The Magic System and Gameplay

In the last two articles “An Introduction to Arcana (Magic): Lore”, “An Introduction to Arcana (Magic): Lore Part 2″, we wrote about the general lore behind the magic (arcana) in Eldfall Chronicles. Make sure to read them before continuing with this one

This article will give you deeper insight into the correlation between magic and the gameplay of Eldfall Chronicles itself.

The Inspiration Behind the Magic of Eldfall Chronicles

In Eldfall Chronicles, arcana (magic) is designed to be a vibrant variable that adds complexity, utility, and unpredictability to the gameplay. Spells represent a large portion of the gameplay as many factions offer the player a variety of characters who are well-versed in using arcana.

The developers at Freecompany all love the nostalgic feeling of magic in various genres, and we always wanted to play a game where we feel we are actual scholars of magic. Therefore, we made a system of magic, which is intricate and diverse, but also requires a bit of thought from the player. One might find it the most fun to think about the different strategies, spells, and approaches to the game.

The Role of Spells

The game is played with characters who have distinct skills, roles, and attributes. This means that one character might have many available spells, while others might not have a single one – they usually rely on martial skills. If you play an advanced magic user, you will have to choose which spell to cast depending on what benefits you in that situation.

Magic and the Types of Mana Available Depend on Factions

What kind of magic is available to you when playing the game is widely related to the faction you choose. As per the lore, each faction is different, even in gameplay. Some factions heavily depend on arcana, while others do not. For example, you can expect many arcanists (magic users) in the Sand Kingdoms or the Helian League. They will allow you to build a party even solely of magic users. However, some factions, most notably the Empire of Soga, do not have access to an abundance of arcanists. Thus, your parties will usually be more martial-oriented.

Playing a Spellcraft-Oriented Faction

Magic can be a game-changer, but it is in no way omnipotent, or rather, the spellcasters aren’t!

In combat, mana (the energy behind spells and magic) deals more damage than regular weapons. However, the arcanists are commonly fragile, and their magic is finite. They only have a limited number of spells they can cast in a specific timeframe, with some spells taking all their Activations (things one can do in a turn). (In terms of lore, the soulrot discussed in the previous article is another reason an arcanist cannot use an infinite amount of mana.) Moreover, spells have a shorter range (Reach) than other missile weapons such as bows.

A More In-Depth Look at Magic;  The Magic in Factions 

The Helian League

– Magic is balanced and accessible across the faction; the faction is very good at healing and offensive spells,
– the predominant elemental affinity is fire, which is mostly offensive,
– has good supporting models: a few exceptions have access to the divine element, which is good for supporting the party and healing spells.

 The Sand Kingdoms

– The most spellcraft-oriented faction; each character is a spellcasting “toolbox”,
– characters can summon constructs and creatures, which other factions usually don’t have access to,
– despite their spellcasters’ default element being Elder, the upgrades give the faction the most variety in elemental mana and different disciplines, allowing the player lots of character customization and different playstyles.

The Coalition of Thenion

– The faction will not have a lot of variety when it comes to spellcasting (as per the lore, they use magic passively, mostly for enhancements and other abilities similar to teleportation-like skills, skills of deception, illusion, etc.),
– the faction will receive characters (perhaps even from other species affiliated with the Thenrin), that offer powerful spellcasting support.

The Empire of Soga

– The faction is least dependant on magic,
– the faction will receive mystics – spellcasters that, unlike mages, cast spells through their devotion and introspection. The preferred element of human mystics will be earth or water, while Kitsune grant access to fire,
– the spellcasters will mainly offer support and relief, while there will be some rare exceptions, who will be powerful offensive magic wielders.

Elemental Mana

Let’s talk about elements. As we mentioned in the previous articles, mana is omnipresent in the environment; it is the foundation of nature itself. In a gist, wielders of magic channel raw elemental mana and shape it into unique forms known as spells.

Mana can be categorized into different elemental manas: earth, water, fire, air, elder, divine and profane, each with its properties.

The intensity of mana of a particular element depends on the environment it flows through. While we can harness most elements anytime, some are scarce resources in certain areas.  For example, in the presence of warmth, one can efficiently channel mana of the fire element. Still, if the temperatures are shallow, one might find it challenging to focus on the element. In preparation for the areas where specific elemental mana is difficult to sense and form, arcanists may carry mana stones close to their bodies; these act as reservoirs or amplifiers of their preferred elemental mana.

