Elteria Adventures cover
Elteria Adventures screenshot
Genre: Role-playing (RPG), Adventure, Indie

Elteria Adventures

Callings and Weapons



And once again, greetings from the Elteria Adventures team!

It’s no secret that we’re always looking for ways to improve Elteria Adventures. Sometimes, it includes creating a new ground swimming Shark boss (that we do not advise you to challenge without a group of friends, or very strong equipment). Sometimes, we’re introducing a new mechanic that would allow you to reach the endgame without killing a single monster. This time, we’re talking about improvements to two already existing systems: Callings and Weapons.

First of all, the Weapons system. We’ve felt that the current Weapons system gives little incentive to acquire more than one or two notable weapons of your choosing. If you like your ranged combat, then there’s just no reason for you to spend your time on creating a Perfect Link Sword, and if you like to get close and personal with your enemies, you have no need for a Legendary Insatiable Maw. And that is the reason we’re turning one Power Source slot into three.

Yes, three. That is, Back for a Core, Arms for Gauntlets, and Hands for a Sword, a Hammer or a Staff. With this, you’ll be able to carry three weapons at a time, bind their active abilities to different shortcuts, and use your preferable mode of attack, while simultaneously gaining the passives and stat increases from all equipped weapons.

Naturally, said weapons will be rebalanced to accommodate this change, so you’ll be able to fine-tune the abilities and passive boosts granted to you by your weapons, achieving your preferable stats while using an attack mode you are most comfortable with.


One character, with an access to all of the Callings? It’s more likely than you think!

Second, the Calling system. We have felt that in their current implementation the Callings (which are, basically, Classes), have one certain flaw that becomes more noticeable the further you progress in the game. And that is, the fact that once you drink a Potion of Calling of your choosing, the only way to try out a different Calling is to create a new character - without all those high Tier gear pieces and farmed Souls from your main character that would make it less grindy and more fun. And to combat this very problem, we’re introducing the ability to change your Calling.

You’ll still need to craft a Potion of Calling of your choosing at the beginning of the game, but this simply decides which Calling you’re going to play as first. Then, as you progress through the game, you will be able to receive rewards named Stalls of Calling, special placeable objects for your Home Base that will allow you to change your Calling at a push of a button, after which you’ll be able to level it up just like you did with your previous Calling. By collecting the Stalls for every Calling - you’ll be able to hunt Armored Skeletons as a Demolisher in the morning, punch a Green Slime across an island as an Architect in the evening, and slice down any of the shambling terrors in the night as a Warrior. And every time you change your Calling, your progress will be saved, you will always be able to return to your Level 20 Summoner even after a day as a Level 1 Architect.

So, be prepared to fine-tune your equipment to your ideal loadout for any Calling you might want to play as on that very evening, and stay tuned for other exciting news considering the incoming changes.

See you next time!

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!

Elteria’s Ecosystems: The Far Corners


Work in progress of the next iteration of Elteria world. Screenshot from internal tool showing islands and different biomes.

There are several reasons as to why there is still no such thing as a comprehensive map of Elteria. For one thing, it’s simply too dangerous to venture too far from what the adventurers call the Central Island, as any insufficiently prepared to-be-cartographer would most likely find their eternal rest on some of the fringe islands. And for another thing, these same islands do not always stay the same - the violent clashes of different, sometimes opposing magical energies of different biomes, or the sheer concentration of such energies deep in the territories occupied by a biome, sometimes force into existence what can be called sub-biomes.

These sub-biomes can be dangerous - deadly even - or they can provide a moment of reprieve between inhospitable lands. Either way, after acquiring such information from both those who survived the trip (and from the notes of those who did not), and verifying it in our expeditions, it is our duty to inform you of these phenomena, and it is your duty to assist us by sharing this knowledge with your fellow adventurers.

These notes consist of Stable Sub-Biomes that have already formed and show little to no signs of any further anomalies, Unstable Sub-Biomes that are still actively changing and as such are still under surveillance, and Volatile Sub-Biomes that are absolutely off-limit for anyone not willing to part with their mortal coil in a magical freak accident.

Table of Contents



  • STABLE SUB-BIOMES:

    • Frosty Mystic Forest
    • Golden Bamboo Thickets

  • UNSTABLE SUB-BIOMES:

    • Mushroom Birch Hills
    • Pumpkin Mountains

  • VOLATILE SUB-BIOMES:

    • Dark Crystal Gardens
    • Fire Slime Zone



Biomes by Tier



[table]
[tr][td]First Tier[/td][td]Second Tier[/td][td]Third Tier[/td][td]Fourth Tier[/td][/tr]
[tr][td]Golden Bamboo Forest[/td][td]Frosty Mystic Forest[/td][td]Fire Slime Zone[/td][td]Fire Slime Zone[/td][/tr]
[tr][td][td]Golden Bamboo Forest[/td][td]Pumpkin Mountains[/td][td][/tr]
[tr][td][td]Mushroom Forest[/td][td][td][/tr]
[/table]

Frosty Mystic Forest




Inhabitants: Crystal Llamas
Tier: 2nd

The Mystic Forest is far from being a hospitable place. The magically reanimated carcasses of unlucky explorers roam these lands in an endless and aimless pursuit of destruction, the wild beasts from the Birch Hills and Tentacle Grove come to this place looking for the toxic mushrooms and explosive pumpkins that grow here in abundance, while the sinister energy of dark crystals slowly but steadily transforms these lands into something even more dangerous.

