Table of Contents

1 FARA - an adventure game unlike any other

FARA is a Nethack for the new millenium. Its brilliant and innovative like a rogue done right! – pug.

These are my notes about a game i hope to live to see thrive and bestow riches upon riches upon its creator. It does everything roguelikes could have done but never did; and I've played them all.

1.1 Note

The is the 2nd release, incorporating more things learned on the journey toward my first win.

There are many voices here from the discord, reddit, wiki that use "I", but some of the sections are now entirely my own. Thus if you think 'you said that', you probably did - and have my thanks for it!

2 Pug's Notes

Look, I wrote this!

2.1 Trick out your map!

Use /setlocalwaypoint aka /slw at your spawn, at every house, donation chest, and every last npc on the map. Greet NPC's and put their names into the waypoint name. You'll be glad you did!

There are several buildings of which you'll want to expand at least the warehouse within the first few weeks game-time. It offers a way to access quite a bit of stuff from elsewhere. A local waypoint at the spawn and on the warehouse donation chest will save you a lot of time.

"W" makes zooming around the local map quick and convenient. That is unless there are doors, pets, npc, or even the well along the path. Its not perfect yet but "W" is a huge help. Use /slw until it becomes a habit.

2.2 Item Management

Where you keep your stuff is up to you.

I'm still learning to play the game and I have yet to win. But this is my second run at the game and I find that starting as a horder with a base in Relica is simultaneously teaching me what I don't need or want, and how to deal with everything else.

2.2.1 InShelter

I build a 7x7 house around the elder and the spawn point, use /dropall where i land and to be right next to a bed, a brazier and the door for the most restful healing sleep in every settlement I open.

THIS is incredibly useful with local waypoints and I get a lot of mileage out of it! The base layout takes 23 planks, 4 braziers and a door (2 wooden blocks)

In Relica I use this arrangement:

Brazier Runy - Booze Brazier
- The Elder - - Fruits
Woody Clothy Buffy - Seeds
Metally Spawn - - Flowers
Brazier Bed - Storage Brazier
  • A workbench to the left of the spawn
  • Meat with the Seeds
  • In the Storage: Alternate items of awesomeness, a spare sack.
  • Under the Storage: Ammunition, Lockpicks, Ropes, Medals, Shards
  • Runy has a storage for named runes and is a dump for elemental runes
  • The bed still needs a blanket and a pillow.

Everywhere else kinda looks like this

Brazier - - - Brazier
- The Elder - - -
- - Buffy - -
Keepy Spawn - - -
Brazier Bed - 2Relica Brazier
  • Keepy for a workbench and chaff that will stay here
  • Buffy for looted Meals and Mixtures
  • 2Relica holds everything that wants to drift back to Relica.

2.2.2 Warehousing

Unlock this Builging ASAP!

"There is nothing in any of my warehouses .. except in relica." - pug.

First off, I don't really like the slow interaction with the storage bins in the warehouse. But I use them. I dont use scrolls but I keep them in a bin next to the crucible because I already know that I will be desperate for them when I'm strong enough to get myself into the best part of the game I know, dungeons!

I also don't need kites, beehives, birds-nests, folded notes, toyswords and other things like that, but these too find their way into the warehouse. Out of sight, not out of mind.

After opening up the (Refinery) I wound up with oddities like Tin Fiddles and Organs, Bone Spears and Goggles. I love the recipes, but instead of salvaging them right away stash them in Relica's warehouse in a 3rd chest.

Ammo. I got tons of ammo of all kinds. Sometimes I use a ranged weapon and when I'm done playing with them I keep one foe each ammo-type in a Storage box, Dumping the ammo on the floor at that location.

2.2.3 In the Crucible

For taking with me when traveling to a new settlement:

2 medals
10 ropes

For setting up the next house:

4 wooden logs building planks and door
8 rocks i like my braziers made of rock

For the next house, but also trips to the beach:

1 bed
1 workbench

Always in the Crucible

Buffy Meals
Buffy Mixtures
Sensible Uniques

Once /place takes a count we'll all be able to do a whole lot more with that ingenious invention!

2.3 Moving out and on

Again, complete the warehouse before you change settlement or do escort quests. When you go take 2 medals and 10 ropes with you to quickly complete the warehouse in your new place right away when you get there.

You'll also enjoy having spare a workbench, a bed and the materials you need for the next house at the new locale's spawn already in the crucible.

2.4 Upgrades

Each new settlement you reach will give you tools to enhance your equipment's performance.. Search them enough and you shall find these craftable gems.

But don't rush. Form a party, discover things and get settled and strong-ish.

After a while you and your party can handle all the kill quests the elder hands out, and you'll likely have a couple of waypoints to other settlement and NPC's eager to see you killed while you escort them there. When you are ready to look for those tools and recipes accept the escort and delivery quests to that new locale and leave right after waking up from resting.

Once you found them and are done marveling at your good luck from getting a unique item and the tools, /inspect, don't /salvage them.

You can enhance the equipment of the proper type for your class which you will have discovered, equipped and understood by now, or ..

2.4.1 If you're totally nuts, enhance you shovel.

After settling into the the new place, find a beach and grind runes in style.

Plan to stay at the beach/dig-site for a while. Put up a 5x5 with door and brazier for the good-morning buff and go rune hunting in safety close to home.

When you can make a second workbench, then when you have runes for rejuvenation and/or other spells go back to 'questing with the elder' until you have at least several iron pieces or whatever is best for your needs.

Take your workbench when you dig so you dont need to make repair kits. Your enhanced shovel will stay sharp that way. If you get bored digging, repeat the racket with a fishing-rod while staying in the same shelter. Perhaps you'll even put up a fire-pit for some extra 'positive outcome boosting' charisma buffing snacks! Oh, and have a rope on you, just in case.

I've heard that noone will mind if you dig up a graveyard from end to end dolled up in your finest charisma boosting gear either. But I'll let you try it first! Maybe after your next escort quest?

2.5 Exploring

Besides doing quests, I attempt to explore in a circle of ever greater distance from Relica and by manually taking different paths through the rectangles connecting settlements.

Keeping Relica in the center makes investing into it somewhat viable and worthwhile, at least i think so atm. At least thats why I use the warehouses to let all trinkets/trophies/seeds/flowers/meats/fruits drift back into Relica through the crucibles accessed via local waypoints.

People in the advanced stages of the game talk about traveling 1200++ km from relica, fighting unheard of monsters from unheard of dimensions while still investing into Relica. So as you explore more of these notes keep in mind that I'm just starting, know nothing, have yet to win the game and go beyond iron equipment and a single godlike attribute. This game has great depth and complexity.

2.6 Traveling

We all know your avatar's a bit sensitive and often drops down to the local level because they sensed danger or spotted some cockroach fight or the other.

If the circle is blank of enemies, or you can make it so with a few steps away from the fight, do that! more often than not "X" /exit or clicking on your waypoint will take you out and put you back on the road!

And hey, if "X" fails, it will have moved you to the action without you having to look for it. This is really helpful if you cast a shield on yourself before doing do, esp. if your're traveling at night, yet again without a light.

As you're travelling you'll find more info about 5.3. Please share.

2.7 Finding things in daylight vision

Small things on the ground can be seen up to 5 spaces away in a straight line, but only 3 spaces diagonally. This is true in town and in wilderness maps.

Thus if you're looking for flowers or lost items you can move in paralell lines 11 spaces apart, that means there are 10 spaces between your lines.

2.7.1 example in town:

  1. step 1

    move 5 right and down from the top left. there are now 5 spaces between you and the edge. use /mark <color> on a that square, then move all the way to the right until there are 5 spaces between you and the edge. use /mark <color> again and take 2 steps to the NE so you see into the very edges of the map. /mark <color> all those points 3 and 5 away from the map corners to remember.

  2. step 2

    from the top-left, on a marker with 5 spaces between you and the edges, move down until the marker just disappears and place another marker. repeat until you're at the bottom.

  3. step 3

    starting at your favorite marker in the top left corner, again mark spots with 10 spaces between them going to the right.

  4. step 4

    now project the outside marks – 5+1+10= – to 16 spaces from the edges and you'll begin to see exactly where to place markers to make paths that guarantee search quest succeed quickly and consistenly.

  5. [step 5]

    when you walk around a new town for the first time setting up your /slw local waypoints, instead of only grabbing all the loot, place 4 markers inside the houses that leave 3 spaces between them and the walls. this makes it easy to remember that you only have to step on each of them once to have scanned everything. (you can can optimize that a bit, but this is good enough.)

3 Random Notes from Discord

The first batch swiped 2021.04.06ish by scrolling backward in time a few months is mostly distributed into this document already.

These I grabbed recently. Who knows how much more great insight and conversation has been lost in the sands of time because.. documentation isnt spoilers, its what lets other people have fun and what you'll want when you come back in a few years. .. anyway ..

A few things regarding charged rift particles:

  • First, you can create one by dropping one of each elemental rune and making a spell. This still is very painful, but it won't destroy your stuff and doesn't require an inert rift shard.
  • Second, on one recent run I found a commoner with a quest to procure a "rift beacon." Turns out you build this using CRPs.
  • Apparently, they're able to summon Redeemed Rift Beasts which don't appear to be limited by the party size limit
  • Probably the stats of the Redeemed Rift beasts scale of distance away from relica
  • They seem to have a days survived stat that's always equal to yours, no matter when you summoned them.
  • I wonder where you could find the recipe for the RB
  • it's kind of busted for castle raiding
  • No idea. Might try feeding Relica's blacksmith until they hit on the recipe. That's how I got a gold ingot recipe.
  • Trader chests also sometimes come with recipes
  • Maybe take 3 CRPs to a Summoning Circle?

3.1 what classes do yall like the most

  • Pugilist > Viking > Soldier

3.2 Curios are a thing

For example, "Hidden pockets" are a curio, They can be found and one can be put on each wearable item.

Some curios are craftable, but only the ones that boost one of the 5 main stats.

4 Game Play

4.1 /COMMANDS

  • /help gives most of them
  • /settings gives more of them
  • 11 offers some more

The discord's spoiler channel denizens often refer to 'creative mode' and yet more /commands but i haven't had the patience or desire to slug through the jargon there. One seems to need to tap into the voice channel and speak to people in order to obtain basic information about much of the game still.

If this bothers you as it does me .. because it keep out new players that will give brian love and some money .. then use this month of april'21 to send me even just a single fact on the discord channel to add to this text before I'm likely to fade into the void again!

  • /split operates on the selected item, give it a parm for how many items you want in a new pile

4.2 KEYS!

  • read the bottom of /keybinds aka "K"
  • use Home/End to scroll through help and other popup windows!
  • remember /exit aka "X" to leave a map.

suggestions:

/setkey ; layout{1,2}
/setkey : layout3
/setkey , autoloot
/setkey < climb
  • layout3 is like turbo mode for moving in the game; i love it. switch back to layout1 or layout2, whatever you like best, as needed using the non-shifted key.
  • you want autoloot off at home, so keep it off and use situationally.
  • climbing a tree before bumping into it occasionally gives kites, beehives, birds nests, maybe even a lost toy sword; all things you can drag home and exhibit to impress your npc buddies.

4.3 Things to /say or /shout

You can't talk to your pets and expect them to listen unless they are cats and you are a 9.1.1, but Mercs will listen to and obey you.

  • use /shout come here when searching for people. ("z" to repeat as you walk around)
  • use /say wait here and /say follow me to control your party members. you don't have to ask them to come along when you leave the map, they will do that by themselves. Also:
    • /say stow your X
    • /say draw your X
    • /say take that X
    • /say stand by that X
  • An exclamation mark turns /say into /shout

There's probably some (much?) more to say and other banter to be had. Many of the dialogue options seem to make the most sense for a 9.5.3.

Weird fact: Mercs will sometimes say things and other NPC not in your party will speak back to them. Thats freaky cool.

Weirder link about upperercase for extra loud shouting! http://tom7.org/lowercase/

5 About You and "Them"

5.1 Blights

(resurection by shard is out, instead you get a blight when you die) https://docs.google.com/spreadsheets/d/1TK8xF1WbIa_C2U8MkLYVoELI1V3aNUsllLEzgZfX5vg/edit#gid=1732619557

  • Stronger Enemies
  • Increased Encounter Rate
  • Increased Damage Taken
  • Reduced Damage Dealt
  • Increased Stamina Use
  • Reduced Food Effects
  • Reduced Inventory Capacity (-5 per blight)
  • Reduced Strength
  • Reduced Finesse
  • Reduced Resilienc
  • Reduced Insight
  • Reduced Charm

5.2 Character Stats

5.2.1 Health Brackets

  • Healthy = full health
  • Wounded = Starts at ~75%
  • Injured = Starts at ~50%
  • Dying = Starts at ~25%

5.2.2 Stat Brackets

Stats are reported in the character screen "c" where you can see your relative skill as determined by a skill bracket. The brackets are made up of several levels of individual + or - gained from gear.

-20 TRAGIC
-16 Dreadful (4 steps)
-12 Terrible (4 steps)
-8 Awful (4 steps)
-4 Poor (4 steps)
-1 Below Average (3 steps)
0 Average (1 step)
1 Above Average (3 steps)
4 Good/Good+ (4 steps)
8 Excellent/Excellent+ (4 steps)
12 Legendary (4 steps)
16 Legendary+ (4 steps)
20 GODLIKE
  • Starting stats are in ±2 increments from average.
  • Ecstatic adds a flat +3 steps to all stats.
  • Does Godlike always blink or only when you tried to push past 20?
  1. for example

    If you start as a Gamehunter with

    • above average STR (2),
    • good DEX (4),
    • and below average CHA (-2),
    • you would need +2 STR from gear to go from above average (2) to good (4),
    • or +1 INT to go from average (0) to above average (1).

    To achieve GODLIKE DEX you'd need +16 DEX.

5.2.3 Details

  1. Strength

    STR weapons should do the most damage, good for killing stuff in one hit, once you have enough of that stat.

    • Increases damage dealt with melee weaponry and unarmed strikes
    • decreases stamina spent pushing large objects.
  2. Finesse

    Makes you good at hiding, attacking from range, with daggers and other finesse weaponry

    • Increases damage dealt with range weaponry
    • Increases chance to disarm traps,
    • Increases stealth ability
    • Decreases reload time of ranged weapons
    • Decreases stamina used by jumping and stealth.
  3. Resilience
    • Reduces physical damage taken,
    • Reduces duration of negative effects,
    • Increases stamina regeneration rate.
  4. Insight

    Makes you good with spells, staff, foci, wands and scepters

    • Increases damage of spells,
    • Increases search ability,
    • Decreases stamina cost of spells
  5. Charm
    • Increases the duration of buffs/positive effects
    • Increases odds of favorable outcomes (such as?)
    • Does it Decreases the duration of mali/negative effects??
    • Does it Increase Party Size Limit?

5.2.4 Damage reduction

Resilience is tied to Damage reduction (DR)

  • Shield give DR, at the cost of jumping costing more stamina
  • Multiple sources of DR stack
  • Fishmonger gets a bunch of DR by being drunk

5.2.5 Notes

Stats are improved by wearing or holding gear with stat alterations affixed. Most of these affixes are determined by the Crafting Materials that the item is made out of, but some can come from the item itself, or tools that further enhance items.

We need a table of Item characteristics!

  • perhaps someone with godlike stats would post a savegame to look at for the details in the recipes they've collected somewhere?
  • perhaps the brain will give us a button to export such a list for things known inside a game!

5.3 Enemy Skill Brackets

Dummies Animals
Amateur Young
Skilled  
Tough  
Veteran Stout
   

5.4 Factions

Don’t enter castles of the factions that don’t like you. Fortresses are ok, just not castles

When you get enough faction reputation by, for example bribing one of their officers with 10..100 medals, you get access to their theme of traits, which give some very good bonuses.

You have one unchangeable trait and get to pickup and change two more traits via faction affiliations. Not sure if you can get traits from multiple factions.

Check Faction trait lists through the /factions (aka "F") window by clicking on the faction to get a menu to show you the available traits and their cost in shards.

5.4.1 Jade circle: Social/stealth

Is a really good faction for stealthy characters (has one of the best traits for spellcasters)

5.4.2 Will of the wild: Resource gathering/crafting/exploration

Is good for crafting a lot of stuff, and getting a lot of loot

Traits will give you options in crafting such as:

  • Reduces material costs of all craftable items
  • Increases materials gathered from foraging skills

5.4.3 Radiant hand: Combat/Tanking/buffs and debuffs

Focusing on Strength? go for the hand!

The three first radiant hand traits give you DR against piercing, slashing or bludgeoning damage

5.5 Key fragments

  • can be found in the building in the starting area.
  • for every 10 unknown monsters you inspect. It is possible to win just by inspecting monsters.
  • reaching max renown with a faction
  • at the end of dungeons
  • randomly, from fishing or digging
  • completing all quests on a notice board

5.5.1 Meta

I read that each new shard contibutes more points to your score than the previous one.

Thus if you aim to level up your stats by putting shards into them you should do it with the 9th shard so that you collect the most unlock points for doing that.

Go to relica and spend an IRL day farming nothing but 'find monster' quests and tell me how far you get and how long it takes.

  1. crazy math

    If you're strong enough to move to another settlement, can you turn your ***** self into a being with godlike stats while unlocking all the classes playing the meta-game of animal researcher?

    there are 5 primary stats. lets say they average '10 of 20'. you'd need 50 9th shards to become a god. that's 500 new animal species discovered, and maybe 500 days spent in game.

    hmm, lol, i wonder how long brute-forcing 10 find-animal quests would take and if i could resist the urge to just complete the key to be done with the game.

    maybe i should complete the key first and see what revelations that brings. decisions. decisions. /end crazy math

6 Need to know

6.1 Pets

  • Press "p" for party details. it will show you have many followers you have and can have. Charisma determines the limit but i dont know the rule for max party size. (Except that it doesnt matter when yu do escort quests.)
  • I like travelling alone in other games, in fara i dont - yet.

Pet animals till they get ecstatic, then feed some stuff. If there's room in your party they should join right away.

  • Wild boars can be found in forests and they're absolute chads in combat
  • Replace them with Grizzlies asap and upgrade from there
  • Other bears are timid, they run away scared and sometimes pull animal attackers. after /exit they come back. fun during the early days.

6.2 Runes

There are effect and elemental runes. Okay, there are 'spell-type' runes too, but i dont have enough of what i call 'named runes' yet to have a good picture.

Pick a number for the elemental runes you want to keep today and /salvage the rest to turn them into shards/dust. Rune shards and Medals in this game.

See 8.1.2.4 for Spell-levels and leveling

6.2.1 Runes I've seen

 
 

6.2.2 digging them up

  • at a beach
  • setup a building to rest for buffs
  • what would be the ideal food/drink to take?
  • enhanced iron shovel and workbench in inventory
  • should be possible once you get the tool recipes from the first other settlement you visit.
  • oh, have a rope on you anytime you dig, just in case you slip and fall.
  • must-read: 10.1

6.2.3 Mixing Elemental Runes and the names for what you get

The words in the grid show up in the spell name. https://docs.google.com/spreadsheets/d/1TK8xF1WbIa_C2U8MkLYVoELI1V3aNUsllLEzgZfX5vg/edit#gid=1732619557

Elements Water Earth Fire Air Light Dark
Water Water Tide Steam Ice ? ?
Earth Tide Earth Magma ? ? ?
Fire Steam Magma Fire Lightning Radiant ?
Air Ice ? Lightning Air ? Night
Light ? ? Radiant ? Light Dusk
Dark ? ? ? Night Dusk Dark
  • i just copied the spreadsheet, added bold and magma, but no idea what goes into the missing slots

6.3 Spells/Spell-tombs

Basically, you chose an elemental rune to determine what type of damage and what elemental effect it does, a “stabilizer” to determine what type of spell it is (long range, AoE, etc) and an effector rune to apply additional effects when you cast it (like blinding enemies, getting buffs on yourself, etc(

  • Spell type + 2 elements + effect adds random stabilizer
  • If you don't use any elemental runes, only a stabilizer and affector, you get an arcane spell
  • You can put 2 spells on weapons and armor. (scrolls /use
  • Curse spell + any damaging spell is a really good combo to get
  • in case you want to know spear and blade are generally considered good spells
  • Two elements (preferably including water)
    • rune of shields + rune of rejuvenation gives what I consider the best spell in the game.
  • Because shield increases attunement to all elements, but does so more so for the elements included in its spell. This makes it so you can max an attunement with a shield of that element + 3(? 2? it's been a while since I played) runes on Masterwork equipment.
  • More water attunement = more healing on water-infused-weapon heavies

6.3.1 All spells are created equal…

…Except beam, meteor, and barrage spells

  • Spear spells have pretty long range and do more damage the further away you are from the target

6.3.2 You must have a healing spell

  • It's recommended to use a Rune of Rejuvenation
  • Rejuvenation is very powerful and you only seem to need a single rune to make a spell from it.

I wound up making a "Water Chain of Rejuvenation" and upgraded it using Obelisk Shard until it became "Flawless". Its not that great but its a good effensive spell that keeps enemies where they are while i heal a little every turn for a few turns. Perhaps a 'pure' Rejuvenation spell will be much better.

6.4 Scrolls

If I was an 9.4.8 I might know something about them. But I'm not. At this point I just just them into a waterproof container in the warehouse for use in Dungeons later on.

6.5 Lights

  • Climbing does not extend the light's circle.
  • Lanterns seem to burn forever
Candle   More of an oddity
Torch   Easy to make but first you have to find one
Lantern 6 Got the Recipe after 'feeding the smith' a lot.

6.6 Cooking

I suppose they differ in cooking speed?

Campfire
Firepit

6.6.1 you can cook?

