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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

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Posted

Money is meant to be spent right?  I say 3 or 4 (with a preference to 4 loaded onto Codex).  

And then ask her questions...

  • RP - PLAYER
Posted

Are they one use things? And the last one take up a slot in the codex? Not sure I'm really drawn to any of them. The reposition one could be useful if it is a spell rather than a once off. Value wise at least. 

Posted (edited)

Yup we did all the work so we can buy stuff. I think they might be permanent spells, apart from the last one. I can't ask in case it breaks the game lol

 

Happy to talk to her aswell

 

And we should also explore around here and see if we can find some stuff for free.

Edited by Ithillian Turambar
Posted

Ok then we're going to buy the step one.

 

Story Update – Day 9, Afternoon
Location: Clifftops Above Windrest – Scribe Meren’s Camp
Status: HP: 26 / 26 | EP: 16 / 16 | Air Level: 4
Inventory Copper: 60


You choose the scroll labeled Zephyrstep. As you pass 40 copper to Meren, she bows her head and hands it to you with reverence. “The skies favor the quick,” she murmurs. “Use it well.”

Your Codex hums as you absorb the scroll. Wind swirls about your legs briefly, then settles as the new spell embeds itself in your repertoire.


New Spell Learned – Zephyrstep (Level 1)

Element: Air
Effect: Instantly reposition up to short range. Can bypass traps or reposition in combat.
Air Synergy: Brief lift grants minor dodge chance on the next incoming attack.
Hybrid Potential: Can be fused with Water (for Miststep) or Spirit (for Echoblink).


Meren smiles, visibly pleased. “With enough practice, you might even walk the wind one day. You ever hear of Skyreach Monastery?” Her gaze turns wistful. “They say its monks vanish between breaths.”

She pauses, then adds, “There are still places that remember the true Air paths. You’ll find them… if your feet follow light.”

Air Element Level increased to 4
Zephyrstep added to your Spellbook


Updated Inventory Summary:

  • Copper: 60
  • Spellbook Additions: Zephyrstep (Air – Level 1)
  • Active Gear: Whisperwind Charm (+minor air affinity)

What would you like to do next?

  1. Ask Meren more about Skyreach Monastery or ancient Air practices
  2. Return to Windrest to prepare for your next journey
  3. Take on another bounty nearby to earn more coin or elemental XP
  4. Explore the cliffs for potential Air anomalies
  5. Return to Halwen and report your progress

 

What would you like to do?

  • RP - PLAYER
Posted (edited)

Well we should be able to search after, and maybe she can tell us something about Skyreach that will help with returning and looting it better. 

 

Or was the Temple not called Skyreach... I suppose temple and monastery or not exactly the same. 

Edited by HeavyHalfMoonBlade
Tooting it better, lol.
  • RP - PLAYER
Posted

Well, hopefully talking to her might unlock some secrets about it. I don't see it would hurt at least but I'm down with some looting too. 

Posted

Looks like it's just me and you Heavy. Let's talk to Meren

 

Story Update – Day 9, Afternoon (Continued)
Location: Clifftops Above Windrest – Scribe Meren’s Camp
Status: HP: 26 / 26 | EP: 16 / 16 | Air Level: 4 | Trials Completed: Fire, Water, Air


You mention your visit to Skyreach Monastery, and Meren’s eyes widen slightly.

"You've been to Skyreach?" she breathes. "Then you already carry the Wind’s Mark." Her gaze drops to your wrist, where the faint, silver-etched glyph pulses softly—the Air Temple’s mark. "You’ve walked the breathless heights and heard the silence between thunder. I can feel it in your stance."

You nod, and she smiles, handing you a worn but finely inscribed fragment of parchment. “Then this will make more sense to you than most. It’s part of an ancient technique. Not a spell, exactly—more a pattern, a philosophy of motion.”


Codex Insight – Breathform Pattern

You unlock an advanced mobility principle inspired by Skyreach monks.
Passive Effect: The first time you use Zephyrstep each day, it costs no EP.
Bonus: Grants +1 to evasion rolls during combat for 2 turns after using an Air spell.
+1 Air Lore


Meren continues: “There were once five Breathforms—one for each element—practiced in tandem. But only Air survived intact. The rest fractured, like their temples.”

She looks at you, an odd glint in her eye. “If you already have the Air Glyph… you might be the first in generations able to rekindle all five. That Codex of yours—it’s more than a record, isn’t it? It breathes.”

You feel a resonance from the Codex in your hand—its cover briefly flickers with the silver shimmer of high-altitude wind.

Codex Synergy Activated: Breathform Recognition
(If you obtain similar elemental movement techniques, synergy bonuses may unlock.)