And yet, it is here, on the edge between Mystic Forest and even more perilous Frosty Gardens, a lucky adventurer may find a long-wanted breather in the cold sub-biome of Frosty Mystic Forest.

This place does not contain enough Dark magical energies to sustain the life of the greater types of Undead, while otherwise having most of the natural resources of both Frosty Gardens and Mystic Forest. This made a certain race of magical creatures choose this place as their home.

The Crystal Llamas are creatures that, thanks to their warm, thick and fuzzy coats, thrive in colder environments - so the chilliness and relative safety of the Frosty Mystic Forest seems to be kind of an obvious choice of a home for them. Here, with the liberal use of their innate magical powers, Crystal Llamas had both cleared this sub-biome of any dangers to llamakind, and raised entire villages of ice and wood to live in.

Adventurers that had ventured there, report that the Crystal Llamas happily trade for anything they regard as food - so as long as you don’t visit their villages empty-handed, you will not have to leave empty-handed as well.
We’re currently launching the final expedition into this place in order to map it out.

Golden Bamboo Thickets




Inhabitants: Coin Cats
Tier: 1st and 2nd

While many adventurers had stepped into the Bamboo Thickets and met the creatures that are commonly known as Coin Cats, very few could actually ever claim to have seen the village where these creatures live. Still, over time the collected reports of such place have allowed us to make quite a comprehensive picture of it.

Golden Bamboo is a rare type of bamboo that, since it was but a sapling, was infused with the energy of a Nature Gem. This bamboo gets its name from the beautiful, golden leaves that form a magnificent golden crown. It is extremely hard to grow, and even harder to sustain - which speaks volumes of the abilities of Coin Cats who surround their homes and villages with entire thickets of these beautiful trees.

The homes of Coin Cats, surrounded by the Golden Bamboo Thickets, absolutely live up to their surroundings - built of bamboo and gold, these buildings both show high level of craftsmanship and the sheer wealth of these creatures. And of course, this wealth is also well guarded, as the Coin Cat Boar Riders patrol these lands in looking out for any troublemakers.
While this place is stable, our info on it seems to be somewhat outdated. We’re preparing one more expedition into Golden Bamboo Thickets in order to both make sure it’s safe to travel to, and to put it on everyone’s maps.

Mushroom Forest




Inhabitants: Airshrooms, Shoomcubators, Walking Toxic Shrooms
Tier: 2nd

While Birch Hills, despite its vast population of highly aggressive Boarmelons, had proved to be one of the easiest to adapt to and the most adventurer-friendly biomes of Elteria, it’s important to remember that, just like any other place on these islands, it has its own magical energies, that can concentrate, clash or merge with their surroundings. One of the most obvious reminders of such a fact is the frequent appearance of a transitional sub-biome on the edge of Birch Hills and Tentacle Groove - the Mushroom Forest.

This humid, warm sub-biome is an ideal place for the growth of mushrooms - edible, poisonous, living and living poisonous. Indeed, the Mushroom Forest is home to the colonies of living, semi-sentient mushrooms.

As of this moment, our scouts were able to recognize four different types of said mushrooms. The first, Airshrooms, appears to be completely harmless and unable to defend itself with its only defining feature being its ability to create vertical air currents strong enough to propel a human-sized object into the air. The second, Walking Toxic Shroom, acts as the guard of the colony, and attacks any and all trespassers with highly dangerous toxic blobs and poisonous gas. The third, Shroomcubator, seems to be the propagator of the shroomkind as these mushrooms constantly produce new spawn. The fourth is Shroomies, the mushrooms that are spawned by Shroomcubators and act as their guards whenever Shroomcubator is being attacked.

These Mushroom Forests seem to appear and disappear overnight, which indicates that the magic energies responsible for them are still unstable. Once these sub-biomes stabilize, we’ll be able to fully research and map them.

Pumpkin Mountains




Inhabitants: Pumpkees, Pumpkings
Tier: 3rd

For some reason, the Mountain sub-biome statistically has the highest amount of interplanar breaches compared to nearly any other part of Elteria. Most of these inter-planar breaches close quick enough to only affect the ore deposits that can be found in the mountains - but sometimes, such a breach lasts for longer. These breaches can be easily identified from afar by a very distinct cinnamon smell - which is good, since you do NOT want to stumble upon this place by accident.

This sub-biome, for now called Pumpkin Mountains, is home to the new, living species of mutated explosive pumpkins. These creatures, Pumpkees, attack anything in sight, trying to quickly reach a careless adventurer, and then explode upon contact, causing grievous injuries and, in some cases, overwhelming an unlucky explorer by their sheer numbers.

And if Pumpkees are not bad enough news for you, this sub-biome also contains one of the most dangerous creatures seen on Elteria yet - the Pumpking. This monstrous, huge living pumpkin has enough firepower to all but guarantee the demise of anyone unfortunate enough to aggravate it. We’ve seen the bodies, and we really wish we did not.

The location of this sub-biome is still in constant flux. For now, just be warned - if you get across the smell of cinnamon, get as far away from it as possible.

Dark Crystal Gardens


Inhabitants: ???
Tier: 4th

There is a rumor going among the explorers that frequent the Crystal Gardens, that sometimes, as you venture through this location, you’d experience a sudden cloudiness of vision and, if you don’t turn back, you’ll soon find yourself half-blind and growing weaker by the second in a place that is quite like the Crystal Gardens, but much darker, and much more lifeless. And, with each step you take, you are less and less likely to make it out alive.

