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The World
Fictorum is an RPG that uses generated world mapping to create a selection of mountain peaks that the player navigates across, in their retreat from endless Inquisition forces, and toward their vengeful meeting with the Grand Inquisitor. The player moves across the map, from left to right, avoiding the Inquisition forces on the left, and moving gradually towards their goal, a mountain marked with a red light, on the right.
FictorumWorldMap

Fictorum World Map. The Player is represented by cloaked figure on the mountains. Inquisition forces are in the yellow zone on the left. Inquisition occupied areas have flags on the mountain top. Areas that will be taken next turn are next to the yellow area, with transparent flag poles sitting on top. The nexus to the next chapter is marked with a red beam. Shops are mountains with blue lights coming off of them. Areas the player/Fictorum has already been, are shaded and emit yellow lights. The blue lines leading from the player/Fictorum, shows all their possible moves.

It should be noted, that once the Inquisition arrives in an area, they stop all commerce for shop owners, and confiscate all lootable items, making the area useless for finding essence and upgrade equipment.

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Shops & Essence.
EssenceDust
Essence makes the world go 'round. Essence dust is a magical substance that can be used directly in enchanting, but it is more commonly used as the currency in the world of Fictorum.
Store
Shops are places where the player can sell their items for more essence than they would get from disenchanting items, as well as spend essence to be healed and/or purchase items. A shop can carry most armors, spells, scrolls, and runes. It should be noted that a shops inventory is generated at the start of each chapter, waiting a turn or going to another area and returning, will not alter a shop's inventory. Another thing to note, is it's not always best to fully heal at a shop, it can be inefficient compared to healing a small portion at a time, and leaving some room for healing allows more use from health potions found throughout the game, and events that offer healing.
Item Types/Rarities
ItemRarityTypes
Fictorum uses a color coding system to indicate item rarities. Grey items are categorized as 'Basic', and are the lowest valued, and weakest. Blue items are categorized as 'Magical', and are second the lowest valued. Purple items are categorized as 'Rare', these are better and more valuable than blue items. Lastly Golden 'Unique' items are the strongest and most valuable items in Fictorum. Unique items have a specific name, and often come with pre-imbued ability scrolls. As with most games, the value of items is skewed in the shop's favor. An item that was bought for 120 essence might be sold back for 60 essence. Also worth noting, is that higher numbered chapters often have better and stronger items available within them, so a Unique item found in chapter 4 might not be as good as a Magical or Rare item found in chapter 8.

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Enchanting
Enchanting items can be done at any time, whether at a shop, in the world map, or while investigating a specific area. To start enchanting the player must first drag and drop the item in the green square, from there, four actions can be done:

1) Enchanting - The player can enchant an item, increasing all of its stats that are written in blue text. Enchanting can be done three times per piece of equipment, each time being more expensive than the last. Enchanting rare items, is more expensive than enchanting magical items, and the same is true of unique items, compared to rare items. It's recommended that enchanting be done late in the game, so that the improved equipment doesn't become a waste in obsolescence.

2) Disenchanting - The player can disenchant the item. This breaks the items down completely, salvaging only a portion of its value in Essence dust. Disenchanting is not recommended unless the player is managing storage, since items net more essence when sold to shops. If disenchanting is absolutely necessary, its best that the cheaper items are salvaged first.

3) Extracting - The player can extract the ability scroll imbued into an item, at no mana cost, however this action does destroy the item the scroll was imbued with. This action should be done with great care, but can make for very effective armor later in the game.

4) Imbue - The player can drag an ability scroll to the darkened scroll square, and spend some Essence to imbue the scroll into the item. One should be careful with this action, as attempting to imbue the wrong kind of scroll into an incorrect type of equipment will consume the essence, and destroy the scroll, and not offer any benefit to the player.

Enchanting

The view of a player's inventory and enchanting screen

A really great thing about enchanting is that can be done with almost every item. The player can spend essence to increase the stats on not just armor, but also spells, and runes. Ability scrolls cannot be upgraded via enchanting, they are constant in their settings. A particularly interesting part of this, is that enchanting spells directly, increases their stats, but does NOT increase their base mana consumption, meaning you can get more powerful spells that won't cost more mana during a battle. Upgrading runes however, will likely increase their mana consumption, and should be upgraded with care.