  • yup!
  • in the beggining tile there should be a bunch of trees
  • if you /harvest them, then you get some materials and some fruits/seeds
  • If you put those fruits and seeds in the campfire you can /cook them
  • Meals heal you and give you a boost to one of your main stats
  • Depending on the type of food you cooked

6.7 Foods

  • Cooked meals restore more stamina than raw food,
  • Provide a fixed percentage health boost (What give how much?),
  • Provide temporary stat bonuses (Seems discoverable..),
  • They are 1u small.
  • Food buffs replace each other.

6.7.1 Meat

Meat Meal Buff Attribute
Raw Meat Complex ++ Insight

6.7.2 Seeds

Tree Meal Buff Attribute
Poplar Robust ++ Strength

6.7.3 Fruits

Fruit Meal Buff Attribute
Strawberry Zesty ++ Finesse
       

6.7.4 Vegetables

6.7.5 Drinks

Bottle of Meal Buff Attribute
Rum Hearty ++ Resilience

6.7.6 Herbs

6.7.7 Spices

6.8 Sleeping/resting

I read that you can rest on mats. that's not true.

You need/want

  • a whatever bed, unsure that materials provide boni to sleep
  • to be within the glow of a brazier (what else works?)
  • to be behind any kind of door.

Now… if you find a blanket or a pillow count yourself lucky!

Pillows need feathers.. and the only way i can imagine getting any feathers is from a bird joining battle, angered by my taking their nest of of their tree. i've been collecting nests, but so far no angry birds.

I found the pillow recipe, so those exists; atm blankets may or may not exist, speculating that they do because coolness. i dont really expect the buffs to get stronger with pillow and blanket, but this was just an excuse to tell you the three easy things you want to do to get buffed sleeping: bed/heat/door.

6.9 Weaponry

From, probably the best overall text i found: https://www.reddit.com/r/fara/comments/ap4f50/hints_and_tips/

  • oldish, needs checking against release notes
  • Need to identify/doc/present by primary attribute not like this
Axes may cleave
Bladed weapons may cause bleeding
Blunt weapons may cause dazed
Spears and chains have increased range
Spears and pikes have higher chance to crit
Foci/wands/staffs/scepters halve casting time
Bows have a chance to not break stealth
Crossbows bolts pass through targets, potentially hitting several targets.
Firearms possibly interrupts casters; indoors less than outdoors.
Nets (may) immobilize when thrown
Thrown weapons do extra damage, and may take damage.
  • Ranged weapons get an attack speed penalty unless you carry a quiver or bandolier.
  • The material used for ammo determines both the damage and the chance for it to break on impact.

I've seen some talk about stats that track well-used and newly-used weapons being different somehow somewhere, the info being in a hidden stat. please write if you can fill in the details!

6.10 Crafting/ Materials/ Resources

6.10.1 Wiki preamble

I sooo hope that the wiki/source is more than mostly right on this info

There is an abundance of different materials and most of them seem to be associated with some kind of stat altering capabilities, that you can gain by wearing or holding the item. In addition to the material you use when crafting, the item you are crafting itself may have some base properties making up the total attribute impact.

Weaponry, jewellery, and armour is made from wood, bone, scale, glass, and minerals, while clothing items are made from cloths and furs - with a few overlaps such as boots.

Note that at this time the precise number of stat pluses given by each material is unknown, as it is not equivalent to the number of arrows a piece of equipment has.

  • (stat)> gives +1
  • (stat)>> gives +2 or +3
  • (stat)>>> gives +4, +5, or +6

Each additional nth arrow gives an additional n possible boosts (4 arrows giving between +7 and +10, etc.)

6.10.2 Wood, Bone, Scale, Glass, and Minerals

Name STR FIN RES INS CHA
adamantine >>> >> >>>    
arcanium   >>   >>> >>>
bone     >>    
brass     >>> >>  
clay          
copper >>   >>    
crystal       >>> >>
diamond >>   >>    
glass       >> >>
fortrium >>   >>> >>>  
iron >>   >>>    
ivory     >> >>  
jade >>>   >>>    
obsidian       >>> >>>
silver >   >    
steel >>>   >>>    
tin >   >    
titanium     >>> >>>  
wood >>        

6.10.3 Cloths and Furs

Name STR FIN RES INS CHA
burlap          
cotton       >> >>
fur >> >>>      
ghostweave >>> >>> >>    
hide >> >>      
lace   >>     >>>
leather   >>      
linen         >>
silk   >>     >>
starcloth   >>>   >> >>>
velvet   >>>     >>>
wool >> >>      

6.10.4 Certain resources don't match up exactly with their resource

(from discord)

  • Wood has wooden blocks instead of ingots
  • Clay has lumps of clay
  • Bone is animal bones
  • Bronze ingots are crafted with 2 copper ore and 1 zinc ore
  • Burlap & Leather - Very common
  • Silk & Wool - Common
  • Lace & Fur - Uncommon
  • Starcloth, Hide, & Velvet - Rare
  • Ghostweave - Very rare
  • Ghostweave's direct item (basically, ingot but not)
  • Is ghostfibers
  • Diamond is on par with steel and titanium

6.10.5 There's 4 solid resources for every rarity

  • Common has copper, ivory, and I can't remember the other 2
  • Uncommon has bronze, iron, crystal, and another one that I can't remember
  • Rare has titanium, obsidian, steel, and one I can't remember
  • And very rare has Fortrium, arcanium, jade, and adamantine

6.10.6 Close to Relica, you'll only find stuff like zinc, copper, and tin ores

Further from Relica you find coolerererer ores, Also You have to have either salvaged something made of an ingot and received at least 1 ingot /inspect -ed an ingot Or came into possession of an ingot To know that ingot's crafting recipe So if you get something made of bronze And you salvage it And get a bronze ingot You learn how to make a bronze ingot (2 copper 1 zinc)

6.10.7 crafting notes

(from discord)

  • The first recipe you have is for a burlap satchel
  • Crafting a burlap satchel unlocks a handful of different satchel materials, and the recipe for bags with different materials
  • Crafting a bag unlocks backpacks
  • Crafting a backpack unlocks sacks
  • Sacks are the best storage item to wear
  • Followed by backpacks, then bags, then satchels
  • Every rarity **** is +5 storage
  • Every bag **** is another +5 storage I think
  • Making it refined, artisan, or masterwork further increases capacity
  • The Merchant class has significantly increased inventory capacity from the beginning
  • And the Hauler trait increases your inventory capacity passively

7 Quests

You can figure these out by your self, don't sweat them. If there's trouble you had to run from, kids or monsters or items and belongings you can't find, drop the damn quest without penalty and get a new batch from the elder, the always needy people of the realm and/or those workers you brought into your settlement.

Here are some really dumb observations about quests:

There are more types tied to specific locations. I need to add more info here.

7.1 Suicide Quests

(excerpt from a letter by future pug.)

When you get to a new settlement a cheeky elder there is likely to ****** you, the stranger, to suicide by quest.

Accept then drop any kill-a-champion and other suspicious sounding quests after visiting their locations without entering. Turn their game against them by going there to scout for landmarks of interrest in the general area. Enter a few random tiles nearby to look for 'who knows what' that spawned there!

Wait with the scary quests until you have legendary stats and artisan equipment, or something close to that. Or wait until you are already thriving at a place even further from Relica than where you first got the suicide invitations.

If you rush yourself, you'll die. Farawella!

7.2 Missing Kid Quests

(from the notes of earlier pug.)

Stupid Kids! First you can never find them, then they do find one, and when you bring them home in the middle of the night they want to play hide and seek and have you find them in 15 minutes or so. Totally Bogus! aaaargh.

Yet again you need to build a shelter. And you need search. At least without either I've not found a single kid yet. Then you need to rest until morning so you don't need to make light to find them again whence back in town and they start playing their games. For that you need to have local waypoints by which to move yourself through the settlement without going nuts. Do you have those?

And then you learn about how to make Burlap Dolls. Or perhaps they have that very last exclusive item elite **** BP you had forgotten you wanted. I might never learn what they are about cause I can't find the buggers!

Sometimes I find tracks leading to unknown dens instead of children. Are these really just another type of innvitation to suicide myself? Do i really need to press "s" so that I /search every square inch of the site? Or should I stop being of attracting attention and just run around the location and /shout come here? Probably.

7.3 Desperate Times

You know that times are desperate when almost overyone, no, make that everyone you meet that's not out to kill you offers you ancestral heirlooms as rewards for things you've never seen.

Needy as they are, they want foods that noone in their right mind would care to eat, Weapons and other items you have never heard of. And they send you to unknown places too. Always they have needs in places you've never been, make you deliver the weirdest trinkets and their oddest friends to hard to find people and places. The heirlooms from their illustrious ancestors, those medals, just like their inane request never seem to run out.

Well, ok, some of the folks that you ferry between places are actually interesting to talk to and would appear new to the game and a bit naive as they just give you unique and valuable items that you can actually use.

Maybe you stumbled upon some underground railroad where people of different factions are relocating all over the map because they are planning something.

(at this point pug starts dancing to cheer himself up.)

Ok, at least sometimes they had no idea they were paying waay too much for your services.

7.4 Escort Quests

  • seems you can always?/often? find a delivery and an escort, or two escorts with the same destination!
    • makes it doubly worthwhile to /slw waypoint your npc so you can check what they want without keepingg too many notes by hand.
  • escortees do not count towards the party limit.
    • for ex, with merc, pet and 2 escortees "P" showed '4 of 2'.
  • probabably easier when started in the morning than at night
    • (well… if you're escorting guys stronger than yourself, then it might profit to travel at night for what seems is a greater chance at getting ambushed)
  • tbd if escortees tolerate detours and or 'excessive' camping out.
  • apparently they are a source of infinte custom/random weapons and gear
    • atm the wh crucible seems like a good place to keep them.

8 Locations

8.1 Settlements

  • Elder
  • Riddler
  • Guards
  • Notice Boards??
  • Well
  • Fire Pit

8.1.1 Smuggler

I wish I knew

8.1.2 Buildings & Staff

  • transcribed from Relica by pug
  • reminder, you only need the Warehouse at the start.
  • don't compromise on gear to invest in buildings
  1. Warehouse

    "Gives access to a thing that helps you move to other settlements."

    1. Cost
      • 2 medals
      • 20 wooden planks
      • 10 ropes
    2. Benefits
      • Crucible that gives shared access to your stash of buffs, situational uniques, and supplies for expanding elsewhere.
      • 6 Storage bins, probably best when only used in Relica, that let you get rid of things you dont want to see but dont want to loose. See 2.2
  2. Stables

    How!?@?#

    1. Cost
      • 2 medals
      • 10 copper ingots
      • 5 wooden buckets (got recipe after opening refinery)
    2. Benefit
      • its a farm with spice and tree plots! it has
        • a garlic and a fennel plot
        • a lemon and a maple tree plot
      • farmer and stablemaster work here
        • there's also a young deer. should i bring the cow?
      • also dropped a Starcloth and a Velvet Saddle
        • these materials i'd not seen before i opened the building
  3. Tavern
    1. Cost
      • 2 medals
      • 5 wooden stools
      • 5 glass mugs
    2. Benefit
      • A Gambler that gives you 25% odd on scoring..
        • well.. so far all i got was this blue print
      • A High level merc that wouldn't even talk to me yet
      • A Well skilled merc that can hold his own
      • A Damsel in distress NPC i escorted elsewhere

      Have to check up on the patrons there again. If all that got me was a gambling chance at BPs, fine!

  4. Obelisk
    1. Cost
      • 2 medals
      • 10 stones
      • 25 runic shards
    2. Benefit

      The same damn obelisk you keep finding in the wilderness, but with a researcher that offer runes for sale and who keeps the rock polished.

      • Upgrade prices seem more reasonable at this installation than in the wilderness. Have to check!
      • Single level upgrade obtained via Ruins become less attractice once you have this, but its hard to beat 'free and scary'.
    3. Prices
      1. Spell upgrades
        shards upgrade to
        5 improved
           
          superior
        20 flawless
      2. Custom Runes

        tbd

  5. Refinery

    A smith that makes a lot of (refineried) items.

    1. Cost
      • 4 medals
      • 15 iron ingots
      • 5 iron hammers
      • 5 wooden benches
      • 5 wooden tables
    2. Benefit

      Entitled Genius Child Artisan Blacksmith rearing at the bit to make stuff for you. He has manic inspiratitions, you bring him what he asks for, he levels up and crafts whatever he damn well pleases.

      • Does away with your excess Medals.
      • Consumes your excess resources.
      • "Discovers" Recipes for Items you've been dying to find.
    3. Notes

      After, hmm, a little grinding, I got a bucket recipe allowing me to complete the stables. That was nice. I also got a nice everburning? lantern that helps to attract even more encounters at night

      Here's a log of what he did for me in the beginning:

      • each item cost 1 Medal
      • all but the first item were of (Refined) Quality.
      Mat Qty Result
      bone 1 ball
      tin 20 organ
      tin 5 spear
      tin 2 clip
      bone 2 bucket
      bone 2 grappling hook
      bone 2 sign
      bone 1 goggles
      tin 1 box
      tin 1 lantern
      bone   lantern
      bone   violin

      I might have missed an item there, but suddenly he asked for a crafted input, turning bone nunchucks > swordchucks.

      After he wanted the nunchucks he started asking for wooden blocks. Perhaps we're coming close to a new materials **** after 12..13 runs.. Verry nice, very grindy, very medal-expensive!

      3 wooden blocks > wooden anvil

      Afterwards he wanted bones again..

      Anyway, now i can consult 6.10 and better versions of his more sensible items. neat!

      • Keeping these prototypes makes sense to me right now.
      • Signs.. used to be terribly important in the old version i played. Perhaps they have a discoverable function..
      • I guess I have to keep feeding him till he comes up with a pickaxe for mining!

8.2 List

  • special location are often adjecent (direct or very near) to quest sites so you can just do quests and you be guaranteed to find enough fascinating places of interest closeby to keep you busy, interested and making great profits!
  • inital text stolen, probably from the outdated wiki
  • the incompleteness marks my ignorance

8.2.1 Caravan

(old info)

These travelers seem to have a traitor between them.

  • Talk to them to figure out who it is!

As you traverse the world of FARA you might come upon caravans along your way. A caravan consist of 5 travellers and talking to any of them you'll find out that they have recently been attacked. They suspect one of their own, and this gives you the chance to play detective.

Each person will list how long they've been with the group, their personal reason for travelling, as well as a good and bad thing to do at their destination. These are the clues to identify the odd one out.

As a reward for solving the mystery you gain the following:

  • 1x big chest,
  • 1x artisan tool kit,
  • 2x randomized tools,
  • 1x iron shiv,
  • 1x lockpick
  1. Tips for solving the mystery

    Typically the activities mentioned fall into the following categories [study], [trade], [relaxing], [family], and [entertainment]. You will need to talk to all the travellers and figure out which one they report as the absolute worst to do at the destination. If two activities are tied, one of them is unlikely to be used as an alibi by anyone. Confronting and accusing the traveller who says they're going there for this purpose will unlock a fight. The culprit will turn hostile and try to kill you. Two ambushers will show up and assault the culprit first, and you second. After winning the fight you can peacefully collect the rewards.

    At the type of writing, it is unclear if telling on the culprit will just fail the event.

    Once the event is over all travellers that have not been accused (you could accuse the wrong one and fail the event) will offer a quest, similar to commoners in towns.

8.2.2 Castle

A noble of one of the factions lives inside here, protected by many guards and assassins. You can /interact with the noble and complete missions to earn you reputation with the faction they belong to. Rumour has it there might be valuables if you should dare fight the whole castle.

  • so far its been safe to salvage the throne for 1 iron.
  • Don’t enter castles of the factions that don’t like you
    • seems like one wants to turn off the lights in there, perhaps even dismanteling the braziers and go in with dark-vision companions before killing everyone

8.2.3 Colliseum

Inside here you can find a champion to challenge. You have to enter alone, and earn reputation and a lot of treasure if you can defeat the champion.

probably requires several pieces of masterwork equipment and some godlike stats

8.2.4 Dens/Lairs

Inside you can find a legendary beast to fight.

  • i think these are called dens now
  • they are dark, denizens have darkvision

8.2.5 Dungeon

A series of corridors and rooms, guarded by traps, ancient guardians and many horrors lurking in the dark. In the first room there's an altar with a rune of some element. You can find a lot of treasure inside. Remember to bring something to light the way ahead and /mark the ground to not get lost.

  • the ultimate adventure experience. these are why you invest time into the game
  • waypoint outside and make camp there, bring foods, buffs, companions and rest well.

8.2.6 Encampments

  • Faction camps
  • clearing them seems to not hurt your rep with anyone. maybe once you have rep that changes.
  • offer 3+ random pieces of furniture
  • its probably where you'll find your first benches

8.2.7 Fortress

  • safe to salvage the doors for 6? ot 8? iron until you have picked a faction
  • this is where you donate medals in exchange for reputation and access to traits
  • dropping some walls/maybe buildings as one enters a hostile fortress and going with some meat-shields might work to get started on what may be the 'help thy faction' endgame. but idk. i will find out.
  • word is that its ok to enter hostile faction fortresses.

8.2.8 Graveyard

There's a lot of tombstones in this place. It's been said that there's more to this place that hasn't been discovered yet.

  • digging up and smashing all the tombstones hasnt revealed anything to me yet.
  • good place to collect soil (for pottery?) :)

8.2.9 Hunting grounds

Starts to spawn after completing certain amount of quests in one of the villages. In other words, You can get hunting ground quests once you've become a hero of a settlement.

On entering the hunting grounds you can find a group of hunters heavily injured, and a lot of corpses around the place. After talking to one of them you can accept a mission to help them against the Rift Beast that left them in that condition.

Rift beasts are one of the toughest opponents in FARA, one of them comes to fight you after accepting to help the hunters that show up in the hunting grounds.

They are a challenge for any type of character, so being prepared is very important.

  • in other words, forget about it. :)

(you'll sometimes find young rift beast starting maybe 100km from relica.)

8.2.10 Labyrinth

  • Suposedly safe and super high rewards
  • Dont go exploring it in the dead of night without a light!

will try one once bump-to-swap-places-with-your-pals is ingame.

8.2.11 Ruins

frequent and ruinous but doable if you manage to dash to the egde on entry and place the occasional extra wall or building to beef up your position against the inevitable arrival of friends to stealthy groups of casters you find here.

  • stealth-clustered magic attackers and friends all appear to use the same element!
  • getting the Big Chest from the local mini boss doesnt mean you're safe!
  • move to the edge if dashing to the next blg will leave you exhausted!
  • use stealth, enter, drop building, move to cover!
  • shards drop here.

8.2.12 Scouts

  • found in the wilderness
  • belong to a faction
  • give waypoints to settlements

8.2.13 Shrines

A powerful artifact of one of the gods rests behind the locked door which you can /inspect to know what you need to do to open it. On each side of the shrine there are statues, which have had a runestone pried out of them. One of the statues is probably in disrepair.

8.2.14 Summoning Circle

  • Rift beasts
  • Maybe take 3 CRPs to a Summoning Circle?

8.3 Buffy

8.3.1 Arcane Obelisk

Obelisk building let's you upgrade spells

  • Costly upgrades for spells you learned from tombs
  • Might be cheaper to hunt for ruinous ruins since they are the only place i've ever found obelisk shards which do the spell upgrades for free

8.3.2 Masterwork forge

  • i remember hunting for these in the nightmare versions of 2019.
  • these let you upgrade a (refined) and <artisan>'d item once more.

8.4 Just plain cool

Random places I'll never see again..

8.4.1 Cow pasture

Found a serene pasture with a cow, a little lake, lots of flowers, and a BigChest. I petted the cow a zillion times, fed her a flower and took her to the nearest settlement.

8.4.2 A shrouded figure

Just that. Empty woods, Orange Square. Hollow eyes look at me and the figure vanishes before I can inspect them. Spooky. Is he the guy taking all the kids I can't find? Was he in one of the graves I dug? What did I stumble on? I just needed a wooden log! Should I dig there? /pug wonders on

Awakening as from a dream, he recalls the moment his memories began. There he had seen that figure loitering over one of the bandits that keep coming after him and his cow. Did that figure save him from a certain death? Is he somehow connected to that society of researchers only elders seem to know about?

8.5 Visualizing Waypoints

9 Playable classes in FARA

I forgot where i stole this :( The idea is that i'll integrate the class relevant bits from the release notes and insights gleaned on discord here.

  • Name of class
  • Class ability
  • Stat modifiers and spell slots
  • Score required to unlock class
  • What people and/or the release notes say

9.1 Initial

9.1.1 CAT WHISPERER

Cat Person - While under attack, stray cats will occasionally come to the aid of Cat Whisperers. They can also talk to cats.

Below Average Health, Good Finesse, Above Average Resilience, Below Average Charm, and 3 Spell Slots.

Points required: 0

9.1.2 EARTH ZEALOT

Magnetic Slide - When Earth Zealots dance, they have a chance to produce tremors which can cause damage, grow plants, or change the weather. Additionally, they can cleanse most status effects on themselves by eating herbs.

Low Health, Good Wisdom, Above Average Charisma, Below Average Strength, and 3 Spell Slots.

Points required: 0

9.1.3 FISHMONGER

Aquatic Inquisitor - Fishmongers cannot drown, have a higher chance to catch rare items while fishing, and have increased strength and dexterity while swimming, wet, or near water magic.

Below Average Health, Good Wisdom, Above Average Intelligence, Below Average Dexterity, and 2 Spell Slots.

