Found a bug? Let me know. Game has a corner on Arcanum's discord server's Proto23 channel (click the "threads" button on top of the channel), and there's also a post on r/incremental_games discord server
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Before reading the content below, please keep in mind that the more you know about game mechanics, the less fun it might become (or maybe not, depends entirely on you)
As of , the final combat areas are the 'Mysterious Gate' and 'Forest Clearing'. It is not yet possible to enter the town.
As you probably guessed, no. They will come in future.
Money:
10 W = 1 C, 100 C = 1 S, 100 S = 1 G
Prices
Traders sell items for prices a lot higher than what they would pay for same item, usually sell price is 200% of buy price.
"Haggling" skill slightly reduces price difference, at max level the value above 100% is cut in half (meaning 200% will turn into 150%, 300% will turn into 200%, etc)
Market saturation
As you sell more of enemy loot, its price will slowly go down, stopping at 1/10th of initial value. It applies to all traders.
The price will recover over time, but it is a very slow process.
Crafting subcategories:
Items: mostly mundane things, such as consumables and materials for further crafting
Components: things that can be assembled into equipment of all kinds.
Their quality doesn't directly translate to equipment stats and so their own statistics are displayed as "base value", as in value that they would contribute to a 100% quality piece of equipment
Equipment: the actual stuff that you can put on. Mostly created from components, with the exception of 'clothing' which functions more like wearable components
Quality is based on skill level, quality of components (for non-clothing equipment) and either tier of components (for non-clothing) or tier of resulting clothing item
You can obtain resources from passive activities in locations and/or as a loot from combat; items that can be used for crafting will often (but not always) mention it in their descriptions
For passive gathering activities, things such as time needed, success chance and number of gained items are all affected by skill level.
AP / EP:
Summary of stats and skills that affect the chance to hit/evade. It doesn't include situational modifiers (e.g. from skills based on the type of an enemy), but does include environmental modifiers (e.g. lower EP in "narrow" areas)
Scaling is non-linear.
AP equal to 5 times the enemy EP, results in ~98% chance to hit the target.
AP equal to twice the enemy EP, results in ~80% chance to hit the target.
AP equal to enemy EP, results in a bit over 50% chance to hit the target.
AP equal to half of the enemy EP, results in ~24% chance to hit the target.
AP equal to 1/5 of the enemy EP, results in ~5% chance to hit the target.
Hit / dodge chance
Displayed in an enemy during combat
They represent ENEMY's chance to hit or to dodge attacks
Defensive measures
"Dodge", if triggered, will always completely negate damage.
Shield can absorb damage and has very high base chance to trigger, but usually won't be strong enough to reduce it to 0, although it is possible.
"Defense" provides a flat reduction to damage taken. It is applied after shield dmg reduction.
It can't reduce damage taken to less than 1 or 10% of original value, whichever is larger. However, if less than that gets through the shield, that value will be used instead, allowing for very small dmg values and/or full negation.
Attack speed:
Directly translates to how quickly someone attacks in comparison to another fight participant. 2x more => 2x faster. 2x less => 2x slower.
To avoid insanity and potential problems, when new fight begins, both character and enemies have their attack cooldowns scaled up so that no one attacks faster than once per second.
Stamina:
When stamina drops to 0, character's attack speed and attack power are cut in half.
Penalty can be lowered via the "Persistence" skill, leveled by fighting with no stamina
It can also be delayed by raising the max stamina and/or using food items, which provide stamina regeneration in combat
Combat stances:
Provide different buffs and penalties, being helpful in different situations, in exchange for higher stamina costs.
Switching stance mid-combat will reset your attack bar (no cheesing allowed).
Certain activities (currently only some jobs) are limited by the time of the day.
During night (20 to 4) in normal areas, and whole time in dark areas (e.g. caves), character receives additional penalties to hit/evasion chance.
This penalty can be reduced with "Night vision" skill, which gains xp passively just for being in such place.
Some combat areas have special properties, which result in penalties to certain stats. E.g. some areas might not offer enough movement space to properly dodge or make a good swing with weapon
They usually have a corresponding skill that lowers the penalty and is usually leveled by simply being in such place
XP:
Harder enemies generally provide more xp. It is not affected by area modifiers, but is affected by how many enemies are in a group (raised to 0.334, giving x2 in a fight against 8)
There is also a lot of bonuses from multiple sources (mainly skill milestones and completed books).
Unlocks:
New locations and actions can be unlocked by talking with someone, by reaching certain levels in skills and by clearing enemy zones (sometimes it might need to be beaten more than once)
They multiply leveling speed of their children if these are of lower level
They stay on the same level as their highest-leveled child
Equipment quality
All equippable items come with "quality" parameter. It directly multiplies item's basic bonus (attack for weapons, defense for armors, max block for shields) and value.
On top of that, higher quality ranks (starting at uncommon, which begins at 100%) provide another multiplier (based solely on rank) to not only basic bonus, but also to all other stats it has.
quality rarity color additional multiplier
0-49% trash gray x1
50-99% common white x1
100-129% uncommon green x1.1
130-159% rare blue x1.3
160-199% epic purple x1.6
200-250% legendary orange x2
As of version , highest item quality from merchants is 120%