Alchemist: field notes
Reagents, concoctions and volatile attacks.
Journal
Release notes, stories from the world and practical field guides. Reviewed entries are published one day at a time.
Reagents, concoctions and volatile attacks.
Rift energy and mobile melee combat.
Roots, healing and a temporary beast form.
Poison, rapid strikes and evasive movement.
Holy strikes and defensive support.
Soul magic, undead summons and bound creatures.
Elemental spells and area damage.
Distance, movement and precise shots.
Steel, close combat and staying power.
A practical method for evaluating an upgrade.
Health and mana supplies have tiers; the smallest flask is not a lifelong answer.
The journey follows the account through an explicit save and handoff.
Level, training, rift progress and vocation provide different ways to compare a journey.
Completed objectives can reward progress without forcing another walk across the map.
Active play creates time for the journey to continue during an absence.
A boost is most useful when the hunt is ready before the flask is used.
Three currencies with different jobs.
One room. One floor. A staircase that opens when the room is clear.
A reward preview describes possibilities, not a guaranteed shopping list.
Set bonuses reward combinations, while individual attributes still matter.
A socket is another build decision, not a reason to ignore the base item.
Gold and crafting materials serve different needs.
A weapon needs to fit both its slot and the character’s path.
Rarity, body slots and item comparisons make a full bag easier to manage.
Target selection, supplies and loot rules belong to the same routine.
The nameplate should answer the first question in a fight: how dangerous is this opponent?
Character experience and trained skills solve different problems.
A sensible hunting routine begins with supplies, a readable target and room for the spoils.