies
  11. Firebomb - Throw to coat a 10-foot radius around the impact point in flaming oil - 20 points fire damage per second until extinguished, goes out on its own after 10 seconds or can be extinguished immediately by complete submersion in earth or rinsed off by water - Caution, can affect player or allies as well as enemies
  12. Flash-bomb - Throw to generate bright light which lowers accuracy of diurnal (daytime) creatures/enemies by 50% for 30 seconds and inflicts "Blind" status on nocturnal (nighttime) or subterranean (underground) creatures/enemies - Causes energy damage to nocturnal vaporous enemies such as Wraiths or Banshee

Skill List - Personal:"Personal" Skills:All personal skills are displayed whether learned or not, but are useless until learned from either an NPC or bookSkill Point Distribution:At the beginning of the game you will be given 30 points that you are then asked to assign to the Personal Skills of your choice, all skills begin at level 0, also known as "Unlearned". Level 1 of a skill costs only a single point but level 2 costs 3 points and level 3 costs 5 points, a skill cannot be raised above level 3 at this stage, level 4 and above must be acquired through experience gained from using them in the game. They will never increase in level just from the experience gained from you leveling up (such experience can only get them to 100% of whatever level they are currently on but then they must be used to actually go to the next level. Raising Foraging at this time will raise all 3 of its sub-skills for the cost of one so it is recommended that you do so, because later each sub-skill will gain experience and level up separately. Not to mention that it will make food acquisition early in the game far cheaper and easier.

  1. Foraging: Foraging is further divided into three sub-skills; Hunting, Fishing, and Herb-Gathering. All of which must be leveled up in order for your Foraging level to increase, also, none of them can be more than 1 level above your Foraging level, so raise them evenly. These sub-skills require only 1/3 the normal amount of experience for them to level due to the very fact that they ARE sub-skills rather than solo skills.
    1. Hunting: Use of a ranged weapon or certain Fusion Skills to obtain Meat
    2. Fishing: Use of a Fishing-Pole or Fishing-Spear to obtain Fish
    3. Herb-Gathering: Identifying and gathering useful plant-life (if the skill level is still "unlearned" all herbs will be unidentified from the surrounding vegetation and unable to be gathered. If the skill is known then certain herbs will have a slight blue-green glow to them, as the skill level increases the glow brightens around the more powerful/valuable herbs making them easier to spot, however, the herb species (other than a couple basic ones) must be learned from NPCs, Books, or labeled rows in the gardens/fields (as Green Hope is a farming village, about 2/3 of them can be learned here if you take the time to look around before leaving home, however the more exotic and powerful ones can't be learned until later in the game), they will not glow until after you "Learn" what they are), either for adding effects to food when cooking (Spices), processing into potions (Medicinal Herbs), or simply for trade (Flowers, Spices, Medicinal Herbs)
  2. Medicine-Making: This is how various Medicinal Herbs are processed into a form that can be used to heal or restore energy, without processing they will be good only for selling to stores (as herbs they are not worth very much but as Potions they are worth quite a bit though different Potions have different values). At the start of the game you can make only the most basic formulas, stronger versions of these are NOT learned by leveling-up the skill, they are instead acquired through recipes found or bought throughout the game. Leveling the skill affects the success rate of your medicine-making attempts.
  3. Trading: Ability to buy goods for lower prices or sell goods for a profit, it also allows some outright trades of one item for another (NPCs might offer you trades IF your Trading skill is high enough level at the time you talk to them)
  4. Stealth: Ability to sneak up on, around, or away from enemies (like Sniping this also affects your hunting, the higher your stealth, the more closely you can approach your prey without scaring it into running away.)
  5. Sniping: Sniping is your accuracy with a ranged weapon which affects both the ability to hit your enemies and the success of your Hunting.
  6. Focus: Focus is unique in that it alone can gain exp from the use of any skill, and can actually level from the exp gained through the character's leveling up, due to this however, it takes much larger amounts of exp to get it to level than any of the other skills require. Focus has multiple effects; it increases the rate of experience gain for all skills, both Personal and Fusion. It will also reduce the energy cost of using Fusion skills. The reason for this is that focusing on something makes you able to learn it more effectively and quickly. Also, accomplishing something requires less energy if that energy is focused than it does when the energy is un-focused, much like the light energy in a focused laser-beam versus the light energy in an unfocused flashlight's beam.

This skill can only be obtained as one of your starting skills or learned about ½ way through the game from an NPC in the ruins of New York City(which like many cities, was abandoned as trade was disrupted by the sudden lack of combustion-powered vehicles).Skill List - Psionic:"Psionic" Skills(These are the only skills leveled up through "upgrade items" rather than through use for a total of 10 levels per skill and 27 upgrades total since each skill begins at level 1)All Psionic skills affect physical enemies but deal additional damage to energy beings such as Wraiths or Banshee.•1. Psion Blade: (Right-hand, can be used in combination with EITHER the shield OR the tether) (This is your most basic weapon; the blade's length may be altered by charging up the attack, it has a decent attack power and will be used throughout the entire game. It causes 1.5 times normal damage when used against energy/spirit enemies such as Wraiths or Banshee. Each "Upgrade" increases both the attack power and maximum length of the blade)•2. Psion Shield: (Left-hand, can be used in combination with the blade) (This shield shall serve you throughout your adventure; it can completely block many attacks and weaken many more, additionally, contact with it causes feedback damage to energy/spirit enemies such as Wraiths or Banshee. This is not a passive effect; you must actively place the shield between yourself and the incoming attack. Each "Upgrade" increases the defensive power and size of the shield, level 10 also allows you to switch between normal shield and energy-dome at will.) •3. Psion Tether: (Left-hand, can be used in combination with the blade) (This rope of energy has multiple uses, in combat it can be used to draw distant enemies within range of your blade, and causes feedback damage to energy/spirit enemies such as Wraiths or Banshee. Outside of combat it can be used to drag things such as barges or rafts and can also be used to scale cliffs, trees, and walls. It is limited to one-hundred feet long, but after the acquisition of the first "Upgrade" of this skill you gain the ability to generate two of them at once, "Upgrades" two through four increase the length of time the Psion Tether may be maintained, "Upgrade" number four makes the attached Psion-Tether have a time limit of five minutes. The acquisition of the fifth "Upgrade" gets you the ability to detach this energy rope from yourself, attaching the end that you would normally "hold on to" to another object thereby binding two objects to each other, subsequent "Upgrades" increase the length of time the detached Psion Tether can be maintained. "Upgrade" number nine (the maximum number of "Upgrades" to a particular Psionic Skill, for a total of ten levels) removes the time limit on maintaining the attached Psion Tether and allows the detached one to be maintained for five continuous minutes)Skill List - Fusion:Can be sorted by class; "Passive", "Active Combat", "Active Movement", "Active Environmental" or by creature obtained from, for example; "Dragon", "Sylph", "Ent", etc..."Passive" effects: (These have no levels)

