Game Mechanics

## Spirit Wells

### **Rest and Convoke**

Resting at a Spirit Well will restore your health to full and replenish your spirit powers to maximum capacity. It will not remove the health penalty received from dying (aka **spirit wounds**).

### **Level Up**

   Spirit wells are where you spend your exp to level up. You will gain one attribute point for each level you. In order to spend these attributes youwill need to go into your inventory screen and select an attribute to improve at the top. You'll know if you have any attributes to spend by the little purple star with the number next to it.

* Note that you can lose your exp permanently by dying and then dying again before recollecting them, however you will never lose any attribute points you haven't spent yet.

### **Burn Item**

Only certain items can be burned at a spirit well and you can see which ones are available by cycling through the tabs. Here are the effects of burning items:

1. **Remains, materials,** and **spirit molds** can be burned to receive provide a set amount of bonus exp. The specific amount of exp given is shown below the name of the item. Some items have additional affects when burned, such as the philosopher's remains will unlock the memories of a certain language, allowing you to communicate with characters that speak this language. Note that drifting these remains will not provide this bonus.
2. **Drift Marrows** will improve the healing power of your crathony cask, up to 6 levels. Note that burning a drift marrow will not improve the casks healing power at all spirit wells. It will only affect the spirit well that the drift marrow was burned at. The level your crathony cask is currently at is displayed beneath the item on the main screen.
3. **Anamnestic Ammonites**, when burned, will transport you to a different world in which bosses can be fought again, as long as they have already been beaten in the normal game. If you die while fighting a boss a second time, you will be transported back to the spirit well and will need to burn another ammonite if you want to engage the boss again. Bosses here will drop their remains again once beaten.
4. **Ritual Oils** will add the functions of an altar to the spirit well when burned. Once the ritual oil has been burned, the color of the well will change and you will now have the option to Conduct a Ritual in addition to the normal options. Adding this function to the spirit well is not permanent and there is a timer visible underneath the confirmation buttons.
5. **Spirit Powers** can be burned to unlock their powers but only if the spirit well has been transformed into an altar by burning a ritual oil.

### **Conduct Ritual**

Once a ritual has been conducted on a spirit well you will be able to **send items to the Drift.** Other than unlocking spirit powers, you can conduct a ritual and send usable items and remains to the drift. Doing so will not give you any exp, however it will give you a specific amount of favor (the exact amount is listed under the item name) for each item drifited. Favor is an attribute that affects the amount of exp gained and the percentage of item drops from enemy.

## Resource Bars & Status Effects

### Health

Your health bar is displayed in red at the top right. Each time you die you will suffer a **spirit wound** which will lower your maximum health by 2.5% for each death. You cannot lose more than 50% maximum health. The only way to remove this penalty is to use a drift marrow item.

* The spirit wound health penalty can be cut in half by using the **Mask of the Fallen**, which is found in a chest at the entrance of Slime Falls from the Floating Morass.

### Stamina

The green bar beneath your health is your stamina. Almost every action in the game consumes some amount of stamina so you will need to manage your stamina usage carefully. A good example of this is how dodging uses a small amount of stamina but rolling uses a much larger amount. Not to mention the fact that dodging has iframes (the amount of which is dependant on your current burden) while rolling does not.

### Stability

The yellow bar is your stability. Stability is basically how much damage you can take before being staggared. This can be modified by armor and the **Greenstone Greaves** charm.

### Fatigue

Your current fatigue level is shown by an eye graphic next to your health bars. The color indicates how fatigued you are will light teal being the best and red being the worst. The top two levels of fatigue are only affect the length of time before your stamina starts refilling. If your fatigue falls beneath that it will penalize your maximum amount of stamina. This can be resolved by resting at a spirit well, eating any number of food items, drinking from a well, and others.

### Buff Icons

Buffs and debuffs are shown above the health bar. If you open your inventory screen and point the arrow to the top left, you can find out exactly what each of these icons means.

### Status Ailments

Some enemies can inflict status ailments on you such as bleeding. They cannot inflict these in one hit, and you will see a meter appear to the left of the screen indicating how much more you can take.

