Wooden Ocean

Wooden Ocean

56 ratings
Official Wooden Ocean Manual
By leif.ian.anderson
From Attributes to Town Management, learn everything you need to know before playing the Wooden Ocean.
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Controls
Action = Z
Cancel = X
Movement = Arrow Keys
Shift = Run
Q = Memory
Alt + Enter = Full Screen or Windowed
Alt + F4 = Close Program

(this game supports most USB game controllers)
Attributes
HP (Health)

Zero means death.
Players are automatically revived after battle.
Players do not lose or miss out on EXP from dying.
Enemies are more likely to target those that are injured.
Percentage of damage taken is equal to percentage of more damage taken.
Health affects chance to hit, evade, magic evade, and counter.
Health is heavily weighted in combat psychology.
Some monsters will flee if low on health.
Some monsters will be too injured to move if low on health.
Some monsters will attempt to heal if low on health.
Health is heavily weighted in status protection.
Health is lightly weighted in status infliction.
Players naturally regenerate 5% health per turn.



MP (Mana)

Is used to cast spells.
Some staff skills use mana as a damage source.
Dark spells and scythe skills can drain/target mana.
Enemies will cast gather if low on mana. (gather restores mp based on spirit)
Mana is lightly weighted in status infliction.
Mana is moderately weight in status protection,
Players naturally regenerate 10% mana per turn.



ST (Stamina)

Is used to cast weapon skills.
Affects chance to hit, evade, magic evade, and counter.
Players naturally regenerate stamina per turn.
Formula for stamina is 50 + level(2). (this is halved after
each NG+ up to NG+3)



ATK (Attack)

Is used for most weapon attacks.
Attack is heavily weighted in status infliction.



DEF (Defense)

Reduces physical damage taken. (this includes earth and metal)
Is used in some skills and spells.
High defense greatly reduces chance to be knocked down or flinched.
High defense moderately reduces chance to be staggered.



DEX (Dexterity)

Helps to determine turn order.
Helps player flee from combat.
Is used in some attack skills.
If dexterity is 3 times greater than the opposing team's average dexterity, gain 25% attack and evasion.
If dexterity is 9 times greater than the opposing team's average dexterity, gain an additional 25% attack and evasion, as well as an extra action per turn.



MAT (Magic)

Is used in many spells.
Protects against dark and lightning magic.



SPI (Spirit)

Is used in many spells.
Protects against most magic.



LUK (Luck)

Is used in thread spells.
Is used in bomb damage.
Protects against thread damage.
Every 1 luck is +0.5% chance to crit. (critical hits do 50% additional damage)
Chance to crit can go over 100%.
Chance to crit is affected by current health and stamina.
Daggers moderately increase chance to crit.
Bows slightly increase chance to crit.
Players naturally have a 5% chance to crit.
Very few monsters can crit.



EVA (Evasion)

Percent odds of avoiding a physical attack.
Is affected by health and stamina.
Very few monsters can evade.



MEV (Magic Evasion)

Percent odds of avoiding a magical attack.
Is affected by health, stamina, and mana.
Very few monsters can magically evade.



Recovery/Healing Received

Increases healing received.
Also affects stamina and mana.
Is affected by all sources, including regen.



Target/Taunt:

Affects how often a player is targetted by an enemy. (higher equals more likely)
Is greatly increased by equipping a shield.
Is doubled while guarding.
Is doubled if knocked down.
Is slightly lowered by equipping daggers.
Is moderately lowered by equipping a bow.



SPH (Spell Haste)

Affects cooldowns for skills.
+100% is equal to half the time needed.
-50% is equal to twice the time needed.



CD (Cooldown)

Determines how often a spell can be used again.
Is basically Spell Haste.



WU (Warmup)

Determines when a spell is ready to be used.
Is used for ultimates.
Can not be changed.



WGT (Weight)

Is found on most equipment.
Affects dexterity. (1 weight is equal to -1% dexterity)


RES (Resistance)

Percent reduction of a specific element or weapon type.
Is calculated after damage.



PDR (Physical Damage Reduction)

Percent reduction from physical attacks. (this includes earth and metal)
Affected by current health.
Is calculated after damage.



MDR (Magical Damage Reduction)
Percent reduction from all magical attacks.
Affected by current health.
Does not affect Earth, Wind, Metal, or Thread.
Is calculated after damage.



PHA (Pharmacology)

Affects the direct effect of mana potions, tonics, and elixirs.
Currently has no effect on healing potions. (doesn't affect heal over time)
(this stat is being phased out)



INT (Intelligence)

Is a hidden stat for Violet that affects dialog.
Gained by completing quests, interacting with NPCs, and interacting with bookshelves.
Also gained by combat dialogue. (this is the only farmable method)
Amount gained is greatly increased by difficulty level.
Amount gained is greatly increased by NG+.
High intelligence slightly increases Violet's chance to hit and evade.