The elements the arcanist can control and shape into spells depend on their affinity (talent for an element).
(Read more about Elemental Relationships here.)

Discussing the Differences Between the Elements

How do the elements differ, and in what way are they most commonly used (game-wise)?
Note: In the lore of Eldfall Chronicles, each element has many practical, non-combative usages that the commoner uses when carrying out their daily lives and chores. 

FIRE - PYRO

The element of fire, or rather, the elemental mana of fire, excels when used offensively. Most fire spells that cause damage have the Burn trait, which causes the target to catch on fire and suffer additional wounds from the attack.

WATER - HYDRO

Water is a balanced element: in terms of utility, it is most useful when attempting to control the field to your advantage. For example, you can use water-based spells to thwart the enemy’s advance, slowing and staggering them with different spells. Some spells freeze the opponent’s forces, causing them to suffer additional damage from Frostbite.

EARTH - GEO

The element of earth is well-known for its straightforward might. It is not cunning but packs a powerful ‘punch.’ Some simpler spells can entangle and immobilize the enemy. Meanwhile, the offensive spells can level structures and act as if you’re essentially bringing a catapult to a skirmish. Most of the starting summonable creatures are of the earthen element: notable for their sheer Toughness and durability; they offer protection and offense.

AIR - AERO

The element of air is subtle. While it might appear the least harmful, air-based spells can ruin the opponent’s entire strategy. Air spells have an extensive repertoire: from bursts of wind (helpful in keeping melee enemies at bay) to wielding lightning at later levels of mastery.  Enchantments of air also add many tactical options to the player, offering increased mobility on the field.

ELDER- PROTO/AETHERO

The elder element is difficult to grasp. It offers versatility as it is the oldest of elements. Some might argue it is an element of the mind, where imagination is the wielder’s weapon. It allows the user to view the contents of the opponent’s thoughts, travel different planes of existence, and manipulate time, space, and perception.    

DIVINE and PROFANE

The last two elements are rare and distinct. The divine and profane elements are the exact opposites of each other, but they are also most similar to one another. They can be understood as otherworldly, present in the world without a precise source of origin. They balance themselves, existing across all dimensions and realities. In general, they provide the wielder with miraculous or dreadful abilities.

Other Articles

The Magic System and Gameplay

In the last two articles “An Introduction to Arcana (Magic): Lore”, “An Introduction to Arcana (Magic): Lore Part 2″, we wrote about the general lore behind the magic (arcana) in Eldfall Chronicles. Make sure to read them before continuing with this one

This article will give you deeper insight into the correlation between magic and the gameplay of Eldfall Chronicles itself.

The Inspiration Behind the Magic of Eldfall Chronicles

In Eldfall Chronicles, arcana (magic) is designed to be a vibrant variable that adds complexity, utility, and unpredictability to the gameplay. Spells represent a large portion of the gameplay as many factions offer the player a variety of characters who are well-versed in using arcana.

The developers at Freecompany all love the nostalgic feeling of magic in various genres, and we always wanted to play a game where we feel we are actual scholars of magic. Therefore, we made a system of magic, which is intricate and diverse, but also requires a bit of thought from the player. One might find it the most fun to think about the different strategies, spells, and approaches to the game.

The Role of Spells

The game is played with characters who have distinct skills, roles, and attributes. This means that one character might have many available spells, while others might not have a single one – they usually rely on martial skills. If you play an advanced magic user, you will have to choose which spell to cast depending on what benefits you in that situation.

Magic and the Types of Mana Available Depend on Factions

What kind of magic is available to you when playing the game is widely related to the faction you choose. As per the lore, each faction is different, even in gameplay. Some factions heavily depend on arcana, while others do not. For example, you can expect many arcanists (magic users) in the Sand Kingdoms or the Helian League. They will allow you to build a party even solely of magic users. However, some factions, most notably the Empire of Soga, do not have access to an abundance of arcanists. Thus, your parties will usually be more martial-oriented.

Playing a Spellcraft-Oriented Faction

Magic can be a game-changer, but it is in no way omnipotent, or rather, the spellcasters aren’t!

In combat, mana (the energy behind spells and magic) deals more damage than regular weapons. However, the arcanists are commonly fragile, and their magic is finite. They only have a limited number of spells they can cast in a specific timeframe, with some spells taking all their Activations (things one can do in a turn). (In terms of lore, the soulrot discussed in the previous article is another reason an arcanist cannot use an infinite amount of mana.) Moreover, spells have a shorter range (Reach) than other missile weapons such as bows.

