- Joined
- Oct 13, 2015
- Messages
- 507
- Reaction score
- 317
- First Language
- English
- Primarily Uses
- RMMV
SYNOPSIS
- Relics of the past, shards of relics from another time dot the landscape, granting power to those that hold them.
IMAGES/SCREENSHOTS





CHARACTERS
Drazzen is a 28 year old fighter who was exiled from the safety of Oseridge, tied to a post and left to die in the storms of the Everwilds. He managed to escape to a cave, his memory lost from the magical storm. A cleric named Edricke finds him in this cave, starting their adventure together, assuring him that his clergy can help him regain his memories.
Edricke is a 26 year old Cleric from the town of Meriwynne. He was entered into the Clergy at the early age of 10 by his father who is a high ranking member of the church. He reluctantly studied through his life, and began preaching at the age of 19. At the age of 22 Edricke became involved with the search for holy relics, alongside others in his Clergy. During an expedition into the Everwilds an unexpected Manastorm scattered his party and left him seeking refuge. Inside the cave he sheltered in, he meets Drazzen, who was left for dead and holds the relic Edricke was searching for.
Lark is a 22 year old rogue from the desert town of Nathe. She was orphaned at a young age by her sickly and poor mother. Rather than being eaten by the streets, she learned to fend for herself by using thievery and stealth tactics. Later in her youth she was “adopted” by a grey aligned organized thieving group of other urchins. Lark is a very cheery and upbeat character, but her demeanor only covers her tough childhood, and many scars. She is often getting herself into trouble by being a trickster and thief, and the party must keep her in line to the standards of society. Although she is a very upbeat character, she can get serious when it comes to battle.
Laikele'daint is a 24 year old Wizard from the university city of Lainterdal. She spends most of her time studying her craft, and immersing herself in the world of books. Growing up to decently well off parents who worked as a book binder and a typesetter for the magical tomes of the city, she did not let her wealth change her character's disposition. She studied hard at the magic university from adolescence, graduating as a novice Wizard at age 24, 6 months prior to the events of the game. She has taken her first outing to the real world in an “applicable magics” course with 2 others to seek magical relics.
STORYLINE/PLOT
- Relics of the past, shards of relics from another time dot the landscape, granting power to those that hold them. The everwilds are overrun with foul beasts caused from the draining of the lands by giant floating cities. The rulers of these cities use the energies to protect their peasant cities below, and drain the power to grant themselves eternal life. An unknown man awakens in a cave, beaten and bloody, but living thanks to one of these relics. A cleric seeking shelter from a manastorm finds him holding this shard, barely grasping to life.
The party who was brought together under highly coincidental circumstances start to learn the horrible truths about the floating cities, their leaders, and the world itself.
Camping System
- Instead of using a quest journal Ruins of Elliwar uses a camping system. This is accessible through your item menu, using the tent. When doing so it will transport the player to a camp depending on what section of the world map you are in. Here you are able to use the tent to sleep (save) or eat rations to heal the party to full. Additionally the members of the party will be standing around the fireplace and allow you to talk to them to get information on different aspects of the world, their thoughts and feelings, and clues on where to go next for the story.
Combat
- Combat in Ruins of Elliwar is a turned base, side view battle system, with a boost and weakness system akin to Bravely Default and Octopath Traveller. Elements and weapon types are very important and must be used precisely to defeat strong enemies.
Classes
Alchemist is a hybrid class, that not only dishes out aoe magic damage, but can also heal. Although their damage nor their healing is quite as high as specialized classes, they only rely on one stat for both, so can perform them equally as well in combat. To use all potions, an alchemist must brew them in combat the throw at enemies or heal allies.
- Lava Cocktail: Deals fire damage to all foes.
- Freezing Cocktail: Deals ice damage to all foes.
- Hollowed Cocktain: Deals holy damage to all foes.
- Corrupting Cocktail: Deals dark damage to all foes.
- Vivifying Cocktail: Restores HP to all allies.
- Regenerate: Heals all allies for a small amount (does not require a mixture)
- Unstable Mixture: Used to brew damaging Cocktails.
- Radiant Mixture: Used to brew healing Cocktails.
- Restorative Cocktail: Throws a coctail that evens the party's hp, while healing a portion of the damage equalized.
Bard is a support class that grants boons to other characters.
- Play Harp: Heals allies for a small amount (does not cost mp).
- Play Flute: Deals damage to an enemy (does not cost mp.
- Healing Hymm: Restores HP to all allies.
- Aetheric Aria: Grants 1 relic power to an ally.
- Battle Ballad: Increases attack damage of an ally.
- Defensive Ditty: Increased defence of an ally.