CHA (Charisma)

Is a hidden stat for Violet that affects dialog.
Has a minor effect on the Ghost Town's store level.
Gained whenever Violet speaks at all.
Can not be farmed.
Amount gained is greatly increased by difficulty level.
Amount gained is greatly increased by NG+.


Characters
Violet:

50% Evasion
150% Accuracy
5% Health Regen
10% Mana and Stamina Regen
50% Resistance to stagger and flinch.
75% Resistance to charm.
Gains up to +5% chance to hit on high intelligence.
Gains up to 10% to all stats on high environmental realism.



Alex:

50% Evasion
150% Accuracy
5% Health Regen
10% Mana and Stamina Regen
50% Resistance to stagger and flinch.
Minor resistance to low environmental visibility.
Minor resistance to high environemtanl temperatures.



Amelia:

50% Evasion
150% Accuracy
5% Health Regen
10% Mana and Stamina Regen
50% Resistance to stagger and flinch.
Minor resistance to low environmental visibility.
Minor resistance to high environmental temperatures.



Golem:

Can't Evade
130% Accuracy
5% Health Regen
10% Mana and Stamina Regen
75% Resistance to stagger and flinch.
Moderate resistance to high environmental temperatures.
Minor resistance to low environmental temperatures.



Ghost:

50% Evasion.
150% Accuracy.
5% Health Regen.
10% Mana and Stamina Regen.
50% Resistance to stagger and flinch.
Moderate resistance to low environmental visibility.
Minor resistance to low environmental temperatures.
Minor resistance to low environmental clutter.



Ghost Ship:

Can't Evade.
80% Accuracy.
2.5% Health Regen.
75% Resistance to stagger and flinch.
Autobattles.
Weapons
Sword:

Slashing.
Damage is based on attack.
Skills are geared towards tanking.



Greatsword:

Slashing.
Damage is based on attack.
Skills are geared towards damage.



Mace:

Bludgeoning.
Damage is based on attack and defense.
Penetrates 50% armor.
Skills are geared towards damage.


Daggers:

Slashing and Piercing.
Damage is based on attack and dexterity.
Skills are geared towards damage and utility.
Daggers give an innate -25% chance to be targeted.



Archery:

Piercing.
Damage is based on attack and dexterity.
Skills are geared towards damage and debuffs.
Bows have -20% chance to hit.
Bows have an innate -75% chance to be targeted.
Bows have give an innate +10% to evasion.



Spear:

Piercing.
Damage is based on attack and dexterity.
Skills are geared towards tanking and utility.



Scythe:

Slashing
Damage is based on attack and magic.
Heavy swing has an AoE effect.
Skills are geared towards damage and utility.



Staff:

Bludgeoning.
Physical damage is based on attack.
Magical damage is based on magic and mana.
Skills geared towards damage and utility.


Magic Rifle:

Piercing.
Damage is based on magic.
Tech level moderately increases damage.
Engineering level greatly increases damage.

Greatshield:

Blucgeoning.
Damage is based on defense.
Skills are geared towards tanking.
Elements
Fire:

Damage is based on magic.
Is protected by spirit.
All fire attacks are able to inflict burning.
All fire attacks are able to remove bleeding.
Fire skills increase environmental temperature.
Fire skills lower environmental humidity.
Fire skills moderately raise environmental visibility.
Fire skills slightly lower environmental clutter.
Does extra damage to frozen and undead enemies.



Ice:

Damage is based on magic.
Is protected by spirit.
All ice attacks are able to inflict freezing.
All ice attacks have a very small to freeze.
Ice skills increase environmental temperature.
Does extra damage to fire enemies.



Lightning:

Damage is based on magic.
Is protected by both magic and spirit.
All lightning attacks have a small chance to paralyze.
Lightning skills slightly raise environmental temperature.
Lightning skills moderately increase environmental visibility.
Does extra damage to aquatic, robotic, and giant enemies.
Can cause confusion to robots.


Earth:

Damage is based on defense and spirit.
Attacks count as physical.
Is protected by defense.
All Earth skills have an increased chance to stagger, flinch, and knockdown.
Earth skills greatly increase environmental clutter.
Earth skills slightly lower environmental visibility.
Does extra damage to undead.



Wind:

Damage is based on spirit and magic.
Is protected by both defense and spirit.
All Wind skills have an increased chance to knockdown.
Wind skills moderately lower environmental humidity.
Does extra damage to flying.