A More In-Depth Look at Magic;  The Magic in Factions 

The Helian League

– Magic is balanced and accessible across the faction; the faction is very good at healing and offensive spells,
– the predominant elemental affinity is fire, which is mostly offensive,
– has good supporting models: a few exceptions have access to the divine element, which is good for supporting the party and healing spells.

 The Sand Kingdoms

– The most spellcraft-oriented faction; each character is a spellcasting “toolbox”,
– characters can summon constructs and creatures, which other factions usually don’t have access to,
– despite their spellcasters’ default element being Elder, the upgrades give the faction the most variety in elemental mana and different disciplines, allowing the player lots of character customization and different playstyles.

The Coalition of Thenion

– The faction will not have a lot of variety when it comes to spellcasting (as per the lore, they use magic passively, mostly for enhancements and other abilities similar to teleportation-like skills, skills of deception, illusion, etc.),
– the faction will receive characters (perhaps even from other species affiliated with the Thenrin), that offer powerful spellcasting support.

The Empire of Soga

– The faction is least dependant on magic,
– the faction will receive mystics – spellcasters that, unlike mages, cast spells through their devotion and introspection. The preferred element of human mystics will be earth or water, while Kitsune grant access to fire,
– the spellcasters will mainly offer support and relief, while there will be some rare exceptions, who will be powerful offensive magic wielders.

Elemental Mana

Let’s talk about elements. As we mentioned in the previous articles, mana is omnipresent in the environment; it is the foundation of nature itself. In a gist, wielders of magic channel raw elemental mana and shape it into unique forms known as spells.

Mana can be categorized into different elemental manas: earth, water, fire, air, elder, divine and profane, each with its properties.

The intensity of mana of a particular element depends on the environment it flows through. While we can harness most elements anytime, some are scarce resources in certain areas.  For example, in the presence of warmth, one can efficiently channel mana of the fire element. Still, if the temperatures are shallow, one might find it challenging to focus on the element. In preparation for the areas where specific elemental mana is difficult to sense and form, arcanists may carry mana stones close to their bodies; these act as reservoirs or amplifiers of their preferred elemental mana.

The elements the arcanist can control and shape into spells depend on their affinity (talent for an element).
(Read more about Elemental Relationships here.)

Discussing the Differences Between the Elements

How do the elements differ, and in what way are they most commonly used (game-wise)? Note: In the lore of Eldfall Chronicles, each element has many practical, non-combative usages that the common folk use when carrying out their daily lives and chores. 

FIRE - PYRO

The element of fire, or rather, the elemental mana of fire, excels when used offensively. Most fire spells that cause damage have the Burn trait, which causes the target to catch on fire and suffer additional wounds from the attack.

WATER - HYDRO

Water is a balanced element: in terms of utility, it is most useful when attempting to control the field to your advantage. For example, you can use water-based spells to thwart the enemy’s advance, slowing and staggering them with different spells. Some spells freeze the opponent’s forces, causing them to suffer additional damage from Frostbite.

EARTH - GEO

The element of earth is well-known for its straightforward might. It is not cunning but packs a powerful ‘punch.’ Some simpler spells can entangle and immobilize the enemy. Meanwhile, the offensive spells can level structures and act as if you’re essentially bringing a catapult to a skirmish. Most of the starting summonable creatures are of the earthen element: notable for their sheer Toughness and durability; they offer protection and offense.

AIR - AERO

The element of air is subtle. While it might appear the least harmful, air-based spells can ruin the opponent’s entire strategy. Air spells have an extensive repertoire: from bursts of wind (helpful in keeping melee enemies at bay) to wielding lightning at later levels of mastery.  Enchantments of air also add many tactical options to the player, offering increased mobility on the field.

ELDER- PROTO/AETHERO

The elder element is difficult to grasp. It offers versatility as it is the oldest of elements. Some might argue it is an element of the mind, where imagination is the wielder’s weapon. It allows the user to view the contents of the opponent’s thoughts, travel different planes of existence, and manipulate time, space, and perception.    

DIVINE and PROFANE

The last two elements are rare and distinct. The divine and profane elements are the exact opposites of each other, but they are also most similar to one another. They can be understood as otherworldly, present in the world without a precise source of origin. They balance themselves, existing across all dimensions and realities. In general, they provide the wielder with miraculous or dreadful abilities.

Other Articles