This eerie place, aptly named Dark Crystal Gardens, appears to be an actual sub-biome that is a result of a sequence of constant, powerful energy surges in Crystal Gardens. Its energy draining qualities are hypothesized to be the result of its current instability - and as such, we urge our fellow adventurers to be patient and wait until this sub-biome is stable and safe enough to explore.

Fire Slime Zone


Inhabitants: Fire Slimes, Elite Fire Slimes
Tier: 3rd

This fascinating sub-biome was noticed by some explorers in the distant corners of the Slime Savanna. We are not exactly sure if it’s the result of the concentration of the magical energies of Slime Savanna, its clash with some other biome, or even a result of a dimensional breach - but from the reports we do know that the resulting sub-biome has a significant abundance of lava, as it quite literally grows on trees.

The slimes in the Fire Slime Zone appear to be extremely dangerous which, along with the fact that the air in this sub-biome is quite literally rippling with magical energy, means that it would take some time for us to ascertain the exact qualities of this place.

Elteria Bestiary: [Un]discovered Species

Not everyone who steps onto these mysterious islands, suspended in the sea of skies by unknown, mystical forces, survives their many trials. Some perish from their many hazards, some are killed by the wildlife, or the sentient yet not always hospitable creatures. And some brave souls find new paths, new depths, new routes and venture forth into the unknown - only to disappear forever, leaving but faint traces of notes and letters.

And sometimes, these letters fall into the hands of more fortunate adventurers, to be read and shared with others in hopes to survive where these brave souls have died.

These notes are not meant to be sold, but shared. Please, do share them with your fellow adventurers, for it might save someone’s life in this dangerous place.

Table of Contents



  • ABOMINATIONS

    • Octo-pus
    • Prismadillo
    • Split Hare

  • Crystal Llama
  • FROGS

    • Leaf Frog
    • Seed Frog

  • Moon Cat
  • MUSHROOMS

    • Airshroom
    • Living Toxic Shroom
    • Shroomcubator

  • PUMPKINS

    • Pumpkee
    • Pumpking

  • SHARKS

    • Blue Shark
    • Jungle Shark



Monsters by Encounter



[table]
[tr]
[td]At Night[/td]
[td]Bamboo Forest[/td]
[td]Crystal Gardens[/td]
[td]Frog Jungle[/td]
[td]Pumpkin Mountains[/td]
[td]Mushroom Birch Hills[/td]
[td]Frosty Mystic Forest[/td]
[/tr]
[tr]
[td]Octo-pus[/td]
[td]Moon Cat[/td]
[td]Blue Shark [!!!][/td]
[td]Jungle Shark [!!!][/td]
[td]Pumpking [!!!][/td]
[td]Living Toxic Mushroom[/td]
[td]Crystal Llama[/td]
[/tr]
[tr]
[td]Prismadillo[/td]
[td]
[td]
[td]Leaf Frog[/td]
[td]Pumpkee[/td]
[td]Mushroom Queen[/td]
[td]
[/tr]
[tr]

[td]Split Hare[/td]
[td]
[td]

[td]Seed Frog[/td]
[td]
[td]Propeller Mushroom[/td]
[td]
[/tr]
[/table]

I. Octo-pus





Mob Type: Abomination, ??? Tier
Habitat: Anywhere (Night)
Treasures: ???

A result of Plum Octopus going literally rotten under the clashing influences of neighbouring biomes. This dangerous mutation makes Octo-puses both agressive and dangerous, while the stench of their rotting matter makes it astonishingly easy - if unpleasant - to notice their approach by smell.

HABITS

Little is known about these horrible creatures. So far, they have only been discovered by a rare adventurer unfortunate enough to stumble into them on one of the fringe islands, not to be seen again. The lucky few who were clever enough to escape upon finding the evidence of its presence, speak of seeing the bodies of less lucky adventurers, either crushed by an unknown force, or severely poisoned.

If you ever catch a whiff of something horrifyingly rotten at night - make sure not to follow the smell. Better yet, box yourself in a shelter until the sun rises.

II. Prismadillo





Mob Type: Abomination, ??? Tier
Habitat: Anywhere (Night)
Treasures: ???

A result of a Ruby Armadillo mutation, Prismadillo is roughly the same size as the original, but its usual form is disrupted by numerous, multi-colored crystallic patches. These critters glow ominously in the dark, as if to warn everyone of their dangerous and volatile nature.

HABITS

The consecutively explosive Ruby Armadillos are some of the nastiest creatures of Desert biomes, with the best thing about them being that they usually don’t leave Desert islands. Well, Prismadillos don’t really follow those same rules.

A few months back, the rumors began about adventurers all over Elteria falling victims to some sort of an exploding creature. Until recently, it was believed to be but a scary rumor - which was far easier to believe in once these incidents became more frequent, and maimed eyewitnesses began popping up.

Once again, be extra careful at night. You never know when these beasts reach the island you’re living on.

III. Split Hare





Mob Type: Abomination, ??? Tier
Habitat: Anywhere (Night)
Treasures: ???

These mutant hares are an obvious result of a collision between Desert and Tentacle biomes. The unexpected, unfamiliar and seemingly highly unpleasant mutation causes these usually peaceful, cowardly folk to turn into feral, vicious beasts that attack anyone in sight.