Water:

Damage is based on spirit and magic.
Is protected by spirit.
All water skills cause wet status. (even on allies)
All water skills have an increased chance to stagger and knockdown.
Water skills greatly increase environmental humidity.
Water skills slightly lower environmental clutter.
Does extra damage to fire, lightning, and robotic enemies.
Can cause confusion to robots.


Holy:

Damage is based on spirit.
Is heavily protected by spirit.
All holy skills remove cursed.
All holy skills can cause blessed. (even on enemies)
Holy skills greatly increase environmental visibility.
Does extra damage to ghosts and undead.



Dark:

Damage is based on magic.
Is protected by both spirit and magic.
All dark skills remove blessed.
All dark skills can cause cursed.
All dark skills have a low chance to blind.
Dark skills moderately lower environmental visibility.
Does extra damage to holy.



Carbon:

Damage is based on magic.
Protected by defense.
Attacks count as physical.
Carbon skills have increased chance to stagger, flinch, and knockdown.
Carbon skills slightly increase environmental humidity.
Carbon skills slightly increase environmental clutter.
All attacks can bleed targets.
Deals extra damage to bleeding targets.



Thread:

Damage is based on magic and luck.
Is protected by luck.
Ignores PDR and MDR.
Ignores evasion, magic evasion, and counter.
Thread skills moderately increase environmental realism.



Gravity:

Damage is based on magic and the target's defense.
Is protected by spirit.
Gravity skills have an increased chance to stagger and knockdown.



Radiation:

Damage is based on magic.
Is protected by spirit.
Radiation skills cause cancer. (even on allies)



Metal:

Damage is based on magic and defense.
Is protected by defense.
Attacks count as physical.
Metal has an increased chance to stagger, flinch, and knockdown.
Metal skills moderately increase environmental clutter.



Psychic:

Damage is based on spirit.
Is protected by spirit.
Can cause confusion. (robots excluded)



Silicon:

Damages is based on magic.
Is protected by defense.
Despite being similar to Metal, Silicon spells count as magical.
Low to moderate chance to stagger, knockdown, and flinch.
Moderately increase environmental clutter.


Acid:

Damage is based on magic.
Is protected by spirit.
Low initial damage, followed by high DoT.
Deals double damage to organic life.
Moderately decreases environmental clutter.


Arcane:

Damage is based on magic and mana.
Is protected by spirit and mana.
Provides powerful buffs that drain mana regen.
Deals double damage to robots.



Entropy:

Damage is based on magic and target's dexterity.
Is protected by spirit.



Expression:

Damage is based on luck and art level.
Is protected by spirit and luck.
Has innate chance to charm.



Colorless:

Damage is based on magic and/or mana.
Found only on staff skills.



Slashing:

Found on swords, greatswords, daggers, and scythes.
Extra damage to enemies with appendages or soft tissue.



Piercing:

Found on daggers and bows.
Extra damage to eyeballs and layered enemies.



Bludgeoning:

Found on staffs and maces.
Has an increased chance to stagger, flinch, and knockdown.
Extra damage to armored enemies.
Status Effects
Guard

Lasts until end of turn.
+66% Damage Reduction
+150% Taunt
+100% Defense (+25% gravity resistance)
+10% Counter
-100% Evasion and Magic Evasion
Knock Down Immunity (with 25% resistance next turn)
Gain 20 Stamina



Defend

Last until end of turn.
+75% Damage Reduction
+250% Taunt
+120% Defense (+30% gravity resistance)
+15% Counter
-100% Evasion and Magic Evasion
Knock Down Immunity (with 25% resistance next turn)



Stagger
(not shown in combat)
-25% Accuracy and Evasion
-10% Attack, Defense, and Dexterity
Triples Chance to be Knocked Down.
Doubles Chance to be Flinched.
Removed after 1 turn.



Flinch
Unable to act for 1 turn.
-75% Dexterity.
-50% Attack, Defense, and Luck.
-25% Magic and Spirit.
+25% Damage Taken.
Quadruples Knockdown and Stagger Chance.



Knocked Down

+100% Damage Received
-75% Agility
-50% Attack, Defense, Luck, and Taunt
-25% Accuracy, Evasion, and Magic Evasion.
Removed by guarding or receiving a beneficial wind spell.
Moderately lowers morale.



Poison

Lasts 10 turns.
-10% Health Regen and 25% magic DoT.
-10% Attack, Spirit, and Dexterity.
Player's poison damage is based on their Magic stat
May cause some enemies to vomit.
Moderately lowers morale.