Once the bar loses its color and becomes white, you will be affected by that ailment. If that occurrs, it will appear as a debuff at the end of your buff icons above your health, along with a timer letting you know how much time it has left.

## Defenses

### Armor

Each armor piece has its own values for damage reduction, stability, and tolerances. Armor also has minimum requirements that need to be met to get the most out of it, as well as a specific amount of burden. See the Armor page for a list of all available armor.

### Damage Reduction

1. **Deflection** reduces damage from slashing and chopping types. These are usually sharp weapons that would be more affective against naked flesh.
2. **Durability** reduces damage from piercing and breaking damage types. These are from weapons designed to be effective against armor.
3. **Absorption** reduces damage from bashing and mauling damage types.
4. **Insulation** reduces aggravated damage, which comes in four different types: fire, acid, shock, and spirit damage.

### Tolerances

These values indicate how much you are defending against damage sources that cause debuffs. These come in five different types: **Bleeding**, **Poison**, **Venom**, **Burning**, and **Spirit Rending**. All five of these damage types have an accompanying status ailment bar which needs to be depleted before the status ailment takes effect.

* There are ways to mitigate the negative effects of these ailments, such as wearing a specific **mask**, and in some cases they can be negated entirely.

### Equipment Load & Burden

The amount of burden you're carrying directly affects your **Combat Mobility** (the effectiveness of your dodge and evade actions). Combat Mobility is divided into five groups and the percentage seen at the bottom right of the inventory screen is color coded for greater visibility. It is currently unknown how many iframes there are for each level of burden. The five groups are as follows:

1. Burden is **25% or lower**: Best possible Combat Mobility. Indicated by a teal text color.
2. Burden is **between** **25% and 50%**: Good Combat Mobilty. Indicated by a dark green text color.
3. Burden is **between 50% and 75%**: Fair Combat Mobilty. Indicated by a yellow text color.
4. Burden is **between 75% and 100%**: Poor Combat Mobilty. Indicated by an orange text color.
5. Burden is **greater than 100%**: Treacherous Combat Mobilty. Indicated by a red text color. At this level of burden you will be incapable of dodging, evading, or sprinting.

* **Note** that your burden only affects the items you are currently wearing. It does not factor both your current and backup weapons at the same time when determining your burden so don't be afraid to use a backup.

## Spirit

### Invocation Power

This value indicates how powerful your spirit powers are. Spirit powers are your spells that are casted from a torch or shrunken head. See the Spirit Powers page for a list of all available spirit powers.

### Spirit Influence

This value indicates how many times you can use a spirit power as well as how long passive effects generated from spirit powers will last. There is a total of six slots available for spirit powers, indicated by the pale yellow boxes to the right of your gear in the inventory screen. You don't start out with six available slots, however, and the only way to unlock an additional slot is to use a Spinel Spirit Mold (the purple skulls).

## Attributes

Your attributes determine the type of Fire Shaman you are, or what kind of build/class you are going for. When you highlight an attribute in the inventory screen, the stats affected by that attribute will be highlighted as well. For example, highlighting the Spirit attribute also highlights the Invocation Power and Spirit Influence stats on the left.

* **Might** affects the physical damage done by heavier weapons which would require great strength to wield.
* **Finesse** affects the physical damage done by lighter weapons which require a more dextrous approach.
* **Body** affects your maximum equipment load, stability, and tolerances.
* **Passion** affects aggravated damage of weapons as well as the invocation power of **torches**.
* **Spirit** affects the amount of uses a spirit power has as well as the invocation power of **fetishes**.

## Gear Scaling

All weapons, torches, and fetishes have a specific damage scaling rank attached to them. This rank goes from **F** which is the lowest to **S** which is the highest. Weapons start out un-upgraded which means their scaling ranks will be low. These ranks can grow as the weapon is upgraded.

    In this screenshot you can see a fully upgraded level 10 Totem of Blood has an S rank in might scaling, meaning that I'm getting the biggest damage scaling bonus possible for each point of might I have invested. The damage numbers are provided as well. This weapon is doing 370 base damage and an additional 450 scaled damage which comes from how much might I have.