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Game Difficulty Settings & Hardcore Mode
HelmetOfShame

A pitiful character wearing the helmet of shame. _________________________ "I do not like the cone of shame" - Doug

Setting the game difficulty at the character creation screen, affects the game in a few specific ways. Most notably, the difficulty affects the Health, Mana, and Mana Regeneration stats of the player. The easier the difficulty, the higher these stats start at, and the harder the difficutly, the lower the starting stats. From easiest to hardest, there's [ Reese - Easy - Medium - Hard - Nightmare ], with Reese being noted as a difficulty so easy, it is cursed with the helmet of shame (a permanently affixed metal bucket that the player wears). The difficulty setting also affects the types of enemies that are encountered in the game itself, higher difficulties skip the easy NPC's and go straight for high level soldiers and creatures, which do significant damage and take a lot to bring down. Difficulty also increases the AI capabilities of enemies, determining their ability to dodge attacks, and attack with coordinated accuracy. It's possible difficulty also affects the types of items and the rate of their occurrence within the game, this is unconfirmed, but it may be the case the easier difficulties offer better items, whereas harder difficulties offer fewer good items. One thing to know is that difficulty is most noticed at the beginning of the game. As the player moves along in the story, they become stronger, and the enemies get stronger as well, someone playing on easy, and another playing on nightmare, would see little difference between the challenges of chapter 8, with the exception that nightmare would still give the NPC's better combat AI.
Hardcore mode is not a difficulty setting itself, it is simply a game play mode where there is no respawning through rewriting history. If the player dies, they have to create another character from the main menu.

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Turns and Chapters
TurnOptions
There are three things the player can do with their turn on the world map. The player can MOVE to any of the nearby mountain locations, where the game will offer a random event for the player, or allow the player to shop. The player can suspend their movement for a turn to REST, which will restore a portion of their health, but will give more time for oncoming Inquisition forces to catch up to the player. If the player arrived at the red highlighted mountain on the previous turn, they can choose to PROGRESS to the next chapter, which fully heals the player and offers 3 random upgrade options, through new chapter events.

The player does not have a character level, but the chapter number dictates the number of upgrades the character has earned, and the higher chapter levels have better items available to the player. Higher chapter levels also have more challenging opponents.

Chapter Events Event Description
EventHealth
Adds 25 health to the player's max HP.
EventDefense
Adds +5 each to Physical, Fire, Ice, and Lightning defenses.
EventMovement
Increases player's stamina 25 points, and increases movement speed 15%
EventCastingSpeed
Increases the player's casting speed 10%
EventMana
Increases the player's mana 25 points.
EventRegen
Increases mana regeneration 10%
EventShape
Increases shaping bonus 5%, and adds +5% to all three rune starting positions

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Areas and Nexus Travel
The world of Fictorum is several auto-generated regions for each chapter, with each region having many individual areas located on mountain tops. While little is known of the historical background of Fictorum, it seems the world used to populated all over, but the fogs of Miasma and the corrupted creatures within it forced the inhabitants of the world to seek refuge atop mountains, away from the Miasma and the Corrupted below. Travelling between these mountain tops is done with Nexus gates which allow a person to teleport to a nearby mountain. Nexus gates are indestructible gazebo like structures which have a tear in reality at their center.
SentinelTowers&TheNexus
Most Nexus gates encountered in Fictorum are locked by Sentinel towers in the same area. The Towers house a pink jewel, called Aegis Crystals, that directs energy at the gate, blocking its entrances. In order to enter a Nexus gate, all sentinel towers in the area must be destroyed. The towers are often easy to find, as they have a persistent beam of light going between them and the gate. If the Fictorum uses their Clairvoyance, the Nexus Gate, and any active sentinel towers will glow purple, and and be visible through terrain and structures.
UnlockedNexus

An unlocked Nexus gate, after all towers in the area have been destroyed. Some areas don't have sentinel gates to lock it shut.