  1. Fire Resistance: Resistance to extreme heat, both environmental and combat - Creature obtained from: Dragon
  2. Resistance to Lava: Immunity to extreme heat(environmental only). Also includes the ability to touch lava for short periods without harm. Conveys complete immunity to normal fire, but only conveys 50% resistance to the black flames of the Hellfire used by Demons. Creature obtained from: Salamander
  3. Aqua-Breath: Ability to breath water as though it were air, also ability to handle extreme pressure from water-depth Creature obtained from: Undine
  4. Firm Earth: Will not sink more than ½ inch deep into, or slip on, soft earths such as mud or moist clay. Creature obtained from: Gnome
  5. Rock-solid: Will not slip on rocks no matter how slick, nor will they roll under your feet. Creature obtained from: Golem
  6. Solid Ground: Formed when Rock-Solid" and "Firm Earth" are both acquired, overwrites both. Creature obtained from: Earth Elemental(Gnome AND Golem both being gained)
  7. Speed-boost: Increases foot-travel movement speed by 25% Creature obtained from: Elf
  8. Aqua Speed-boost: Increases swimming speed by 25% Creature obtained from: Selkie
  9. Camouflage: Reduces chance of being spotted by 50%(75% if second Camouflage is obtained) Creature(s) obtained from: Elf and Ent
  10. Sea-speak: Ability to communicate with sea-mammals(Whales, Dolphins, and Seals) Creature obtained from: Selkie
  11. Dive: Doubles length of time you can remain underwater, removes depth limitation. Creature obtained from: Selkie
  12. Far-sight: Triples the distance you can see clearly Creature obtained from: Roc
  13. Holy Light: Doubles damage inflicted to Demons. Creature obtained from: Angel

"Active" Skills: (Leveled through use to a maximum of 50)Combat:

  1. Flamethrower: Ability to generate streams of fire from your hand extending up to 20 ft in front of you. Creature obtained from: Salamander
  2. Douse: Ability to condense water from the moisture in the surrounding air to douse opponent Creature obtained from: Undine
  3. Crushing Wave: Ability to control liquid water to slam opponent with crushing waves Creature obtained from: Undine
  4. Sinkhole: Create sinkholes to trap enemies Creature obtained from: Gnome
  5. Landslide: Cause landslide to crush enemies Creature obtained from: Gnome
  6. Sandpit: Create sandpits to trap enemies Creature obtained from: Golem
  7. Rockslide: Cause rockslides to crush enemies Creature obtained from: Golem
  8. Rock-throw: Lift boulders out of the ground to hurl at enemies. Creature obtained from: Golem
  9. Wind-Slam: Powerful winds capable of pushing ground-based enemies around and slamming airborne enemies into the ground for heavy damage. Creature obtained from: Sylph
  10. Pit-Trap: Formed when both "Sinkhole" and "Sandpit" are acquired, overwrites both. Creature obtained from: Gnome AND Golem both being gained
  11. Crushing Earth: Formed when both "Rockslide" and "Landslide" are acquired, overwrites both. Creature obtained from: Earth Elemental(Gnome AND Golem both being gained)
  12. Healing: Restore up to 25% of health over a 5 second time period Creature obtained from: Elf
  13. Root-bind: Inflicts "Stop" Creature obtained from: Ent

Environmental:

  1. Fire-Control: Ability to control flames (flame amount remains the same, but is stretched, will sever/extinguish if stretched too far or if you are hit while using the skill. Larger flame sources stretch further before snapping. Creature obtained from: Dragon
  2. Ground-Control: Solidify soft/unstable ground such as mud or loose dirt. Can be used to manipulate dirt to form ramps/pathways. Creature obtained from: Gnome
  3. Rock-Control: Solidify soft/unstable ground such as loose rocks or sand. Can be used to manipulate rock to form ramps/pathways. Creature obtained from: Golem
  4. Earth Control: Formed when both "Rock-Control" and "Ground-Control" are acquired, overwrites both. Creature obtained from: Earth Elemental(Gnome AND Golem both being gained)
  5. Tree-sense: In forested areas creatures are outlined in light; Green for friendly, Yellow for combative but not evil(Potential for negotiations), Red for evil ONLY FUNCTIONS IN FORESTED AREAS Creature obtained from: Ent

Movement:

  1. Ground-Phase: Ability to phase through softer earths such as loose dirt, mud, or moist clay as if they weren't there, pushing small rocks and such out of your path. Large amounts of rock in the soil will render it impassable; this can be avoided by using it in conjunction with Golem. Be forewarned, this skill uses up energy at an accelerated rate and running out of energy while still within a solid object is an instant death! Creature obtained from: Gnome
  2. Rock-Phase: Ability to phase through harder earths such as stone, sand, or baked clay as if they weren't there, pushing small pockets of dirt and such out of your path. Large amounts of soft dirt between the rocks will render it impassable; this can be avoided by using it in conjunction with Gnome. Be forewarned, this skill uses up energy at an accelerated rate and running out of energy while still within a solid object is an instant death! Creature obtained from: Golem
  3. Earth-Phase: Formed when "Ground-Phase" and "Rock-Phase" are acquired, overwrites both. Creature obtained from: Earth Elemental(Gnome AND Golem both being gained)
  4. Wind-Lift: Alone it can be used for brief periods of low-altitude hovering and true flight can be achieved when used in combination with the "Glider" item. This skill uses energy at an accelerated rate, running out of energy while flying results in a slow glide back to the surface; while usually harmless it can be deadly depending upon what is below. Creature obtained from: Sylph

Mixed Class: (Combat/Movement)•1. Shape-Shift: Creature obtained from: Gaia

  • a. The ability to shift into the form of natural creatures, including extinct species. You gain a new possibility to shift into every fifth level of this ability
  • b. There are 10 shifts in total. The closer the creature you shift into is to your size as a human the longer you may maintain your form, certain herbs may be processed into potions to extend the period you may maintain the shift. Be forewarned, your bag does not shift with you, should you take a form that is too small to carry your bag you will leave it behind (even the smallest of your forms may move the bag a small amount, thereby allowing you to conceal it from enemies for later retrieval), clothing and equipped items are the exceptions to this rule.
  • c. Rather than using the energy-pool drawn upon by other Fusion-Skills, Gaia shape-shifts have their own energy pool, the rate at which it is used is instead dependant on size relative to that of your original human form. The closer to human-sized, the longer the form may be maintained. 1x to 1x may initially be maintained for 5 minutes real time, 0.75x or 1.5x may initially be maintained for 4 minutes, 0.5x or 2x may initially be maintained for 3 minutes, 0.25x or 2.5x may initially be maintained for 2 minutes, less than 0.25x or 3x may initially be maintained for 1 minute and greater than 3x may initially be maintained for 30 seconds. It takes 10 minutes to completely recharge this energy reserve when depleted. Certain, very rare (only 4 in the whole game), potions increase the size of the energy pool and therefore the duration of the shape-shifts.