Points required: 0

  1. Fishmonger…
    • Fishmonger's really grindy if you want to do it
    • Get a whole lot of dowels
    • Waypoint your spawn area
    • Once you've got a huge amount of dowels
    • Get a crystal/iron/bronze fishing rod
    • Any uncommon **** fishing rod
    • Crafted with wooden blocks
    • Used for tools
    • So you've got your huge pile of dowels
    • (~100)
    • wow
    • And your uncommon fishing rod
    • Preferably iron, since it's easiest
    • (find a fortress and salvage the doors)
    • (You need to craft a wooden fishing rod to unlock other recipes)
    • Now, go back to spawn with the lake
    • And fish until the rod's ruined
    • With the Fishmonger trait, you should have enough runes to salvage into runic shards and make a repair kit with your dowels + shards
    • Use the repair kit to repair the rod
    • Repeat that process
    • passing down anchient knowlage
    • You should slowly get enough extra runic shards to craft refined tools (25 shards)
    • Use them on the fishing rod
    • Continue fishing until the rod is [ruined] and repairing the rod by salvaging the runes
    • Make it artisan (50 shards)
    • Then start making your other equipment refined
    • And then artisan
    • secret knowlage here wow
    • You should also get a whole bunch of runes that are useful for you
    • Get a rune of curses and a rune of intoxication
    • And set them aside when you get them
    • Once you've got both, drop them in the same place and use /makespell or /ms
    • You will now have an arcane curse of intoxication
    • Fishmonger takes significantly reduced damage while intoxicated, so you can /selfcast 3 to give yourself an arcane curse of intoxication
    • The reason the element chosen is arcane is because very few entities use the arcane element
    • And curse spells increase damage taken from an element
    • The intoxication rune has to be on an attacking spell, since it's a negative effect
    • Basically You curse yourself with intoxication + increased arcane damage taken
    • i knew thats an exploit. i just thought i could use some vodka or smth :slightsmile:
    • But nothing really uses the arcane element so you only really get intoxication
    • Yes, you can use vodka and all other alcohol
    • so in summery fish fish fish curse fish fish fish and get POWA
    • Fishmonger has 2 spell slots, so you can make a second spell too
    • the intox debuff gives you +RES and +CHA
    • But once you have a bunch of booze and a tower shield then you are practically unkillable

9.1.4 GATEKEEPER

Besiegement - Gatekeepers regenerate health after successfully blocking attacks with a shield, do not degrade their armor and shields with use, and have a higher than usual chance to block enemies attempting to flee.

High Health, Good Constitution, Above Average Intelligence, Below Average Charisma, and 2 Spell Slots.

Points required: 0

9.1.5 RAGAMUFFIN

Sticky Fingers - Ragamuffins have an increased chance to steal successfully and can find a wider variety of items when stealing. If Ragamuffins have a free hand, they have a chance to steal weapons dodged while in an evasive stance.

Low Health, Good Dexterity, Above Average Charisma, Below Average Constitution, and 2 Spell Slots.

Points required: 0

9.1.6 SOLDIER

Dogged March - Soldiers regain twice as much health and stamina fom resting, and have a chance to completely resist physical damage. This resistance chance increases based on the number of hostile targets the Soldier can see.

High Health, Good Strength, Above Average Constitution, Below Average Wisdom, and 1 Spell Slot.

Points required: 0

9.1.7 TOURIST

Sightseer - Tourists gain a small amount of health and mood when moving to a new area, can remember five times the normal number of waypoints, and do not use any stamina when traveling.

Low Health, No Bonuses, and No Spell Slots.

Points required: 0

9.1.8 UNEMPLOYED

Boundless Potential - The unemployed can type /setclass class name at any point to become any available profession. This ability is lost when a profession is chosen.

Average Health, No Bonuses, and No Spell Slots.

Points required: 0

9.1.9 ADVENTURER

Onward! - Adventurers may have twice as many active quests, and have an increased chance to find rare items based on the amount of quests they've completed.

Average Health, No Bonuses, and 3 Spell Slots.

Points required: 0

9.2 500+

9.2.1 EQUESTRIAN

Aggressive Dressage - While mounted, Equestrians have a chance to trample hostile targets when moving, jump twice as far/high, and move twice as fast as other mounted entities. Additionally, they can /mount animals without befriending them first.

Average Health, Good Charisma, Above Average Dexterity, Below Average Strength, and 3 Spell Slots.

Points required: 500

9.2.2 JESTER

Comedic Balance - Jesters cannot be knocked prone, and attempts do so will cause the Jester to bounce back up, damaging enemies and restoring mood and stamina to allies. Additionally, Jesters recover from stumbling twice as fast and require no stamina to dance.

Low Health, Good Dexterity, Above Average Charisma, Below Average Intelligence, and 3 Spell Slots.

Points required: 500

9.2.3 MERCHANT

Rags to Riches - Merchants have a chance to recover materials spent during crafting, and have twice as much inventory space.

Low Health, Good Charisma, Above Average Intelligence, Below Average Dexterity, and 3 Spell Slots.

Points required: 500

9.3 1000+

9.3.1 PIT FIGHTER

Brawler - Pit Fighters are immune to being stunned, can inflict bleeding when attacking, and receive a large strength bonus when bleeding.

Above Average Health, Good Constitution, Above Average Strength, Below Average Intelligence, and 2 Spell Slots.

Points required: 1,000

9.3.2 CHEF

Gastromancy - Chefs produce Dishes instead of Meals when cooking which provide stat bonuses for four times the duration of Meals, and grant an effect which fixes the eater's mood to max for an extended period.

Below Average Health, Good Insight, Above Average Charm, Below Average Resilience, and 5 Spell Slots.

Points required: 1,000

9.3.3 HOMESTEADER

Sunriser - Homesteaders gain a bonus to all stats during the morning, only need half as many materials to build structures, cause less damage to harvested plants, and produce roughly twice the amount of materials from butchering.

Low Health, Good Constitution, Above Average Strength, Below Average Charisma, and 2 Spell Slots.

Points required: 1,000

9.3.4 ALCHEMIST

Potent Potioner - Alchemists produce Mixtures instead of Meals when cooking which provide higher stat bonuses for fewer ingredients and can be consumed much faster. Throwing Mixtures at enemies will lower the relevant stats, and throwing Mixtures at other entities will raise the relevant stats.

Average Health, Good Insight, Above Average Resilience, Below Average Finesse, and 4 Spell Slots.

Points required: 1,500

9.3.5 POTTER

Earthen Bond - While standing on natural ground, Potters can craft clay items without expending materials.

Above Average Health, Good Constitution, Above Average Strength, Below Average Dexterity, and 1 Spell Slot.

Points required: 3,000

9.4 5000+

9.4.1 JUGGERNAUT

Unstoppable - Juggernauts are immune to immobilization and force spells, deal twice as much damage to non-sentient objects, have a chance to knock down hostile targets when moving, and can smash through most doors.

Average Health, Good Constitution, Above Average Dexterity, Below Average Intelligence, and 2 Spell Slots.

Points required: 5,000

9.4.2 GUNSLINGER

Taegunsho - Gunslingers do not suffer damage penalties when attacking at close range with ranged weapons, and have an increased chance to dodge ranged attacks while airborne. Additionally, their ranged attacks have a chance to ricochet and hit a secondary hostile target.

Low Health, Good Dexterity, Above Average Intelligence, Below Average Wisdom, and 2 Spell Slots.

Points required: 5,000

9.4.3 GAMESTALKER

Hawkeye - Gamestalkers do not suffer from accuracy dropoff when attacking at range, have a chance to immobilize targets when attacking at range, can accurately identify tracks in any weather condition, and can see targets twice as far away when outdoors.

Low Health, Good Dexterity, Above Average Strength, Below Average Charisma, and 2 Spell Slots.

Points required: 5,000

9.4.4 EXECUTIONER

Soothslayer - Executioners deal bonus damage to targets who are stunned or prone, and their killing blows deal splash damage and knock adjacent targets to the ground.

Average Health, Good Strength, Above Average Constitution, Below Average Dexterity, and 2 Spell Slots.

Points required: 5,000

9.4.5 BODYBUILDER

Solar Flexus - When Bodybuilders voluntarily change position, they blind all sentient beings in the area, and cleanse themselves of any stat-reducing effects. They also receive a large charisma boost while not wearing anything.

Above Average Health, Good Charm, Above Average Strength, Below Average Insight, and 2 Spell Slots.

Points required: 5,000

9.4.6 DUELIST

En Garde - Duelists deal bonus damage to unarmed targets, and their parries have a chance to disarm their target. Additionally, Duelists gain Truestrike after dodging an attack, meaning their next basic attack will not miss.

Average Health, Good Dexterity, Above Average Charisma, Below Average Constitution, and 2 Spell Slots.

Points required: 7,500

9.4.7 BOTANIST

Familiar Phytology - Botanists have access to the Enrich Plant spell, which allows them to turn any plant into a allied Plant Baby. Feeding Plant Babies by hand will cause them to grow more powerful, and the food chosen will determine what abilities they have. Casting this spell while already having a plant familiar will kill the older familiar.

Below Average Health, Good Insight, Above Average Strength, Below Average Resilience, and 2 Spell Slots.

Points required: 8,500

  1. Botanist

    https://fara.fandom.com/wiki/Botanist

    Botanist is one of the interesting classes you can use in Fara, their unique ability "Familiar Phytology" has a huge potential if you know how to use it efficiently. First of all let's see what the ability is about.

    Familiar Phytology - Botanists have access to the Enrich Plant skill, which allows them to turn any plant into allied Plant baby. Feeding Plant Babies by hand will cause them to grow more powerful, and the chosen food will determine what abilities/skills they have. Casting Enrich Plant while already having a plant familiar will kill the older familiar.

    Basically after using the "Enrich Plant" skill of the botanist on trees or bushes will turn them into an ally plant baby. An allied plan has a total of 4 stages.

    Plant baby Plant kid Plant beast Plant behemoth

    As you may have read earlier plant allies can be evolved by being hand fed anything that is edible. You will need a total of 55 food to max out the evolution process of your plant, but always remember to think about on what the 55th food will be since that will determine what type of behemoth you will get! Other than being being able to get them from your first day in your run, you can make new ones that will be stronger the farther you are from Relica! So far I have only tapped into Veteran behemoths but I think there are far more stronger variants the farther we go, for now I will show the stats of an amateur ones below.

    Number of how many you have to feed before evolving along with stats and skills Plant baby 5 Str-average Fin-average Res-average Ins-average Cha-average No skills available

    Plant kid 15 Str-above average Fin-above average Res-above average Ins-above average Cha-above average No skills available

    Plant beast 35 Str-good Fin-good Res-good Ins-good Cha-good Thorn volley

    Plant Behemoth max Will depend on what kind of behemoth you make Will also depend on what kind you make

    This may help you in the early run if you can get them into a behemoth fast since you may also get a mercenary as another companion with your first battle chest reward when you get to Relica. The stats will go up as you make plant allies when you are farther Relica, and also another good thing is it will not cost you anything other than some few seeds and berries here and there.

    I am not finished with this blog yet since I myself have not seen everything the behemoths have to offer! Sorry if I have some grammatical errors and other things since English is not my mother tongue. I'm sure there are other people who knows more than me so if you guys have some spare time you can add your own knowledge here, I only saw 3 behemoths so far so I cannot post everything for behemoths yet

9.4.8 ARTIFICER

Spellgrafting - Artificers can infuse items with spell tomes and scrolls, allowing those items to cast the infused spell when struck or used to attack.

Average Health, Good Resilience, Above Average Insight, Below Average Strength, and No Spell Slots.

Points required: 9,500

  1. Artificer is really cool

    (discord)

    • but no way am I grinding for all the runes I need to make the perfect 7 spells
      • 7 perfect spells?
      • 7 Water Arrows + 1 Rejuvenation (on weapon) + 2 Poison + 2 Burning + 2 Bleeding

9.5 10000+

9.5.1 BEEKEEPER

Ancient Resistance - Beekeepers gain a massive constitution bonus while poisoned, are immune to direct damage from insects, and gain a small amount of health from eating honey.

Average Health, Good Resilience, Above Average Insight, Below Average Strength, and 2 Spell Slots.

Points required: 10,000

9.5.2 BLOODWEAVER

Bloodweavers have access to the Blood Pact spell which places a Sigil of Blood on a target. This sigil slowly grows in potency over time, dealing increased damage while increasing the power of the target. Casting Blood Pact on a target affected by Sigil of Blood will transfer the sigil to the caster while retaining its potency level. Casting Blood Pact on target while affected by Sigil of Blood will transfer the existing sigil to the target. Only one Sigil of Blood may be active at a time.

Bloodweavers have Below Average Health, Good Insight, Above Average Charm, Below Average Resilience, and 2 Spell Slots.

Points required: 10,000

9.5.3 POLITICIAN

Polarize - When a Politician speaks, entities hostile to them will become miserable, and other entities will become ecstatic. Additionally, Politicians can recruit mercenaries without giving them anything first, and gain/lose faction reputation at twice the normal rate.

High Health, Good Charisma, Above Average Intelligence, Below Average Wisdom, and 3 Spell Slots.

Points required: 10,000

9.5.4 WITCH

Wicked Form - Witches make entities around them Uneasy, lowering all of their stats. Additionally, Witches cannot be poisoned, and can inflict poison with their basic attacks.

Low Health, Good Wisdom, Above Average Intelligence, Below Average Strength, and 3 Spell Slots.

Points required: 10,000

9.5.5 DEMON SLAYER

Know Thy Foe - Demon Slayers have a chance to completely negate damage caused by offensive spells and effects. Additionally, they deal damage and drain enemy stamina when interrupting spells.

Low Health, Good Wisdom, Above Average Strength, Below Average Charisma, and 2 Spell Slots.

Points required: 15,000

9.5.6 SCHOLAR

Gift of Knowledge - Scholars gain Insight after inspecting an unfamiliar object, temporarily increasing their strength, constitution, and charisma. Additionally, Scholars do not expend scrolls when casting spells from them.

Low Health, Good Intelligence, Above Average Wisdom, Below Average Strength, and 5 Spell Slots.

Points required: 15,000

9.6 20000+

9.6.1 PLAGUE DOCTOR

Epidemic - Any time a Plague Doctor receives a negative condition, they will immediately copy that condition to every hostile entity they can see.

Average Health, Good Wisdom, Above Average Strength, Below Average Strength, and 3 Spell Slots.

Points required: 20,000

9.6.2 HABERDASHER

Hats on to Me - Haberdashers gain twice the stat bonuses from all worn hats, caps, hoods, and helms. Additionally, when a Haberdasher successfully pushes a target to the ground, they will instantly steal and don any headwear the target had. Haberdashers will also fly into a rage if a hat they possess is destroyed.

Average Health, Good Charisma, Above Average Intelligence, Below Average Strength, and 3 Spell Slots. 20,000

9.6.3 ENGINEER

Fixer Upper - Engineers have access to the Repair spell, which allows them to restore the durability of damaged items. Traps thrown by Engineers deal increased damage, instantly trigger upon landing, and have a chance to remain usable once triggered. Engineers may also step on active traps they can see without triggering them.

Average Health, Good Intelligence, Above Average Dexterity, Below Average Charisma, and 1 Spell Slot. 25,000

9.6.4 KUNG FU MASTER

Fluid Movement - While unarmed, Kung Fu Masters have a chance to redirect incoming attacks when in an evasive stance, reverse push attempts when in a defensive stance, and knock targets prone when in an offensive stance. Additionally, they cannot be interrupted or blocked while moving, and remain airborne after successfully hitting a target while jumping.

Below Average Health, Good Dexterity, Above Average Strength, Below Average Constitution, and 2 Spell Slots.

Points required: 25,000

9.6.5 REAPER

Last Harvest - Reapers gain Deathsense when an entity near them is close to death, increasing their strength and intelligence. Additionally, Reapers gain health from delivering killing blows.

Low Health, Good Dexterity, Above Average Wisdom, Below Average Strength, and 2 Spell Slots.

Points required: 30,000

9.6.6 GAMBLER

Luck of the Draw - Gamblers have access to the 'Gamble' spell. When cast, there is a 60% chance of giving your target a negative effect for 10 seconds, and a 40% chance of giving yourself a negative effect for 5 seconds. Additionally, when Gamblers destroy a Small Chest, there is a 50% chance they will be rewarded with a Big Chest. If they destroy a Big Chest, there is a 25% chance they will be rewarded with a Grand Chest.

High Health, Good Charisma, Above Average Dexterity, Below Average Strength, and 2 Spell Slots.

Points required: 30,000

9.6.7 ELEMANCER

Arcane Prodigy - Elemancers have an increased chance to trigger elemental effects from weapons, and a chance to trigger the elemental effects from worn items as though they were weapons.

Above Average Health, Good Constitution, Above Average Wisdom, Below Average Dexterity, and 2 Spell Slots.

Points required: 35,000

9.6.8 ILLUSIONIST

Now You See Me - When damaged by a direct attack, Illusionists have a chance to immediately enter stealth for a short duration. Additionally, Illusionists will instantly detect illusions and disguises without fail.

Average Health, Good Charisma, Above Average Dexterity, Below Average Strength, and 2 Spell Slots.

Points required: 40,000

9.6.9 DERVISH

Dangerous Dance - The /dance of a Dervish damages all nearby targets, and has a chance to transfer negative conditions.

Low Health, Good Dexterity, Above Average Strength, Below Average Intelligence, and 2 Spell Slots.

Points required: 45,000

9.7 50000+

9.7.1 WRESTLER

Muscle Spirit - Wrestlers can /carry hostile targets, deal increased damage with aerial strikes, have a higher chance to successfully push enemies to the ground, and do not receive any penalties while prone.

Above Average Health, Good Strength, Above Average Charisma, Below Average Intelligence, and 1 Spell Slot.

Points required: 50,000

9.7.2 VIKING

Thunderous Resilience - Vikings gain godlike Constitution and Wisdom when they are near death. Additionally, headbutting or kicking enemies has a chance to summon a bolt of lightning which deals damage and sets random objects on fire. The chance of triggering a lightning bolt increases the closer the Viking is to death.

Average Health, Good Strength, Above Average Constitution, Below Average Intelligence, and 1 Spell Slot.

Points required: 60,000

9.7.3 RIFT DANCER

Astral Calling - A Rift Dancer's attacks and spells have a chance to summon creatures from other planes.

Low Health, Good Dexterity, Above Average Charisma, Below Average Constitution, and 1 Spell Slot.

Points required: 50,000

9.7.4 FORTUNE TELLER

Foresight - When attacked, Fortune Tellers gain increased dexterity, wisdom, and intelligence for a short duration. Additionally, sneak attacks against Fortune Tellers will always miss.

Low Health, Good Wisdom, Above Average Charisma, Below Average Constitution, and 3 Spell Slots.

Points required: 55,000

If you really hate ambushers then the best class is probably Fortune Teller All sneak attacks against them fail; Hard counter to swiftshades

9.7.5 KENSAI

Samurai Showdown - When a Kensai draws an item while targeting a charging enemy, they will immediately dash to their target, delivering a powerful strike. This ability only works when the target is uninjured, and has a small chance to instantly kill them. Additionally, Kensai have a higher than usual critical strike chance against opponents in offensive stances.

Average Health, Good Dexterity, Above Average Wisdom, Below Average Intelligence, and 2 Spell Slots.

Points required: 60,000

9.7.6 PUGILIST

The Greatest - Pugilists build up a combo counter while attacking unarmed, dealing more damage with each consecutive hit. This counter is reset if they miss an attack, wait too long, or lose their target. Landing 3 attacks in a row will daze the target, landing a 4th will stun it, and landing a 5th will knock it prone and deal heavy damage. If the final blow kills the target, the Pugilist will be rewarded with a belt of random quality.

Above Average Health, Good Strength, Above Average Dexterity, Below Average Wisdom, and 1 Spell Slot.

Points required: 65,000

  1. Ent's Perfect Pugilist:
    • Water {Ghostweave Handwraps} |Charged Sigil|
    • <{Tower Shield}> Artifact that gives +FIN, RES, and either STR or INS
    • 2 element {Ghostweave Hood} |Clever Widget|
    • 2 element {Starcloth Poncho} |Clever Widget|
    • <{hand equipment}> that gives +FIN, RES, and either STR or INS (opposite of the tower shield)
    • 2 element {Ghostweave Boots} |Clever Widget|
    • 2 element {Ghostweave Sack} |Clever Widget|
    • Water+X Shield of Rejuvenation
      • Gets you maxed FIN, RES, and STR, as well as Good CHA and Great INS, if I remember those last two correctly, as well as High DR and as good Attunements as you'll get without being an Elemancer and max inventory size

9.7.7 SCOUNDREL

Devious Plot - Traps set by Scoundrels cannot be detected, and have a high chance to deal additional damage and stun their target(s) when triggered.

Average Health, Good Intelligence, Above Average Charisma, Below Average Constitution, and 3 Spell Slots.

Points required: 70,000

9.7.8 COMMANDER

Galvanizer - Commanders Inspire allies around them, raising all of their stats. Additionally, Commander's moods never fall into negative values, they can have a maximum of 5 party members instead of 4, and they receive an intelligence bonus for every party member they can see.

Low Health, Good Charisma, Above Average Intelligence, Below Average Dexterity, and 3 Spell Slots.

Points required: 75,000

9.7.9 MAD SCIENTIST

Gone Too Far - Mad Scientists have access to the Animate spell which brings non-sentient objects they've created to life.

Low Health, Good Intelligence, Above Average Charisma, Below Average Wisdom, and 2 Spell Slots.

Points required: 95,000

9.7.10 WILDHEART

Killer Instincts - Wildhearts heal nearby animal companions when attacking, and gain stamina whenever a nearby animal ally attacks. Killing blows made against animal allies will damage the Wildheart and send them into a rage for a short duration. Additionally, Wildhearts gain Truestrike when a hostile target is knocked prone.

Average Health, Good Wisdom, Above Average Dexterity, Below Average Intelligence, and 2 Spell Slots.

Points required: 100,000

9.7.11 SPELLTHIEF

Intellectual Forgery - Spellthieves learn any spell they are directly hit by, and gain stamina when damaged by magic.

Below Average Health, Good Wisdom, Above Average Dexterity, Below Average Strength, and 3 Spell Slots.

Points required: 100,000

9.7.12 RHAPSODIST

Captivating Crescendo - Rhapsodists sing a note whenever they attack. Each attack stance produces a different note, and once three notes have been sung, Rhapsodists will belt out one of several possible songs, all of which have different effects.