HABITS

Lost both the place in their tribe and their very minds, these creatures turned beasts roam the islands in search of anyone to inflict grievous wounds upon.
The only adventurers that ever lived to tell the tale of these monsters were the ones to notice their discordant form from afar enough not to be chased. It might be speculated that the eery lack of witnesses that got close enough to these creature is due to either the Hares’ penchant for speed, the sheer reach and strength of a Tentacle, or a combination of both.

IV. Crystal Llama





Mob type: Day, 2 Tier
Habitat: Frosty Mystic Forest
Treasure: Crystal Horns

Despite possessing short necks and crystal antlers, these awkward creatures were scientifically proven to be closer to llamas than to deer and axolotls - the adventurer that found them went an extra mile and a half in their research to make sure that there is no mistake on this part.

These inhabitants of one of the coldest biomes of Elteria are happy to dig up and eat both plant matter and magic crystals, with this diet resulting in the strange crystallic outgrowths on their bodies and their heightened magical capabilities.

HABITS

Crystal Llamas are not only peaceful, but also sentient and even quite hospitable. They possess mystical, magical abilities that they use without a second thought to help out adventurers, and they would also happily trade goods with such adventurers

V. Leaf Frog





Mob Type: Day, 2 Tier
Habitat: Frog Jungle
Treasure: Frog Eye

For some reason, these huge, almost baloon-shaped frogs carry big leaves on their foreheads. It would almost look cute until you remember that each of these monsters is roughly the size of a corrida bull - and has the same penchant for violence.

HABITS

The Leaf Frogs are extremely territorial and aggressive, and as such, would attack any adventurer that comes too close to them. “Too close” in this case is roughly 30 meters, so if you find yourself surrounded by these monsters, plan your route accordingly so that you don’t find yourself surrounded and subsequently bombarded to death by the bodies of these green giants.

Unless provoked, a Leaf Frog would move around in short, almost comical hops, minding its own froggy business. But come too close - and this amphibian behemoth would defend its territory by using its powerful legs to leap onto your head and crush you under its immense weight.

As these frogs lack any actual fighting ability, if such an attempt fails, the Leaf Frog would try to hop away and repeat its attempt to flatten you, unless either of you dies, or you escape.

If you intend to fight these creatures, try to dodge its massive body when it leaps on you, and throw in as many strikes as you can before it leaps away, repeating this process until the Leaf Frog dies.

VI. Seed Frog





Mob Type: Day, 1 Tier
Habitat: Frog Jungle
Treasure: Leaf Propeller

It is currently unknown whenever these creatures are the young of Leaf Frogs, or a smaller, related species. The physical resemblance speaks for the former, but a higher level of sentience speaks for the latter. Perhaps, they are related to Leaf Frogs in the same way humans are related to monkeys.

Either way, the biped Seed Frogs possess an elliptical body, tiny legs and arms, and a disproportionally small leaf propeller growing out of their heads - either a symbiotic organism, or a weird mutation, caused by magical energies. Despite every law of aerodynamics, this propeller somehow allows Seed Frogs to fly.

HABITS

The Leaf Frogs are non-aggressive, sentient, and even willing to trade with adventurers - however, if attacked, they will not hesitate to defend themselves.

In battle, Leaf Frogs spit out large plant seeds, with each such shot’s power being somewhere between a slingshot bullet and a crossbow bolt. As such, it is highly inadvisable to both provoke these creatures, and get shot by them, as each of their seed shots is both highly damaging and has a significant stopping power

VII. Moon Cat





Mob Type: Night, 2 Tier
Habitat: Bamboo Forest (Night)
Treasure: Moon Cat Crown Recipe

As the night falls on the Bamboo Forest, it turns much, much more dangerous than it was during the day. There, in the dim lights, you will find figures much more imposing than its usual, furry inhabitants.

These cats, while bearing a clear resemblance to Coincats, are much more ominous in their appearance. These dark furred, nocturnal mutants can be clearly distinguished by their dark fur and a creepy, additional eye on their forehead.

HABITS

Unlike the hospitable and friendly Coincats, these mutants that are called Moon Cats, are particularly violent and bloodthirsty. Any adventurer they notice is attacked on sight - and moreover, without any adventurers to attack, it will hunt down any Coincat it encounters instead.

These feral creatures possess high enough speed to be able to catch up to all but the quickest adventurers, and upon catching up, they would tear their prey limb from limb with their razor-sharp claws.

As such, it is HIGHLY advisable to all the beginner adventurers not to take a single step into the bamboo forest after sunset - and to everyone else, to be prepared to fight for your lives upon entering. Not sure why someone would risk thou - their bodyparts would certainly count as an exact opposite of a lucky charm.

VIII. Airshroom





Mob Type: Day, 2 Tier
Location: Mushroom Birch Hills
Treasure: Spinning Leaf

These puzzling creatures look like big, semi-sentient mushrooms with leaf propellers spinning around their stationary stalk - and that’s exactly what they are. Why would a creature incapable of moving have both the ability to perceive its surroundings and a leaf propeller instead of arms and legs - is a mystery hardly anyone is inclined to look into.

HABITS

These creatures are not hostile and, in fact, completely unable to defend themselves. Their only nonstationary part, the leaf propeller, only feels slightly unpleasant upon a contact with human flesh, so these creatures are, in fact, completely and utterly defenseless.

