Story
This mode is for those who prefer to sit back and relax while going through Emberville's vast story and lore.
- Death penaltyNone
- Loot qualityNormal
Emberville/The Vitromotus
Numbers read from the game's own files: the Prologue and Biome 1.
The Vitromotus is the prison the story opens in: a crystal its maker shaped into a whole world, so that no prisoner would ever leave. The demo covers its first biome, also called The Vitromotus, with the Vitromotus Dungeon and the Scavenger Camp inside it. The world map's text names seven more, from the Shrine of Faey to Retribution's Core, and none of them is in the demo.
Dungeon layouts aren't fixed. The game builds each one from 10-by-10 pieces: the Biome 1 caves run a single path with four feature rooms, two to five pieces apart, fill the space around it, and put enemies in groups of three or five. Wave rooms hold you through stages two seconds apart. Die and the stage fails, though you can try the room again.
Difficulty is picked when you make a world. Unbalanced Nightmare gives enemies three times Normal's life and twice its damage, in return for double the experience. Story cuts both to 60%. Of the two bosses with a sheet in the files, the demo places only the Spider Matriarch, at 800 health; the Heartwood Abomination, at 4,000, belongs to the Forgotten Knowledge quest.
The names and order are the world map's own text. Only the first biome's settings are in the demo.
This mode is for those who prefer to sit back and relax while going through Emberville's vast story and lore.
This mode is the intended regular experience for the game with a balance between combat and story.
This mode presents a higher level of difficulty for more experienced players.
This mode was created for those who pride themselves as hardcore gamers. It'll feel very unbalanced for most players.
Percentages are against Normal (the tick on each bar). The files store the death penalty as a plain number; what it takes from you isn't in the demo's text.
Every layout is put together from 10 by 10 pieces. The Biome 1 caves draw on 12 feature-room designs, 3 portal rooms, 62 path pieces and 54 fillers.
Placed in the demo.
Attack names are the files' own labels; the game doesn't print them. The figure beside each is its cooldown.
Experience: 50
Experience: 50
Experience: 50
Experience: 50
Experience: 50
Experience: 50
Learn: SawmillExperience: 50
Experience: 50
Experience: 50
Experience: 50
Experience: 50
Experience: 50Learn: Smelter
Learn: Cooking PotLearn: Recycle MachineExperience: 50
Learn: AnvilExperience: 50
In the order the files number them. Steps and rewards are the game's own text.
The Cartographer's unlocks. Each one needs a level the demo's text doesn't print.
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