Above Average Health, Good Charisma, Above Average Wisdom, Below Average Constitution, and No Spell Slots.

Points required: 100,000

  1. Link to list of known songs here

    The Rhapsodist is a class in FARA with a very unique play style. Whenever the Rhapsodist attacks, it plays a note. The note is dependent if the attack is a normal or a Heavy. When you sing four notes, it makes a song. Different songs have different effects. The order of the notes in the song does matter, unless it's the Cleansing song. The two notes are short (normal attack) and long (heavy attack). All buffs applied to allies with songs are also applied to yourself.

    Note 1 Note 2 Note 3 Note 4 Song Name Effect See below* Song of Cleansing| removing negative effects from nearby allies Long Long Long Long Song of Destruction| boosting attack power of nearby allies Short Long Short Short Song of Shadows| enter in stealth Short Short Long Short Song of Diligence| reducing the stamina used by nearby allies Long Long Long Short Song of Sadness| decreasing the mood of nearby enemies Long Long Short Long Song of Bliss| increasing the mood of nearby allies Short Long Long Long Song of Wastrels| draining stamina of nearby enemies Short Short Short Long Song of Protection| reduce damage taken by allies Short Short Short Short Song of Lasting| increase duration of nearby effect Long Short Long Long Song of Light| illuminating nearby enemies The attacks don't have to be consecutive, and only the last one has to hit a target for the song to start.

    For example: you can hit the air three times, travel to another tile, wait for a full day and even rest and you will complete the song on your next valid attack (as of 0.0.15.18b)

    There's seven different ways of performing a Song of Cleansing: 2S and 2L (in any order) and L - S - S - S

9.8 Unplayable

These classes are no longer playable as of 3/31/2021 (version 0.0.16.3)

9.8.1 ASTRONOMER*

Stellar Triangulation - While outdoors at night, Astronomers know the exact distance to any given waypoint, and their intelligence score is dramatically increased.

Below Average Health, Good Intelligence, Above Average Wisdom, Below Average Strength, and 4 Spell Slots.

Points required: 1,000

9.8.2 BLACKSMITH*

Forgeborn - Blacksmiths have no additional material cost when crafting unknown metal items. Additionally, Blacksmiths are immune to fire damage.

Average Health, Good Constitution, Above Average Strength, Below Average Intelligence, and 2 Spell Slots.

Points required: 1,000

9.8.3 CONSTABLE*

Nightwatch - Constables do not attract hostile targets when resting outdoors, and gain a bonus to all stats at night.

Above Average Health, Good Wisdom, Above Average Intelligence, Below Average Dexterity, and 1 Spell Slot.

Points required: 1,000

9.8.4 MONK*

Cleansing Flame - When Monks attack from an offensive stance, they have a chance to set their target on fire. When burned, Monks are cleansed of most negative conditions.

Average Health, Good Constitution, Above Average Wisdom, Below Average Dexterity, and 3 Spell Slots.

Points required: 1,000

9.8.5 KUNOICHI*

First Strike - When attacking from stealth, Kunoichis deal additional damage based on their dexterity and have a high chance to stun their target. If their stealth attack kills the target, the Kunoichi will remain hidden. Additionally, Kunoichi do not use any stamina when dodging or jumping.

Low Health, Good Dexterity, Above Average Strength, Below Average Constitution, and 3 Spell Slots.

Points required: 2,500

9.8.6 SPELUNKER*

Delver's Wit - Spelunkers have permanent Darkvision, are immune to being blinded, and have a guaranteed chance to find supplies in crates and barrels.

Low Health, Good Wisdom, Above Average Intelligence, Below Average Strength, and 2 Spell Slots.

Points required: 3,000

9.8.7 TAILOR*

Cut Above - Tailors have no additional material cost when crafting unknown cloth and leather items. Additionally, Tailors deal substantial damage to the armor of enemies while attacking.

Above Average Health, Good Intelligence, Above Average Strength, Below Average Constitution, and 3 Spell Slots.

Points required: 10,000

9.8.8 BREWMASTER*

High Tolerance - Brewmasters take less damage while intoxicated, can inflict intoxication with water-based spells and attacks, and do not suffer from dexterity penalties caused by intoxication. Brewmasters also gain more health than others when drinking alcohol.

Average Health, Good Charisma, Above Average Constitution, Below Average Dexterity, and 2 Spell Slots.

Points required: 25,000

9.8.9 YOGI*

Virabhadrasana - Yogis receive a strength bonus when crouching, a dexterity bonus when standing, a wisdom bonus when kneeling, an intelligence bonus when sitting, and a constitution bonus when prone.

Average Health, Good Dexterity, Above Average Constitution, Below Average Intelligence, and 3 Spell Slots.

Points required: 80,000

10 Guides, new and old

10.1 Degritone's Guide to 100k Points

Written by a master of the game for an old version, it retains its relevancy. from: https://fara.fandom.com/wiki/Degritone's_Guide_to_100k_Points

10.1.1 Note

This works best with Pugilist, Viking, or Soldier.

Results may vary with other classes, and would not work for spell-based builds or Artificer. Additionally, this guide assumes you already know a little bit about FARA.

10.1.2 Guide

Get the quest to go to Relica and go, then immediately abandon any kill quests. Inspect then salvage every wooden object in Relica except the closest door to the elder. Take the glass mug. That house will be your home base. /craft workbench and drop it and all of your wooden blocks and hero medals in a corner of your house.

Fill up your glass mug, sleep in your house (remember to close the door,) then do easy quests and waypoint anything you come across while traveling to look at monsters or find children. Also, salvage any equipment and runes you don’t care about and put the resources on your workbench pile. Repeat this until you find at least 2 fortresses.

When you come across a Will of the Wild Fortress, interact with the officer and give them at least 10 medals. Interact with the Tactician and take the first 2 minor traits on the list.

Salvage all iron doors in every fortress you know of and hoard them on top of your workbench. Continue doing easy quests until you have some copper or better equipment, including a tower shield, and enough medals to make the total medals given to Will of the Wild 100.

Go to the WotW Fortress with your medals and give them medals so you have max rep with them in the /factions screen. This should take 100 total medals, including the initial few you gave, though it will take more if you killed any WotW staff.

Once you do that, take Analyzer (replacing the trait other than Plunderer) and inspect all your copper (or better) equipment. You can now make iron versions of that equipment. Do so.

How many runic shards do you have right now? Is it less than 266? /craft dowel. /craft wooden shovel. /craft wooden repair kit. Find a beach. Dig (/dig) once on each tile, picking up every rune that spawns. With a wooden shovel, you can dig 16 times before you need to use your repair kit to fix your shovel. This number will be lower if you use a non-wooden repair kit to repair the shovel.

If your shovel is orange, don’t dig again. If your wooden repair kit is broken, find a pile of clay and /craft clay repair kit. A clay repair kit will give you less digs per use, but is easy to produce.

Repeat this until you have enough runes to salvage to get you to 266 runic shards, plus an additional Rune of Rejuvenation and Rune of Shields. Drop all the other runes in your inventory and use the salvage all command (usually the 7 key, but may be a different key if you’re targeting something) until all the runes are shards. Take those shards back home to your huge pile of stuff.

Make a Shield of Rejuvenation of a dual element of your choice (I recommend at least using water in the shield, however) by dropping the Rune of Shields, the Rune of Rejuvenation, and 2 elemental runes of your choice (and no other runes) on the same tile, then doing /makespell. Learn this spell.

Go to the WotW Fortress and take the Fabricator trait, replacing Analyzer. Go back home and craft 7 Reinforced Tools and 7 Artisan tools. Use the Reinforced tools on your equipment, then go to the WotW Fortress once more and take the Forgemaster trait.

Use your Artisan Tools on your equipment. Put water runes on three of your equipment and 2 of everything else on your equipment, excluding your weapon. You only put water on your weapon because it's healing every heavy attack. Putting any extra runes on the weapon would cause the healing to be every other heavy attack, effectively halving your healing.

Finally, craft enough Sturdy Plates to get you to Godlike RES and slap those on pieces of your equipment that aren’t your weapon. Your weapon should have an Arcane Sigil, which must be found (Tool Chests are useful for this.) The remaining slots are your choice. FIN is useful for stealth, INS for lowering your Ward’s cost, STR for getting it to godlike, and CHA for increasing your Ward’s and Rejuvenation’s duration.

Congratulations, you’re pretty close to immortal. Remember to use your Ward of Rejuvenation before starting a fight, rather than after, and to heavy attack twice when you’re able in order to heal. If you’re low on health, enter a safe location, use your Ward of Rejuvenation, and walk around until the rejuvenation wears off, then cast it again. Repeat until full health.

The only things that can realistically threaten you are your own stupidity, Ruins if you aren’t careful, and potentially some spoiler monster. Though, this assumes you don’t walk too far from Relica. I haven’t seen what kind of damage output exists thousands of km away from Relica.

So, go crazy (except around Ruins. Be careful there.) Kill whatever. You’ll get significantly more points if you get key fragments, so go get them. Castles are easy sources, since you can just kill all the guards in the noble’s room, then kill the noble for a fragment, then stealth away.

Be sure to use any Obelisk Shards you get to upgrade your Shield of Rejuvenation to Flawless.

Once you get the key, start eating fragments with /cast conversion. Only eat one at a time, and only after you get your 10th fragment. This maximizes points per fragment by making you get key completion points every time you get a fragment. Using conversions on godlike stats is wasteful, but otherwise, use them on whatever you want. It’s just a matter of time until you have 100k+ points.

10.2 Beginner's guide (old version/2019?)

https://www.reddit.com/r/fara/comments/aoizn2/beginners_guide/

If you're reading this, I assume you know what FARA is. If you don't, it's an open-world, mostly text-based, sandbox rogue-like that can be played for free here. It's mostly controlled by text input with shortcut keys.

The purpose of this guide is to teach you the basics, and get you (minimally) ready to explore the world at large, no more, because a lot of the fun comes from figuring things out.

Typing /help and pressing <enter> at any time will let you look up (almost) all possible commands.

If you start a new game, the first thing you see is the welcome screen. Read it, then press x to close it. Always read everything carefully.

First thing you need to do now is name your character, with the /setname [whatever] command. Writing random instead of a name will auto-generate a name for you.

Next, you need to pick a class. I recommend that you pick an adventurer (/setclass adventurer) for your first character, because doing many easy quests will get you incredible gear eventually, but feel free to pick whatever you like. You could also type random here.

The unique advice for the classes is outside of the scope of this guide, this is about basic generalities.

Next, you need to set your description. You could write something for roleplaying purposes here, I usually do /setdescription random. It doesn't matter much.

Most of the screen is taken up by the message window. This is where the game tells you what's happening. On the left you have some lists: from top to bottom, there's a list of contextual shortcuts, your status, held objects (max 2), worn objects (max 6), and inventory.

I reccomend you type /health and /stamina, to add those to your status list.

Top right you have the map, then a status window for your targetted object, and a list of nearby things you can target. [Tab] and [shift-Tab] move your focus.

As you start the game, there will be a building, some trees, a training dummy, a pond, a stone knife, and plenty of opportunities to learn the basics.

If you focus the knife, the list on the left changes so that pressing 1 allows you to /inspect (/i) the knife. Do so. Learn to love it, you'll be inspecting nearly everything you see, at least once.

Pressing 2 will pick up the knife. Picking up or inspecting any unknown objects will give you the recipe for it. Weildable or wearable objects will automatically equip on pickup, if you have a corresponding free slot, giving you their effects, good and bad. Move around a bit, using arrow keys or the num block, to get used to it.

You will eventually find a !Tome of arcane bolt. The blue "!" means you just discovered it. Inspect it, and then /use (/u) it. This teaches you the spell, which is pretty good. You can type /spells to see all your natural, and learned, skills and spells. Casting uses stamina, same as most actions.

For now, let's head to the building. You can just walk into the wooden door, or politely open it by pressing u (use) with it focused. Inside, you will find a lot of stuff, let's look at it in order.

There are some crates and barrels. You need to smash those, for loot. Either in the containers, or just laying around, you'll find some rolls of burlap. Pick it up, or stand over it. /craft burlap backpack. The backpack is now in your inventory, and has a number assigned, 2, if you've followed the instructions exactly. To wear it, type /wear 2, or /w 2. This will put the backpack on the list of things you are wearing, increasing your carrying capacity by 5.

You can look at the list of known /recipes, to see what other clothes you know how to make out of burlap. Make whatever you like, but remember that you can't wear two backpacks, two shirts, and so on. Only one of each type of wearable is permitted.

There will also be one piece of leather armor, which you may choose to wear, but I reccomend that you /inspect it first, so you know the recipe, then /salvage it for squares of leather, and i those, to learn that you need animal skins to make them. Use one square of leather to /craft waterskin. Animal skins, along with meat, bones, and sinew, is obtained when you /butcher dead animals.

Laying around are some wooden blocks. Use one to /craft wooden dowel, and use the dowel and a block to /craft wooden axe. /hold your new axe, making sure that it's number 1 in your inventory. If it's in your off-hand, you can /swap. With it, attack (a) one of the trees. You can chop trees with anything, but axes give the best, and fastest results. The wood logs can be turned into blocks and planks, the plant fiber can be turned into burlap or strings, the sticks can be used to make campfires, among other things.

Using these, and the stuff inside, craft a shovel and a fishing rod. You will have also probably have found a weapon, which should be your main weapon for now, and drum roll….

A key fragment.

Get ten of them and you win, but they are very important for something else: life insurance. If you were to die, and have at least one fragment, you lose them and get full life and stamina. Key fragments can be found randomly, but the most reliable sources are the astral chests in dungeons and inspecting unknown monsters. For every ten unknown monsters you inspect, you get one fragment.

Other things you may have found include runes, which you can /use to imbue your armor and weapons with elemental effects, and to make new spells, and a wanted poster, which you can use to get a quest to kill an outlaw.

We're almost ready to leave. Let's get supplies. Standing right next to the pond, you need to /fish (f). This may turn up nothing, usually gives fish, and rarely gives other interesting stuff, potentially even a key fragment. As you fish, your fishing rod will lose durability, and eventually break and dissapear.

If you're not opposed to crafting items without knowing the recipe, you can /craft wooden repair kit and /use them to repair your stuff. You can also /craft burlap bandage, which is used to stop the bleeding condition.

The shovel may be used to /dig, but you don't need to, right now. Digging can be used to obtain piles of sand or dirt for crafting. You may also find loot by digging, but if you dig deep enough, you'll end up in a cave.

Take the fish you caught, and head over to the campfire. Use the campfire to light it, and you will be able to /cook your fish into meals, which give more stamina than raw food, and other buffs as well.

You can /give (g) food to creatures to tame them. You can /mount (m), and ride many creatures, although a horse is a good first mount. They are usually found in meadows.

Take whatever looks interesting, we're about to /leave. This puts you on the overland map, and every one of those squares is at least the size of the map you just left. If you type /quests (q) you'll have a quest to travel to [name]. x out, and look at your /waypoints (w). Remember which [number] [name] was under. We'll want to /trackwaypoint [number]. Now the little red compass on your map is pointing there. Follow the compass, until you get there. It's a white square on the map. /explore or /enter the settlement. You will see a notice board, which gives you quests. You may need to walk around a bit to find the well. You can /drink from the well, and that will also fill your waterskin. You can drink from any fresh water source, and /use your waterskin to fill it.

There are some people around. You may want to /greet them, or /talk to them, but the mercenary won't join you unless you /give them a weapon.

Try talking to the Elder, if you like riddles.

Try doing quests for the people, don't bite off more than you can chew, make friends, have fun.

As a last hint, you can /carry a child off the edge of a map, should you ever need to.

10.3 starting

  • what i do every time is
  • go to adventure get stuff
  • inspect campfire
  • get weapon
  • take rune from lake
  • go to place
  • get battle chest
  • do quests
  • die
  • repeat for diff classes

10.4 General tips

mangled from https://www.reddit.com/r/fara/comments/ap4f50/hints_and_tips/

The best way to /rest (shift r) is indoors, with a closed door, and a fire nearby, such as a lit stone brazier, on a bed. Houses in settlements are great for this.

When in doubt about equipment, /compare

If you happen to be on fire, (stop, drop and) /roll

Be careful when using the /z shortcut!!!

  • it repeats an unknown set of 'last typed (not shortcut) commands'. It may will behave unexpectedly.
    • If you're not sure what you typed last, type / + up arrow, but that's no help, really.
  • z is really cool for /place ing items into containers. you can press it multiple times before the game reacts and it will do the right thing

10.4.1 Crafting objects without recipes – is gone from the game

Crafting without recipes takes more materials for most classes, takes more time, and depletes stamina.

If you don't know why your craft attempts are failing, try crafting a workbench first. One is needed especially for items of higher quality or rarity.

If the above still fails, be sure to have a wooden dowel on hand, confirmed for hammers, shovels, axes.

But: Avoid making items without a recipe, if you can, because they have -poor- quality.

But: The obvious exception is items that are needed for quests, and not meant to be used.

10.4.2 Quality Ratings have changed. outdated:

-Poor- quality items (usually those crafted without recipes) have half durability and reduced bonuses.

Normal items are normal. Surprise!

Artisan quality items have twice the durability.

{Masterwork} items have triple durability, double damage, double stat bonuses, and can carry two :rune enchantments: instead of one.

You should /salvage any runes, scrolls or tomes that you don't need for the runic dust.

You can then /craft artisan tools for 10 runic dust. Then you /use them to upgrade your favourite gear to artisan quality.

The same goes for masterwork tools for 30 runic dust, but items must be artisan quality to be upgraded to masterwork.

11 Release Notes

Here are ALL FARA Patch and Release Notes as of 2019.04.09.

11.1 Alpha 16 Mar'21..

11.1.1 2021.04.01 Patch Notes

  • The Distance Traveled stat is now based on your furthest distance traveled from Relica
  • Fixed an issue with the 'Feed' menu option showing up for items it shouldn't
  • Fixed an issue where the Open/Close menu options for certain storage containers was not working as intended

11.1.2 2021.03.31 Patch Notes

  • Added more details to the blight screen when applicable
  • Added total number of slots to /inventory
  • Reduced the contribution of discovered recipes to overall score
  • Fixed a crash caused by clicking certain items while not having a target

11.1.3 2021.03.30 Patch Notes

  • Added an /exitgame command. This only works on the desktop version, and can also be found under Settings & Options when using the mouse. On the browser version, this will just trigger the /restart prompt.
  • Fixed certain commands still working on the blight screen, causing the window to close and leaving players stuck in limbo until they restarted
  • Fixed the comparison tooltip still showing up even if /tooltips were disabled
  • Fixed an issue with curios not providing their recipes if immediately used from the ground
  • Fixed an issue with yellow drag-and-drop indicators getting stuck onscreen
  • Fixed an input related crash

11.1.4 2021.03.26 Hotfix

  • Fixed a bug which caused Illusionist's stealth effect to trigger on the attacker instead of the Illusionist

11.1.5 2021.03.27 FARA Alpha 16: Blightborn is LIVE!

Well met, travelers! Public Alpha 16 is here, and with it come some HUGE changes to the core mechanics of FARA. Combat and dying have been overhauled, and many other facets have been adjusted with the goals of encouraging exploration and smoothing game progression. I want to give a special thanks to the volunteers in our awesome Discord community for testing these changes over the last month. FARA is so much better because of your thoughtful feedback and gigantic brains. The notes presented below are but a fraction of what this update has to offer. FARA is a game about exploration after all, so I encourage you to start a new adventure and discover all the new goodies for yourself!

  1. BLIGHTS:

    This update adds a little more flair to the concept of permadeath with the introduction of the Blight mechanic. Instead of immediately perishing when dealt a killing blow, you now have the option to be resurrected with a permanent difficulty modifier. These modifiers, or blights, range from stat reductions to increased encounter rate. You have the option to accept a blight every time you die, but the chances of successfully resurrecting are lowered based on the number of blights you have.

    As FARA grows in scope and presents new long-term progression options for players, the idea of permadeath as it existed seemed harsh and out of place. With the blight system, players should feel more empowered to explore and grow with the same character without the threat of their first mistake completely wiping out all of the time and resources they've invested in their worlds.

  2. COMBAT:
    • Variable speeds for most combat actions have been removed, making combat feel more turn-based. For every action you perform, all other combatants will also perform a single action.
    • Added a /dash action. Dashing allows entities to move across multiple tiles in a single moment at the cost of stamina. Max dash distance is determined, among other factors, by Finesse. Dashing can also be performed by holding Shift and using the arrow keys. Releasing the Shift key will perform the dash.
    • Added ~10 new unique heavy attack effects, including unique effects for Insight-based weapons
    • Swapping two held items is now a free action which does not use a turn.
    • Weapon size no longer plays a role in damage output or speed.
    • Heavy attack stamina usage is now determined by the wielder's proficiency in the weapon's 'needed' stat.
    • Reduced the duration of most effects, buffs, and debuffs by ~75%. Because of the changes to action speed, effects still expire at roughly the same point in a combat encounter.
    • Most common damage-over-time effects now tick every moment instead of every ~5. Because of the duration reductions, they still deal about the same amount of total damage.
  3. EXPLORATION & CRAFTING:
    • Added some new items and NPCs in settlements to aid in resource management and exchanges
    • Removed hunger and thirst
    • Increased the likelihood of finding items and NPCs of interest when exploring local areas
    • Reduced encounter chance when moving on the world map
    • Common enemies now have a chance to drop crafting resources
    • Increased starting inventory size from 20 to 25
    • Increased Hidden Pocket inventory bonus from 2 to 5
    • Simplified the crafting requirements of many weapons and tools
    • Increased the material cost Workbenches and gave them the ability to repair all personal items at once
    • Removed a big chunk of the starting recipes and dramatically increased the likelihood of finding items/recipes you don't have
  4. CLASS CHANGES:
    • Illusionist: Removed Blink spell and replaced it with Prestige, an ability which allows the caster and target to switch places
    • Juggernaut: Their /dash causes damage to encountered obstacles
  5. NEW LAYOUT OPTIONS:
    • Added 2 new interface layout options which can be enabled with /layout2 (also known as /bigmap) and /layout3. They can be particularly helpful for those who wish the minimap was larger:

    Layout 1 (default): Layout2: Layout 3:

  6. MISCELLANEOUS:
    • Made some substantial engine optimizations. The game should run much, much better in crowded environments.
    • Mouseover tooltips can now be disabled with /tooltips.
    • Arcane Obelisks in settlements now have infinite uses.
    • Autoloot is now enabled by default. If you've played FARA before, you might need to manually turn this setting on with /autoloot, or via the /settings menu.
    • FINALLY updated some of the outdated information under /help and /define
    • Fixed a crash caused by butchering fish
    • Fixed an issue with blight spells (now called plagues) lasting forever
    • Fixed a crash caused by /define
    • Fixed all sorts of typos
    • Added new typos

    As is the case with every update regardless of size, starting up a new adventure is strongly recommended over trying to load an older save. In this case, trying to load anything older than 0.0.16 won't even work.