On the other hand, one can’t exactly call them useless, as while the Airshrooms have no means of protecting themselves, their propellers are capable of creating a significant updraft, which would suggest that these critters serve a rather utilitarian purpose among shroomkind - and also mean that Airshrooms could also be utilized by savvy adventurers for their own needs

IX. Living Toxic Shroom





Mob type: Day, 3 Tier
Location: Mushroom Birch Hills
Treasure: Shroom Toxin Vial

This mushroom is easily identifiable by the giant blobs of noxiously green dew sapping from its head. This mushroom, unlike many of its brethren, is both aggressive and capable of roaming the Mushroom Birch Hills.

HABITS

Living Toxic Shrooms act as guards of the mushroom colony, roaming through its grounds and attacking any and all intruders, and while their tiny legs and obvious lack of arms might suggest that melee is not this creature’s strong point, they’re still quite capable of standing their ground.

In battle, Living Toxic Shrooms throw massive blobs of highly toxic, viscous goo at their enemies. Despite their clumsy appearance, they do so with a surprising and deadly precision, so any adventurer attacked by these creatures should pay extreme attention to their attack patterns.

X. Shroomcubator





Mob Type: Day, 2 Tier
Location: Mushroom Birch Hills
Treasure: ???

Shroomcubators are exactly what it says on the tin - these are the living incubators of the mushroomkind. They share their overall anatomy with Airshrooms and Living Toxic Shrooms, and can be recognized from those by a distinct lack of toxic blobs and leaf propellers. In other words, they look exactly like a walking mushroom would.

HABITS

These creatures would rather prefer to be left alone - and in fact, just like Airshrooms, they both lack their own means to defend themselves and the motivation to attack intruders. Thou much unlike Airshrooms, Shroomcubators in distress are capable of rapidly creating a number of highly mobile and agressive small mushrooms that act as their own personal guards, and try to drive off or kill a creature that had attacked the Shroomcubator.

So far, nobody had managed to find out what ingredients and parts could be gathered from a Shroomcubator, since doing so would require to both deal with the roaming Living Toxic Shrooms, and Shroomcubators’ own small personal army.

XI. Pumpkee





Mob type: Day, 2 Tier
Habitat: Pumpkin Mountains
Treasure: Pumpkin Crown Recipe

It’s extremely easy to confuse a Pumpkee with one of those exploding pumpkins scattered through most of Elteria. It is not a case of an acute mimicry thou - in fact, it’s the case of colliding biomes mutating these pumpkins into living, breathing, and dangerous beings.

As such, Pumpkees look exactly like exploding pumpkins, aside from the four stubby legs a face, and a surprising willingness to move in your general direction

HABITS

If you see an exploding pumpkin moving towards you - run. Seriously, do not come close, as they explode just like the normal exploding pumpkins.

While Pumpkees might look cute, they are still mindless plants whose only purpose is to scatter their seeds through all of Elteria. Because of that, every single one of them would happily - and quite readily - jump at a first adventurer they see and, upon approaching, explode.

If a Pumpkee explodes on its own volition, it won’t leave any items after itself, so if you MUST fight them - be sure to kill these creatures without coming into contact with them. I’d highly suggest only using ranged weapons and abilities.

XII. Pumpking





Mob Type: Boss, 3 Tier
Habitat: Pumpkin Mountains
Treasures: Pumpkin Crown Recipe

A Pumpkee that had managed not to blow itself up for long enough eventually grows into one of these abhorrent creatures. Luckily, rare Pumpkees do, as these monsters are easily twice the height of a human, and pack enough firepower to raze an entire castle in a matter of minutes.

Essentially, Pumpkings are overgrown Pumpkees that boast higher intelligence, massive brute strength, and a pretty twisted sense of humour and fashion - the crown that a Pumpking wears is fashioned out of remains of their less fortunate and more explosive kin, and decorated by an actual magic gem as a centerpiece

HABITS

Just like Pumpkees, Pumpkings can blow themselves up. Unlike the Pumpkees, Pumpkings easily survive these enormous in their scale blasts. And unfortunately, that’s not the only way a Pumpking can kill you.

The crown of a Pumpking seem to give them actual authority over surrounding Pumpkees that gather under their king when commanded, and march into battle to happily blow themselves up. Moreover, Pumpkings are seem to be able to channel their magical energy through the crown in order to rapidly fire off entire volleys of energy blasts.
And then, if everything else fails, a Pumpking can simply jump, and squash you. These creatures seem to enjoy jumping on the heads of the farthest enemies in the group, as if they’re sentient enough to understand the concept of ranged combat.

As such - it should be abundantly clear - do not even attempt to engage one of these monstrosities in combat.

XIII. Blue Shark





Mob Type: Boss, 2 Tier
Habitat: Crystal Gardens
Treasure: Blue Shark’s Fin, Normal Deck of Cards.

While you might think that the distinct lack of seas on Elteria would mean that you won’t have to worry about being bitten in half by a giant teeth-riddled fish the size of a truck, the existence of this monstrosity proves otherwise.

It’s a shark - but it is able to swim through the ground just like a normal shark would swim through water. It’s giant, navy-blue with blue stripes skin is surprisingly tough, and its jaws are powerful enough to bite through solid steel - with the only condolence being that its clumsy neck rarely allows it to actually bite its opponent in battle.

HABITS

Good news is, this monster is not aggressive, and if left alone, it would pay you no mind. Bad news is, if you happen to be close by as it receives as much as a scratch, even from environmental hazards, you will shortly find yourself on the receiving end of its fury.