SentinelTowers&TheNexus2
There are two types of Sentinel towers, Wooden watchtowers, and Stone keeps. Wooden watch towers are more fragile, but also often have an archer positioned on them to attack anyone nearby. Stone keeps are more sturdy, but do not have any means of defense. Keeps are hollow inside, and cannot be entered, only destroyed.
SentinelTowerActivatedAndFiring

An activated Sentinel Tower crystal, that has just fired a spell at the Fictorum

If the Fictorum is unfortunate enough to be in the same area that the Inquisitor's Legions have occupied, not only will the unending waves of soldiers be a nuisance, but also they modify the Sentinel Tower crystals to have defense measures of their own. If the crystal is activated it, emits an aura of energy around it and it the crystal can now fire spells at the Fictorum, and from considerable range too.
RedNexus
When the Fictorum reaches the last area in a chapter region, they might just be able to continue on to the next chapter, or they may be forced to battle through one last area to continue onward. If the Fictorum is in the last area of a region, the Nexus Portal that lights their way, will be a different color, it will be red, like the red light seen on the campaign region map, though the sentinel towers' crystals and beams of energy will stay the same color, pink.

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Casting
In Fictorum, the player's only way of combating enemies is the casting of spells, and a few specific ability scrolls (Spell Sword, Witch Slap). There are two ways to cast spells. The first method, "Quick casting" is done by simply using the primary cast button to fire the spell off quickly. Quick casting is mana inefficient, using only the base bonuses of any equipped runes, while still consuming the normal amount of mana.
QuickCasting

A Fictorum player who has used quick casting to fire off several Fire Ball spells in quick succession

The second method of casting spells, is Shaping, which is done by holding down the secondary cast button, bringing up a triangle formation of runes, and the player dragging the selector to the desired rune effects, before releasing. Time slows down for the caster while they shape, not hindering the Fictorum too greatly in combat. Shaping a spell consumes the same normal amount of mana, but gets full usage of the runes that are equipped to it. Shaping requires more precise aiming, and poses a threat to the Fictorum if they are low on mana.
ShapingCasting
If the Fictorum player holds down the primary cast button, or shapes a spell but does not release it right away, both actions cause the Fictorum player's mana to deplete gradually, (ignoring any mana regen stats the player might have). If the player continues to hold this spell, it does not gain in power, but it continues to consume mana, and if no mana is left to consume, it drains the Fictorum player's very life force, deducting points from their hit points. High Mana costing spells are particularly dangerous, and must not be held for long, otherwise the Fictorum might extinguish their own life in the effort of casting such spells. When a Fictorum player is in danger of consuming all their mana, their vision gets clouded with blue distortions from the magical strain. If this condition of holding the spell pesists, and the Fictorum player's health is now being consumed to cast a spell, their vision is clouded further with bloody red distortions.
ManaDrainWarning

An Ascended Fictorum player, who's vision is distorted from the strain of holding a Lightning Stream spell.

ManaDrainDamage

An Ascended Fictorum player, who's vision is being blurred by their own blood, from holding a Lightning Stream spell to the point of it drawing from their own life force.

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Clairvoyance
Across all starting titles, one thing any Fictorum player can do use Clairvoyance. Clairvoyance is a very handy channeling spell/ability, which when used, darkens the world around the Fictorum player, and highlights all objectives, enemies, and collectible items in the area they're in. It's a good idea to bind the Clairvoyance ability to a key or button that can be pressed quickly but that won't interfere with combat or movement. Clairvoyance can be used while casting spells. As handy as this ability is, it does have a slight drain on mana, and cannot be used indefinitely. Clairvoyance makes it much easier to search an area for items, to see them through walls and terrain instead of having to check visually. One thing to note is healing potions are shown as small red boxes while using Clairvoyance, it's easy to confuse these for enemies, and requires some practice to be able to quickly identify the two apart.
NoClairvoyance

The Fictorum, unable to see any nearby items, while not using Clairvoyance

Clairvoyance

A Fictorum player using Clairvoyance to see collectibles and objectives. Blue items are Magical, Purple items are either objectives or Rare. The cluster of Red boxes on the right are enemies.

Clairvoyance2

Unique Items are highlighted gold, when viewed with Clairvoyance. Be careful not damage the building they are in, otherwise you may not be able to retrieve it.

While Clairvoyance can show the items of an area in most circumstances, there are two exceptions. First, if the items are in an objective building, the objective building's highlight covers the items highlight, meaning the building will have to be searched visually.
ClairvoyanceBlocked

Several buildings that the Fictorum player must defend from enemies. Though there are items inside some of these buildings, Clairvoyance is unable to show which ones and where.

Second, if the items are in hidden chests, they will not be highlighted by Clairvoyance. Not every area has hidden chests, and there is no way to know for certain unless the Fictorum player takes the time to search. Blink and Flight are two valuable abilities for searching an area for hidden items.
HiddenChests