    Good luck out there, travelers!

11.2 Alpha 15 Dec'20..

11.2.1 2021.02.13 Patch Notes

  • Removed several unfinished settlement facilities. They will make a return when they actually do something. For now, every settlement has the same 5 facilities, and they are always in the same style of building.
  • Finished the Warehouse facility
  • Added a /recipe 'itemname' command which lists the components of a specified known recipe. Can also be performed with /rcp.
  • Added a /deletetitle command for permanently removing earned titles from the /factions window
  • Added 'Repair' as a mouse menu option when possible
  • Updated castle Nobles to fall more in line with the quest behavior of settlement Elders. One notable difference is that the completion or failure of noble quests will affect faction reputation. For now, the quest types are the same ones you know and love, with the goal of having faction-specific quest types in the future.
  • Inspecting bags now unlocks recipes for the next size/type of bag.
  • The /repair command can now utilize Repair Kits on the ground as long as they're within reach.
  • Made unknown landmarks more obvious when traversing the world map
  • If you've been having input issues and have a game controller connected to your computer, you may now use /ignorecontrollers to (hopefully) fix any problems.
  • Typing '/inspect all' will now inspect all items on your target list. Each inspection still counts as a complete action, and the sequence will be interrupted if you take damage.
  • Updated the criteria for which character deaths/retirements are announced on Discord
  • The character sheet now properly shows attunements after death
  • Fixed a long-standing issue with NPCs taking 1 more moment than the player to perform any action. The fix for the this was suspiciously easy, so I'm positive I've broken something. Let me know what you find!
  • Fixed a bug which prevented Traders from working as intended
  • Fixed a bug which prevented the /autosave setting from persisting after reload. Note, this is different from the forced saves that take place after certain game events. Forced saves cannot be disabled.
  • Fixed several instances of jank looking fireworks when /bigmap is enabled
  • Fixed several instances of map cursors lingering longer than they should
  • Fixed an issue which prevented the manifestation of a second minor trait if you had a major trait
  • Fixed an issue with cavern entities such as chests and nodes crowding the cavern entrance instead of being spread throughout the cavern.
  • Fixed a game crash caused by the Giant Swing ability
  • Fixed an issue with certain entities not showing up on the target list at the proper distances
  • Fixed a bug which caused several craftable items to be described as 'wood' when they weren't
  • So many optimizations

11.2.2 2021.02.10 Patch Notes

  • Repair Kits are now stackable, single use, and have a different recipe.
  • Added a /repair command which will use a Repair Kit on a specified item
  • Arguments for the /targetfilter command can now be preceeded with a '-' to exclude certain results, i.e. '/targetfilter -tree' will filter out all trees from the target list.
  • Fixed some crashes related to items which are no longer available
  • Fixed NPC Politicians not being able to use their ability
  • Fixed some display issues with the health and stamina bars

11.2.3 2021.02.09 Patch Notes

  • Harvested plants now slowly regenerate over time.
  • The /drop command now defaults to inventory items instead of held items
  • Restored /screenshake to its former glory
  • Scaled down the map size when /bigmap is enabled to show more of the game log
  • Removed several redundant weapon types
  • Replaced the myriad of repair kits with a single item called a Repair Kit
  • All settlements now have warehouses
  • Re-added the accidentally deleted auto-loot setting
  • Fixed an issue with resting until morning jumping ahead too far when performed at certain times
  • Fixed a huge bug with /sort that caused it to mangle up all kinds of game data
  • Fixed a bug which caused offhand ranged attacks to use the attack power of the mainhand weapon
  • Fixed issue with missing log message for dropped items
  • Fixed several display issues with the gamelog
  • Fixed /reverselog not working as it should
  • Fixed a crash caused by chakrams and other weapons with similar heavy attacks

11.2.4 2021.02.06 Patch Notes

  • Added a /bigmap layout, which shifts some interface elements around to accommodate a much larger, centralized mini(?)map. Enabling this layout will also trigger some other interface changes which can be controlled individually:
    • /reverselog which switches the direction and order of game log messages. The most recent event will be at the top.
    • /objectivewindow which is a new window in the upper left for tracking active quests
    • /widescreen and /screenwidth will not work with /bigmap enabled. If you are playing on a lower resolution screen, you may need to zoom out with [Ctrl] + [-] to see the game log below the map.
  • Adjusted Plague Doctor: The negative conditions they spread now affect targets for twice the duration of the original effect
  • Replaced several chest types with more generous versions
  • Certain scenarios now scale in physical size based on distance from Relica. Dungeons, for instance, get much larger the further out you are.
  • Adjusted auto-targeting to favor entities that aren't nearby party members
  • You can now dig holes in settlements
  • Entities with innate elemental properties now trigger elemental effects with unarmed heavy attacks
  • Lowered base bag capacity and increased the capacity gains from materials and quality
  • The character window is now available after death with [ c ]
  • The Curio modification window no longer lists items that already have that curio
  • The fishing action is now interrupted by attacks
  • Added an option to the /rest confirmation screen to rest until the next morning
  • Added and updated some animations
  • Removed Rune of Darkvision
  • /increasefont and /decreasefont now only affect the game log, and not the entire interface.
  • /inspect now reads out the specific capacity of bags
  • Fixed an issue with certain groups of NPCs not being partied together as intended
  • Fixed an issue which caused the Attack Confirmation dialogue to pop up when attacking corpses
  • Fixed a pretty massive oversight with how stats were calculated under certain conditions
  • Fixed SO MANY issues and bugs with the titan encounter
  • Fixed a few issues with mouse menu actions such as Grab not showing up as options when they should
  • Fixed some minor display issues with /map cutting off the top or bottom of the displayed map
  • Fixed more instances of TTS cutting off

11.2.5 2021.01.30 Patch Notes

  • Made certain domesticated animals easier to befriend and tame
  • Fixed an issue with 'highly effective' attack messages showing up in situations where it wasn't true
  • Fixed a bug which could cause stackable items in your possession to disappear or behave strangely if you craft more of that item
  • Fixed some crashes caused by certain controller buttons during character creation

11.2.6 2021.01.28 Hotfix

  • The Appraiser trait now provides a chance at getting a higher quality chest instead of a guarentee.
  • Fixed a bug with overly geometric terrain generation
  • Fixed a bug which could cause /giveall to give the wrong item
  • Fixed a bug which could cause the player to become hostile to themselves when selfcasting certain spells
  • Typos and corrections

11.2.7 2021.01.28 Patch Notes

  • Added /giveall and /giveamount commands which transfer a specified number of items from a stack in your main hand to your target. If not applicable, a single item will transfer as before.
  • Increased the amount of faction reputation gained per medal
  • Lowered the amount of stamina spent when pushing large objects
  • Charm and material quality now play bigger roles in succesfully befriending and taming animals
  • /drop no longer plants seeds or buries objects in holes at your location. You must now use /give or /place while targeting the hole.
  • Fixed a bug which prevented the five core stats from getting the proper bonuses from upgraded equipment
  • Fixed several issues with Botanists and their babies
  • Fixed a bug which prevented the Safari browser from using the command line

11.2.8 2021.01.28 Patch Notes

Added a /windowlock setting which disables movement keys if a dialogue window is open

  • Butchering expedition quest monsters now counts as quest completion.
  • Fixed an issue with the indoor spaces of island buildings acting like water instead of land
  • Fixed an oversight with the math surrounding reputation gain and loss. Turning in a stack of medals at once should yield the same amount of reputation as turning them in one at a time.

11.2.9 2021.01.27 Patch Notes

  • Added weapon ranges to tooltips and /inspect
  • Fixed a bug which could cause NPCs to swap their weapons back and forth if they spawned with a shield in their main hand

11.2.10 2021.01.26 Patch Notes

  • The /look command will now give you the general direction of cavern exits if they are not in your line of sight.
  • Fixed a bug where the Enter key could fail to execute a command if pressed too quickly after the the last character was typed
  • Fixed a bug which allowed Mudmaws to occasionally spawn outside of water
  • Fixed a bug which prevented the game log from updating after the /save command
  • Fixed(?) some inconsistent behavior with NPC actions and states after loading a save
  • Fixed a bug with quest chests providing more Hero's Medals than intended
  • Fixed a bug which caused Immobilization to impede all actions instead of just movement and jumping
  • Fixed a bug which allowed attacks to interrupt the 'focus' action
  • Fixed several typos and updated a few instances of outdated information

11.2.11 2021.01.25 Patch Notes

  • Updated dungeon bosses to better reward prepared adventurers while harshly punishing everyone else
  • Added a /moveinterval (1-1000) setting for adjusting the rate at which you move when hold a direction key
  • Manually saving the game no longer forces a reload
  • Fixed some display errors related to key fragment collection
  • Fixed a bug which prevented custom number keys from working if you had character templates saved

11.2.12 2021.01.24 Patch Notes

  • Reduced the amount of Hero's Medals earned from most sources and increased their general value
  • Grabs can now be attempted at any range, though they are still only successful if the target is in range at the end of the action.
  • Adjusted Wrestler: Reduced damage of Giant Swing. It still slaps.
  • Fixed an bug where the game log could fade into the abyss and become unreadable
  • Fixed a bug where the controls would lock when alt-tabbing the desktop version of the game
  • Fixed a bug which caused mount saddles to disappear at seemingly random times
  • Fixed a bug which prevented fast travel from ending early when damage was taken or an encounter was triggered
  • Fixed a bug which could cause entities to get stuck performing actions
  • Fixed a crash caused by clicking certain interface elements at specific times
  • Made several interface optimizations which should improve performance

11.2.13 2021.01.22 Patch Notes

  • Added a /tooltip or /tt command to display mouse tooltip information about your target in the game log. Specifying text (i.e. /tt shovel) will search through your targets, items, and known recipes to find the relevant tooltip.
  • Reworked the way multi-element damage is applied to fix edge cases where the game log produced duplicative messages
  • Fixed a bug where controls could become unresponsive if a keyboard command caused the game window to lose focus
  • Fixed more instances of TTS cutting off earlier than it should
  • Removed some defunct commands from /help
  • Fresh monster tracks now specifically name the related monster.
  • Typos

11.2.14 2021.01.22 Patch Notes

  • Added a /tooltip or /tt command to display mouse tooltip information about your target in the game log. Specifying text (i.e. /tt shovel) will search through your targets, items, and known recipes to find the relevant tooltip.
  • Reworked the way multi-element damage is applied to fix edge cases where the game log produced duplicative messages
  • Fixed a bug where controls could become unresponsive if a keyboard command caused the game window to lose focus
  • Fixed more instances of TTS cutting off earlier than it should
  • Removed some defunct commands from /help
  • Fresh monster tracks now specifically name the related monster.
  • Typos

11.2.15 2021.01.21 Patch Notes

  • When fast traveling, you will now be prompted when one of your vitals lowers to a point which could be fatal. This is on by default, and can be toggled with /safetravel.
  • Made several tweaks to the point values of different tasks and accomplishments, and lowered the cost of class unlocks by ~90%.
  • Made some optimizations in an effort to alleviate a control-locking bug some players are still experiencing
  • Removed exact spellcasting times from NPC status descriptions, and replaced with a system similar to heavy attacks
  • Adjusted which stat are tracked on the /character sheet
  • Adjusted the starting bonuses of Gunslinger and Swiftshade
  • /jump and /throw now note their distance and direction in the game log.
  • You can now /jump through party members and certain NPCs
  • Added Wooden Knife to starting recipes
  • The Blacksmiths at refineries now actually do something
  • NPCs will now use meals when injured
  • Reduced the damage penalty caused by Exhaustion
  • The game log now produces a message when either you or a target you can see hits certain health thresholds, like going from Wounded to Injured, or when healing brings an entity above those thresholds.
  • Structures created on water now have a bit of land around them.
  • Fixed an bug where 'Find/Make X' item quests weren't working, and tweaked them so the found item must be returned to the requester
  • Fixed an bug where mounted entities could be several tiles away from their mounts
  • Fixed an bug with the Enter key not closing windows in situations when it should
  • Fixed an bug where abandoning a quest while on the quest destination map would send you into a lightless void of no return
  • Fixed more misaligned and incomplete animations
  • Fixed several issues around how key fragments are tracked and used
  • Fixed/Added so many typos

11.2.16 2021.01.16 Patch Notes

  • Adjusted Scoundrel:
    • Reduced health from Average to Below Average
    • Attacks and spells directed at Scoundrels are now COMPLETELY redirected to live, sentient entities they are grabbing.
  • Changed the way elemental procs on heavy attacks are calculated to make bigger, slower weapons more viable
  • The player death screen now includes your character's description
  • Fixed an issue where controls could be locked upon switching maps if certain key combinations were used
  • Fixed the 'You leave the area' message displaying upon entering an area
  • Fixed an issue with the target cursor getting stuck on certain map tiles when jumping into obstacles
  • Probably fixed an issue where cavern entrances, exits, and staircases could be duplicated upon changing maps

11.2.17 2021.01.15 Hotfix

  • Fixed a crash caused by Elemancer's Attunement ability
  • Fixed an issue with unresponsive commands after switching maps

11.2.18 2021.01.15 Patch Notes

  • Made a handful of optimizations which should make the game feel a little snappier
  • Made some adjustments to input handing which will hopefully alleviate the repeating action bug some players have experienced
  • Held items now contribute to elemental attunement scores.
  • Adjusted Wrestler: Giant Swing can now only be used on targets the Wrestler is grabbing. The stamina cost and cast time have been significantly reduced, and the damage has been increased. Additionally, Wrestlers now have a bonus to grab speed and success rate.
  • Adjusted Scoundrel: Scoundrels now deflect a portion of the damage they take onto sentient entities they are grabbing.
  • Fixed an issue with stamina not naturally regenerating under most circumstances
  • Fixed a crash caused by triggering certain commands during character creation
  • Fixed (?) yet another issue with quest reward chests producing or reporting the wrong amount of Hero's Medals earned
  • Fixed some inconsistent behavior with the /shout command

11.2.19 2021.01.12 Patch Notes

  • Added character /presets for quick character generation. Typing /savepreset after creating a character will save their name, class, and description for quick re-creation when starting a new run. You can have up to 5 presets saved, and can remove them with /clearpreset.
  • Added /grab and /choke actions
  • Added an /editdescription command which pulls your character description into the command line, allowing you to make changes without having to type your entire desciption over again.
  • All entities are now subject to the same encumbrance rules as the player. This means if any of your party members are encumbered, you will not be able to travel on the world map.
  • Fixed misaligned animations caused by the recent map size increase.
  • Fixed an issue where auto-move could get stuck if the game window loses focus
  • The Unconscious effect is now interrupted by damage.

11.2.20 2021.01.08 Patch Notes

  • Improved arrow key input handling. There is no longer a delay when changing directions, and two keys may be pressed simultaneously for diagonal movement.
  • Fixed a duplication exploit involving a crafting trait
  • Fixed more instances of game log item amounts not mirroring the amount of items actually being manipulated
  • Typos

11.2.21 2021.01.07 Patch Notes

  • Increased the size of the minimap (and subsequently, the width of the side panels) by ~10%.
  • You can now bury things by dropping them into holes.
  • You can no longer exit local areas while encumbered. Previously, you would essentially drop items at random.
  • Fixed an bug with clay items having far less durability than intended
  • Fixed several display issues related to item amounts
  • Fixed a crash caused by mining
  • Fixed a crash caused by stealing certain items

This patch will absolutely break existing saves. A new start is always recommended.

11.2.22 2021.01.02 Patch Notes

  • Fixed more TTS issues
  • Fixed a crash related to digging
  • Fixed an issue with friendship levels not applying everywhere they should
  • Fixed an issue with certain summons having their power scale incorrectly

11.2.23 2021.01.02 Hotfix

  • Fixed an issue with the Tail Sweep ability spewing illegible eldritch code all over the gamelog
  • Fixed some display issues with the /listinventory command
  • Removed all outdated references to the Prone effect

11.2.24 2021.01.01 Patch Notes

  • Removed the Sitting and Prone stances. Abilities and circumstances which triggered Prone now do other things like causing knockbacks or Daze.
  • The Dazed effect now increases damage taken in addition to lowering Strength and Insight.
  • Rebalanced weapon damage calculations to make larger, slower melee weapons more viable
  • Reworked Jesters: "Jesters are immune to stumbling after missed heavy attacks, instead gaining Opportunity which refunds the stamina cost of their next action. Additionally, dancing uses less stamina and restores mood and stamina to party members."
  • Elemancers can now pull elements from various effects afflicting their target, such as gaining fire attunement from burning entities.
  • Added /listexits command which details the distance and direction of the closest exit to leave a local map
  • The /listitems command now notes inventory capacity and current load.
  • Reduced the average amount of flavor text when traveling on the world map
  • With /highdetail enabled, a change in compass direction will produce a log message.
  • You can now specify a number after /split to determine the amount of items in one of the resulting stacks.
  • NPCs now make better use of food items they are holding.
  • Fixed a crash caused by NPCs attempting to learn spells from Tomes
  • Fixed several instances of TTS cutting off earlier than expected

11.2.25 2020.12.30 Hotfix Part 2

  • Fixed faction officers not accepting medals

11.2.26 2020.12.30 Patch Notes

Split /approach and /goto into separate commands. /approach is now specifically for walking up to targets, and /goto is for walking to locations.

  • Added partial matching to /goto command. i.e. '/goto 1' will take you to 'Local Waypoint 1' if there isn't a direct match.
  • Fixed a TTS issue which prevented readouts following the /say command

11.2.27 2020.12.30 Hotfix

  • Fixed some inconsistent behavior with the /approach command

11.2.28 2020.12.30 Patch Notes

  • Added a local waypointing system:
    • /setlocalwaypoint 'name' creates waypoints on local maps. Can also be done with /slw.
    • /clearlocalwaypoint 'name' clears them. Can also be done with /clw.
    • /goto 'name' or /approach 'name' will attempt to pathfind to the local waypoint.
    • All of these functions can also be accessed via the mouse menu under Manage Waypoints or on the /waypoints window.
  • Added some mechanical differences between /eat and /drink. The most notable benefit of this change is that eating waterskins by accident is a little harder.
  • Added a few more consequences for negative faction reputation
  • Added a few new Runes
  • Removed Rune of Truesight. It was way too strong.
  • Adjusted Mortician: Increased stat bonus at night and removed night vision bonus
  • Manually entering a local area now has a chance to trigger encounters and reveal you, even if stealthed. The chances to trigger encounters and subsequently be revealed are separate and determined by Finesse. Classes with at least moderate Finesse should notice little difference.
  • Players are no longer locked out of building reputation with opposing factions when choosing to help one.
  • When /highdetail is enabled, moving to a target or area with /approach will describe the direction and distance of targets visible from your new location.
  • /highdetail no longer logs the movements of mounts and party members.
  • Eating meals now takes longer than before and restores a flat percentage of health instead of providing Rejuvenation.
  • Building entrances in settlements now always face south because of lore and definitely not for any other reason.
  • Fixed a crash caused by TTS
  • Potentially fixed a crash caused by abandoning quests
  • More crash fixes
  • Typos

This patch will absolutely break existing saves. A new start is always recommended.