Psionics function differently while shape-shifted! The shield and blade are combined; claws, teeth, horns, or even wings, will be sheathed in a razor-sharp, nearly impenetrable energy field while striking, but only for one to two seconds to a time. The only exception to this is the Chimpanzee form which is capable of using the blade and shield as it both lacks claws and has the same tool-using capability of your human form. However its teeth will be sheathed in the same energy field when biting as that of any of the other shape-shifts would be.The tether is completely disabled while in any shifted form. Be aware, only currently equipped items shift with you!You're pack and its contents are left unchanged, larger shifts can handle the pack but smaller ones such as the falcon or cat must leave it behind. It is highly recommended that you hide the pack before shifting so as to be able to return for it later. An exposed pack can easily be found and stolen or ransacked by enemies and/or curious animals. If it is stolen you will have two game-days to locate the thief and recover it, depending on who/what took it, either through negotiation or combat. Exceed the time limit and the pack will be gone, key items will be scattered widely and must be searched for, regular(non-key) items, no matter how rare(no potion is considered a key item, not even the transformation energy-potions), will simply be gone completely and must be replaced (if possible), including all your money. If ransacked by an animal, all non-food items will be scattered around the area and may be retrieved through a careful search. Food items will simply have been eaten. Shiny objects such as gems or polished metal like coins will have been taken and concealed by such animals as crows, ravens, raccoons and/or packrats and will most likely be found either in underground burrows, hollow trees or nests high in the branches.Initially only one shift is available;

  • Skill level 1: 1st shift: Domestic Cat

reduced size so you can fit in much smaller spaces,boosts agility, stealth, speed, hearing, smell & night-visionChanges to "Lion" if the Felidae Gauntlet is equippedLarger size and increased strength, otherwise the same benefits as the "Domestic Cat"Additional shifts become available at;

  • Skill level 5: 2nd shift: Grey Wolf

communication with wild wolves and,if you develop good relations with them,you will even have the ability call them in to aid you while hunting

  • Skill level 10: 3rd shift: Peregrine Falcon

small size, enhanced sight, flight, and increased speed,stealth (few creatures will connect a bird in the sky with an enemy),

  • Skill level 15: 4th shift: American Crocodile

Tough skin, a large, sharp-toothed strong bite, a powerful tail-whip,and a death-roll that when combined with the bite can tear many enemies to shreds.Fast swimming and the ability to remain under the surface for extended periods.

  • Skill level 20: 5th shift: Anaconda

Powerful, fast strike that can stun most smaller enemies,coils that can restrain or crush most enemies, ability to slither through small spaces,swiftly swim through water, climb rocks or trees and nearly vanish in the underbrush.

  • Skill level 25: 6th shift: Chimpanzee

Enhanced strength from the increased muscle density and great climbing ability,retention of human-like hands and the dexterity associated therewith, unlike othershape-shifts this form is still capable of using the Psion-blade, Psion-shield and regular items.

  • Skill level 30: 7th shift: Dolphin

Strictly aquatic, completely immobile on dry ground. In water however;extremely agile movement, ability to remain submerged for extended periods,powerful ramming attack, and sonar to detect unseen objects.

  • Skill level 35: 8th shift: Rhinoceros

Nearly blind, very fast charge, extremely powerful,ramming attack capable of easily punching through sheet metal with a single chargeand through steel several inches thick with only a couple of charges.

  • Skill level 40: 9th shift: Sea Otter

Able to move between land and water, very agile on both.Claws can manipulate small objects such as levels or pebblesAble to remain submerged for extended periods

  • Skill level 45: 10th shift: Plesiosaur

Large powerful jaws and massive size,very fast and agile in the watervery slow, nearly immobile, on landLong, giraffe-like neck capable of reaching high placesAble to remain submerged for extended periods

  • Skill level 50: No new shift, duration increase.

