1. Terra Randoma
  2. News

Terra Randoma News

Dev Blog: The Adventurer’s Guide to Materials

Hi everyone,

In this blog post, we will talk about the materials in Terra Randoma.

This is the category of things you can loot but not immediately consume or wear. You can find them in chests, alchemy tables or altars. And some enemies drop them. Each enemy has a different material specific to its kind. The ghosts may drop a vial of ectoplasm while a spider may drop precious spider silk. Now materials seem to be treasure only. But they are actually the foundation of later to be implemented potion crafting system.



This week, we added the Alchemist’s Tower to Terra Randoma. The tower has a shop that sells potions and books. Potions are cheaper in the tower. Since they sell lots of potions they are always in need of materials to craft them. So you can get the best deal for the materials you gather.



Alchemist's Tower always spawns at the mountain area of the map. It is a bit dangerous to travel there but it is always worth it. You will have the opportunity to sell your hard earned materials and if there is a town which struggles with disease you may buy cheap cure disease potions here to help the town as well.

Dev Blog: The Adventurer’s Guide to Weapons

Hi everyone,

In this blog post we want to talk about weapons in Terra Randoma.

There are no class restrictions in the game so every character can use every weapon. But weapons have weight and consume stamina when used. Heavy weapons use more stamina, so for example while a lightweight thief character can use a heavy hammer, he won't be able to use it efficiently; he will run out of stamina and will be slowed.

Melee weapons are swords, maces, hammers, axes and clubs. Ranged weapons are bows and crossbows. We will add potions the character can throw like acid, oil and fire.

When using weapons, your character instantly changes his weapon to ranged or melee weapon according to enemy position. One of the things we wanted to achieve with this game was to provide a smooth and fast experience. We believed that, the game, while turn-based, should also be played fast and fluid. So this auto weapon change feature serves that purpose well.



Arrows have their own indicator on the bottom left of the hud. So they don't occupy valuable space in the inventory.

There is an item generator in Terra Randoma using prefixes and suffixes that can produce hundreds of thousands of different weapons.

The weapons can be made of different materials including but not limited to wood, steel or aquatril (an ore uniquely found in Terra Randoma). The weight and the damage of the weapon depends on what material it is made of. While basic materials can be applied to all weaponry, there are also special weapons like Amber Blade, Midnight Sword or Whalebone Blade. These are specially crafted rare weapons and usually have better base stats.

The prefixes include descriptions like “reliable”, “unforgiving”, “ruthless”, “blazing” or “enigmatic”. They give bonuses to all sorts of stats including critical hit, attack, resistance or health.



The suffixes include descriptions like "of fire", "of the vicious viper", "of the smiling phantom", or “of the chilling touch”. They give powers like fear, stun, poison, drain or fire.

Weapons are also color coded like in action RPG's. Commons are colorless, uncommons are green, rares are blue, elites are yellow and legendary weapons are purple.

We know everybody likes to find items so we put great emphasize on item generating system to ensure there is always a possibility of a better item in the next chest.




Dev Blog: The Adventurer’s Guide to Status Effects

Hi everyone,

As mentioned last week, we are taking major steps towards completing the vertical slice of Terra Randoma, and one of them was incorporating all the status effects.

If you read our dev-blog on monsters, you already know that your character in Terra Randoma will have many opportunities to be inflicted all kinds of status effects by our determined monsters. You have three kinds of resistance to counter these effects: Mind, elemental and nature resistance. Note that you can inflict most of these effects to monsters too. The monsters have resistances as well. Like snakes have poison resistance etc.



Confused: Mushroom Men can confuse you. You lose sense of direction. Back becomes front and left becomes right. Your aim becomes worse.

Poisoned: Snakes and some spiders are poisonous. Also some archers use poison arrows. Poison reduces your health every turn. You can use a Cure Poison Potion to heal from it.

Diseased: We used to have a Diseased Rat as an enemy. But we then thought it would be more fun if Disease comes as an enemy modifier. So now, you can meet all sorts of enemies that can contaminate you: Rats, Boars, or even Bandits. Disease reduces your strength and dexterity (so your defense and attack). Disease lasts much longer than Poison. You can use a Cure Disease Potion to heal from it.

Slow: Some spiders spit web on you that make a Slow effect. This means you can move one tile per two turns. They still move in their normal speed, so by slowing you down, they can hit you twice. Also ghosts may slow you down by consuming your stamina. You have a Sprint ability that can save you from it for three turns, but this ability further consumes your stamina.

Overburdened: This happens when you carry too much loot. You are slowed untill you reorganize your backpack.

Burning: This is a new status effect brought to Terra Randoma by the notorious Skeleton Archers. Simply, you are on fire and you lose health every turn. You can extinguish yourself at the pools. But pools can contain dangers too.

Freezing: This is in development as we speak. Freeze stuns you and reduces your health at the same time.

Petrified: This is like freeze only it lasts longer but doesn't reduce your health.

