Crossroads

## Small Circles

* Empty node. A short reprieve.
* Fight the undead!

## Chests

An Unlocked Chest contains a varying amount of gold ~15-30 and a chance for 1 candle, 1 key, and/or an item.

A Chest seems to be able to drop the most gold if a Key or Candle isn't dropped, but you can still get low end gold totals from a chest only dropping gold.

Locked Chests have a higher chance of containing an item than an Unlocked one.

A Locked Chest contains a varying amount of gold ~25-40 and the chance of containing 1 candle, 3 keys and/or an item.

\*\*\*Be careful opening chests and exiting the game on the same screen. The game saves too quickly after opening chests on PC and doesn't wait for the game to collect the gold, keys and candles. Therefore closing the game on a chest screen isn't ever recommended.

The game IS saved when you pick up an item so if a chest contains an item, you can wait until all the gold, candles and keys are collected before picking it up with one of your characters.

## Merchants

* One \* item
* Two \* items
* Three \* items
* One \* or \*\* item
* Two \* or \*\* items
* Three \* or \*\* items
* One \* or \*\* or \*\*\* item
* Two \* or \*\* or \*\*\* items
* Three \* or \*\* or \*\*\* items

Merchants with multiple items can have a mix of the items they hold (ie. one \* item and one \*\*, two \*\*\* items and one \*\* item, etc)

Items the merchants can sell

## Locksmith

* Sells three regular keys for 35 gold. Has a chance for a single key to be replaced by a Master Key for 150 gold.

## Spellvendors

* All Spells
* Fire
* Frost
* Water
* Lightning
* Toxic
* Wind
* No element
* Dark

Each vendor sells a single spell.

## Gamblers

* Item gamble for 40 gold.
* Spell gamble for 110 gold.

The first gamble has one item/spell, the second has two items/spells, and the third has three items/spells. Each gamble, spends another 40/110 gold.

## Camps

* Restores both HP and stamina
* Restores HP
* Restores Stamina

Rest weary travelers! And for free!

## Altars

* One lesser positive effect
* One lesser or major positive effect OR negative effect
* One lesser or major positive and one negative effect

Each altar uses a single candle and can only be used once per node.

After lighting the candle at a human-faced Altar the sky will get sunny if the effect is positive or be raining if the effect is negative.

### Possible altar effects

* Lesser Positive:
	+ +1 Maximum Stamina
	+ +10 Melee Damage
	+ +20 Melee Damage
	+ Gain 1 Key
	+ +10% Spell Damage
	+ +20% Spell Damage
	+ +20% Faster Spell Recharge
	+ Gain 100 Gold
	+ Gain a Random Spell in next available Spell slot
	+ Gain a Random Item (Often a mushroom related item)
* Major Positive:
	+ +2 Maximum Stamina
	+ +30 Melee Damage
	+ +40 Melee Damage
	+ Gain 2 Keys
	+ +30% Spell Damage
	+ +30% Faster Spell Recharge
	+ +40% Faster Spell Recharge
	+ Gain 200 gold
	+ Gain a Random Spell in next available Spell slot (Chance for a Legendary Spell seems high)
	+ Gain a Random Item (Often a mushroom related item or the Master's Statue)
* Negative: (Note: you may get lose 1 key, for instance, even if you have no keys essentially allowing you to get no negative effect)
	+ Lose 1 Candle
	+ Lose 1 Key
	+ Lose 100 gold
	+ -1 Maximum Stamina
	+ -20 Melee damage
	+ -20% Spell recharge