Toxic

Lasts 10 turns.
-10% Health Regen and 25% Magic DoT.
-10% Attack, Spirit, and Dexterity.
Can stack with poison.
Moderately lowers morale.



Burning

20% Magic DoT for 3-5 turns.
-20% Chance to Hit, Evade, and Magic Evade.
+20% Dexterity.
May cause panic on organic enemies.
Greatly lowers morale.
Immunity to low temperatures.



Freezing

-10% Spirit.
-25% Dexterity.
-5% Chance to Hit, Evade, and Magic Evade.
Doubles chance to be frozen.
Increases water damage taken by 25%.
Immunity to high temperatures.



Frozen

Unable to move or act for 1-2 turns.
Halves defense.
Doubles all damage taken. (except for fire)
Doubles bludgeoning damage taken.
+25% additional damage taken from water.



Paralyze

Unable to move or act for 1-2 turns.
Halves defense.
Doubles all damage taken.



Confusion

Randomly attack anyone, including allies.
-20% Attack and Magic.
-10% Accuracy and Evasion.
Doubles Chance to be Knocked Down.
Doubles Chance to be Flinched.
Quadruples Chance to be Staggered.
Doubles Psychic Damage Received.



Wet

-10% Dexterity.
Doubles damage taken from Ice and Lightning.
Doubles chance to be frozen.
Halves fire damage taken.
Minor resistance to high temperatures.
Immunity to burning.



Blessed

+25% Luck and Recovery
+10% Accuracy
Halves Chance to be Cursed
+10% Holy Damage Dealt
-10% Dark Damage Dealt



Curse

-25% Spirit and Healing Received
Halves Luck
Removed by Holy Spells



Cancer

-10% Attack, Spirit, and Dexterity.
Halves Healing Received
Removed by Holy Spells



Decay:
100% Caster's Magic Damage over Time
-10% Attack, Defense, Spirit, and Dexterity.
+25% Dark Resistance
+25% Holy Weakness
+25% Dark Damage Dealt
-25% Holy Damage Dealt



Decompose:
150% Magic Damage over Time
-15% Attack, Defense, Spirit, and Dexterity
+33% Dark Resistance
+33% Holy Weakness
+33% Dark Damage Dealt
-33% Holy Damage Dealt



Plague:
200% Magic Damage over Time
-20% Attack, Defense, Spirit, and Dexterity
+50% Dark Resistance
+50% Holy Weakness
+50% Dark Damage Dealt
-50% Holy Damage Dealt



Bleed:
50% Attack Damage over Time
-5% Dexterity and Spirit
-5% Accuracy and Evasion
Doubles Hemorrhage Chance.
+10% Carbon Damage Taken.
+10% Carbon Damage Dealt.



Eviscerate:
50% Attack Damage over Time
-50% Dexterity
-25% Defense, Spirit, and Recovery
-10% Attack
Quadruple Stagger Chance
+50% Carbon Damage Taken
+50% Carbon Damage Dealt
+50% Slashing Damage Taken
+33% Piercing Damage Taken
+25% Bludgeoning Damage Taken

Hemorrhage:
150% Attack Damage over Time
-10% Accuracy and Evasion
-10% Attack, Spirit, and Dexterity
Halves Recovery
Quadruples Stagger Chance
Doubles Knockdown Chance
Doubles Sleep and Confusion Chance
+50% Carbon Damage Taken
+50% Carbon Damage Dealt.



Monster only effects. (some of these are hidden in combat)


Observing:
+25% accuracy.
1 turn.


Getting Up:
Removes Knockdown.
+50% Knock Down Resistance.
3 turns.


Webbed:
-75% Dexterity and Evasion.
-10% Accuracy.
3 turns.


Mana Stop:
-20% Mana Regen
(removed by holy and positive wind spells)
10 turns.


Stamina Drain:
-20% Stamina Regen.
-25% Dexterity.
(removed by positive wind spells)
10 turns.


Angry Monster:

+100% Attack and Dexterity.
+50% Magic, Spirit, and Mana.
-50% Defense and Healing Received.
-50% chance to be Stunned or Frozen.
+400% chance to be Confused.
+400% chance to be Knocked Down.
+800% chance to be Staggered.
+25% Psychic Damage Received.
-50% Expression Damage Received.
+100% to All Damage Received.
-10% Accuracy.
(removed by pacify and solace)
Extra Actions
If a character, player or enemy, has three times the dexterity of the opposing team's average dexterity, then that character will receive the following hidden buff:

+25% Attack
+25% Accuracy
+25% Evasion
+10% Magic Evasion

If a character, player or enemy, has nine times the dexterity of the opposing team's average dexterity, then that character will receive the extra action icon. Not only does this icon apply the previous buff again, it also gives the character an additional action per turn.
Combat Psychology
(this section is still being written)

Combat Confidence of a team is an aggregate of all the team's stats.

