Systems
Combat
Turn-based, one hero, up to four equipped skills. Damage scales from your class's attack stat; weakness tags (see the bestiary) multiply damage. Dodge chance comes from Dexterity, gear evasion and passives. Some foes act in packs — area skills earn their keep.
Glimmer — learning from the enemy
When an enemy shows you a trick, there is a chance the technique glimmers — you learn a related ability on the spot. Different foes teach different things; a varied diet of battles fills your book faster.
Durability & repair
Every weapon and armor piece has durability; skills and hits wear it down. At zero it breaks (it can be repaired, not lost). Blacksmiths repair for coin — keep a backup blade for long dungeons.
Rebuilding the world
Every town keeps a rebuild board: cleared rubble, donated materials and coin move each building through visible stages — scaffolds go up, roofs return, services reopen, and townsfolk change what they say and sell. A fully restored town is worth the work.
Aether Sight & the fog
The world starts veiled. Your class's Aether Sight sets how far you see; churches, towers and certain finds widen it. Monsters are visible before they reach you — walking into one starts the fight on your terms.
Aether Arts — words of power
Old words the world still answers. Cast them from the Arts ring outside battle. Priests remember fragments; so do stones.
| Art | What it does | Where it works |
|---|---|---|
| AETHER RECALL | Ask the road to carry you back. In the deep places the word returns you to the door you came in by; under open sky it carries you home to the last altar where you knelt. | Anywhere outside battle - cast it from the AETHER ARTS ring, or in a mine or ruin. |
| AETHER PULSE | Ask a dead mechanism to remember its work. Wakes the sealed devices the Weaver-folk left sleeping in the world. | Sealed mechanisms - rune-ringed devices gone dark. Walk up and use them. |
| AETHER PUSH | Ask stone to move. Splits weaver-cut stones, and raises what no crew of hands could lift. | Weaver-cut stones sealing old hollows - and beams too heavy for builders' hands. |
| AETHER REVEAL | Ask the world what it hides. Veiled caches shimmer into reach; hollow rock answers honestly. | Shimmers in the air where your eyes slide off - veiled caches across the world. |
| AETHER MEND | Sundered things - shattered statues, broken spans, cracked seals. Cast with no target, once per rest, it asks the most worn thing you carry to remember its shape. |
Saving
Pray at any church altar to save and heal. Multiple save slots are supported; churches also auto-save when you rest.
Generated from the game's own data files — numbers here match the current build. Spoiler policy: hidden places, secret classes and puzzle solutions are deliberately left out.