- Mana Melody: Restores a mall amount of MP to all allies.
- Terrible Tune: Deals damage to all enemies.
- Repeating Rhythm: For 2 turns, skills performed by an ally will repeat.
Cleric is a healing class that focuses on highly restorative instant heals.
- Healing Reflection: Reflects a portion of the last healing ability for 4 turns.
- Reclamation: Revives an incapacitated ally.
- Unassailable Faith: Places a ward on party members. When struck, a spell ward will negate a portion of the damage, healing the party member for the amount negated
- Faith Ward: Places a ward of faith on party members for 5 turns. (Ward is a barrier that absorbs damage before hp).
- Celestial heal: Restores some HP to all party members.
- Holy Bolt: Deals heavy light damage to single enemy.
- Holy Nova: Deals heavy light damage to all enemies.
- Endure: Places a ward on an ally that disperses damage amongst all allies.
Dark Knight is a tank class that uses leeching abilities to stay alive and deal dark damage to foes.
- Pain Touch: Deals dark damage to a single foe.
- Bloodwraith: Causes party members to leech a part of damage done for 2 turns.
- Engulfing Darkness: Creases a cloud of death, dealing damage over time to all enemies.
- Sorrow Strike: Attacks an enemy, leeching a portion of the damage done as health.
- Heart Strike: Sacrifice a portion of HP to do increased damage.
- Soul Strike: Sacrifice a portion of MP to do a powerful attack.
- Occult Ward: Directs all magical attacks to the Dark Knight, absorbing the magic used as MP, and negating the damage.
- Blood gorge: Grants an aura that converts overheal damage caused by leeching life to form a barrier around the Dark Knight.
Druid is a healing class that focuses on healing over time, and shapeshifting.
- Nature's Mercy: Places a seed into the spirit of an ally, automatically reviving them if the fall in battle.
- Rejuvenation: Heals all allies over time.
- Tornado: Deals wind damage to all enemies.
- Bark Skin: Negates a single hit for 6 turns. Once negated, the bark will grow back after 3 turns, able to negate another hit.
- Purification: Heals an ally while removing all benificial and detrimental effects, increasing the healing done for each effect.
- Dryad Form: Transforms into a dryad, granting additional abilities
- Dryad - Regrowth: Heals all allies over time.
- Dryad - Creeping Vines: Deals physical damage to all enemies.
- Dryad - Natures Protection: Grants ward to all allies.
Assassin is a high damage class that focuses on elemental proc attacks, and dealing damage with combos.
- Fists of Ice: Empowers the Monk's fist, adding ice damage to each attack.
- Fists of Malice: Empowers the Monk's fist, adding dark damage to each attack.
- Unrelenting Assault: Gives your next 6 turns with unarmed attacks a chance to strike again. (Your additional attacks can trigger this ability as well)
- Chakra: Causes the next 5 attacks to give the user a chakra charge.
- Brawling Bear: Consumes 4 Chakra to unleash a damaging combo to a all enemies.
- Pouncing Tiger: Consumes 2 Chakra to unleash a damaging combo to a single enemy.
- Mend: Consumes 3 Chakra to heal the monk.
- Bone Crusher: Marks an enemy, causing 25% of all damage done during the next three turns to apply as extra damage on the 4th turn.
Necromancer is a high damage class that utilizes dame over time, life leech, and transformations to deal damage to enemies.
- Blight: Deals poison damage over time to all foes.
- Corrupting Fever: Deals dark damage over time to all foes.
- Summon Skeleton Lord: Summons a Skeleton to attack an enemy for physical damage.
- Summon Lich Lord: Summons a Lich to attack all enemies for cold damage.
- Lifetap: Absorb health from an enemy.
- Share MP: Drain your own mp to grant an ally an equal amount.
- Lich Form: Transform into a lich granting additional abilities.
Paladin is a tank class focuses on protecting allies, granting buffs, and healing.
- Holy Shield: Provokes enemies to attack you for 1 turn, placing a shield that heals allies when struck for 2 turns.
- Righteous Blow: Smites an enemy with physical damage.
- Crusade Aura: Casts an aura that increases the party's damage by a small amount for 3 turns.
- Spirit Aura: Casts an aura that regenerates mana for 3 turns.
- Holy Grace: Calls down holy light, healing a party member and placing a holy link. Each time the ally is directly healed with this link, the Paladin will be healed for 1/2 the amount.
- Divine Wrath: Smite all enemies with Holy damage.
- Blade of Light: Empowers the Paladin's blade, adding Holy damage to each attack.
- Holy Watcher: A holy spirit watches over the party, healing for a part of physical damage done by the paladin.
Ranger is a high damage class, based around using a bow to build up damage, as well as some survival and healing spells.
