Welcome back to another weekly update! I was on break this week so I got a lot of work done!
Where to start…
Alchemy:
Emille’s identity is that of a mage so I wanted to strongly encourage people to go down the magic skill tree. This however, left Emille’s special skill tree up in the air. Since she is a mage, having her special tree give her abilities to smack people with her staff, while comical, would ultimately not fit the character very well. This led me to combine the idea of an Alchemy system, which was on the list to be implemented, and Emille’s special skill tree. So this week I finished the first iteration of Emille’s special skill tree! Here’s a picture:
This is a special tree that is unique to Emille in which the special tree is more of a secondary support tree. Meaning, the skills acquired from going down the tree aren’t going to KO an enemy like the other character’s trees would. Rather Alchemy gives players access to extremely powerful and influential potions which they can brew at the Alchemy shop to grant certain stats. For example one potion that can be brewed with the new system grants an ally (or all allies later on

) an AGI and ATK buff when thrown. These effects are interchangeable and there are currently 9 unique potions players can brew. Here’s a video:
Brewing works in a very simple way. The alchemy skill tree will give the player the ability essence sap. Using this ability on enemies gives the chance of getting a monster essence, and these essences are used to brew potions. Essences come in 3 forms: ferocity, cunning, and wisdom. Mixing and matching these essences while brewing will yield potions of varying effects! These potions can then be used by another skill in the tree: Throw Potion. The ability is actually 9 abilities in one, all requiring a unique potion to use.
The Arena:
In the demo, players who wanted to upgrade their weapons and armor were given the choice to either farm crafting materials off of monsters or trek up the ruined tower and defeat the boss. In that vein, moving forward having all the ruined towers function in the same way would be both problematic for the story I want to tell with them as well as being repetitive. So in chapter 2 and beyond the ruined towers will no longer function in that way. But then, how are players going to farm for crafting materials?
The solution I came up with is the arena! And compared to trekking up the tower, players will have an easier time farming them as well. In the arena, players will face off in a single battle against a random monster or boss. If they win they receive a prize of crafting materials. Currently, the arena is broken up into 4 tiers: A, B, C, and D. C and D tiers will reward tier 2 crafting materials while A and B will reward tier 3. The difficultly, of course, increases as you go up to higher tiers. Here’s a video:
Unique Boss Drops:
There is definitely a sense of disappointment when a player defeats a boss only to find it drop nothing but crafting materials and gold. Where are the unique and powerful boss drops!? So, all bosses will now have a chance of dropping a unique piece of gear as well as a guaranteed chance to drop some stat upgrade items like ATK Up or DEF Up. Incidentally, these stat upgrades are also now purchasable in the Alchemy shop.
Lore: Armaments?
They are the weapons available to players in game but what are they really?
If you’ve ever played the demo you may have notices that the weapons in game are just colored circles and not weapons in the traditional sense. Instead of swords and spears weapon upgrades are just called armaments.
Armaments are actually pieces of Lucite that have been alchemically enhanced by artisans from the Church of the Holy Cross. By enhancing the Lucite, you are left with something called a “Blank Armament”. This armament in it’s “Blank” state offers very little in offense and requires infusion to have any offensive capability.
Just like how exorcists use Lucite to store their spirit companions, so can the Lucite in the armaments store the essence of materials found in the natural world. Almost every material found in the human world is aspected in a certain way, and through a skilled blacksmith these essences can be captured and stored in a “Blank Armament”. Once essence is stored in the armament, it changes its color to the respective essence stored inside. Some commonly used materials used in armaments are metals for physical strength, wood for magical strength, and animal bones for a balance between the two. The more essence that is placed into the armament, the more power it will grant the user, though this power is capped at a certain point for all armaments due to its size and purity.
To receive the power stored in the armament the user must only have the Lucite in contact with the weapon.For many exorcists, armaments are the preferred method for upgrading weapons since it allows them to keep the weapons they are accustomed to using, and many of their weapons have a single slot for an armament, any more would cause the weapon to break.
That’s it for this week! Long post! Any comments, suggestions, criticism is always accepted. Thank you and have a good week.