No new shift, however the base duration for maintaining any of the previously acquired shifts is doubled.The combination of this skill level and all 4 of the transformation energy-potions in the game will triple the size of your original energy-pool.Skill List - Fusion Combo:"Fusion Combo" Skills: (Leveled through use to a maximum of 25)Active Combat:•1. Steam Blast: High temperature, close range, fountain of steam hot enough to cook many weaker enemies. Can inflict "Blind". Formed by combining Salamander and Undine skills•2. Sandstorm: High velocity twister inundated with sand. Inflicts medium damage every 0.5 seconds for as long as it remains in contact with enemies OR self. Formed by combining Sylph and Golem(or Earth Elemental)•3. Glass-storm: High velocity twister inundated with liquefied sand. Inflicts heavy damage every 0.5 seconds for as long as it remains in contact with enemies OR self. Glass bonds to skin/scales/fur/armor and causes further damage when it breaks. Formed by combining Sylph, Salamander, and Golem(or Earth Elemental)•4. Steam-Jet: Medium range, high velocity, variant of "Steam Blast" Formed by combining Salamander, Undine, SylphActive Environmental:•1. Quicksand: Creates a pool of quicksand which can trap and drown enemies. Formed by combining Undine and Golem(or Earth Elemental)•2. Sucking Mud: Creates a pool of deep, sucking mud which can trap enemies and remove/destroy their equipment. Formed by combining Undine and Gnome(or Earth Elemental)•3. Warming Breeze: Create warm air, non offensive but invaluable to surviving frigid conditions. (For example, warming the interior of a cave or tent when high in the mountains) Can also be used to melt thin ice off of things. Formed by combining Dragon and Sylph•4. Hot Water: Warm water, without the need to take time to make a fire and heat the water over it. Correct temperature for making tea or herbal medicine (Once again, not offensive, but it is invaluable for quick travel, and maintaining health in frigid conditions. Formed by combining Dragon and Undine Mixed Class: Active Combat/Environmental•1. Lava Flow: Flows of lava good for blocking off pathways and trapping enemies, causes massive fire damage to anything trying to cross before it cools. Cooling takes approximately 1 game-day, adding water cools it instantly. Formed by combining Salamander and Golem(or Earth Elemental)•2. Molten Glass: Flows of molten glass, good for blocking off pathways and trapping enemies. Causes massive fire damage to anything trying to cross before it cools. Adding water cools AND shatters it instantly to blanket the ground with broken glass, halving travel speed and causing heavy damage to anything crossing it. Formed by combining Salamander and Golem(or Earth Elemental)•3. Rainstorm: Causes heavy rain which greatly reduces visibility and traction. Can flood areas without good drainage, drowning enemies and rusting equipment. Formed by combining Undine and Sylph•4. Hot Wind: Causes enemies to dehydrate, reduces stats by 1/8th and when applied suddenly for short bursts in otherwise frigid conditions occasionally causing "Stun". These winds may also be used to dehydrate perishable foods so you can carry it for longer (be aware though that this will require a couple game days to accomplish). Can also be used to melt ice off of things. Formed by combining Salamander and SylphMixed Class: Active Combat/Movement:•1. Angel-Form: Formed by combining Sylph with Roc (Faster and more nimble in the air than Sylph with the Glider item, but you drop like a rock if you run out of energy, heights greater than 10 ft cause injury(1/3rd HP), over 20 ft cause heavy injury(2/3rd HP), and over 30 ft cause instant death)•2. Elemental Shift: Formed by combining Gaia with any Elemental(Salamander, Sylph, Undine, Golem(or Earth Elemental), Gnome(or Earth Elemental)) •a. Adds element to shape-shift, adding that element to their attacks and reducing damage taken by that element by ¼•b. Gaia plus 2 elements adds additional effects;• i. Earth-Elemental and Salamander transforms shape shift into living lava that can melt or burn weapons, thereby reducing physical attack, after the first blow, by ¾• ii. Salamander and Sylph gives the creature form fire-breath (identical to the effect of the "Flamethrower" skill)• iii. Salamander and Undine gives the creature form steam-breath (Identical to the effect of the "Steam Jet" skill)• iv. Sylph and Undine Turns creature form insubstantial so physical attack pass through harmlessly

  • v. Earth-Elemental and Sylph Surrounds creature form with a dust-devil which reduces enemy visibility

• vi. Earth-Elemental and Undine Creature form leaves a trail of "Sucking Mud" behind it as it moves/•3. Fusion Shift: Formed by combining Gaia with any non-Elemental(Dragon, Elf, Ent, Selkie, and Roc)•a. Dragon: Adds bat-wings and fire-resistant scales to shape-shift Reduces damage from fire attacks by 1/8th•b. Elf: Adds bark and leaves to shifted form to make form harder to see in forested areas(Reduce chance of being spotted by ¼), increases speed by ¼ •c. Ent: Adds bark and leaves to shifted form to make form harder to see in forested areas(Reduce chance of being spotted by ¼), increases defense by ¼ •d. Selkie: Adds warm, water resistant fur to shape-shifts, thereby reducing damage from both water and ice attacks by 1/8th •e. Roc: Adds bird-wings to all shape-shifts and increases the size of the smaller shape-shifts by 2½ timesCombat System:

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NPCs:

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Enemies:

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Boss Enemies:•Article I. Species: Dragon•Section 1.01 Ability gained from befriending: •(a) Skill Name: "Fire resistance"• (i) Skill Type: Passive combat/movement•Section 1.02 Stats:•(a) Level: 10•(b) HP: 1000•(c) Attack: 40•(d) E. Attack: 60•(e) Defense: 100•(f) E. Defense: 30•(g) Speed: 45•(h) Elemental Defense;• (i) Fire: 90% • (ii) Water: -50%• (iii) Wind: 0%• (iv) Earth: 0%• (v) Electric: 0%• (vi) Ice: -25%•Section 1.03 Encounter: Required •(a) (Cannot leave energy field surrounding hometown beforehand) •Section 1.04 Experience: •(a) Slain: 1500•(b) Befriended: 750•Section 1.05 Normal movement: •(a) Airborne: Slow circle, counterclockwise, occasionally reversing direction. Falls to ground for 5 to 20 seconds when stunned, landing causes 2 second quake effect which can knockdown player if within 10 ft.•(b) Standing: Maintain facing toward player, attempt to maintain distance of 15 ft between self and player. Slow walk, occasional fast run directly at player to reduce distance when distance exceeds 35 ft. Falls to ground for 1-5 seconds when stunned. Takes-off if approached closer than 5 ft or struck repeatedly by any attack.•Section 1.06 Attacks: •(a) Type;• (i) Airborne: •1) Attack name: Fire-breath•a) Movement: Strafe directly over player•b) Range: 50 ft directly in front•c) Damage type: Energy