In battle, it would quickly approach an adventurer - sometimes, even ram into them - and then hit them with its massive tail. Both of these attacks are extremely devastating, given this monster’s sheer size and body weight.

And if this brute strength would ever prove to be not effective, the shark flies into a fit of rage, becoming deadlier, quicker, and beginning to fully utilize its earth-swimming abilities in order to utilize its jaws in combat.

It is HIGHLY recommended not only to leave an encountered Blue Shark alone, but also to stay as far away from it as possible.

XIV. Jungle Shark





Mob Type: Boss, 3 Tier
Habitat: Frog Jungle
Treasure: Green Shark’s Horn

These green goliaths are clearly related to Blue Sharks - perhaps, same origin species, adapted to a different biome. Unlike the Blue Sharks, these ground-swimming monsters are green, with ring-like markings on their body, and a single horn on the nose, but the staples of what makes them so terrifying - the ability to walk on land and swim through the ground, the massive size and the razor sharp teeth still remain - and moreover, these monsters are far more ferocious and dangerous than their blue-tinted kin.

HABITS

Just like the Blue Sharks, Jungle Sharks are not aggressive - but they too begin to attack any adventurer in sight if dealt any amount of damage whatsoever.

While the Blue Sharks are quite happy to try to crush their enemies with their sheer weight and size, the Jungle Sharks have no such inclinations - they start using their earth-swimming abilities as soon as they enter the battle. A particular theory concerning the reason behind this claims that it’s just because the soil in Crystal Gardens is much courser and rougher than in the Frog Jungle, which makes it less pleasant to swim in.

Regardless, do NOT provoke these monsters, as they’re even more dangerous than their Crystal Garden cousins.

Information for new alpha players and about next alpha wave

Hi everyone! If you received your alpha key recently, we have a few things to share with you! The game is in early Alpha and doesn't have a nice introduction yet (we are working on it), so we made a (not) short guide to help you get started.

In English: Elteria Alpha 0.13 guide
На русском: Elteria Alpha 0.13 краткий гайд

If you have problems in the game, feel free to ask questions wherever you can find us: in Steam, on Twitter, on Reddit, in VK or by replying to the email you get your key from. But preferably, join our Discord server where you can ask us questions directly or talk with fellow players!

We would love to hear your feedback!



The game can be shaped by you - please leave your feedback and your thoughts in special discord channel or anywhere you can reach us (see contacts above). Write us what you like about the game, what you dislike, what you think the game is missing or anything related to it. We are reading everything - good and bad, and every feedback matters.

Some notes about alpha




  • You are free to record and stream the game as much as you want, we have no NDA in place, so do not worry about creating content from the game.
  • There are a lot of bugs in the game. We are actively fixing them, please send your bug reports, crashes etc, we will try to address them asap
  • A lot of features are planned for the game and we are releasing new stuff every week
  • Please behave in the game and in our community. Alpha status doesn't mean we don't have moderation or rules.


Hope you have fun trying and breaking the game! <3

Next Alpha wave



You can join alpha by leaving your email on our site. There is no ETA for the next wave, but we will try to do it as soon as possible!

Alpha 0.13.4

Next big patch is on Alpha servers! Check out what we added in Alpha 0.13.4.

Private Zones added


Now area around your home is protected by your Private Zone in which only you can build or break voxels.


It's a very early version of Private Zones, please bear with us as we work on it. Private Zone is set up with your Home point. When you set up your home, a banner appears and above it appears your Private Zone. IT APPEARS ABOVE IN APROXIMATELY 30 METERS along with a flat stone platform. You can teleport there by activating the banner.




  • Private Zone appears only in the sky. We are planning on adding Private Zones below (or in both places or all vertical area), but to make it nice and pretty we need to do much more work
  • If you delete Private Zone (using another Universal Tool ability), all your building in it will be saved and restored when you set it again in another place
  • When you set a Private Zone, all buildings in the sky will be replaced by it - either with a new stone platform or with what you had in your private zone before
  • First time after update you will need to un-equip and equip your Universal Tool to get abilities to set and remove private zones
  • If you already have a home, you might need to remove it (by using Universal Tool ability) and set it up again
  • We warn you in advance that something can go wrong and your buildings will get lost either in private zone or out of it... Please report all bugs, we are actively working on fixing everything and making it cool and will update as soon as fixes are made!
  • The guide was updated with added info on Private Zones


Added Mushroom Combo


You can get Soul Essences if you jump on 2 or more mushrooms without touching the ground, for up to 500 essences of your tier if you do X5 combo!



You can now trade with Coin Cats!





Press [F] while facing a Coin Cat to open trade with them. You can buy Coin Cat Soul (yay! no more killing of cats!) and some other items. This feature will be used in the future more, but for now only Cats sell things.



Fall damage is back



You recieve fall damage if you fall from more than 10 meters. Jump Mushrooms and Clouds give you buff that protects you from fall damage for a short time. Tenacity reduces fall damage by the percent equal to your Tenacity stat. Sir Karst's Armor and Cloudy Iron Armor reduce fall damage by 50%.