- Work in Progress
Rogue is a high damage class that focuses on killing single foes quickly.
- Assassinate: Stabs a victim with your dagger. If the target dies, the overkill damage is added to your next action.
- Steal: Steal money from an enemy. Accuracy increased based on enemy hp and relic energy.
- Murder: Deal critical damage with a dagger to a single enemy.
- Reap: Attack all foes with a sword.
- Exsanguinate: Causes a target to bleed over several turns.
- Coagulate: Attacks an enemy, causing them their blood to Coagulate. This prevents healing done until the clot is healed through.
- Mug: Steal money from an enemy, damaging them in the process. Accuracy increased based on enemy hp and relic energy.
- Backstab: Deals high damage with a dagger to a single foe.
Shaman is a healing class focused on using barriers.
- Ancestor Shield: Places a shield on allies that increases healing recieved by 20%, healing them when taking damage.
- Spirit Barrier: Lightly heals allies, while converting a portion of future healing done to a Damage Barrier. Barriers lasts turns.
- Restore Spirit: Resurrects a fallen ally.
- Gust: Deals wind damage to all enemies
- Chain Lightning: Calls forth lightning on an enemy, chaining to others. Each subsequent chain does less damage.
- Thorns: Reflects incoming damage.
- Unnamed Heal
Warrior is a tank class, based around dishing out damage.
- Toughen: Staggers a portion of damage taken by the party over 3 turns.
- Provoke: Taunts an enemy to attack you for 2 turns.
- Bellow: Shout, increasing the party's hit and critical hit chance.
- Stab: Attack a single foe with a spear.
- Assault: Attack all foes with a sword.
- Reckless Abandon: Attack random enemies with a spear 5 to 10 times.
- Frenzy: Places a marker on an enemy. Other marked enemies share damage between all Frenzied enemies.
- Counter: Grant a single ally the ability to counter physical damage. Base of 3 counters, increasing with Relic Power.
Wizard is a high damage class that focuses dealing AOE damage, and building up massive single target spells.
- Fireball: Deals fire damage to all enemies.
- Icewind: Deals fire damage to all enemies.
- Lightning Bolt: Deals fire damage to all enemies.
- Incinerate: Incinerates a single enemy. Damage intensifies each time the wizard casts a spell
up to maximum of 10. (Stacks with other Focus spells) - Freezes a single enemy. Damage intensifies each time the wizard casts a spell up to maximum of 10. (Stacks with other Focus spells)
- Electrocute: Electrocutes a single enemy. Damage intensifies each time the wizard casts a spell up to maximum of 10. (Stacks with other Focus spells)
The World
- Aeyerune is a corrupted land, its everwilds teeming with monsters of all kinds. The only safe spots to live are 4 cities, and the 4 floating cities above them. These places are governed by the wealthy above, and the unaware peasants below. The cities are shielded from the outside by the energies gathered by the floating cities, who use the stored power not only to protect the land around them, but draw power in for unknown means, including granting their rulers unending life.
Leveling, Class Masteries, and Class Specializations
- Leveling in Ruins of Elliwar is achieved in 2 ways. 1 is normal experience points, these will increase the level of your character. Upon leveling up your stats will increase and you will stat points to allocate (such as strength, wisdom, etc.). You will also get class mastery points which unlock new skills. When playing a class you will gain class mastery points on defeating an enemy for that class. With enough points you can unlock skills on that class that can in return be used on all other classes. This allows you to make fully customizable classes. Note however, that each skill you learn will increase the cost of all further skills, so it's important you get the skills you want the most first!
In addition to this, there are also class specializations. These do not affect combat in a direct way, but affect your game as a whole. Around the world there are different npcs which will allow you to unlock one of 13 different class specializations. Each character can only unlock one, and the effects are permanent. The specializations do not lock you into a certain class, they only give you the abilities. For example, a character playing a paladin may unlock the specialization of a wizard and gain the ability to teleport, no matter what class they are playing.
Available Specializations: - Alchemist: Allows the free creation of useful potions at alchemy benches (requires no materials)
- Bard: TBD
- Cleric: Allows the use of cleric tools at save spheres to restore health and mana
- Dark Knight: Allows the collection of dark essence from enemies, allowing the party to fight foes at certain alters to gain extra class mastery points.
- Druid: Allows the party to teleport to druid groves around the world.
- Monk: Meditates, allowing a permanent increase in all experience gained.
- Necromancer: Allows the collection of souls from enemies, allowing the party to fight foes at certain alters to gain powerful equipment.
- Paladin: Allows the collection of holy relics, allowing the party to fight foes at certain alters to gain extra class mastery points.