  • i) Damage element-type; Fire
  • d) Damage amount: 50 base-damage
  • i) Additional effect: 25% chance of inflicting "Burn"
  • e) Attack duration: 5 seconds
  • 2) Attack name: Dive-bomb
  • a) Movement: Fly directly above player then drop straight down
  • b) Range: 5 ft surrounding impact point
  • c) Damage type: Physical
  • d) Damage amount: 100 base damage
  • i) Additional effect: knock-down, 25% chance of "Stun" as well
  • e) Attack duration:
  • i) Drop: 2 seconds
  • ii) Quake: 3 seconds
  • (ii) Standing
  • 1) Attack name: Fire-breath
  • a) Movement: Stand still while rotating head up to 90 degrees to keep player in front
  • b) Range: 50 ft directly in front
  • c) Damage type: Energy
  • i) Damage element-type; Fire
  • d) Damage amount: 50 base-damage
  • i) Additional effect: 25% chance of inflicting "Burn"
  • e) Attack duration: 5 seconds
  • 2) Attack name: Claw-swipe:
  • a) Movement: Face player and pounce forward while swiping claw
  • b) Range 10 feet directly in front
  • c) Damage type: Physical
  • d) Damage amount: 25 base damage
  • i) Additional effect: knock-back (10 ft)
  • e) Attack duration: 0.5 seconds
  • 3) Attack name: Tail-whip:
  • a) Movement: Spin around to face away from player and bring tail in range
  • b) Range 20 ft to back and sides(from base of tail)
  • c) Damage type: Physical
  • d) Damage amount: 40 base damage
  • i) Additional effect: knock-back 20 ft
  • e) Attack duration: 2 seconds
  • Section 1.07 Negotiation
  • (a) Dragon HP: 75% or less - Dragon status: Stun
  • (i) Player
  • 1) Option 1: Attack, dragon takes double damage and battle resumes
  • 2) Option 2: Wait
  • (ii) Dragon: "Why did you not strike when you had the chance?"
  • (iii) Player:
  • 1) Option 1: "You're so weak it wasn't worth it!"
  • 2) Option 2: "I don't even know why we are fighting!"
  • (iv) Dragon:
  • 1) Response to option 1: "Weak? You dare call me weak?" Dragon uses "Fire-breath" skill
  • 2) Response to option 2: "Aren't you a wizard?"
  • (v) Player:
  • 1) Option 1: "Wizard? Why would you think that? I'm just a farmer!"
  • 2) Option 2:Attack without warning, battle resumes
  • (vi) Dragon: "A farmer? Like I'd believe that! You dress like a wizard and you use skills like a wizard! Only the fact you didn't kill me is unlike a wizard."
  • (vii) Player:
  • 1) Option 1: "Why would a wizard want to kill you?"
  • 2) Option 2: "Until a couple days ago I didn't even think Dragons or Wizards even existed. Now that I know they do, maybe I should become wizard!" Attack
  • 3) Option 3: Attack without warning, Battle resumes
  • (viii) Dragon:
  • 1) Response to option 1: "Don't you know anything? Dragon blood and body-parts are major ingredients in many spells!"
  • 2) Response to option 2: Dodge attack "Become a Wizard? I shouldn't have let you live this long!" Uses "Fire-breath" skill
  • (ix) Player:
  • 1) Option 1: Attack without warning
  • 2) Option 2: "Hmm... Maybe I could do some business with them..." Attack
  • 3) Option 3: "Yuck! Using parts of another creature, let along an intelligent one? That's horrible!"
  • (x) Dragon:
  • 1) Response to option 1: Battle resumes
  • 2) Response to option 2: Dodge attack "Bah, you're as bad as them! Time to die!" Battle resumes
  • 3) Response to option 3: "Perhaps we could be friends instead of enemies..." Befriending successful
  • Article II. Species: Sylph
  • Section 2.01 Ability gained from befriending:
  • (a) Skill Name: "Wind Slam"
  • (i) Skill Type: Active Combat
  • (b) Skill Name: "Wind Lift"
  • (i) Skill Type: Active Movement
  • Section 2.02 Stats:
  • (a) Level: 20
  • (b) HP: 15000
  • (c) Attack: 30
  • (d) E. Attack: 100
  • (e) Defense: 250
  • (f) E. Defense: 100
  • (g) Speed: 185
  • (h) Elemental Defense;
  • (i) Fire: 0%
  • (ii) Water: 0%
  • (iii) Wind: 100%
  • (iv) Earth: 100%
  • (v) Electric: -50%
  • (vi) Ice: 0%
  • Section 2.03 Encounter type: Required
  • (a) (Cannot pass through mountains until she is defeated, also cannot fly until/unless befriended)
  • Section 2.04 Experience:
  • (a) Slain: 5000
  • (b) Befriended: 2500
  • Section 2.05 Normal movement:
  • (a) Airborne: Medium speed circling counterclockwise(initially) around battlefield, occasionally reversing direction interspersed with erratic dashes across battlefield to remain behind player. Falls to ground for 1 to 5 seconds when stunned.
  • (b) Standing: N/A
  • Section 2.06 Attacks:
  • (a) Type:
  • (i) Airborne:
  • 1) Attack name: Whirlwind
  • a) Movement: Very fast clockwise circling around player
  • b) Range: 15 ft radius surrounding player
  • c) Damage type: Energy
  • i) Damage element-type: Wind
  • d) Damage amount: 10 base-damage every second
  • i) Additional effect: Slowly pulls player toward center at a rate of 5 ft per second while standing still, speed reduced to ¼ while running outward
  • e) Attack duration: 30 seconds
  • 2) Attack name: Wind-slam
  • a) Movement: Fast dash across battlefield, directly over player
  • b) Range: Entire battlefield
  • c) Damage type: Physical
  • i) Damage Element-type: Wind
  • d) Damage amount: varies
  • i) Strikes player:

•a. Branch: 50 base-damage

•b. Small tree: 200 base-damage•c. Small rock: 25 base-damage•d. Large rock: 100 base-damage•e. Boulder: 150 base-damage

  • ii) Player strikes

•a. Rock-pillar: 75 base-damage •b. Edge of battlefield: 300 base-damage•e) Attack duration: 30 seconds•3) Attack name: Wind-lift•a) Movement: Straight dash at player then fly straight up, taking player 20 ft above ground then dropping player. Once initiated attack cannot be turned•b) Range: 5 ft radius•c) Damage type: Physical

  • i) Damage element-type: Earth
  • d) Damage amount: 100 base damage
  • i) Additional effect: knock-down
  • e) Attack duration: 2 seconds
  • Section 2.07 Negotiation:
  • (a) Sylph HP: 75% or less - Sylph status: Stun
  • (i) Player
  • 1) Option 1: Attack, Sylph takes double damage and battle resumes
  • 2) Option 2: Wait
  • (ii) Sylph: "I thought you were going to kill me! It was only a prank!"
  • (iii) Player:
  • 1) Option 1: "A prank huh? Well I didn't think it was very funny!" Attack, Battle resumes
  • 2) Option 2: "The number of times I've been attacked lately have me rather... Jumpy. Can you blame me for overreacting?"
  • (iv) Sylph: "I-I guess not..."
  • (v) Player:
  • 1) Option 1: "No more pranks?"
  • 2) Option 2: "Pull another prank like that and I will kill you!"
  • (vi) Sylph:
  • 1) Response to option 1: Cringes, "Alright, just don't hurt me!"
  • 2) Response to option 2: "You're so cruel!" Battle resumes
  • (vii) Player:
  • 1) Option 1: "Wimp!"
  • 2) Option 2: Attack without warning
  • 3) Option 3: "Don't worry, I won't hurt you, as long as you aren't trying to hurt me anyway!"
  • (viii) Sylph:
  • 1) Response to option 1: "You're just a bully!" Uses "Wind-slam" skill, Battle resumes
  • 2) Response to option 3: Relaxes "Okay! Can we be friends then?" Befriending successful
  • Article III.Species: Undine
  • Section 3.01 Ability gained from befriending:
  • (a) Skill name: "Douse"
  • (i) Skill-type: Active combat
  • (b) Skill name: "Crushing wave"
  • (i) Skill-type: Active combat (Only usable in water)
  • (c) Skill name: "Aqua-breath"
  • (i) Skill-type: Passive movement
  • Section 3.02 Stats:
  • (a) Level: 30
  • (b) HP: 30000
  • (c) Attack: 100
  • (d) E. Attack: 500
  • (e) Defense: 350
  • (f) E. Defense: 175
  • (g) Speed: 155
  • (h) Elemental Defense;
  • (i) Fire: 50%
  • (ii) Water: 100%
  • (iii) Wind: 0%
  • (iv) Earth: 100%
  • (v) Electric: -100%
  • (vi) Ice: 50%
  • Section 3.03 Encounter type: Optional
  • (a) (Cannot go more than 10 ft below water's surface or remain underwater for more than 45 seconds in human form until/unless befriended)
  • Section 3.04 Experience:
  • (a) Slain: 10000
  • (b) Befriended: 5000
  • Section 3.05 Normal Movement
  • (a) Airborne: N/A
  • (b) Standing: N/A
  • (c) Swimming: Slowly circles battlefield underwater, initially clockwise though reversing direction periodically, doubles in speed when struck underwater. Hurdles over nearest platform when changing direction. Surfaces occasionally opposite the player, retreating back underwater immediately if struck, otherwise stays at the surface for 10 to 20 seconds before submerging again. Floats on surface for 1 to 5 seconds when "stunned".

