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Spirit System

Greetings everyone!

As we continue our grueling and constant work in the development mines, and send out cart after cart of new, shiny goodies for you to lay your longing eyes upon, we’re working not only on making Elteria Adventures literally bigger (like with the incoming World Map update), but also on making it more immersive and fun to play.

By now, there have been several quality of life updates implemented (with a few more still in the workings) that allowed our players to farm souls, gems and essences quicker and far more efficiently. That included Mushroom Combos, Dailies, Bosses and the upcoming Quest Lines.

Still, we feel that there are some aspects of the game that could be improved in order to make Elteria Adventures more engaging and interesting to play. And after long, and particularly chanty session of divination, palm reading and dream telling, our royally certified mine witches were able to conjure the solution for one of the utmost puzzling conundrums we have ever came across: the ways to improve soul farming.

As it stands right now, there is only one way to collect the souls of those pesky Blue Hares and Coin Cats - that is, to get the sharpest stick you can craft, and directly (and violently) apply it to their thick hides until they burst into that satisfying fountain of essences, miscellaneous objects and (sometimes, depending on your luck) a soul or two. Rinse and repeat until you’ve collected all the souls you need for that sweet orange sword of Vitamin A.

But what if you don’t WANT to beat those poor Blue Hares up with a sharp stick? Well, the new Spirit mechanics are about to be introduced just for this case.

The Spirit is a new, second gauge that will appear next to the HP bar. It has no bearing on any particular creature’s combat defense, and will not come up in a regular fight - instead, the Spirit gauge will act as an HP bar for its own special kind of fight.

In that fight, your only three methods of interacting with your opponent would be Dodging (their attacks), Casting (a few, very particular abilities that specifically target Spirit) and Jumping (on their head, to give them a hearty squish). Do that enough times, and the enemy will absolutely and without a fail drop a soul, and become pacified in regards to you - after all, you’ve significantly tired them out, shown them that you are not hostile, and even proven that you know how to party (of course, you could still turn on them afterwards for the rest of the loot - but the chance to drop an additional soul will be practically negligible).

The Spirit system will also take monster Tiers into consideration - the Pink Slimes and Spooky Skeletons of the first tier would need but a few joyful head stomps to make them reconsider fighting you, while Blue Hare Warriors and Boarmelons of the third tier will require both higher quantity, and better timing of your jumps as you dance around your enemy.

And the best part of it all is that with the Spirit system in place, you will finally be able to rise in personal power without slaying a single monster - with the components gathered from spirit battles (with some Gathering in-between), you’ll be able to craft high tier utility items without killing a single monster. These utility items will allow you to challenge even tougher opponents granting you even better rewards should you defeat them.

So, prepare your jumping boots and Speed boosting equipment, and join us next time, when we’ll share with you the incoming changes to the Soul system.

See you next time!