Some other changes




  • Added Moon Cats. They appear at night in Bamboo Thickets Tier 1 biome. They have a temporary model, but we will update it in a few days.
  • Updated stats of armor that was changed in last updates Desert Steel, Andesite, Averdeen, Sir Karst's, Frosty Iron, Nickel
  • Fixed crash when stating client first time after an update
  • Added new boss monster in test mode -
  • *Blue Shark**. It will be added on a few islands, you can try to kill it :)
  • Added crafting without workbench - in hands - press [P] to open craft window at any time. For now you can craft Wooden Stick and Universal Tool Level 2 wihout workbench
  • Fixes a few bugs, including: few client crashes, another bug that made monsters stuck on casting, huge lag when opening some interface windows, world renegeration after using Tectonic Fault
  • Architector's Stronghold and Arcane Punch, and Demolisher's Explosive Shiled are now stronger
  • It's now easier to doge Skeleton attacks, they have longer casting time
    Fixed drop from chests and mimics
  • Fixed bug that pervented from trading with variations of Coin Cats
  • Minor fixes to Last Journey and similar abilities
  • Improvements to game audio engine - ambient sounds and background music now load and loop more smoothly


Alpha invites



We are sending alpha invites today! We will post another announcements after we finish with info for new players and for everyone who wants to join next wave.

Elteria Alpha 0.13 updates so far

Hello, everyone!



As we undergo the second wave of alpha-testing and are working day and night to fix every single bug and issue that our brave alpha-testers are able to find (seriously, we can't thank you folks enough!), we've actually managed to fill our mining cart with so many updates that there was a little bit of trouble with pushing said cart out of the development mines. But now, the cart is out, and all the goodies in it are unloaded so that we can share them with the world. As such, let's dig in into the alpha build 0.13!

UPDATE 0.13.1-11



  • Improved the overall positioning of GUI and hints, so they look much better.
  • Fixed various reported crashes in both English and Russian versions.


UPDATE 0.13.1-13



  • Optimized the game's usage of memory and system resources.


UPDATE 0.13.1-14



  • The sudden appearance of Hare Statues in the underground parts of Bamboo and Desert biomes. Rumors say that if you bow to such a statue, not only will you be given a cache of essences appropriate to your current tier, but you'll also be a little healthier, stronger and faster for an entire day!
  • Since falling off an island and straight to your demise is not categorically synonymous with fun, from this day onward the clouds ignore the status effect that turns off the bounciness of mushrooms and sunflowers. Just be careful not to miss the cloud you're attempting to bounce of, that's still deadly.
  • Fixed the bug that lead to the disappointing lack of resource drops upon using dig on trees and Workbenches.
  • Fixed the issue of some abilities being able to damage other players. Since the PvP is currently turned off, it was only fair.


UPDATE 0.13.1-15



  • Added the map. The everlurking and overpresent terror that is the woeful lack of navigation is no more. Also, the map is very pretty:


    See? The map IS pretty!
  • Increased the amount of both quick access and quick building slots from 4 to 6. Now you can have one and a half as much of both fruit AND building block variety!


UPDATE 0.13.2



  • Most islands now have Elteria Hearts on them. You can use these massive magic crystals as checkpoints that, upon an accidental (or not so accidental) demise would allow you to respawn near said Elteria Heart, instead of returning to life all the way back home.


    An Elteria Heart is never too far away


    Bad news: we’re dead. Good news: the current checkpoint is just around the metaphorical corner.

  • Added rare monsters. Beware! These critters, while technically being of the same species as their brethren, are bigger and beefier - but they also yield more loot if you manage to beat them! There are three types of these rare beasties:

    • Strong, 10% chance of spawn, scale x1.3, HP x2 , drop x1.5
    • Elite, 3% chance of spawn, scale x1.5, HP x3, drop x2.5
    • Legendary, 0,5% chance of spawn, scale x2, HP x10, drop x20

  • Added the ability to build planes of blocks. If you, while placing a line in the Building Mode, hold the Ctrl button, you'll be able to stretch that line into an entire plane of the same matter. Building floors is now so much easier! (warning: we're still testing this feature as it currently conflicts with the Wisp Building Mode)


    Hooray! Making floors won’t be such a pain anymore!

  • By the popular demand, we have added the indicators of remaining resources in the quick access panels. Wonder no longer how many pumpkin slices you possess!


    Exactly one (1) pumpkin slice. Oh, and some other assorted fruits and berries.
  • Also by the popular demand, we have added the ability to use all the available resources at once to create the maximum available amount of a craftable object in the craft menu.


    Less wrist pain, more craftable consumables per click.
  • The equipped souls now also count for crafting purposes.
  • Added Powerup and Debuff indicators for clarity purposes. These will appear on screen during battle whenever a buff or a debuff comes into play. Now you won't have to wonder if you were poisoned by that Plum Octopus!
  • The World Loading is now optimized for low Internet connection speeds.


UPDATE 0.13.3



  • GUI upgrades:

    • Added Radar and Compass that indicate the player's Home and last Death Location. Finding your way in this dangerous, vast world is so much easier now!


      Your Home is where your Compass is pointing to
    • The Map now also indicates the last Death Location.
    • Because of the Compass, we’ve rearranged the top of the GUI, and made sure it looks awesome.
    • The current buffs are now located directly under the Compass, and instead of using numerical values, the remaining time is now indicated in radial gauges for quick and simple evaluation by the player.

  • Added the Options Menu, that can be opened with the “O” button. This menu can and WILL be changed for the better.


    Changing game settings while still being IN the game? What sorcery is this?!
  • The Chat Log now also tracks the Gathered items. Wondered how much leather have you gathered in the last five minutes? Wonder no more!