Some stats have more weight than others.

Spirit and Current Health are the most weighted stats for combat confidence.

Accuracy, Evasion, Magic evasion, and Counters are not weighted.

PDR, MDR, regen, recovery, and resistances are not weighted.

Most negative status effects are weighted. (one charmed person cuts team confidence in half)

Walls grants a small boost to combat psychology.

If side X has twice the combat confidence of side Y, then fearful is applied to side Y.

If side X has four times the combat confidence of side Y, then terrified is applied to side Y, and fearful is removed from side X.

If side X has four times the combat confidence of side Y, then complacent is added to side X.

Complacency can also be earned if one side is just twice as strong. (but this takes time)

Both sides can be fearful of one another, but never terrified.

Some enemies will panic if fearful and/or terrified.

Some enemies will flee when fearful and/or terrified.

Fearful and terrified naturally lower accuracy and certain stats. (see status effects)
Environmental Effects
All areas in the game have environmental factors. These factors are brightness, humidity, temperature, realism, clutter, footing, and ceiling height. (this section is currently being written)


Brightness Tier 3:
-33% Holy Damage Taken
-38% Dark Damage Taken
-38% Dark Damage Dealt
-30% Accuracy

Brightness Tier 2:
-21% Holy Damage Taken
-27% Dark Damage Taken
-27% Dark Damage Dealt

Brightness Tier 1:
-10% Holy Damage Taken
-15% Dark Damage Taken
-15% Dark Damage Dealt

Brightness Tier 0:
No Effect

Darkness Tier 1:
+15% Holy Damage Taken
+10% Dark Damage Taken
+10% Dark Damage Dealt
-25% Stagger, Knockdown, and Flinch Resistance
-20% Accuracy

Darkness Tier 2:
+32% Holy Damage Taken
+21% Dark Damage Taken
+21% Dark Damage Dealt
-43.75% Stagger, Knockdown, and Flinch Resistance
-40% Accuracy

Darkness Tier 3:
+52% Holy Damage Taken
+33% Dark Damage Taken
+33% Dark Damage Dealt
-57.8% Stagger, Knockdown, and Flinch Resistance
-60% Accuracy




Humidity Tier 3:
-4.5% Stamina Regen
+16% Lightning Damage Taken
+16% Lightning Damage Dealt
+33% Water Damage Dealt
-14% Fire Damage Taken
Halves Chance to Receive Burning

Humidity Tier 2:
-3% Stamina Regen
+10% Lightning Damage Taken
+10% Lightning Damage Dealt
+21% Water Damage Dealt
-10% Fire Damage Taken
+56% Burning Resistance

Humidity Tier 1:
-1.5 Stamina Regen
+5% Lightning Damage Taken
+5% Lightning Damage Dealt
+10% Water Damage Dealt
-5% Fire Damage Received
+20% Burning Resistance

Humidity Tier 0:
No effect

Aridity Tier 1:
+5% Earth Damage Taken
+5% Earth Damage Dealt
+5% Fire Damage Taken
+5% Fire Damage Dealt
-10% Water Damage Dealt

Aridity Tier 2:
+10% Earth Damage Taken
+10% Earth Damage Dealt
+10% Fire Damage Taken
+10% Fire Damage Dealt
-21% Water Damage Dealt

Aridity Tier 3:
+16% Earth Damage Taken
+16% Earth Damage Dealt
+16% Fire Damage Taken
+16% Fire Damage Dealt
-33% Water Damage Dealt




Heat Tier 3:
-6% Stamina Regen
+16% Fire Damage Dealt
-16% Cold Damage Dealt
-6% Water Damage Received
+72.8% Burning Chance
+27% Knockdown Chance
+52% Stagger Chance

Heat Tier 2:
-4% Stamina Regen
+10% Fire Damage Dealt
-4% Water Damage Received
-10% Cold Damage Dealt
+15% Knockdown Chance
+32% Stagger Chance

Heat Tier 1:
-2% Stamina Regen
+5% Fire Damage Dealt
-2% Water Damage Received
-5% Cold Damage Dealt
+5% Knockdown Chance
+15% Stagger Chance

Heat Tier 0:
No effect.