Bleeding: You lose health and move slowly.

Despair: You feel hopeless. Your defense and resistances suffer.

Starvation: This is something we always had, since there is hunger in the game. As explained before, each step on the over-world plain tiles takes 1 hour (and twice as much on the forest and mountain tiles), so hunger is an issue when planning your route. You also need to pay attention to hunger during combat because your character gets hungry faster when his stamina level falls below the half. If you starve, you lose a small amount of health on each turn. Cure is of course eating. The news here is that we decided to add a Vicious Spirit that will drain your food level and eventually make you starve.



But it’s not all dark and gloomy. We have lots of beneficial status effects too, that you can gain by drinking potions like Potion of Strength or Potion of Invisibility. You can move faster with Potion of Speed or can find better loot with Potion of Search. Then there is the Potion of Heroism that boosts all your stats and simply makes you a hero for several minutes...

Dev Blog: The Adventurer’s Guide to Otherworldly Creatures

Hi everyone,

Last couple of weeks, we took a major step towards completing the vertical slice of Terra Randoma by introducing a new dungeon and its dwellers: the Undead Faction. It is still work in progress but a lot has been implemented.

We mentioned in last week’s dev-blog that your character will be able to take on a special quest from the Lord of a settlement, once he reaches 25 reputation points. The Lord will again give you quests at 50, 75 and 100 points, completing which will mean completing the Meta Goal of the game. Each of these quests will take you to a different dungeon with different enemies and goals.



The first step is the Forsaken Dungeon (actually this is a code name because the names are procedurally generated) where you meet the undead faction and aim to retrieve Relics of the Forsaken Knight. If there are Relics in an RPG, there has to be some ancient evil guarding those relics, now, hasn’t it? So please meet the wonderful new folks:

Draining Ghosts: They drain your stamina. With the enemy modifiers we have, you can also come to meet a Pickpocket Draining Ghost who drains your pocket as well!

Starving Ghosts: These ghosts drains your food and makes you hungry.

Freezing Shadows: These ghosts inflict ice damage and slow you down with their freezing breeze.

Phantom Warriors: Tormented souls of ancient warriors trapped in the ancient dungeon. They can break your equipment with their nice big ethereal warhammer!

Skeletons: They come in different ranks like captain or commander. Melee fighters are strong and hard to hit, while archers use fire arrows which set you on fire. Luckily you can extinguish yourself at the pools.

We will add the Vampires later on, for now you have to settle with vampire bats. They drain your health and add to theirs, which make them one of the most difficult enemies in the game. Note that all Undead are fearless and immune to poison.



As mentioned before, enemies in Terra Randoma drop all sorts of loot, including “materials”. Each enemy has a different material specific to its kind. For example, the ghosts may drop ectoplasm once you beat them, and the skeletons may drop bone dust. These materials can be quite valuable to sell at the market, and even more so if you sell at the Alchemist's Tower.

Actually, let’s talk about Materials in a separate dev-blog. At the later stages of development, we will introduce potion crafting and these materials will be a more crucial factor to surviving in Terra Randoma.

Dev blog: The Adventurer's Guide to Questing

Hi Everyone,

In this dev-blog, we will talk about the quest system in Terra Randoma.

As we explained before in previous dev-blogs, you have complete freedom in Terra Randoma to go wherever you like and the overworld is full of curiosities that will enable you to follow your own emergent story. You can go to any town and take quests from an NPC at the tavern or the town's lord. There will be missions you can take while travelling too.



There is a tavern patron in each settlement looking for help. She or he may need you to rescue someone close to her, to retrieve an object stolen from her or to escort her to another settlement. The gender, looks, names, aliases and occupations of these NPCs are randomly generated and the quests they give evoke interesting stories in the player’s mind. Maybe a retired tailor wants his stolen porcelain scissors back. Or a loving housewife is worried about her kidnapped husband.

The quest you take will be marked on your map. It may take you to a single battlefield like a bandit camp or a dungeon. Its place and content will be random and you will be offered a reward based on the distance and difficulty of the task. Dungeons are more difficult than single battlefields, and equally more rewarding.

You will need to beat the boss, rescue someone or retrieve something and go back to the settlement to report to the NPC to complete your mission. Or you can abort it and then your mission will fail. Completing missions will not only give you XP, gold, but also increase your reputation in that settlement while failing missions will decrease it.

There is also a Lord in each settlement, who will see you worthy of a mission only if you gain 25 reputation points. They have more special quests for you, paving the way towards achieving a meta goal which we will talk about later. You get the opportunity to take on another quest from them at 50, 75 and 100 points.



Each time you follow one of these special quests, you will go to a different dungeon. These dungeons will have more treasures and will be harder. For example, the mission you take at 25 points takes you to a dungeon ruled by the Undead Faction and you will find the valuable relics of a forsaken knight. The others have different themes and goals.

Each special dungeon you beat will be marked in your Journal. So you will be able to see all your accomplishments in one sheet of glory!