11.2.29 2020.12.23 Patch Notes

Added a few more commands to output commonly referenced information to the game log:

  • /stats lists out your primary stats
  • /attunement lists all of your attunement ratings
  • /class outputs your class information
  • /target while having a target will output its distance and direction
  • /targets lists all visible targets
  • /keyfragments outputs the number of fragments currently owned and the total collected
  • Added game log feedback from adjusting the /build reticle when /highdetail is enabled
  • Added a few new traits
  • /highdetail no longer outputs exit and river information with every step. This information can still be accessed by typing /look or pressing [ l ].
  • Performing actions while TTS is speaking now interrupts the voice and starts reading the most recent events. This behavior can be toggled with /speechinterruption or /si.
  • The 'confirm attack' dialogue has been expanded to include allies and a few non-threatening NPCs.
  • Fixed a bug which prevented the Hunting Lodge NPC from working as intended
  • Fixed an issue where TTS wouldn't say anything when you died
  • Fixed fresh monster tracks not showing up reliably. That said, they still don't stick around forever.
  • Fixed an issue where a blank compass would stick around on the map if you abandoned a quest with a tracked waypoint
  • Fixed an issue with faction reputation not being able to fall as low as intended
  • Fixed an issue with certain faction-specific encounters not showing up as much as intended
  • Small optimizations

11.2.30 2020.12.21 Patch Notes

  • Added a few more commands to output commonly referenced information to the game log:
    • /stats lists out your primary stats
    • /attunement lists all of your attunement ratings
    • /class outputs your class information
    • /target while having a target will output its distance and direction
    • /targets lists all visible targets
    • /keyfragments outputs the number of fragments currently owned and the total collected
  • Added game log feedback from adjusting the /build reticle when /highdetail is enabled
  • Added a few new traits
  • /highdetail no longer outputs exit and river information with every step. This information can still be accessed by typing /look or pressing [ l ].
  • Performing actions while TTS is speaking now interrupts the voice and starts reading the most recent events. This behavior can be toggled with /speechinterruption or /si.
  • The 'confirm attack' dialogue has been expanded to include allies and a few non-threatening NPCs.
  • Fixed a bug which prevented the Hunting Lodge NPC from working as intended
  • Fixed an issue where TTS wouldn't say anything when you died
  • Fixed fresh monster tracks not showing up reliably. That said, they still don't stick around forever.
  • Fixed an issue where a blank compass would stick around on the map if you abandoned a quest with a tracked waypoint
  • Fixed an issue with faction reputation not being able to fall as low as intended
  • Fixed an issue with certain faction-specific encounters not showing up as much as intended
  • Small optimizations

11.2.31 2020.12.14 Patch Notes

Added a new reward for completing the Astral Key

  • The /recipe list can now be filtered by rarity and item slot
  • Leaving an area while encumbered will now cause you to drop the items putting you over the limit
  • Adjusted several instances of rare materials appearing in low difficulty areas
  • Adjusted /drink behavior to prioritize nearby rivers and wells over inventory items
  • Adjusted mining to make a proper pickaxe faster and more rewarding than attacking with a weapon
  • NPCs will now make an effort to free themselves if they spawn on blocked tiles such as walls
  • Fixed several crashes caused by class and NPC abilities
  • Fixed a bug which caused Runic Shards acquired from chests to replace instead of add to any existing stacks in the same tile
  • Fixed a looong standing issue with scrollbars displaying in Firefox
  • Typos and formatting

11.2.32 2020.12.11 After 568 Days, Public Alpha 15 is LIVE!

Long time no see, travelers!

It's been 568 days since FARA's last public update, but that isn't to say the project has been dormant. A dedicated, intrepid group of adventurers has been testing a rebuilt version of the game since July, and that test-of-a-test is now ready for everyone to… test. There have been well over 120 patches in that time, and what's listed below is a summary of the highlights. If by chance you want to read every raw, potentially spoilery, nitty gritty detail without much context, you can find the full 1,300+ line changelog here: http://playfara.com/2020changelog.txt. I want to give my most heartfelt thanks to everyone invited to test the changes over the last few months. You could have spent that time and energy on anything, and the fact you chose to help make FARA a better game means the world to me.

If you haven't already, join us on Discord!

  1. SUMMARY:
    • The biggest goal of this update was to re-write many of FARA's underlying systems and data structures. In doing so, the game should run faster and scale better with future development. There are also a TON of bug fixes, gameplay changes, and usability improvements. If you've tried FARA in the past and spent more time fighting the interface than monsters, I encourage you to give this new build a shot.
  2. INTERFACE IMPROVEMENTS:
    • You can now hold down the arrow keys to continuously move in a direction. Additionally, you can click and drag from the center of the screen to activate a virtual joystick and move around.
    • There is now an interact button in the target window which can either be clicked to perform the displayed action, or at least inform you of what action pressing [ Enter ] will perform.
    • Right-clicking in the center of the screen now presents the same target options as clicking on the target window. Holding the right mouse button down while scrolling the mouse wheel will cycle through targets.
    • Hovering the mouse over objects on the map will display what they are, and clicking an object will target it and bring up a list of options.
    • Added more bump-to-interact options. Bumping into foliage will harvest it, bumping into large ore nodes will attempt to mine them, bumping into non-hostile NPCs will /interact with them.
    • Added drag and drop! Dragging objects from the Nearby Targets window and dropping them on your inventory or the game log will attempt to /take them. Dragging items in your possession and releasing them on the game log will /drop them. Dragging items in your possession and releasing them on your target will attempt to /give the item. You can also drag items between your holding, wearing, and inventory windows.
    • Added tooltips! You can now hover your cursor over most objects and targets to learn about them.
    • Added animations! Several (mostly combat-related) actions now have animated effects which will play over the target window or the center of the screen.
    • Added a new interface for building structures. Press [ b ] or type /build with Wooden Blocks near by to create buildings one room at a time instead of tile by tile.
    • The health and stamina bars are now displayed by default.
    • All of the most frequently used pop-up windows (/character, /spells, /recipes, etc) now have tabs along the top, allowing quick access to the other frequently viewed windows. Continuously pressing [ c ] will cycle through all of the windows.
    • Clicking on party members now displays options to view their stats, items, and spells.
    • Pressing [ - ] now opens a window which shows the entire local map. If you are in a dungeon or somewhere similar, this map will only show areas you have seen. This feature can also be accessed by clicking the header of the minimap or typing /map.
  3. GAMEPLAY CHANGES:
    • There is now a static settlement named Relica near the start of an adventure. The further you travel from Relica, the more difficult (and rewarding) the game becomes. There are still randomly generated settlements, but they are few and far between.
    • Added fast travel, accessed by either clicking a waypoint or typing /travel (waypoint number). If you are tracking a waypoint, you can also click on the compass.
    • Most randomness has been removed from combat. There are no longer chances to miss or crit - both will happen consistently when the right conditions are met. Elemental weapons will always trigger their effects with heavy attacks and never on regular attacks. Elemental spells will always trigger their effects with every cast.
    • Jumping while targeted by an attack will cause you to dodge the attack. In the case of a spell, you will take half the spell's normal damage and avoid any secondary effects.
    • Ranged weapon attacks now has a reload penalty which adds time to your next action
    • Stamina now regenerates over time, and is more of a per-encounter resource than a per-rest resource. Heavy attacks and jumping/dodging use considerably more stamina than before.
    • The gap between the lowest and highest health classes has been narrowed. Classes now either have slightly below average health, average, or slightly about average health.
    • Most of the primary stats have been renamed, and their purposes tweaked:
      • Strength: Increases damage dealt with melee weapons and unarmed strikes, decreases stamina spent pushing large objects
      • Finesse: Increases damage dealt with ranged weapons, increases chance to disarm traps, increases stealth ability, decreases reload time of ranged weapons, decreases stamina use of jumping and stealth
      • Resilience: Reduces physical damage taken, reduces duration of negative effects, increases stamina regeneration rate
      • Insight: Increases damage of spells, increases search ability, decreases stamina cost of spells
      • Charm: Increases the duration of positive effects, increases odds of favorable outcomes
    • Wisdom has been removed
    • Added equipment slots - Head, Body, Hands, Feet, and Accessory. Typical equipment will fit into one of the slots. The accessory slot retains the old behavior of allowing anything* to be equipped there.
    • Added a trait system. Traits add passive bonuses and features to your character. There are 3 types - Master, Major, and Minor. Master traits are determined by your class and cannot be changed. Major and Minor traits can be acquired from different factions as rewards for helping them. You can have 1 Major trait and 2 Minor traits.
    • Added several new enemies, encounter types and scenarios
    • Dungeons have been reworked to produce more interesting layouts, and new kinds of obstacles have been added
    • Randomly generated factions have been removed in favor of 3 static factions - the Radiant Hand, the Jade Circle, and the Wild of the Wild. There is a lot in store for the faction system, but for now, they serve as the primary means of acquiring traits.
    • World biome distribution is far more logical and aesthetically pleasing than before.
    • Meals are now stackable, provide rejuvenation, and only use a single ingredient. Cooking multiple items on a fire will produce multiple meals.
    • Crafting materials have been rebalanced across the board. A handful have been removed, and several new ones have been added.
    • You can no longer craft unknown objects for twice the material cost. Instead, inspecting an item will teach several related recipes.
    • The default maximum party size has been reduced from 4 to 2.
  4. CLASS CHANGES:

    Blacksmith, Brewmaster, Tailor, Spelunker, Constable, Astronomer, and Yogi have been removed. Their abilities and features have been added to other classes.

    • Added Mortician! Ability: Undertaking: Morticians have access to the Fervent Embalming spell which raises corpses to fight for a short duration. Additionally, Morticians do not attract hostile targets when resting outdoors, and gain a bonus to all stats and vision at night.
    • Added Peasant! Peasants have terrible stats across the board and can't use magic. If you wanted FARA to be more challenging, here's your Expert Mode.
    • Spellthief: They now have an active ability to learn the last ability to affect them instead of automatically learning everything
    • Adventurer has been reworked: "Adventurers have an increased chance to find rare items. They also have the Heroic Feat ability which provides a temporary boost to all stats once per rest."
    • Pit Fighter has been reworked: "Pit Fighters have heightened stamina regeneration when bleeding, dazed, or immobilized. They also have the Payback ability which deals damage to a target in melee range equal to twice the most recent damage received and causes bleeding."
    • Duelist has been reworked: "Duelists gain Opportunity after perfectly timed dodges, allowing their next action to be performed without using stamina. They also have the En Garde ability which increases the Duelist's damage against a selected target while amplifying damage the Duelists receives from other sources."
    • Executioner has been reworked: "Executioner's killing blows deal splash damage and knock adjacent targets to the ground. They also have the Last Word ability which deals heavy damage to targets who are Dying."
    • Juggernaut has been reworked: "Juggernauts are immune to immobilization and force spells, deal twice as much damage to non-sentient objects, knock down hostile targets after jumping, and can smash through most doors."
    • Gatekeeper has been reworked: "Gatekeepers will deflect long-range projectiles, and their shields and armor take less damage in combat. They also have the Protect ability which temporarily reduces the amount of damage a target takes by half."
    • Soldier has been reworked: "Soldiers gain increased damage resistance as their health decreases."
    • Kung Fu Master has been reworked: "Standard attacks trigger Bear Stance, causing thier next heavy attack to inflict Dazing. Heavy attacks trigger Monkey Stance, causing thier next jump to grant Quickness. Jumping triggers Tiger Stance, causing their next standard attack to inflict bleeding."
    • Fishmonger has been reworked: "Fishmongers cannot drown, take greatly reduced damage while Intoxicated and are immune to the negative effects, and have a higher chance to catch rare items while fishing."
    • Elemancer has been reworked: "Elemancers have a bonus to all elemental attunements. They also have the Attune ability which channels the elemental energy of a target to boost the caster's relative attunement. Successfully casting the ability a second time will combine the elements, providing two boosts at half the potency. Attunements are lost after rest."
    • Scholar has been reworked: "Scholars gain Enlightenment after conversing with someone or learning a new recipe, temporarily increasing their insight. Scholars can cast spells from scrolls at higher tiers based on their insight, and can use the same scroll several times."
    • Gamber has been reworked: "Gamblers have access to the 'Gamble' ability which inflicts a random negative condition to either the caster or their target. Charm reduces the stamina cost of this ability and increases the likelihood of afflicting the target over the caster. When used on certain chests, Gamble will either upgrade the quality of the chest or completely destroy it."
    • Ragamuffin has been reworked: "Ragamuffins have an increased chance to steal successfully, and can find a wider variety of items. In combat, Ragamuffins can attempt to /steal weapons used to attack them."
    • Kunoichi has been reworked: "When attacking from stealth, Kunoichi deal bonus damage and remain hidden if the attack kills their target. Additionally, Kunoichi recover from the Revealed effect twice as quickly, and gain Quickness when Revealed."
    • Gamestalker has been reworked: "Gamestalkers immobilize targets when attacking from stealth at range."
    • Demon Slayer has been reworked: "Demon Slayers take reduced damage from legendary monsters and spells, and silence enemies with their heavy attacks."
    • Wrestler has been reworked: "Wrestlers can use the Giant Swing ability, allowing them to throw a target to an area of their choosing, causing them to take damage, land prone, and become Dazed. Additionally, Wrestlers are immune to being dazed, and do not receive any penalties while prone."
    • Bodybuilders have been reworked: "Bodybuilders have access to the Flex ability which will blind a hostile target. If completely unarmored, Flex will also provide a temporary Charm bonus and cleanse negative status effects."
    • Kensai has been tweaked: In addition to their Samurai Showdown ability, they now instantly counter-attack after performing a perfect dodge.
    • Illusionist has been reworked: "Illusionists will immediately enter stealth for a short duration when damaged by a critical hit. Additionally, Illusionists detect illusions and disguises without fail."
    • Rift Dancer has been reworked: "A Rift Dancer's heavy attacks and spells summon creatures from other planes."

    Saying there is more to the update than what is listed above would be the understatement of a lifetime. While I could have gone into greater detail, let's not forget that FARA is a game about exploration and discovery. Adventure awaits!

11.2.33 2020.12.10 FARA's Getting an Update Tomorrow!

Hello, travelers!

Tomorrow, FARA will get its first update since May 22, 2019! The official changelog will be posted shortly before the update goes live at 9pm EST, and it's a beefy one. It should be noted that old saves can't run in this new version, so if you're playing in the browser and have a run in progress, but sure to end it as gloriously as possible before then.

11.3 Void 01 Apr'19..

  • There were no updates.
  • People panicked.
  • Brian persevered.

11.4 Alpha 14 May'19..

11.4.1 2019.05.22 Patch Notes

  • Made some adjustments to the starting area
  • Moved the first settlement further away from the starting area
  • Increased the frequency of landmarks and rivers
  • Decreased the likelihood of monsters using skills
  • Fixed some unintended interactions with the /carry and /give commands
  • Fixed some display issues with the Constrict ability and Politician speech
  • Fixed an issue which caused Beekeeper's Scouting Bees to reveal their allies
  • Fixed a few typos

11.4.2 2019.05.20 Patch Notes

The first public alpha for FARA was released one year ago today! I can't put into words how grateful I am to everyone who's taken the time to try FARA out and provide feedback. This game wouldn't be even half of what it is today were it not for the enthusiastic, welcoming, and dedicated community which has built up over the last year. I've wanted to be a game dev since I was a kid, and the FARA community has made that dream more fulfilling than I ever thought possible. You all have been incredible, and I look forward to the continued discourse that has shaped the game into something so many people find enjoyable. Now, let's celebrate the occasion by making the game way harder:

  • Key Fragments no longer resurrect the player when killed.
  • Added a new innate spell to the player character - Astral Blessing. This ability expends ALL collected Key Fragments to completely restore health, stamina, and mood. Astral Blessing also bestows several positive effects for a moderate duration, removes all hunger and thirst, and damages nearby enemies.
  • Started working on some public leaderboard stuff. When a character of notable achievement dies, retires, slays a dungeon boss, or completes the Astral Key, an announcement will be made in the FARA Discord (https://discordapp.com/******/TxECEtn). You can set a username ingame with /setusername yourname. You can opt out of this feature with /eventsharing.
  • Increased the importance of dexterity for reliably hitting targets with ranged weapons
  • Removed the strength bonus from ranged weapon damage
  • Made some changes to the start of the game
  • Removed wooden planks from the game and adjusted crafting recipes for objects which used them
  • Individual keybindings can now be reset with '/setkey keytochange default'
  • Made an adjustment which should make it a little easier to build shelters when you have allies following you
  • Typing /define without specifying any text wil now show all glossary entries.
  • Non-sentient entities can no longer be knocked prone.
  • Fixed several broken commands issued via mouse menu
  • Fixed an issue which prevented the [ z ] key from being re-bound
  • Fixed an issue which allowed certain monster abilities to work on slain entities
  • Fixed a bug that allowed traps be salvaged with /salvageall.
  • Fixed (more) issues with the Pounce ability
  • Fixed an edge case with Elder riddles which allowed duplicates of certain answers
  • Fixed a crash caused by entering castles

A fresh game is required in order to continue regular play.

11.4.3 2019.05.17 Patch Notes

Class adjustments:

  • Artificer:
    • Increased the durability cost of triggered spellgrafted items
    • Removed the stamina cost of triggering spellgrafted items
  • Cat Whisperer:
    • Changed the algorithm for cat spawns to no longer rely on line of sight
  • Added /interact as a valid command when carrying objects
  • Added missing damage messages to barrage spells
  • Ward spells now deal damage based on the amount of damage received and spell ****.
  • Increased the chance of causing slowness with throwing weapons to 100%
  • Mercenaries now have standards, and no longer find basic weaponry suitable enough to fling themselves into harm's way on your behalf.
  • Adjusted NPC combat logic to make (slightly) more logical choices about who to attack
  • Dead entities can no longer be given things
  • Adjusted generated monster descriptions to hopefully reduce confusion about the size of any given beast
  • Actually fixed a bug that caused targets of NPC area of effect spells to always be at the center of the spell when cast, even if they've moved since the cast began
  • Fixed a a bug which prevented NPCs from using heavy attacks
  • Fixed a bug which made drawing items from your inventory faster than intended under certain conditions
  • Fixed an issue with animals using Pounce while being ridden
  • Fixed a bug which prevented shockwave spells from properly applying the Slow effect
  • Fixed a few typos

11.4.4 2019.05.17 Patch Notes

Class adjustments:

  • Artificer:
    • Increased the durability cost of triggered spellgrafted items
    • Removed the stamina cost of triggering spellgrafted items
  • Cat Whisperer:
    • Changed the algorithm for cat spawns to no longer rely on line of sight
  • Added /interact as a valid command when carrying objects
  • Added missing damage messages to barrage spells
  • Ward spells now deal damage based on the amount of damage received and spell ****.
  • Increased the chance of causing slowness with throwing weapons to 100%
  • Mercenaries now have standards, and no longer find basic weaponry suitable enough to fling themselves into harm's way on your behalf.
  • Adjusted NPC combat logic to make (slightly) more logical choices about who to attack
  • Dead entities can no longer be given things
  • Adjusted generated monster descriptions to hopefully reduce confusion about the size of any given beast
  • Actually fixed a bug that caused targets of NPC area of effect spells to always be at the center of the spell when cast, even if they've moved since the cast began
  • Fixed a a bug which prevented NPCs from using heavy attacks
  • Fixed a bug which made drawing items from your inventory faster than intended under certain conditions
  • Fixed an issue with animals using Pounce while being ridden
  • Fixed a bug which prevented shockwave spells from properly applying the Slow effect
  • Fixed a few typos

11.4.5 2019.05.16 Patch Notes

Made some class adjustments:

  • Beekeeper:
    • Fixed a crash caused by Scouting Bees
  • Bloodweaver:
    • Fixed another edge case which could cause Sigils of Blood to not dispel if the casting Bloodweaver is slain
  • Riftdancer:
    • Rift Summons will only manifest when attacking living targets
  • Wildheart:
    • Reduced the amount of animal companion health restored by Wildheart attacks
    • Wildheart attacks now increase animal companion mood in addition to health
    • Health and mood restoration now only occur when attacking living targets
  • Added a new item reinforcement
  • Added a little combat variety to generated monsters based on their descriptions
  • Increased the damage of throwing weapons by 300% when thrown, increased the throw range of throwing weapons by 1 tile, and increased the damage of other thrown objects to mirror the attack power of the thrower
  • Reduced the size and population of horses
  • Reduced the amount of Runic Dust recovered from salvaged tomes
  • Animal companions in miserable moods will now leave your party, with a few exceptions.
  • Carried objects can now be thrown.
  • Casting area of effect spells now shows a ring around the map cursor indicating the areas the spell will affect.
  • NPCs casting area of effect spells now produce a blinking ring on the map indicating the areas the spell will affect.
  • Rebalanced the damage of meteor spells
  • Changed the symbol of unknown monsters from a purple - to a purple ?.
  • Masterworks created via Masterwork Tools now count toward the Masterworks Created achievement.
  • Fixed a bug with spellcasting that caused all entities to derive their applied spell damage from the player's intelligence instead of their own
  • Fixed a bug that caused targets of NPC area of effect spells to always be at the center of the spell when cast, even if they've moved since the cast began
  • Fixed a bug with barrage spells that caused them to only deal one tick of damage regardless of their duration
  • Fixed a bug which allowed NPCs to throw objects further than intended

Older saves will have issues, and a fresh start is recommended.

11.4.6 2019.05.13 Patch Notes

NOTE: This patch corrects a rampant error introduced in 0.0.14.13, and updating is necessary in order to continue regular play.

  • Added a little more flair and detail to kill/destroy messages
  • Added drinking from waterskins to the mouse menu
  • Increased the damage of bomb traps and changed the damage and explosion radius to scale with material quality
  • Fixed a bug that prevented Rune of Rays from appearing anywhere
  • Fixed a bug which prevented Astronomer's stat bonuses from working as intended
  • Fixed a bug which prevented Sigil of Blood from disappearing when the casting Bloodweaver is killed
  • Fixed a critical issue that caused the game to crash when performing just about any interaction. My bad.

11.4.7 2019.05.12 Patch Notes

  • Bloodweaver:
    • Reduced the damage of Sigil of Blood
    • Fixed a bug which allowed multiple Blood Pacts to be active
    • Blood Pact can now only be cast on sentient entities
  • Beekeeper:
    • Added their abilities to the Spells mouse menu
    • Bee swarms will now migrate to any swarmless beekeepers in sight if their target dies or is destroyed.
    • Fixed a bug with beautiful bees which caused them to apply the wrong effect
  • Astronomer:
    • Increased their minimal view radius when outdoors in low light
    • Added a Wisdom bonus in addition to Intelligence at night
  • Botanist:
    • Increased the base health of plant familiars
  • Spelunker:
    • Added a chance to find additional supplies from crates
  • Adjusted the power and equipment of some common overworld enemies
  • Adjusted the items in the starting area
  • Rebalanced the damage bonus provided by different ammunition materials. Lower quality ammunition provides a much lower damage bonus than before, and higher quality ammunition provides a substantially larger bonus than before.
  • Increased the frequency of rivers
  • Increased the rate at which hunger and thirst build in general
  • Throwing items now creates noise.
  • Removed the taming dialogue window. Taming is now performed by attempting to /give a saddle to an animal.
  • Smashing open Supply Crates will now always list the items within, regardless of the method used to open them.
  • Supply Crates are now guaranteed to have supplies in them.
  • Increased the amount of Supply Crates in dungeons
  • Fixed an issue which caused several miscellaneous objects to have about 20 times more durability than intended. Traditional weapons, armor, and other craftable items were not affected.
  • Fixed a crash caused by repeating the /repeat command
  • Fixed a crash caused by the /carry command

A fresh start is recommended, but not required.