    Oh, so THAT’S how much leather. Huh.
  • We have began the implementation of an improved mob spawning system that adds irregularity and variety to the critter population density of every biome.
  • Introduced the system of night monsters. For now, it's just skeletons as a placeholder, but they will be replaced by much more interesting (and spooky!) enemies. Here are the alarming visages of some of the impending nightly frights:


    Left to right: Night Armadillo, Lunar Cat, Night Octopus. Frightening.
  • Changed the Death Penalty. Now, aside from the previously implemented loss of 10% of Gem Shards and 1% of Gems (rounded up), upon meeting your doom you also have a 30% risk of losing an Ancient Gem. We're also currently planning to implement the anti-frustration features that will reduce the sheer and utter horror of falling off an island, both for the players and for their precious loot.
  • The Soul Altar now allows to improve the grade of souls. Now you can turn that stash of now fairly useless low-grade souls that you've acquired in your journey into a a smaller stash of far more useful higher-grade souls. Oh, and also as you acquire the souls of higher grades, you'll gradually receive fewer souls from the monsters of lower tiers than yours.
  • Invisibility granted by the Vestments of Shadows is now interrupted by your attacks.
  • Tweaked the appearance of the Hare Statue.


Update 0.13.3-1



  • The Compass and the Map now also have indicators for your currently activated Elteria Heart. Now you don't have to second-guess if the checkpoint is too far away (and where it is)!
  • Improved the clarity of Carrot Hare's carrot throwing animation. Now, as you chase down these scaredy hares, you'll be able to see them actually throwing carrots around in order to distract you and slow you down!


    Aren’t they adorable when they’re running for their dear lives?
  • Implemented the simultaneous spawn of several related in-game objects (has been turned off for a time being in a later update).


UPDATE 0.13.3-2



  • As the world had experienced a sudden, if swift, energy flux, Andesite, Desert Steel and Nickel had suddenly became much, much sturdier. The Armors made of these metals now belong to the 3rd Tier, and as such they fair much better in a fight against 3rd Tier monsters.


    Left to right: Andesite, Desert Steel and Nickel Armor. Metal cubes are not included.
  • Added the animation of a failed attempt to unlock a chest. If you see a treasure chest wiggle, but refuse to open, you're out of keys, go craft some more.
  • The sound of hitting surrounding objects is now far, far more satisfying. We're not telling you to punch that palm, but if you do, it'll just sound so much better now.
  • Fixed some bugs related to GUI and soul essences.


UPDATE 0.13.3-3



  • Optimized the mobs. Now they won't start to lag after a long and busy uptime.
  • Optimized the entities. Now the mushrooms in their troves and pumpkins in their patches won't try to put debuffs on each other, causing unnecessary busywork for the system.


On Alpha Invites



We are almost ready to send the next batch of invites! We will send them as soon as we release Alpha 0.13.4 update in the next couple of days. Stay tuned!

And now, all the magical gems and rare ores in our mining cart are unloaded, sorted and shown to the world, and so we go back to our work. And as such – see you next time!

Slime Armor and Other Additions

I would say, this is the weirdest combo of items in the game right now: Slime Armor, Carrot Staff and Pumpkin Crown. Well, it’s not all about the looks.




  • The armor can save you from inevitable death... by turning you into a slime!
  • The crown allows you to mimic the Blast Pumpkin, if someone touches you, it will blow up, dealing some damage to the unfortunate. You lose your disguise in the explosion, of course;
  • The special ability of the staff is very handy as well: it gives you a speed boost for a few seconds every time you hit the target.




Besides the Slime Armor, in this update we added more than a dozen armor sets and weapons, all of them have unique properties and abilities.

Closed Alpha applications

Hey everyone! If you have been waiting for a chance to check out and help us test Elteria Adventures, we got some great news for you!

For about a month our current testers have been finding game-breaking bugs and giving us ideas about latest big patch. And now we need more!

If you have free time, ready to write detailed feedback, find bugs and flaws and maybe even share stuff with your friends and followers, we invite you to join Elteria Adventures Alpha test!

To do so, leave your application on our site elteria.game. Tell us why you want to join the test and lave your contact info. After approval we will invite you to the world of Elteria in the next Alpha wave!

Our community resides in Elteria's Discord server, join us here :3

https://discord.gg/F4khSmK
https://elteria.game

Game Mechanics: Mine and Harvest

Elterian adventurers are always in search of rare ores and mysterious magical gems. They even collect souls of a variety of creatures - everything comes in handy when you are creating and upgrading your magical equipment.



Mining ores, collecting wood and stone, harvesting gem plants - everything is handled by the Universal Tool - a magical bracer used by every adventurer on these islands.

Blueprints for these incredibly useful devices were found in the ruins of Averdeen, where they had been created during the Magic Rush. This bracer uses magical gems as a catalyst to invoke the power of captured souls to manipulate matter around the wearer. The device works in two modes:

  • Gathering: allows the wearer to collect valuable resources without touching the ground;
  • Mining: allows the wearer to dig into the ground, keeping everything valuable intact.




There are ten models (or tiers) of the Universal Tool, generally used by adventurers. The simplest of them is just some Simple Gems with a few souls in them, fused with birch wood, kept together with iron. The most complex and effective model will use rare materials such as Ancient Gems and a soul of The True King.



The better the tool, the more types of materials it can mine and collect, not to mention it will work faster and overall better in higher levels. Simpler bracers are not capable of mining tough ores and harvesting such delicate things as palm wood or giant mushrooms. The simplest tool will even shatter gems into shards.