- Ranger: Allows free use of party restoration at camp without the need for rations. In addition, enemies have a chance to drop bait, which can be used in camp to lure enemies to fight for high bonus experience points.
- Rogue: Allows the party to have the option to stealth, allowing a high chance to bypass enemy encounters.
- Shaman: Allows the collection of shamanic effigies, which can be burned in the fire at your camp to collect glowing orbs.
- Warrior: Allows the collection of trophies from enemies, allowing the party to fight foes at certain alters to gain powerful equipment.
- Wizard: Allows the party to teleport to Wizard circles around the world.
Equipment
Equipment is an important part of Ruins of Elliwar, and is gained in a few ways. The most common way is to buy it from vendors in towns. These vendors will sell the baseline weapons and armor for your level range. In addition, a percentage random encounters will pit you against very powerful enemies that will drop a mimic soul. These souls can be revealed to contain powerful versions of weapons and armor.
Each class can equip 2 weapons, 1 accessory, 1 helmet, and 1 piece of armor. These are very important to your class and give you the most stat boosts of anything in the game. Since spells and abilities all scale off different stats, balancing them around the abilities you want to use is extremely important, and therefore a wide variety of equipment is available. These are the base drops, with different levels and stats. Different rarities will have increased or decreased amounts of stats.
Weapons
Swords: STR + AGI
Sabers: STR + INT
Spears: STR + DEF
Daggers: STR + INT
DIRKS: STR + AGI
Axes: STR + CRIT
Hatchets: STR + INT
Bows: STR + WIS
Longbows: STR + AGI
Staves: INT + MP
Rods: WIS + MP
HARP: WIS + AGI
FLUTE: WIS + AGI
Mortar: MP + INT
Alembic: INT + MP
Fists: STR + DEX + AGI
Armor
Band: INT + MP
Gauntlet: STR + DEX
Bracer: DEX + AGI + HP
Shield: DEF + HP + Resistance
Charm: WIS + MP
SEAL: WIS + INT + MP
HAT: INT + MP
Circlet: INT + WIS + MP
Crown: WIS + DEF + MP
Plate Helm: HP + DEF + Resistance
Mail Helm: STR + DEX
Cowl: DEX + AGI
Mail Armor: STR + DEX
Leather Armor STR + DEX + AGI
Plate Armor: STR + DEF + HP + Resistance
Tunic: INT + WIS + MP + HP
Wizard Robe: INT + MP
Cleric Robe: WIS + MP
Another part of equipment is soul binding. This is done from the usage of glowing orbs. You will find these randomly on enemies, in containers, or through class specializations such as shaman. These orbs can be linked to weapons, armor, and your soul, to give stat boosts. They come in 4 rarities, common, uncommon, rare, and epic. Each rarity increases the stats gained, but are in return rarer to find.
Each class can equip 2 weapons, 1 accessory, 1 helmet, and 1 piece of armor. These are very important to your class and give you the most stat boosts of anything in the game. Since spells and abilities all scale off different stats, balancing them around the abilities you want to use is extremely important, and therefore a wide variety of equipment is available. These are the base drops, with different levels and stats. Different rarities will have increased or decreased amounts of stats.
Weapons
Swords: STR + AGI
Sabers: STR + INT
Spears: STR + DEF
Daggers: STR + INT
DIRKS: STR + AGI
Axes: STR + CRIT
Hatchets: STR + INT
Bows: STR + WIS
Longbows: STR + AGI
Staves: INT + MP
Rods: WIS + MP
HARP: WIS + AGI
FLUTE: WIS + AGI
Mortar: MP + INT
Alembic: INT + MP
Fists: STR + DEX + AGI
Armor
Band: INT + MP
Gauntlet: STR + DEX
Bracer: DEX + AGI + HP
Shield: DEF + HP + Resistance
Charm: WIS + MP
SEAL: WIS + INT + MP
HAT: INT + MP
Circlet: INT + WIS + MP
Crown: WIS + DEF + MP
Plate Helm: HP + DEF + Resistance
Mail Helm: STR + DEX
Cowl: DEX + AGI
Mail Armor: STR + DEX
Leather Armor STR + DEX + AGI
Plate Armor: STR + DEF + HP + Resistance
Tunic: INT + WIS + MP + HP
Wizard Robe: INT + MP
Cleric Robe: WIS + MP
Another part of equipment is soul binding. This is done from the usage of glowing orbs. You will find these randomly on enemies, in containers, or through class specializations such as shaman. These orbs can be linked to weapons, armor, and your soul, to give stat boosts. They come in 4 rarities, common, uncommon, rare, and epic. Each rarity increases the stats gained, but are in return rarer to find.
DOWNLOAD LINK
Currently there is a 45min - 1 hour long demo available here:

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