NOTE: The Mac client won't be updated until 2019.05.12.

11.4.8 2019.05.11 Patch Notes

  • Added a new class, the Bloodweaver! Unique Ability: Hemophiliancy - Bloodweavers have access to the Blood Pact spell which places a Sigil of Blood on a target. This sigil slowly grows in potency over time, dealing increased damage while increasing the power of the target. Casting Blood Pact on a target affected by Sigil of Blood will transfer the sigil to the caster while retaining its potency level. Casting Blood Pact on target while affected by Sigil of Blood will transfer the existing sigil to the target. Only one Sigil of Blood may be active at a time.
  • Reworked Beekeeper. Unique Ability: Hiveminded - When Beekeepers interact with beehives, they become swarmed by a mass of bees which they can command using the Send Bees and Call Bees abilities. Beehives of different materials produce different kinds of swarms. Beekeepers have no additional materials cost for building unknown hive types, and are immune to the negative effects of swarms.
  • Made some adjustments to the Elemancer class:
    • Reduced health to Below Average
    • The trigger chance for elements on their armor is now based on the quality of the armor
  • Reduced the size/weight of common fruits and vegetables
  • Reduced the material cost of shelters
  • Masterwork items can no longer harness two elements. Artifacts remain the same.
  • Travelling unstealthed in the overworld no longer uses stamina. Traveling stealthed uses stamina and takes twice as long.
  • Increased the rate at which hunger and thirst build while travelling the overworld
  • Reworked animal mounting. Potential mounts must now be tamed with a saddle before they can be ridden. The quality of the saddle as well as several other factors determine the likelihood of successfully taming an animal. Equestrians get a bonus to tame attempts.- Entities now also have a chance to be knocked from their mount when struck.
  • Entities can no longer trigger elemental effects via self-targeted skills and abilities.
  • Fixed a bug which prevented the Quests & Reputation menu option from displaying correctly
  • Fixed a bug which caused the bleeding effects caused by Pit Fighters to last longer than intended

11.4.9 2019.05.10 Patch Notes

This build contains critical bug fixes, and updating is strongly recommended.

  • Narrowed the number of scenarios in which /give is offered as a Quick Action option
  • Reduced the number of NPCs that are cool with being carried around by strangers
  • Fixed an issue where certain dead NPCs were not correctly labelled as such
  • Fixed a crash caused by unarmed attacks
  • Fixed a crash caused by the Orbs of Restoration spell
  • Fixed an issue with the Roll of Gossamer item which prevented it from spawning properly
  • Fixed some unintended behaviors from Alchemist NPCs
  • Fixed an issue where elemental runes could be found infused with a secondary element
  • Fixed one of several potential reasons party members choose to attack you at random
  • Fixed a crash caused by attempting to run certain custom keybindings

This update also includes some underlying changes to the way player input is handled and stored. If you notice any input-related jankiness, please let me know.

11.4.10 2019.05.09 Patch Notes

  • Made some adjustments to Artificers/spellgrafted items:
    • Adjusted the frequency at which spellgrafted items trigger their spells
    • The stamina cost of triggering a spellgrafted item is now 25% the cost of the spell instead of 100%.
    • Offensive spells triggered by spellgrafted items do 50% less damage than their naturally cast counterparts.
    • Triggering spellgrafted items now reduces their durability.
    • Fixed an unintended interaction between items grafted with Flawless spells and Obelisks
  • NPCs now swap and change out weapons according to different combat situations
  • Added a new weapon type
  • Added a list of static keys to the /keybindings window
  • Adjusted range values on a few weapon types
  • Fixed a bug introduced in yesterday's patch which prevented items from burning

11.4.11 2019.05.08 Patch Notes

  • Added a new weapon type with a unique heavy attack
  • Adjusted Gunslinger - Their ricochet effect now deals damage based on attack power, and is no longer a static value.
  • Adjusted the difficulty and abilities of dungeon bosses to make fights more engaging from beginning to end
  • Rebalanced the base values of triggered elemental effects
  • Increased the damage multiplier for elemental weaknesses
  • Made a few changes to elemental summoning spells:
    • Increased the base cost by 100%
    • Increased the health of summoned elementals by 25%
    • Reduced the size of elementals
  • Decreased the damage reduction provided by Constitution and Wisdom by ~10%
  • Being Exhausted no longer prevents travelling the overworld on foot, and instead rapidly increases hunger and thirst.
  • The Quickness effect now increases attack speed by one stage
  • Rune of Air no longer knocks targets prone
  • Standing no longer requires stamina, and instead takes three times as long if Exhausted.
  • The amount of Runic Dust dropped from chests now takes the type of chest into consideration
  • The amount of mood and stamina gained by animals who have been fed is now dependent on the size of the animal.
  • The [ Escape ] key should now function identically to /close or [ x ] as far as cancelling actions is concerned.
  • Fixed a target priority issue with dungeon bosses which often prevented them from reaching Orbs of Restoration
  • Fixed a bug which prevented heavy hammer attacks from triggering their intended effect
  • Fixed a bug which could cause multiple landmarks to spawn on the same tile
  • Fixed a bug which could cause non-sentient entities to be afflicted by negative status effects
  • Fixed a bug which prevented [ shift + up arrow ] from properly executing heavy attacks
  • Fixed a bug which caused guards to sleep on the job far more often than intended
  • Fixed a bug which made traps set by Scoundrels detectable
  • Fixed a bug which prevented traps and trap-like triggers from working on NPCs

11.4.12 2019.05.05 Patch Notes

  • Added a new item reinforcement
  • Added combat dummies to settlements
  • Streamlined caravan encounters so any NPC can be interacted with in the same way
  • Adjusted the difficulty of Champions
  • Reverted some changes which unintentionally caused NPCs to be overly aggressive to whatever they first laid eyes on
  • Fixed a bug which caused the leaderboard window to get stuck if opened after a character death
  • Fixed a bug which could cause players to get stuck in a local map because of invisible obstacles
  • Fixed a bug which could generate spells so powerful that nothing had enough stamina to cast them
  • Fixed a bug which could cause fresh monsters tracks to despawn long before a player would actually need them
  • Fixed several typos

11.4.13 2019.05.04 Patch Notes

  • Added some missing Quick Action options for certain encounters
  • Added some enemy variance to certain encounters
  • Added the ability to fill holes by dropping dirt or sand on them
  • Added the ability to ask commoners and other non-threatening beings to move out of your way
  • Added the ability to specify a target with the /attack command
  • The /moveto command will now stop next to targets too large to share a space with instead of displaying a message that you failed to get to it. Additionally, the /moveto command no longer places you directly on top of active traps you can see
  • Changed the formula for calculating hit chance with ranged weapons. Ranged attacks are less accurate the further they travel, and this penalty is lessened by Dexterity.
  • Plural names are now acceptable command arguments (i.e. '/take daffodils' should work, when before you needed to type '/take daffodil' even if there were multiple)
  • /drop will now drop the top item in your inventory if you aren't holding anything, and will drop your top worn item if you aren't holding anything and have no inventory.
  • Further increased the amount of physical attack damage added by strength
  • Adjusted Attack Power descriptions to better reflect damage values in the game. The underlying damage values have not been changed.
  • Removed the speed penalty to changing positions while in combat
  • The strength of artifacts now scale with player progress. Artifacts found early in a run are less powerful than before, and artifacts found late in a run are considerably more powerful.
  • Increased the amount of relevant elemental attunement provided by artifacts, and allowed the attunement bonus to apply from held artifacts in addition to worn ones
  • Fixed a bug that allowed more than one artifact to be equipped at a time

11.4.14 2019.05.02 Patch Notes

  • Added an /autoloot command which automatically picks up items you walk over, smashes open crates and barrels, and opens chests. It is disabled by default, and only works if the player is not in combat.
  • Added proper numpad support for Macs
  • Added some guidance for setting custom keybindings on the /keybindings window
  • Reduced the base damage and duration of the Poison effect
  • Key Fragment revivals now remove most negative effects
  • Updated several /define entries
  • Fixed a bug where the wrong attack speed calculation could be used
  • Fixed a bug that caused plummeting into caverns to cause more damage than intended

11.4.15 2019.05.01 Public Alpha 14 is LIVE - Perfectly balanced*, as all things should be.

NEW IN PUBLIC ALPHA 14:

  • All items and materials have had their stats rebalanced, and 4 new materials have been added. Generally speaking, achieving extremely high stats takes more planning than before, and fights should last a little longer with (slightly) fewer unexpected damage spikes.
  • The dexterity stat has been completely reworked, and with it comes a few changes to combat:
    • The dodge chance provided by dexterity now only applies when moving or jumping. This means that in order to be successful with a dexterous character, you actually need to move around as you fight.
    • Dexterity now reduces the stamina cost of jumping, and the cost of jumping has been slightly increased.
    • High dexterity is now critical for reliably disarming traps and using stealth
    • The "enemy blocked your movement even though you weren't going that way" mechanic has been removed.
  • Charisma now increases the duration of positive effects in addition to reducing the duration of negative ones.
  • Intelligence now reduces the cost of most spells instead of Wisdom
  • Constitution and Wisdom are now more effective at reducing physical and elemental damage respectively.
  • Added a new item type: Reinforcements. Reinforcements can be added to other items to increase certain stats or grant advantages to certain actions.
  • Added a message grouping setting which consolidates repeated messages into a single line. It is on by default, and can be toggled with /messagegrouping.
  • Added speed information to attack messages
  • Added [ ? ] as a hard-coded shortcut to open /help
  • Added several new encounter types and revamped the Caravan encounter
  • Added 2 new weapon types
  • Revamped the /inventory command to show a detailed list of all your possessions. The default shortcut is [ shift + i ].
  • Reworked the /accomplishments screen to provide a little more detail about your deeds, and expanded it beyond quest completions. Entries will also be generated for title acquisitions, defeating legendary beasts, etc.
  • Pigments and Scribe Chests have been removed from the game, and instead areas can be marked freely with the new /mark (color) command. Areas can be cleaned with /clearmark.
  • Fleshed out the noise system a bit. If something is moving nearby and you can't see it, you might still hear it.
  • Allies can now be instructed to ride animals
  • The darkness effect now increases the mood of the attacker in addition to draining the mood of the target
  • Increased the amount of stamina gained from the Soul effect
  • Players can now choose their class with the mouse during character creation.
  • Reduced overworld encounter chance slightly
  • Reduced the base duration of Elemental summons
  • Reduced damage taken by armor and added variance based on the type of attack used against it.
  • Fleeing local areas now restores health and stamina to any hostile pursuers.
  • Crafting Repair Kits now makes five at a time, and Repair Kits now only work on items of the same material
  • Active traps must now be disabled before they can be salvaged.
  • Fixed a bug that caused innate spells to cost less stamina than intended
  • Fixed a bug which could prevent spells from having reduced stamina costs
  • Fixed a bug which prevented mouse menus from working if Quick Actions were disabled
  • Fixed a crash caused by bags
  • Fixed an issue where players could get trapped in Legendary Beast dens
  • Fixed a bug which allowed the /connect command to be used on anything
  • Updated several /help and /define entries
  1. CLASS CHANGES:
    • Pit Fighter: When critically hit, Pit Fighters gain the Payback effect, which grants bonus damage to their next attack based on the amount of damage received.
    • Gamestalker: Gamestalkers now deal more damage the farther away their target is, and their accuracy trait has been removed
    • Juggernaut: The knockdown effect of the Juggernaut's movement now interrupts the actions of those affected.
    • Demon Slayer: Demon Slayers now silence the source of elemental damage they resist.
    • Gatekeeper: Stamina cost of the Protect ability is now determined by Constitution
    • Kensai: Stamina cost of the Samurai Showdown ability is now determined by Dexterity
    • Gambler: Stamina cost of the Gamble ability is now determined by Charisma
    • Rhapsodist: Fixed the class not actually working at all
  2. HIGHLIGHTS SINCE PUBLIC ALPHA 0.0.13.0:
    • Added class-specific NPC behaviors for Botanist, Alchemist, and Chefs
    • Added different heavy attack effects for the various firearms:
      • Hand Cannons retain the old trait of interrupting targets
      • Rifle damage is now based on distance to the target, with further targets taking more damage
      • Blunderbusses now deal damage to every piece of armor a target is wearing
      • Cannons now deal splash damage to objects adjacent to the target
    • Added two new quest types
    • Reworked Kensai. Unique Ability: Samurai Showdown - Kensais have access to the Samurai Showdown ability which dashes to a targeted area at imperceivable speeds. Enemies along the path receive the [Already Dead] effect which deals damage after a brief delay and grants fury to the Kensai. The damage and fury duration are determined by the number of enemies hit.
    • You can now tell party members to be/not be passive. While passive, party members will still defend themselves and their allies, but will not immediately attack anything you attack.
    • Added several more /say commands for managing same-species party members including:
      • /say stow your X
      • /say draw your X
      • /say take that X
      • /say stand by that X

    As is usually required when there's a big update**, a fresh game is required for everything to work properly, and the game probably won't start at all if you attempt to load an older save.

    Also, if you haven't joined us on Discord yet, drop by and make some friends! https://discordapp.com/******/TxECEtn

    .* Highly debatable. .** Any update

11.5 Alpha 13 Apr'19..

11.5.1 2019.04.11 Patch Notes

  • Added different heavy attack effects for the various firearms:
    • Hand Cannons retain the old trait of interrupting targets
    • Rifle damage is now based on distance to the target, with further targets taking more damage
    • Blunderbusses now deal damage to every piece of armor a target is wearing
    • Cannons now deal splash damage to objects adjacent to the target
  • Added a missing benefit to the Dervish class description
  • Increased the reward variance for certain NPC interactions
  • Mounts are no longer permitted in Colosseums unless the rider is an Equestrian
  • Adjusted the difficulty scaling and equipment of Colosseum Champions
  • Fixed a crash caused by interacting with wounded Hunters
  • Potentially fixed a crash related to entering certain Colosseums

11.5.2 2019.04.10 Patch Notes

Added a new encounter type

  • Added two new NPC interactions/types
  • Added two new quest types
  • Added more detailed descriptions of user actions if the ui is disabled
  • Spellthieves may now only inherit spells learned by other entities, and not innate spells like Protect and Bane.
  • Made it more difficult to lose party members while traveling
  • Fixed a bug that causes carried items to disappear
  • Fixed more issues around entities not de-stealthing properly
  • Fixed a game crash related to breaking line of sight with certain entities

11.5.3 2019.04.05 Patch Notes

  • Reworked Kensai. Unique Ability: Samurai Showdown - Kensais have access to the Samurai Showdown ability which dashes to a targeted area at imperceivable speeds. Enemies along the path receive the [Already Dead] effect which deals damage after a brief delay and grants fury to the Kensai. The damage and fury duration are determined by the number of enemies hit.
  • You can now tell party members to be/not be passive. While passive, party members will still defend themselves and their allies, but will not immediately attack anything you attack.
  • The [ v ] key now defaults to casting your first ability/spell (/cast 1)
  • Added class stats to the /character window
  • Added Rune of Fury. The Fury condition increases critical strike damage.
  • Added descriptive text for weapons better used two-handed (without an offhand)
  • Fixed a few crashes related to party management commands
  • Fixed a bug which allowed ranged attacks to land shots even if line of sight was broken before the projectile was fired
  • Updated more class and /define text

11.5.4 2019.04.02 Patch Notes

  • Added several more /say commands for managing same-species party members including:
    • /say stow your X
    • /say draw your X
    • /say take that X
    • /say stand by that X
  • Added more NPC behaviors for Alchemists and Chefs
  • Created a distinction between regular critical hits and heavy critical hits in the game log
  • Resisted attack damage no longer has a chance to cause interruptions
  • Attacking enemies with mixtures will now destroy the mixture and apply its effect to the target.
  • Fixed an issue with NPC Equestrian mounts being labeled as horses when they are often anything but.
  • Fixed a freeze/hang caused by attacking items near local area borders
  • Fixed an issue which prevented far away areas from being properly deleted
  • Cleaned up some outdated language related to the old stance system

11.5.5 2019.04.01 Public Alpha 13 is LIVE - Combat: Evolved

  1. NEW IN PUBLIC ALPHA 13:
    • This alpha release overhauls FARA's oldest, and quite frankly, most confusing system - combat:
      • Offensive attacks, defensive attacks, evasive attacks, balanced attacks, pushing, kicking, and parries have been removed in favor of just two attacks: Regular attacks ([ a ] or /attack) and Heavy attacks ([ shift + a ] or /attackheavy).
      • Regular attacks behave mostly like Balanced attacks from pre Alpha 13.
      • Heavy attacks tend to be slower, more powerful, use stamina, decrease weapon durability, and trigger special effects based on the weapon used. For instance, performing a heavy attack with a dagger or similar small blade will cause the attacker to leap backward evasively after the strike. Other heavy attacks can deflect projectiles, apply status effects, etc.
      • Entities gain most of the benefits provided by the removed Defensive/Evasive stances as long as they can see the attacker and are not performing any actions (including attacking)
    • Added class-specific combat behaviors for NPCs. Gunslingers will jumping around to dodge ranged attacks, Alchemists will throw mixtures, etc.
    • Added ~10 new weapon types
    • Rebalanced the stats for several material and item types
    • Entities no longer need a target selected to attack. Attacking without a target will now just attack in the direction you are facing.
    • Made several changes to the stealth mechanic to award those who properly prepare for the occasion
    • Elemental Resistance has been changed to Elemental Attunement. In addition to granting resistances, attunement also increases the potency of one's triggered elemental effects
    • Health and stamina bars now show the last instance of damage in a slightly faded color
    • Increased inventory capacity from 20 to 25
    • Reduced the damage of most melee weapons
    • Combative NPCs will now investigate strange noises they hear from unseen entities
    • Changed the Intoxicated condition - it now reduces attack accuracy while increasing charisma, constitution, and the chance to stumble after missing.
  2. CLASS CHANGES:
    • Gatekeeper - Reworked their unique ability: "Gatekeepers have a higher than usual chance to deflect projectiles and block moving enemies attempting to flee. Additionally, their shields and armor take less damage when struck."
    • Elemancer - They now received a bonus to all elemental attunements
    • Dervish - Whirling now prevents Dervishes from being interrupted by attacks
    • Rhapsodist - Their songs now require four notes and are a combination of heavy and regular attacks
    • Monk - Path of Fire now triggers for entities in tiles adjacent to the jump path
    • Demon Slayer - They now have a chance to resist damage from Legendary Monsters
    • Potter - Fixed several issues which prevented the class from working as intended
    • Engineer - Fixed several issues which prevented the class from working as intended
  3. HIGHLIGHTS SINCE PUBLIC ALPHA 0.0.12.0:
    • Added several new encounters and enemy types
    • Made some substantial changes to spellcrafting:
      • The minimum number of runes required to make a spell has been reduced from 3 to 2.
      • The maximum number of runes that can be in a spell has been reduced from 10 to 5.
      • All crafted spells now start at the same relative power ****
      • Learned spells can now be upgraded at Arcane Obelisks or via Obelisk Shards. Obelisks can be unlocked by completing settlement quests. Obelisks and shards can also be found scattered throughout the world.
      • Intelligence now plays a more important roll in spell damage.
      • Staves now reduce the stamina cost of spells
      • Rune of Power, Rune of Speed, and Rune of Time have been removed from the game.
    • Enhanced the random description generator for player characters
    • Added the ability to tell certain party members to stay where they are and not follow you
    • Performance improvements
    • Hopefully fixed more bugs than I created

11.6 Alpha 12 Mar'19..

11.6.1 2019.03.23 Patch Notes

  • Added 2 new landmarks/scenarios
  • Added rarity values to the different landmarks. In practice, this means that landmarks like Shrines aren't as likely to show up as, say, Encampments.
  • Weapons designed to be thrown now have a chance to slow their targets.
  • Entities in pursuit can now open closed doors
  • Entities no longer reveal traps they've set when searching an area
  • Combat-capable entities no longer stow weapons
  • Fixed a bug which prevented Potters from crafting clay items as intended
  • Fixed a bug which prevented traps thrown by Engineers from properly setting
  • Fixed a bug which prevented thrown items from dealing damage under most circumstances
  • Fixed a bug which caused the drop rate of Animal Bones to be a little higher than intended
  • Fixed a freeze/lag caused by entities getting confused by closed doors
  • Fixed an issue which caused mouse/touch input to crash the game in Firefox
  • Fixed some unintended interactions related to the /give command
  • General performance improvements

11.6.2 2019.03.17 Patch Notes

  • Artificers can now use Arcane Obelisks and Shards to upgrade the spells on their items
  • Elemental summons no longer retaliate against their summoners for any reason
  • Made some adjustments to certain encounter requirements
  • Increased the number of runes provided by Runic Chests
  • Increased the number and types of chests in dungeons
  • Reduced the drop rate of runes slightly
  • Removed the Recall spell from the game
  • Fixed a bug which caused multi-element spells to deal much less damage than intended
  • Fixed a bug which made it impossible to jump off of large objects
  • Fixed a bug which caused item stacks to *** at 49 under most circumstances instead of the intended 50.
  • Fixed a bug which caused meteor spells to cost no stamina and deal no damage
  • Fixed some unintended behavior related to carrying objects from campfires and similar containers

A fresh game is recommended for this update.