Cold Tier 1:
-0.5% Mana Regen
-5% Dexterity
-5% Fire Damage Dealt
+5% Cold Damage Dealt
+20% Water Damage Received
-10% Burning Chance
+50% Freezing Chance
+20% Frozen Chance

Cold Tier 2:
-1% Mana Regen
-10% Dexterity
-10% Fire Damage Dealt
+10% Cold Damage Dealt
+44% Water Damage Received
-21% Burning Chance
+125% Freezing Chance
+44% Frozen Chance

Cold Tier 3:
-1.5 Mana Regen
-16% Dexterity
-16% Fire Damage Dealt
+16% Cold Damage Dealt
+73% Cold Damage Dealt
-33% Burning Chance
+238% Freezing Chance
+ 73% Frozen Chance


Talents
Accessed at the center of your Ghost Town.

Gain 1 talent point every 10 level ups.

Player begins with 2 talent points.

Talents apply to all characters.

(this guide only lists half of the talents)


1. Shaman:
+25% Defense, Mana, and Spirit
+75% Earth, Wind, and Water Resistances


2. Perfect Pitch:
+20% Dexterity and Luck
Immunity to Blind and Wind Debuffs
+50 Wind Resistance


3. Divine Providence:
+20% Spirit
Immunity to Holy Debuffs
+50% Holy Resistance


4. Two Headed Angel:
+15% to all stats
+75% Holy and Dark Resistances


5. Cultist:
+20% Attack and Magic
Immunity to Dark Debuffs
+50% Dark Resistance


6. Electric Boogaloo:
+15% Spell Haste
Immunity to Lightning Debuffs
+50% Lightning Resistance


7. Three Headed Dragon:
+25% to Attack, Magic, and Dexterity
+75% Fire, Ice, and Lightning Resistances


8. Aqua Lung:
+20% Mana
Immunity to Water Debuffs
+50% Water Resistance


9. Traditionalist:
+20% Defense
+25% Knock Down Resistance
+50% Earth Resistance


10. Meditation:
+50% Healing Received


11. Fate:
Doubles Luck


12. Sacrifice:
+30% Attack and Magic
-30% Healing Received


13. Forged in Fire:
+20% Attack and Magic
Immunity to Fire Debuffs
+50% Fire Resistance


14. Frozen Heart:
+20% Mana
Immunity to Ice Debuffs
+50% Ice Resistance


15. Ancient Knowledge:
+10 Tech Level


16. Endurance:
+10% Health, Mana, and Stamina Regen


17. Defensive Mind:
+20% Defense, Spirit, and Mana


18. Destiny:
+10% to All Stats.


19. Offensive Mind
+20% Attack, Magic, Dexterity, and Luck


20. Ruthless Strategist
+25% Spell Haste


21. Trained for War
Triples Military Strength


22. Utopia
+5 Town Level


23. Reconstruction
Restores Destroyed Towns
(no more enemy town attacks)


24. Inspiration
Doubles Research and Construction Speed


25. Double Agent
Halves Enemy Tech Rate


26. Truce (removed from game)
Enemy Level Locked to Original x 2
(no more enemy town attacks)


27. Sabotage
Halves Enemy Base Defenses


28. Banking
Doubles Interest Rate


29. Economist
Doubles Economy


30. Artist
+10 Art Level


31. Scholar
+20% EXP Gained


32. Patience
Gives 5 Talent Points
(costs 4)


33. Tactical Mind
+25% Accuracy and Evasion
+10% Magic Evasion


34. Built for War
Doubles Golem and Ghostship Stats


35. Source of Force
+20% Defense with Immunity to Gravity Debuffs
+50% Gravity Resistance


36. Aristocrat
+25% Status Protection


37. Black Market
Doubles Store Level


38. Doctor
Triples Pharmacology


39. Vaccination
Immunity to all Poisons


40. Survivalist
Doubles Gold and Item Drops Rates (doesn't stack)
+25% Luck


41. Metal Skin
+20% Defense with Immunity to Metal Debuffs
+25% Slashing Resistance


42. Source of Power
+25% Defense and Mana with +50% Luck
+75% Gravity and Thread Resistance


43. Cigars
+50% Luck with Immunity to Thread Debuffs
+50% Thread Resistance


44. Perfect Body
+20% Health with Immunity to Carbon Debuffs
+50% Carbon Resistance


45. Perfect Experiment
Removes Ghost Potion Debuff


46. Perfect System
+20% Healing Received
Immunity to Cancer and Radiation


47. Inner Strength
+20% Spirit with Immunity to Psychic Debuffs
+50% Psychic Resistance


48. Metal God
+25% Defense, Spirit, and Physical Damage Reduction
+75% Psychic Resistance



In addition to the 48 talents, there are 12 additional talents scattered throughout the tree. These talents are colored differently than the others, with 4 being blue and 8 being purple. The blue are Efficiency, and the purple are Divine Inheritance. These all can be chosen and are multiplicative with each other.