•Section 3.06 Attacks:•(a) Type:• (i) Airborne: N/A• (ii) Standing: N/A• (iii) Swimming:•1) Attack name: Douse•a) Movement: Surface and throw 3 to 6 beach-ball sized globes of water at player in rapid succession•b) Range: 50 ft straight in front•c) Damage type: Physical

  • i) Damage Element-type: Water
  • d) Damage amount: 50 base damage
  • i) Additional effect: 10 ft knock-back
  • e) Attack duration: Globes are thrown at a rate of 1 per second and fly at a rate of 10 ft a second
  • 2) Attack name: Flood
  • a) Movement: Rises up on a water-pillar in the center of the battlefield, when the pillar reaches 10 ft above the surface the water level begins to rise as well
  • b) Range: Entire battlefield
  • c) Damage type: N/A
  • i) Damage Element-type: Water
  • d) Damage amount: N/A
  • i) Additional effect: Can kill(drown) player if the player fails to remain at the surface
  • e) Attack duration: Water rises for 15 seconds stays up for 1 minute, then gradually subsides over 15 seconds
  • 3) Attack name: Crushing wave(This attack can be performed solo or in the middle of "Flood" for double damage)
  • a) Movement: she jumps straight up out of the water and splashes back down into the water rapidly to generate waves
  • b) Range: Entire battlefield
  • c) Damage type: Physical
  • i) Damage Element-type: Water
  • d) Damage amount: 250 base damage when used solo or 500 base damage when used in the middle of "Flood"
  • i) Additional effect: 20 ft knock-back
  • e) Attack duration: Waves travel outward from Undine at a rate of 1 per second and a speed 20 ft a second
  • 4) Attack name: Aqua-slam
  • a) Movement: Dash directly at player generating a large wake
  • b) Range: 40 ft straight ahead, 15 ft to either side
  • c) Damage type: Physical
  • i) Damage Element-type: Water
  • d) Damage amount: 100 base damage
  • i) Additional effect: knock-back to edge of wake
  • e) Attack duration: travels at a rate of 15 ft a second, wake takes 2 seconds to die down
  • Section 3.07 Negotiation:
  • (a) Undine HP: 75% or less - Undine status: Stun
  • (i) Player
  • 1) Option 1: Attack, boss takes double damage and battle resumes
  • 2) Option 2: Wait
  • (ii) Undine: "Are you TRYING to torture me? First you drag me out of my world and then you beat me up, and rather than finish me off when I'm down you wait until I get up... Just what is your deal?"
  • (iii) Player:
  • 1) Option 1: "Hey, you attacked me! Just be glad I don't attack the helpless!" Attack
  • 2) Option 2: "No, you've got it all wrong! I'm not the one who brought you here, and you attacked me, not the other way around!"
  • 3) Option 3: Attack without warning, Battle resumes
  • (iv) Undine:
  • 1) Response to option 1: Dodge attack, Battle resumes
  • 2) Response to option 2: "What are you talking about? If you didn't bring me here then who did?"
  • (v) Player:
  • 1) Option 1: "I don't know who is responsible, but these rifts have brought a lot of others into this world besides just you. Some are friendly, but others are as hostile as can be!"
  • 2) Option 2: "Why should I care how you got here, you attacked me and that's all I care about!" Attack
  • 3) Option 3: Attack without warning, Battle resumes
  • (vi) Undine:
  • 1) Response to option 1: "I guess I should have been one of the friendly ones then... It's not too late to change, I hope?" Befriending successful
  • 2) Response to option 2: Dodge attack, Battle resumes

•Article IV. Species: Rock-Goblin Champion•Section 4.01 Ability gained from befriending:•(a) Skill name: N/A• (i) Skill-type: N/A•Section 4.02 Stats:•(a) Level: 30•(b) HP: 3,000•(c) Attack: 100•(d) E. Attack: 0•(e) Defense: 150•(f) E. Defense: 100•(g) Speed: 75•(h) Elemental Defense;• (i) Fire: 0% • (ii) Water: 0%• (iii) Wind: 0%• (iv) Earth: 0%• (v) Electric: 0%• (vi) Ice: 0%•Section 4.03 Encounter type: Optional•(a) (Must enter Rift to Rock-Goblin home-world to encounter him. Defeat him to befriend him. Becomes ally and companion, battles beside you and turns all Rock-Goblins friendly. Attacking a Rock-Goblin while he is with you breaks the alliance and all Rock-Goblins become hostile thereafter.)•Section 4.04 Experience:•(a) Slain: N/A•(b) Befriended: 2,500•Section 4.05 Movement•(a) Airborne: N/A•(b) Standing: • (i) Dual-Knives: Circles slowly, waiting for an opening then darts in swiftly for a few quick slashes before retreating once more. Attacks can be blocked by player's shield.• (ii) Battleaxe: Dashes around randomly using a fast combination of overhead swings with side-slashes which can get the hooked slashing-blade around the shield for minor damage. • (iii) Club: Dashes around randomly, restricts himself to slow, overhead bashing attacks which can be completely blocked by the shield.• (iv) Sword and Shield: The most basic and balanced of the lot, uses a combination of relatively slow slashing and fast stabbing attacks interspersed with ducking behind his shield. The shield can completely block your physical attacks, but has no effect on your "Fusion" skills. Your shield can completely block his attacks if you get it up in time.• (v) Shaman-staff: N/A•(c) Swimming: N/A•Section 4.06 Attacks:•(a) Type:• (i) Airborne: N/A• (ii) Standing: Physical •1) When using Dual Knives - Base Speed x2•a) Attack name: Cross-Slash

