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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!

Dev blog: The Adventurer's Guide to Resource Management

Hi everyone,

In this dev-blog, we will talk about resource management in Terra Randoma.

One of the greatest funs of playing RPGs is managing your resources, isn’t it? Well, you will have your abundant share of that in Terra Randoma. There are three nice and shiny bars we put at the left bottom of your screen, so you can always keep an eye on your well-being, meaning your health, stamina and hunger. There is also the number of arrows and lockpicks shown there which are also resources for your adventures.

Managing your health should require no explanation, of course, just mind those blows from the enemies :) But we need to mention that you rely on your athletics skill for higher constitution. Your stamina also depends on this skill.



Weapons and armors in Terra Randoma have weight, and heavy equipment consumes stamina faster. Like a heavy hammer uses more stamina than a short sword. If you are heavy, your sprint ability uses more stamina. If stamina drops below 5, you will be slowed, meaning you will be able to move one tile per two turns (compared to your normal speed, which is one tile per turn) This also means your enemies can hit you twice every turn, so it’s something really important to pay attention to during combat. Stamina regenerates every turn but health doesn't.

Talent stones (special attacks) consume stamina too. There are also several weapons, armors and accessories that can add to your health or stamina points, produced procedurally thanks to the item generation system.

Resting fills your health and stamina (while it increases hunger). You can rest at taverns for a rather affordable price. As we explained in detail in an earlier dev blog, resting through camping is also possible.

If you are low on health or stamina, you can also use potions which come in three sizes: small, medium, and large. You can buy potions from the shops at the settlements, or from traveling alchemists you meet on the way. Note that if there is an alchemy festival in a settlement, the potions will be abundant and cheaper. If, on the other hand, there is epidemic, no potions will be sold at the market.

We will add an Alchemist's Tower that will sell potions cheaper and buy certain materials at a better price.

You may find pools in the dungeons or battlefields which restore both health and stamina (but may also hide enemies). You may also sometimes find potions at chests, barrels and more probably, alchemy tables. But these containers all appear randomly at battlefields or the dungeons and every self-respecting adventurer knows that it is unwise to count merely on luck. Well, of course, luck isn’t pure luck in Terra Randoma, add more to your search skill and you will find more items at containers. Nevertheless, we advise you to stock potions whenever you can!



Like we mentioned before, your character in Terra Randoma gets hungry. Each turn on the over-world plain tiles takes 1 hour (and twice as much on the forest and mountain tiles) and every turn at the dungeon is 2 minutes. So you get hungry faster when travelling over-world and you need to carefully plan your route. You also need to pay attention at hunger during combat because your character gets hungry faster when his stamina level falls below the half. So when you start a journey to a far place or a quest to a dungeon, you need to make sure you have room for food in your backpack.

You can buy food at the settlements and the adventurer’s guild. You can eat at the tavern as well. You may also come across farmers or hunters along the way willing to sell food at more affordable prices. If there is a good harvest at a settlement, food will be abundant and cheap. If there is however famine, then no food will be sold at the market.

You can also earn your food through foraging and hunting at camp. With good enough survival skill you can earn your own food and even make some coins out of it.

If you are lucky, you may come across an abandoned cart full of food or potions. But beware! It may well be a trap at which you spend more resources than you gain.