Efficiency:

+40% to All Stats.
Costs 3 Talents Points.


Divine Inheritance:

+75% to All Stats.
Costs 5 talent points.


Without collecting a single talent point crystal, the player can collect all the talents in the game by reaching level 1600+. (max level is over 65000)
Difficulty
At the start of your game, difficulty can be chosen.


Difficulty can not be changed until NG+.


Romantic =
5 enemy tech with 500 tech rate.
Enemies have 25% reduced stats.


Normal:
10 enemy tech with 1000 tech rate.

Hard:
20 enemy tech with 2500 tech rate and x2 Intelligence and Charisma gained.
Enemies take 12.5% less damage.


Nightmare:
40 enemy tech with 5000 tech rate and x4 Intelligence and Charisma gained.
Enemies take 25% less damage.

Infinite Nightmare =
50 enemy tech with 12000 tech rate and x8 Intelligence and Charisma gained.
Enemies take 50% less damage


Bombs do 50% less tech damage on hard mode and above. (tech damage is the first number in
the bomb's displayed damage formula) (this damage improved by tech level and engineering level)


Every enemy tech equals about a 1% stat increase.


Tech rate can be lowered by your town's military might or destruction of pentagrams and bosses.


Destroying a pentagram will secretly remove enemy tech by 1.


Enemy tech itself can be lowered by certain quests and/or bosses.


Each enemy tech level up increases their tech rate by 10.


Enemy tech can not go above 120 or go below 1.


The time it takes for enemy tech to go from 1 to 120 on normal mode is around 600 hours.


Enemy tech affects enemy's inclination to run from you outside of battle. The higher the enemy tech, the more levels your party will ned.


Enemy tech is increased by 5 when prologue and chapter 1 are skipped. (7 on nightmare and infinite nightmare)
Enemy Resources
Enemies have logistical resources. Resources that, if reduced enough, reduce the amount of enemies on a map.


Defeating a random ghost encounter = 2 points

Defeating a random ghost encounter that's afraid of you = 1 point

Defeating a random ghost encounter in the Infinite Hotel = 5 points

Most bosses = 10-25 points

Most quests = 10-25 points

Pentagrams = 25 points


Whenever 50 points are reduced:
-10 enemy tech rate
-1% enemy tech rate
-(2000 + military) to town attacks. (every enemy tech level increase randomly gives 800-1200 to enemy town attacks with 35-45k destroying towns)
Town Attacks
If the enemies get too many resources, ghosts will build up outside of certain towns.

If too many ghosts build up outside of a town, then that town is destroyed.

Lowering enemy resources or killing the ghosts will protect the town. (some are powerful)

Mining Camp, Ramen Farm, and Southern Katis are the current towns that can be destroyed.

If all 3 are destroyed, the main story can still be completed.

Based on the size of the town, enemies gain tech level when it's destroyed.

Enemies immediately lose resources when a town is destroyed.

Based on the size of the town lost, the player's town loses happiness and economy.

Destroyed towns can be brought back via the talent "Reconstruction".

Reconstruction permanently protects all towns from being destroyed ever again.

Towns are destroyed faster on higher difficulties.
Town Management
Ghost Town:

Is a town full of ghosts that the player controls.

Progresses over the passage of time.

There are multiple jobs ghosts can be assigned to.




Construction Worker:

Increases the size of your town so you can assign more ghosts. Also effects store size and military might.

Construction Equipment
+50% Additive Construction Rate per level
Cost Formula = 2000 * Construction Equipment Level * Construction Equipment Level / Store Level / Tech Level




Miner:

Clears out the mine as well as provides you the bulk of your economy.




Scientist:

Increases your tech level.

The higher your tech level, the more effective your town becomes.

Book Level:
+50% Additive Tech Rate per level
Cost Formula = 2000 * Book Level * Book Level / Store Level / Violet's Knowledge





Golem Engineer:

Levels up your Golem over time.

Engineering Tools:
+50% Additive Engineering Rate per level
Cost Formula = 2000 * Engineering Tool Level * Engineering Tool Level / Store Level / Tech Level





Barracks:

Increases military strength.

Military strength affects enemy tech rate.

Having enough military can stop enemy progress completely.

Affects ghost soldiers in the Infinite Hotel. (2000 military needed for max tier soldiers)





Ship Worker:

Levels up your Ghost Ship over time.

Improves military strength when assaulting a naval base.

Shipbuilding Tools:
+50% Additive Shipbuilding Rate per level
Cost Formula = 2000 * Shipbuilding Tool Level * Shipbuilding Tool Level / Store Level / Engineering Level





Police Officer:

Lowers crime.