  • i) Movement: Dash straight at the player then slip around the side to get behind the player before striking at the center of the back
  • ii) Range:

•a. Dash: 10 ft•b. Slash: 2 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 150 base damage

•a. Additional effect: N/A

  • v) Attack duration:

•a. Dash: 1.75 seconds•b. Slash: 0.25 seconds•b) Attack name: 1-2 Slash

  • i) Movement: Dash straight at the player then duck low to strike at player's stomach below the shield
  • ii) Range:

•a. Dash: 10 ft•b. Slash: 1 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 50 base damage per slash

•a. Additional effect: N/A

  • v) Attack duration:

•a. Dash: 1.75 seconds•b. Slash: 0.25 seconds•2) When using Battleaxe - Base Speed x0.75•a) Attack name: Side-Slash

  • i) Movement: Dash just to the right or left of the player to get beside them before striking with the slashing-blade back edge of the axe.
  • ii) Range:

•a. Dash: 15 ft•b. Slash: 4 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 175 base damage

•a. Additional effect: Can wrap around shield to inflict damage

  • v) Attack duration:

•a. Dash: 2 seconds•b. Slash: 0.5 seconds•b) Attack name: Overhead-Chop

  • i) Movement: Dash straight at the player then chop downward at the player's head
  • ii) Range:

•a. Dash: 10 ft•b. Slash: 3 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 350 base damage

•a. Additional effect: N/A

  • v) Attack duration:

•a. Dash: 2 seconds•b. Chop: 0.5 seconds•3) When using Club - Base Speed x0.5•a) Attack name: Homerun Swing

  • i) Movement: walk straight at the player then swing full strength at the player's side
  • ii) Range:

•a. Walk: 10 ft•b. Swing: 3 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 575 base damage

•a. Additional effect: 20ft Knockback plus "Stun"

  • v) Attack duration:

•a. Dash: 1.75 seconds•b. Slash: 0.25 seconds•b) Attack name: Head-Bash

  • i) Movement: walk straight at the player then swing full strength downward at the player's head
  • ii) Range:

•a. Walk: 10 ft•b. Swing: 3 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 500 base damage

•a. Additional effect: Stun

  • v) Attack duration:

•a. Walk: 1.75 seconds•b. Swing: 0.25 seconds•4) When using sword and shield - Base Speed x1•a) Attack name: Upward slash

  • i) Movement: Run straight at the player then duck low and swing full strength at the player's stomach from below
  • ii) Range:

•a. Walk: 10 ft•b. Slash: 3 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 150 base damage

•a. Additional effect: N/A

  • v) Attack duration:

•a. Dash: 1 second•b. Slash: 0.25 seconds•b) Attack name: Diagonal Slash

  • i) Movement: Run at player then slash diagonally downward while side-stepping around player
  • ii) Range:

•a. Walk: 15 ft•b. Slash: 3 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 275 base damage

•a. Additional effect: N/A

  • v) Attack duration:

•a. Dash: 1.75 seconds•b. Slash: 0.25 seconds•c) Attack name: Stab

  • i) Movement: Run at player then stab directly at player's heart without pausing
  • ii) Range:

•a. Run: 15 ft•b. Stab: 3 ft

  • iii) Damage type: Physical

•a. Damage Element-type: N/A

  • iv) Damage amount: 275 base damage

•a. Additional effect: N/A

  • v) Attack duration:

•a. Dash: 1.95 seconds•b. Stab: 0.05 seconds• (iii) Swimming: N/A•Section 4.07 Negotiation: •(a) A win = successful befriending •(b) A loss = death•Section 4.08 As Ally•(a) Starting level: 25•(b) Growth rate: same as Evan•Section 4.09 Fighting Styles•(a) Aggressive • (i) Uses Battleaxe•1) Charges directly in, willing to take any number of blows as long as he can inflict blows at close-range in return•(b) Balanced• (i) Uses Sword and Shield•1) Catches as many blows as possible on his shield while inflicting blows at close-range•(c) Defensive• (i) Uses Dual Knives•1) Stays at medium range most of the time, dodging as many blows as possible. Rushes in to inflict close-range slashes whenever he can without taking any blows in return before retreating to medium-range again.•Article V. Species: Salamander•Section 5.01 Ability gained from befriending: •(a) Skill name: "Immunity to Fire" (overwrites "Fire Resistance")• (i) Skill-type: Passive combat/movement•(b) Skill name: "Flamethrower"• (i) Skill-type: Active combat•(c) Skill name: "Fire control"• (i) Skill-type: Active environmental•Section 5.02 Stats:•(a) Level: 60•(b) HP: 100,000•(c) Attack: 400•(d) E. Attack: 500•(e) Defense: 550•(f) E. Defense: 800•(g) Speed: 200•(h) Elemental Defense;• (i) Fire: 100% • (ii) Water: -100%• (iii) Wind: -50%• (iv) Earth: 0%• (v) Electric: 0%• (vi) Ice: -100%•Section 5.03 Encounter type: Optional•(a) Requires both Dragon's "Heat-Resistance" and either Golem's "Rock-Phase" or Earth-Elemental's "Earth-Phase" to reach him in the magma-filled caverns below the Dragon's battlefield.•Section 5.04 Experience:•(a) Slain: 20,000•(b) Befriended: 10,000•Section 5.05 Normal Movement•(a) Airborne: N/A•(b) Standing: Occasionally emerges fully from the magma, when out of the magma it moves at roughly ½ the speed of when in the magma. Walks slowly around the battlefield randomly diving back into the magma to reheat(heal).•(c) Swimming: Swims swiftly through the magma, completely out of reach. Immune to all attacks when fully submerged. Health regenerates at a rate of 10HP every 0.1 seconds while submerged. Surfaces every 5 to 20 seconds to draw a breath..•Section 5.06 Attacks:•(a) Type:• (i) Airborne: N/A• (ii) Standing: •1) Attack name: Fire-breath•a) Movement: Stand still while rotating head up to 90 degrees to keep player in front•b) Range: 50 ft directly in front•c) Damage type: Energy