Updated Summary

  • Air Level: 4
  • Codex Insight: Breathform Pattern
  • Passive Bonus: 1st Zephyrstep daily is free | +1 evasion after Air spells (2 turns)
  • Air Glyph Tattoo: Active
  • Elemental Glyphs: Fire, Water, Air
  • Lore Update: Breathform Traditions – Air Pattern Recovered

What would you like to do next?

  1. Return to Windrest to rest and prepare for the Earth Temple journey
  2. Seek out a bounty to gain coin or increase Earth element experience
  3. Ask Meren if she knows anything about lost Breathform patterns of other elements
  4. Explore the cliffs to test your new Breathform bonus and seek Air anomalies
  5. Visit Halwen and see if Spirit Breathform traditions exist in ancient records

What would you like to do?

Posted

Ok let's go for an explore

 


Story Update – Day 9, Evening
Location: Clifftops Above Windrest – Western Ridges
Status: HP: 26 / 26 | EP: 16 / 16 | Air Level: 4 | Wind Glyph Tattoo Active


Drawn by the winds and the breathform trail, you ascend the jagged cliffs west of Windrest. There, at the edge of a stone arch spanning two ridges, an Air Anomaly shimmers—restless, swirling like a storm in stasis.

As you approach, it coalesces into a Rogue Zephyrite, an elemental spirit of wind and sky, its voice a whistling screech through the rocks. It senses you and attacks.


Combat Initiated: Rogue Zephyrite

  • HP: Moderate
  • Traits: Fast, airborne, evasive
  • Attacks: Razorwind Blades, Vortex Pulse
  • Weaknesses: Grounding forces (Earth), fluid containment (Water), timing-based Spirit counters

Choose your combat approach:

1. Aqua Surge + Water Barrier – Pin it down with spiraling water pressure, then protect yourself from counterstrikes.
Uses 3 EP. Bonus from Water Level 13. High success potential. EP regen applies.

2. Emberlash + Inner Flame – Disrupt its flight pattern with fire whips, then predict its next move by reading its emotional current.
Uses 3 EP. May stagger or disorient it. Strong Fire/Spirit synergy effect.

3. Magma Spike + Firejet – Use a surprise leap and an explosive spike to knock it out of the air with force.
Uses 4 EP. High-risk, high-reward. Grounding burn may immobilize.

4. Soul Veil + Watchful Defense – Read the Zephyrite’s intent and dodge while building Spirit-based resonance for a finishing strike.
Uses 2 EP. Avoidance and Spirit XP gain potential. Defensive option.

5. Attempt a nonviolent approach – Use Breathform channeling and the Wind Glyph to commune instead of destroy.
Uncertain outcome. May pacify, bind, or learn from the elemental.


What’s your move?

Posted (edited)

We've still got our Magic beans, right?

 

Ok let's try and do this peacefully

 

Story Update – Day 9, Evening
Location: Clifftops Above Windrest – Western Ridges
Status: HP: 26 / 26 | EP: 16 / 16 | Air Level: 4 | Wind Glyph Tattoo Active


You lower your hands, resisting the urge to cast. The Zephyrite’s form shudders, spiraling in the updraft—but rather than attacking, you slow your breath and draw upon the Wind Glyph inked into your skin.

You let the air move through you, not around you. Your body echoes the breathform taught at Skyreach. A subtle whistle escapes your lips—one that harmonizes with the elemental’s frequency.

The Zephyrite pauses.

It floats in place, turbulent winds stilling just slightly. You reach out your hand, open-palmed, and let a sliver of Spirit energy weave into the wind. The glyph pulses. The elemental, no longer hostile, spirals down like a leaf in draft and hovers before you.

It leaves a shard of translucent airglass behind—cool to the touch, yet weightless.

Combat avoided through communion.
Air Elemental subdued peacefully.
Gained Airglass Fragment – Can be used to augment an Air spell or sold for 30 copper.
+1 Air Level (Total: 5)
EP fully restored via Wind communion.
You gain Spirit Affinity XP for nonviolent resolution.


Halwen’s voice echoes faintly through the earpiece crystal:

“You did well. That wasn’t just breathform… that was intention. Keep walking that balance.”


Updated Inventory:

  • Copper: 70
  • Airglass Fragment (Sell for 30 copper or use in crafting)
  • Codex: Air Level now 5

What would you like to do next?

  1. Return to Windrest to collect bounty and rest
  2. Seek out another Air anomaly nearby
  3. Visit the village market (now evening stock available)
  4. Call Halwen and ask about Spirit disturbances in the cliffs
  5. Meditate at the peak to refine an Air or Spirit spell

What would you like to do?

Edited by Ithillian Turambar

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