11.6.3 2019.03.15 Patch Notes/Hotfix

  • Made some substantial changes to spellcrafting:
    • The minimum number of runes required to make a spell has been reduced from 3 to 2.
    • The maximum number of runes that can be in a spell has been reduced from 10 to 5.
    • All crafted spells now start at the same relative power ****
    • Learned spells can now be upgraded at Arcane Obelisks or via Obelisk Shards. Obelisks can be unlocked by completing settlement quests. Obelisks and shards can also be found scattered throughout the world.
    • Intelligence now plays a more important roll in spell damage.
    • Staves now reduce the stamina cost of spells
    • Rune of Power, Rune of Speed, and Rune of Time have been removed from the game.
  • Scholar has been given a new benefit: Scrolls created by them start at a higher power ****.

Hotfix:

  • Removed some debug logs that were displayed when throwing things
  • Fixed a crash/freeze caused by upgrading spells at Obelisks
  • Fixed an error which prevented the Windows version of the game from showing up on itch.io

This patch also has a temporary feature to migrate what would otherwise be broken characters/saves from 0.0.12.7. So if you've got an older character you may want to update your save to this version since the migration code won't be there forever.

11.6.4 2019.03.13 Patch Notes

  • Added a new encounter type
  • Added a few new enemy types
  • Slightly reduced the chances of running into encounters in settlements
  • Adjusted the amount of Runic Dust rewarded from chests
  • Increased the material cost of Masterwork Tools
  • Increased the amount of trees in wooded areas
  • Made default waypoint labels a little smarter
  • Reduced damage of all melee weapons slightly
  • Fixed a bug with throwing which caused duplicate items to spawn in other dimensions. This fix might also correct other oddities with moving items introduced in recent patches.
  • Fixed a bug that allowed entities to jump through or climb over closed doors
  • Fixed a display issue where the radius indicator wouldn't immediately disappear if an action was cancelled
  • Fixed various text formatting issues

11.6.5 2019.03.11 Patch Notes

  • Targets on the map can now be clicked to open their context menus
  • Added more missing interactions to the mouse menu, including drinking from rivers
  • Added some base crafting materials to certain enemy drop tables

11.6.6 2019.03.10 Patch Notes

  • Added an /inventory command which lists off what you own. Intended for the UI-less adventurers out there.
  • Changed the Kunoichi class a bit. Ability - Lotus Strikes: When attacking from stealth, Kunoichi have a chance to remain hidden and an increased chance to stun their target. When revealed, Kunoichi gain the Quick effect for a short duration, increasing their movement speed. Their health has been changed from Below Average to Low.
  • /interact or [ e ] will now eat edible items if they are in reach.
  • Items that can be salvaged for Runic Dust now yield an amount based on their size and quality
  • Reverted some experimental changes which slowed the game down with little practical benefit
  • Reduced the likelihood of encounters when manually entering local areas
  • Fixed some bugs which caused salvaged Runic Dust to behave unexpectedly
  • Fixed a display issue which caused the search ring on the map to not match the actual search radius
  • Fixed some bugs which caused salvaged Runic Dust to behave unexpectedly

11.6.7 2019.03.08 Patch Notes

Added the ability to set/disarm traps from the mouse menu

  • Added some backstory elements for players who choose a random character description
  • Entering stealth will now cause any party members with line of site to do the same
  • Entities can now see hidden party members
  • Increased the amount of random hostiles in the world
  • Increased the likelihood of triggering hostile encounters while traveling at night, and decreased the likelihood of encounters during the day
  • You can now tell party members to stay where they are and not follow you.
  • [ shift + g ] is now the default shortcut for moving to the location of your target (/moveto)
  • Clicking the center map tile now opens the main menu instead of searching
  • Truncated very long names in certain menus (looking at you, Champions and Scrolls)
  • Wrestlers are now immune to Dazing
  • Moved positions like standing and crouching to their own submenu in an effort to keep the Gestures & Actions mouse menu from getting too tall
  • Entities now have a chance to fail at disarming traps not set by them. Failure will trigger the effect of the trap. Inspecting a trap can tell you how difficult it is to disarm.
  • Increased the amount of settlements generated at the beginning so every NPC you meet doesn't ask you to go to the same place
  • Salvaging inventory items will now place the salvaged goods in your inventory if there's room
  • Fixed a bug that prevented leaving local areas via rivers
  • Fixed some erroneous text related to climbing objects
  • Fixed an issue that caused hostile NPCs to target the furthest enemy from them, causing them to run back and forth attacking nothing if they had more than one valid target
  • Fixed a display issue with container items not always being listed directly under their container on the Nearby list.
  • Fixed a display issue that could cause certain map tiles to appear above menus and dialogue windows
  • Fixed more instances where browser auto-complete could get in the way of user inputs
  • Fixed an issue where pressing the [ 1 ] or [ enter ] keys multiple times to load a save could cause the game to crash, hang, or reload.

11.6.8 2019.03.02 Public Alpha 12 is LIVE - Mouse/Touch Support!

  1. NEW IN PUBLIC ALPHA 12:
    • This alpha release introduces a pretty big game-changer regarding accessibility - FARA can now enjoyed with a mouse or touchscreen! As much as I love writing beefy changelogs, the changes are pretty simple:
      • Clicking/tapping objects on the side panels will display a tiny* menu with various contextual actions
      • Clicking anywhere in the central game log or status section will provide access to more general commands and features
      • Clicking on a map tile will now move your character toward that tile. If you're in a local area, you'll zip right to the targeted location in one click. If you're on the world map, you'll move one tile in the direction of the cursor. Clicking the center tile will search the area.
  2. QUALITY OF LIFE AND OTHER CHANGES:
    • Rebalanced health values across all classes. If your favorite class went from 'Above Average' to 'Average' health, it doesn't necessarily mean the value is lower than before. Additionally, the classifications of health no longer vary between classes. Two classes with 'Above Average' health now have exactly the same amount.
    • Pressing the [ enter ] key will now trigger the /interact function with your target if the command prompt is closed.
    • Dramatically improved the pathfinding capabilities of NPCs.
    • Added richer descriptions and additional mouse menu options for those interested in playing with the UI disabled
    • Added /moveto command which pathfinds your way to a target
    • /takeall no longer picks up Supply Crates and Barrels
    • /salvage and /salvageall will now open all nearby Supply Crates and Barrels
    • Tweaked some things to make the game less frustrating for players who (for whatever reason) want to play the game on mobile devices. FARA still isn't exactly mobile-friendly and I still wouldn't recommend playing it on a phone if you can help it, but this patch should make such a thing far more possible, particularly on Android devices running Chrome.
    • Fixed a bug that prevented the dexterity score of certain animals and monsters from being properly applied
    • Fixed a bug that could cause cooking from the Quick Actions menu to cook the wrong item
    • Fixed a crash related to destroying boulders
    • Fixed a bug that would cause party members to rob you in your sleep. May re-add.
    • Fixed a bug with climbing that allowed entities to remain elevated even if the climbed item was destroyed
    • Fixed a bug that caused commoners to suggest visiting the town you're already in
    • Fixed a bug that could cause colosseum Champions to leave a life of glory behind in favor of murdering you in your sleep for no reason in particular
    • Fixed a bug that allowed abused Combat Dummies to cast aside their shackles and hunt down their oppressors
  3. HIGHLIGHTS SINCE PUBLIC ALPHA 0.0.11.0:
    • Farming! It's pretty simple for now - drop a seed into a Hole and it'll turn into a Plot. After a day or so, your new plant(s) will shoot out of the ground.
    • Revamped settlements with more organized layouts, plots for new developments, and the partial re-introduction of quest-based town expansion
    • More descriptive combat logs
    • Quests from Bounty Boards no longer disappear when accepted and can be abandoned and tracked again later.
    • Dramatically increased the performance of map animations with minimal* downsides
    • Butchering a salvaging now teach you about the objects/animals before dismantling them
    • Added an /exit command which will return the player to the world map from a local area. It can also be done with /leave.
    • Expanded the functionality of /interact
    • Added some friendly fire protection. Attacking a healthy party member once will no longer cause them to turn on you. Attacking them a second time within a certain time frame or while they are Injured or Dying will cause them to retaliate.
    • Overhauled the movement speed system and made the stat visible in the /character window
    • Increased the health of several classes designed to fair well in melee combat

11.7 Alpha 11 Feb'19..

11.7.1 2019.02.16 Patch Notes

  • Added farming! It's pretty simple for now - drop a seed into a Hole and it'll turn into a Plot. After a day or so, your new plant(s) will shoot out of the ground.
  • In order for rescue quests to be completed successfully, the person must now be returned alive.
  • NPCs with high Intelligence or Wisdom are now more prone to casting offensive spells in combat, and other NPCs are now slightly less inclined.
  • Fixed an issue where a notable NPC could rob you in your sleep, causing them to be labelled a thief and eventually run away forever
  • Fixed a display issue that would show sleeping entities as both Resting and Sleeping
  • Fixed a crash on startup caused by attempting to reference some deleted resources

11.7.2 2019.02.15 Patch Notes

  • Did some work on settlements:
    • Settlements are laid out a little more thoughtfully, almost as if they were made by sentient beings with some sort plan in mind.
    • Increased the size of settlements and the average number of buildings. As a friendly reminder, you can quickly exit local areas and settlements by typing /exit.
    • Started re-implementing town expansion. There's only one functioning **** at the moment, but buildings will pop up on the empty dirt plots as you complete quests. Any entities on these plots when the building spawns will be moved elsewhere or vaporized if there is nowhere else for them to go.
    • Quests accepted from Bounty Boards and elsewhere are no longer removed from their sources, and remain available even if abandoned.
  • Dramatically increased the performance of map animations with minimal* downsides
  • Increased the stamina cost of all spells
  • Increased the amount of stamina regained from all consumables
  • Increased the spell stamina cost reduction provided by Wisdom
  • Increased the spell damage bonus provided by Intelligence
  • Decreased the base damage of most offensive spells
  • Casting spells from scrolls no longer uses stamina
  • You can now craft Scrolls with /makescroll. The requirements are the same as /makespell.
  • Additionally, /maketome is now a valid alternative to /makespell.
  • Butchering unknown monsters will now automatically teach you about them.
  • Entities can now dance around any burning object, not just campfires.
  • Changed the distribution of monsters in dungeons to be more evenly spread
  • Fixed an issue with Den generation
  • Fixed several issues with Combat Dummies not fully resetting
  • Fixed an issue that prevented the piercing effect of crossbows from doing damage
  • Fixed a bug that prevented the targeting reticle from showing when selecting a target for the first time with [ tab ]

11.7.3 2019.02.13 Patch Notes

  • Added a new landmark/encounter type
  • Added a confirmation message and effect to Artificer's Spellgrafting ability
  • You can now see what action an entity is performing in the status window
  • Fixed a bug with Bodybuilders that allowed them to always have GODLIKE Charisma, even when wearing clothing
  • Fixed some lingering map effects for certain spell types
  • Fixed an issue where unstealthed entities were able to steal without detection
  • Fixed an issue with several common spellcasting enemies not having the proper elemental assignments
  • Fixed an issue that allowed entities to bring their parties into colloseums
  • Fixed an issue that made certain high profile NPCs very loose with their valuables

11.7.4 2019.02.10 Patch Notes

  • Expanded the functionality of /interact.

    It will now:

    • Harvest/Butcher valid targets
    • Attack hostile entities in range
    • Attempt to pick up most takeable items
    • Smash open Supply Crates and Barrels. /open will also do this.
    • The contents of campfires, fire pits, and other similar objects are now displayed as targetable options in the Nearby window.
    • The /open command no longer empties these objects out.
    • Removed a bunch of container-y sounding items because you can't actually put things in them and it was confusing.
    • Workbenches are no longer fixed items and can be moved around
    • Updated the Quick Actions window with a few more interactions
    • Re-added several items that hadn't made the transition to Alpha 11
    • Settlements and most other landmarks no longer appear on ocean tiles.
    • Got rid of the odd little dangling tile at the southern tip of every local area
    • Fixed an error that prevented certain ingots from being classified as metals
    • Fixed a bug that allowed mercenaries to remain recruitable if you've attacked them
    • Engine optimizations

11.7.5 2019.02.08 Patch Notes

  • Added party member locations to the /party window
  • Added some friendly fire protection. Attacking a healthy party member once will no longer cause them to turn on you. Attacking them a second time within a certain time frame or while they are Injured or Dying will cause them to retaliate.
  • Adjusted auto-targeting to not always fixate on your ridden mount while moving
  • Increased the maximum light radius larger illuminated objects
  • Fixed an issue with illuminated entities not being targetable if they were beyond the vision radius determined by ambient light
  • Fixed a crash caused by delayed events attempting to reference areas that no longer exist
  • Fixed a bug that prevented certain NPCs from vanishing unless the player was looking at them
  • Fixed a bug that caused all human NPCs to strip ***** and confess to crimes they didn't commit
  • Fixed some typos and verbiage
  • Engine optimizations

11.7.6 2019.02.07 Patch Notes

  • Ranged weapons now derive a substantial portion of their damage from the material of the ammunition they're firing. Softer ammunition like wood and bone will do less damage than before, while ammunition made from harder materials like steel and diamond will do more than before.
  • Ranged weapons now specify what kind of ammunition is being fired in the game log.
  • Interacting with a waterskin or similar container while near a water source like a river or well will now fill the container. Conversely, interacting with a well will now fill all waterskins.
  • Typing /drink or /eat while near or in a river with no target selected will now cause you to drink from the river.
  • Drinking from river or well one time will now completely eliminate your thirst.
  • Rivers will no longer appear on ocean tiles
  • Hostile NPCs who chase the player off a local map will now regroup somewhere near the center of the area
  • Made some adjustments to the starting camp and starting recipes
  • Fixed a bug that caused mounted entities to actually move slower in many cases

11.7.7 2019.02.06 Patch Notes

  • Added an /exit command which will return the player to the world map from a local area. It can also be done with /leave.
  • Added some material variety to the ammunition of common ranged enemies
  • Ammunition has been removed as a possibility from supply crates/barrels and has been replaced with various ingot types.
  • Increased the vision radius of morning to mirror afternoon under most circumstances
  • Increased the average size of local areas by a small amount
  • Increased the average reward rarities provided by all chest sizes above Small
  • Decreased the health of some common enemy types by about 20%
  • Adjusted the nearby target listing to roughly descend from closest to farthest
  • The default command/autocomplete for /explore is now /enter. /explore is still a valid alternative.
  • Made some tweaks to movement speeds. Very tiny animals are no longer unreasonably fast, and very large animals are no longer impossibly slow.
  • Fixed a crash caused by viewing the character window of characters created before version 0.0.11.3.
  • Fixed some display issues when playing with colored text disabled
  • Fixed a bug that caused players to get crushed by their own walls and floor tiles

11.7.8 2019.02.05 Patch Notes

  • Entities that are being ridden no longer participate in combat unless the rider is an Equestrian
  • Knocking mounted entities or their mounts prone will now dismount the rider
  • Increased the attack speed penalty for using ranged weapons without quivers/bandoliers
  • Fixed a crash caused by jumping while mounted and most other times
  • Fixed a bug that could cause multiple encounters to stack in the same area at the same time
  • Fixed bug that caused /interact to open chests incorrectly
  • Fixed a bug that caused players to get crushed by their own shelters

11.7.9 2019.02.03 Patch Notes

  • Added a stat to track flowers picked
  • Overhauled the movement speed system and made the stat visible in the /character window
  • Increased the health of several classes designed to fair well in melee combat
  • Reduced the damage of most ranged weaponry
  • Reduced the opacity of certain map markers so the entities underneath can still be seen
  • Updated the Landmarks Found and Dungeons Entered stats to work with the new area systems
  • Made some changes to the resting message so it's more obvious which factors are contributing to a safe and restful night
  • Fixed a bug which caused Hunts and Expeditions to expire well before the player had any hope of reaching the area
  • Fixed several bugs that caused items to spawn in other dimensions. If you were ever stopped from walking into a space by "???", this bug was probably why.
  • Fixed a crash caused by Supply Crates in the starting area
  • Fixed a crash related to ponds (nearbyObjects not defined)

11.7.10 2019.02.01 Patch Notes ALPHA 11

This one is a doozy. Where do I even start?

  1. NEW IN PUBLIC ALPHA 11:
    • Combat and object interactions have been removed from the overworld.

      Most of the game now takes place at the zoom level once reserved for indoor spaces and dungeons. While viewing the overworld map, press [ Enter ], [ e ], or type /explore to drop down to the local level.

      • As you travel, you will happen upon encounters which automatically trigger the local view. Having most the game take place at the local level offers many new and exciting perks:
    • Bump to attack! Under most circumstances, living entities can no longer share the same map tile. Among other things, this means you can now attack hostile targets by simply walking into them.
    • Ranged weaponry in general is now much more viable.
    • Most interactions that required entities to be on the same tile can now happen from 1 tile away.
    • The open spaces allow for more tactical combat. You can utilize terrain features for cover, stand against large objects to avoid being surrounded, or climb trees to get a better vantage.
    • NPC path-finding has been beefed up so they aren't so easily bested by trees and building corners.
    • Area of effect spells have been reworked to take advantage of multiple tiles
    • The jumping mechanic has been reworked, and is now an indispensable tool when dealing with attackers at range.
    • Settlements and encampments are now truly explorable areas.
    • Buildings as items have been removed, and instead players can craft walls and floor tiles. Using these, you can create any building size and shape you want!
    • Rivers and ponds are no longer targetable objects, and are instead features of the landscape you can walk up to and utilize.
    • Several classes have been tweaked to take advantage of the new mechanics and space.
    • Added several new map effects to basic combat
    • Added pigments! Pigments allow you mark an area with a specific color, and can be combined to produce every color under the rainbow.
    • Added a little color variety to the target dots on the map
    • Added party member items to the /compare window
    • Reworked the robbery mechanic to be a bit more engaging and straightforward
    • ADDED THE ABILITY TO PET ANIMALS

    Getting all of the old systems up to speed is an ongoing effort, so expect a few more related patches next week that address new issues like movement speed.

  2. CLASSES CHANGES:
    • Adventurer: When exploring a local area, Adventurers can tell if there's treasure nearby.
    • Dervish: New Ability: Dangerous Dance - Dervishes gain the Whirling condition after dancing. While whirling, Dervishes cannot be parried and have a chance to cleave all targets in melee range when attacking.
    • Monk: New Ability: Path of Fire - When Monks jump, they have a chance to set enemies along their path on fire. When burned, Monks are cleansed of most negative conditions.
    • Reaper: Greatly increased the amount of health gained from killing an enemy
    • Spelunker: Instead of glowing in the dark, Spelunkers now have permanent Darkvision.

11.8 Alpha 10 May'18..

11.8.1 HIGHLIGHTS SINCE PUBLIC ALPHA 0.0.10.0:

  • Added ~50 new items
  • Added recipe items! Reading recipes will teach the reader how to create a specified item.
  • Added a /salvageall command to salvage/butcher everything within reach. The command will show in the Quick Actions menu when applicable, and can also be done with /salvage all, /butcher all, and /butcherall.
  • Dramatically increased the variety of dungeon monsters with the new prefix system. These prefixes should give players an idea of what areas a particular monster may excel, and where they might be vulnerable.
  • Masterwork items may now be infused with up to two elements, granting the effects and resistances of both elements.
  • Revamped the /define command to show multiple results and actually be helpful
  • So many bug fixes I actually stopped keeping track. If it was reported before today, it's either been fixed or accepted as a feature.

11.8.2 FARA Public release May 2018

This is far and away the biggest update FARA has received since its public release in May 2018, and I'd love your feedback. If you haven't already, please consider joining us on Discord! https://discordapp.com/******/TxECEtn

Finally, I want to give a BIG shout out to everyone in the FARA Discord who helped test earlier versions of this release over the past two weeks. They suffered tremendously so that you might suffer slightly less. These expansive changes might have never seen the light of day were it not for their positive feedback and encouragement, so thanks for taking the time to provide some top notch insights. There is still plenty of in-game text that needs updating and bugs that need squashing, so if you come across something that doesn't seem quite right, be sure to let me know!

12 Linux

To run this game in linux, this is what you need to know.

  • you need sudo access/rights

    once you unpack the distribution, change to the game directory and issue

sudo chmod +x ./FARA
sudo chmod 4755 chrome-sandbox
sudo chown root:root chrome-sandbox

you likely wont be able to run the game from your file-manager since FARA is technically a shared library, so, from the shell type ./FARA to get it going from its dir.

if you want a thing to right-click to start the game, issue:

echo ./FARA >./fara
sudo chmod +x ./fara
  • save-games go into ~/.config/FARA

that's chrome's doing and because the save-files are pretty large consider symlinking that path to a place thats backed-up once a day, not hourly.

  • the game plays well under X

    and since the only time it really need the disk is for saving, you can run it from a NAS or server without troubles.

    /uianimation and screen-shaking should be disabled under X

  • the actual thing you would appear to need to update between versions, as long as the runtime does not change is 'resources/app.asar'. its amazing that its just 2.8mb.

For more on electron apps, check out!

13 Requirements

Pugs experiments suggest:

  • 2+ ghz,
  • 4ish gb ram for chrome/electron/fara (at most!?)
  • anything but a dual-core cpu. fara needs at least three concurrent threads to be performant and having just a dual-core cpu will ~half the game's speed
  • optimal? anything quad-core with ddr-4 ram; ddr-3 will do.
  • disk seems not important.

14 Links

a very incomplete list. sources for the texts above should already be with that text.

15 Disclaimer/Versions/Obtaining.

This document was produced in emacs/org-mode and last updated Sun, 11Apr21. It is hereby released without any claim on anything. I'm reachable through the discord for the time being and here are the links to earlier version:

This version posted as .html and .md so that it will be easier to upgrade and maintain by others in case of an asteriod strike before i've won my first round.

Other than that I'll keep keeping notes and ****** everyone's participation in helping me fill in the missing pieces before I disappear again in a puff of smoke :)

Don't tell me what you think, tell me what you know. Discord DMs will do.

Author: max

Created: 2021-04-11 Sun 18:18

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