  • i) Damage element-type; Fire
  • d) Damage amount: 500 base-damage
  • i) Additional effect: 25% chance of inflicting "Burn"
  • e) Attack duration: 5 seconds
  • 2) Attack name: Claw-swipe:
  • a) Movement: Face player and pounce forward while swiping claw
  • b) Range 10 feet directly in front
  • c) Damage type: Physical
  • d) Damage amount: 250 base damage
  • i) Additional effect: knock-back (10 ft)
  • e) Attack duration: 0.5 seconds
  • 3) Attack name: Tail-whip:
  • a) Movement: Spin around to face away from player and bring tail in range
  • b) Range 20 ft to back and sides(from base of tail)
  • c) Damage type: Physical
  • d) Damage amount: 400 base damage
  • i) Additional effect: knock-back 20 ft
  • e) Attack duration: 2 seconds

• (iii) Swimming: •1) Attack name: Magma Wave•a) Movement: Swims in a rapid circle generating an outward flowing wake in the magma that splashes up on shore. Magma splashed on the ground remains hot for 45 seconds, inflicting damage not merely when splashed on the player but also at any time the player contacts it before it cools. •b) Range: 10ft inland from the shoreline•c) Damage type: Energy

  • i) Damage Element-type: Fire
  • d) Damage amount: 700 base damage
  • i) Additional effect: Causes "Burn"
  • e) Attack duration: Wave dissipates after 3 seconds, magma on shoreline remains hot for 45 additional seconds
  • 2) Attack name: Tongue-Lash
  • a) Movement: Comes close to the shoreline then rapidly extends tongue, frog-like, at player. If tongue contacts player he backs up further into the magma, dragging the player after him. Releases after player is fully into the magma, 3 Psion-Sword strikes on the tongue causes it to release early.
  • b) Damage type: Physical
  • i) Damage Element-type: Fire
  • c) Damage amount: 1000 base damage
  • i) Additional effect: Causes "Burn"
  • d) Attack duration:
  • i) Tongue extension takes 0.25 seconds
  • ii) Dragging player into magma takes 3 seconds

•Section 5.07 Negotiation:•(a) Boss HP: 75% or less - Boss status: Stun• (i) Player: •1) Option 1: Attack, boss takes double damage and battle resumes•2) Option 2: Wait• (ii) Boss: You had your chance to finish me but didn't take it... Why?• (iii) Player:•1) Option 1:•2) Option 2:•3) Option 3:• (iv) Boss: • (v) Player:•1) Option 1:•2) Option 2:•3) Option 3:Status Effects:Any status effect can be ended immediately by sacrificing ½ of your character's health points; this is figured from the MAXIMUM HP rather than from the current HP and can therefore cause a self-kill if used at inappropriate times.

  1. Blind: Ranged attacks completely disabled, melee attack accuracy reduced by 75%, effect lasts 45 seconds.
  1. Freeze: Movement and (non-fire-based) Attacks/Skills (both melee and ranged) disabled, use of fire-based skills or attacks by fire-based enemies/weapons will cause an immediate thaw. The effect lasts 45 seconds in warm environments or 3 minutes in cold environments, unless thawed by skill/weapon/enemy. When frozen, using a fire-based skill will thaw you out but the skill's normal effect is canceled.
  1. Burn: HP falls at a rate of 20 per second until healed, does not wear off on its own
  1. Haste: Speed increased by 100% (2 times normal ("Normal" equals the combined total of base stat AND equipment stat/effect)), effect lasts 2 minutes. When "Haste" is in effect, being inflicted with "Slow" cancels both effects, however, being inflicted with "Stop" results in "Slow".
  1. Slow: Speed lowered by 50% (1/2 normal ("Normal" equals the combined total of base stat AND equipment stat/effect)), effect lasts 2 minutes. When "Slow" is in effect, being inflicted with "Haste" cancels both effects.
  1. Stop: Movement and Attacks/Skills disabled, effect lasts 15 seconds. When "Stop" is in effect, being inflicted with "Haste" results in status changing to "Slow"
  1. Stun: Movement and Attacks/Skills disabled, effect lasts 5 seconds. Only sacrificing HP or taking a hit can end the effect early. Damage received while stunned is doubled.
  1. Sleep: Movement and Attacks/Skills disabled, effect lasts 1 minute, receiving a physical attack ends it immediately
  1. Mild Poison: HP falls at a rate of 10 per second until cured, does not wear off on its own
  1. Severe Poison: HP falls at a rate of 50 per second until cured, does not wear off on its own - Can only be inflicted by certain boss-class enemies

This is quite late but...

Cadh20000 Blog 1 comment

This is quite late but anyway, "Silver Symbiosis" now has a programmer!
Welcome AlloyGD to the project!

I may be a writer, but I'm not much of a blogger so I don't know what to say here except this: I hate minimum character limits...

Anyway, I guess I'll get a little random here to fill this in enough...
I can think up some pretty wild creatures, but coming up with names for them is a different story. Names have always been my biggest downfall, whether in my stories or the game design.

Some of the creature concept art for Silver Symbiosis

Cadh20000 Blog

This is two of the creature concept art for my game, Silver Symbiosis. This artwork was done by Nightenscythe.deviantart.com

:iconnightenscythe:

from my written descriptions.

My attempt at a blog...

Cadh20000 Blog

I'm not much of a blogger, but I guess I'll give it a shot.

Anyway, I'm a writer mainly, though I do various other art-forms ranging from drawing through sculpting.
Quite a while back I had an idea for a game, but lacked the skills to follow through on it. Everyone I have talked to about it likes the idea, but without a programmer who is proficient in C++ I can't actually make it.
I would love to recruit a team to help me make the game.

To break it down the game is a 1-player RPG with optional online PvP in the second half. As there are only two base characters, a male(strength) and a female(speed) it will be up to how the players customized their character's growth.

Environments are destructible, which is required for roughly 1/2 the skills to work properly. There are four skill sets, Personal, Psionic, Fusion, and Fusion Combos. Personal skills, along with Fusion skills level up simply with use, Psionic skills are "upgraded" through items found during the adventure, and Fusion Combos are leveled up through use, but cannot exceed the lowest level of the Fusion skills combined to make them.
Personal skills are mainly environmental and/or NPC interaction -based
Psionic skills are your basic combat skills
Fusion skills are acquired through befriending certain bosses, but be careful which you try to befriend, and actually evil one will use the opportunity for a 1-hit kill. These skills are your "advanced" combat abilities as well as used for environmental modifications(collapsing cliffs, turning prairies into swamps, etc...) and movement through otherwise inaccessible areas.
Fusion Combo skills are, as the name suggests, combinations of 2 to 3 of the Fusion skills to form a stronger composite skill.