Crime directly lowers happiness, town economy, and increases enemy tech rate.




Bartender:

Increases happiness and crime.

(1 only)




Art Gallery:

Levels up art level.

Art level affects happiness, town economy, and various hidden things.




Bard:

Increases art level by 1.

Allows the town music to be changed.

(1 only)





Priest:

Let's you choose the religion of the ghost town.

Different religions have different affects.

These effects are explained in game.

Choices are permanent until NG+.

(1 only)





Banker:

+2 economy and crime per town level.

Money can be stored there.

Money gains interest over time.

Interest rate is affected by economy and NG+.

Extreme money in the bank can cause crime.

(1 only)




Blacksmith:

Creates the most powerful equipment in the game,

Uses realism shards.

(1 only)




Store:

Sells weapons, armor and items at a 10% discount.

Affects economy, happiness, and upgrade costs.

High levels sell realism shards at an ever increasing discount.

(assigned at default)




Extra notes:

Each art level grants 10 happiness.

Each town level grants 5 happiness.

Each tech level grants 3 happiness.

Each store level grants 3 happiness.

Each economy grants 1 happiness.

Unemployed ghosts increase both crime and unhappiness.
New Game+
NG+ can be accessed after the final boss or in the Northern part of
the safe area in chapter 6.

You keep your level, items, skills, equipment, talents, intelligence,
charisma, and anything related to your ghost town when you NG+.

NG+ can be done up to 3 times. (creating a total of 4 playthroughs)
Elements are reselected at NG+.

Respec costs are reduced by 90% for each NG+.

Difficulty can be reselected at NG+. (romantic can not be chosen)

Enemy tech rate doubles for each NG+.

Construction and research rates triple for each NG+.

Golem and Ghostship construction rates triple for each NG+.

Bank interest rate doubles for each NG+.

Intelligence and charisma double for each NG+.

NG+1 = -90% stats with 100 times the exp gained.

NG+2 = -99% stats with 10,000 times the exp gained.

NG+3 = -99.9% stats with 1,000,000 times the exp gained.

Bombs do reduced static damage based on NG+.

Anyone who completes new game plus 3 requires mental services.

Anyone who completes new game plus 3 is a god.

Anyone who completes new game plus 3 requires mental services.

Please do not complete new game plus 3. Go outside or something. ffs
17 Comments
leif.ian.anderson  [author] 4 Aug @ 6:16am 
Evening human!

Religion is a multiplicative bonus. What it says it does, it does. (currently has no effect on the story)

The bank shows up at town level 5. (needs lots of gold and/or time for interest to be made)
DamienStarry0w0 3 Aug @ 4:08pm 
Also when do I get the bank?
DamienStarry0w0 3 Aug @ 4:08pm 
Can anyone explain building type and wjat each religion does for the ghost town i tried searching in game but nothing came up
yandie 14 Apr @ 10:33am 
Thank you! <3 MURDA
leif.ian.anderson  [author] 13 Apr @ 10:25am 
Added confusion.
yandie 13 Apr @ 7:13am 
What does the status effect counfuse do?
help me.....
Inky 12 Aug, 2024 @ 1:35am 
3) adding the required conditions to unlock
- Golem Engineer: Tech Level 4
- Barracks: Town Level 4
- Shipyard/Docks: Tech Level 5
- Police Department: Town Level 3
- Bar: Town Level 2
- Bard: Town Level 3 and located inside the bar
- Art Gallery: Town level 4
- Temple: Town Level 3
- Bank: Town Level 5
- Blacksmith: Town Level 6

Again, just minor notes I thought I should bring up in case anyone else here was wondering more about Town Management cuz I like my cozy little Ghost Town.
Inky 12 Aug, 2024 @ 1:35am 
I noticed in Town Management that it didn't explain what the "Motel" does. From what I can understand - it increases economy, happiness and art level. More small notes regarding more sections of Town Management.

1) change these titles from "places" to occupations such as:
- "Store" = "Shopkeeper"
- "Barracks" = "Barracks Officer" (likely be the proper title) or "Military General"
- "Art Gallery" = "Gallerist" or "Curator"
- "Motel" = "Innkeeper"

2) To unlock the Ghost Town Waypoint Crystal, you need Tech Level 5

(Steam will not let me add more words in one comment so this continues)
leif.ian.anderson  [author] 5 Jul, 2024 @ 10:32pm 
Murda!
Inky 5 Jul, 2024 @ 8:26pm 
Hey Leif, just giving ya a heads up that we're gonna put this information on the wiki, so if you are wanting to update it at any time, you can reply back to me and I'll be sure to update to reflect the wiki! Thank you so much for making this passionate game!