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Diamos: A Fantasy Text Adventure RPG
>You wake up and blink. You remember falling asleep in a hotel. Not a log cabin. Dear lord, it's going to be one of those days, isn't it? You check yourself to make sure you still have everything. Shit, no gun or anything. You still have your clothes at least. Your wallet has been replaced with a coin purse containing 500 shining coins to spend. You have a backpack now that may be filled with various supplies. On your wrist is a crystal. Beyond that, you can't tell anything else without looking closer
>Basic Commands:
>(N)orth
>(E)ast
>(S)outh
>(W)est
>(I)nventory
>Status
>Look
>Examine
>Use
>Otherwise, try out different things. I'll ignore commands that I will not accept, but don't think that because one thing is off limits, another isn't. The commands I'm most likely to ignore are of the variety of, "Fuck the police and ride away on a tricycle while wielding a toddler as a weapon"
Comments
A lovely field with butterflies over a metre tall flitting around, birds setting small fires, hedgehogs shooting electricity at worms...
>You find a knife in it. You also find a lighter. That could be useful for killing the butterflies if they attack
>Search cabin for anything useful.
>Read book.
>The book has several sections
>Book:
-Basics of magic
--Art
--Music
--Language
--Life Force
--Oz Crystal
-How to capture creatures
--Elemental Signs to use
-Basic Spells
(Can I do all that at once?)
>"Light - Tends to be best combined with healing magic"
>"Earth - Tends to be best combined with defensive magic"
>"Fire - Tends to be best combined with offensive magic"
>"Water - Tends to be best combined with illusory magic"
>"Wind - Tends to be best combined with boosting magic"
>"Dark - Tends to be best combined with underhanded magic such as poisoning spells"
>"Light and Dark are both effective against each other. Earth is weak to Fire and strong on Wind. Wind is weak to Earth and strong to Water. Water is weak to Wind and strong to Fire. And Fire is weak to Water and strong to Earth"
>"Music affects the ebb and flow of magic, influencing its shape and form. Without the right rhythm and tempo, a fire ball spell meant for a single target could end up blasting you in the face as an explosive self targetting spray. There is no set rhyme or reason as to what rhythm or tempo does what, at least no set system that is easy for beginners to understand, so it is recommended to stick to simple spells as they are more margin for error"
>"Language affects what kind of spell it is. The fire ball example earlier could instead be healing or cause you to hallucinate if the wrong words are uttered. The words are in the ancient tongue, and tend to literally lay out what the spell will do. For example, one of the more powerful spells translates directly to Goddess' Light, which is a comforting, healing spell reminescent of the light that falls from the Goddess Alphight. It seems to adjust for accent, so don't worry too much about exact pronounciation"
>"Life force is what keeps you and all creatures alive. There are two kinds of creatures. Cryscon and Cryscin. Cryscin are non magical beasts, and Cryscon are magical beasts. Humans fall under Cryscon and are one of the few that can produce life energy. The rest kill each other for this source to fuel their own lives and to cast bestial magic. Yes, even the massive butterflies with Valentine's hearts for wings want to siphon life energy off of you. Not all will kill, however, and some will just stay near to feed off of excess life force excuded.
>"You use this life force to conjure magic. When you run out, you won't die, but merely become exhausted, as humans are one of a handful of Cryscon that can survive long enough without Life Force to regenerate it to levels needed to live. However, in that time, you may be devoured, so NEVER over exert yourself"
>"When the creature is subdued, you make a symbol in the air based on the trait you want to match up (beginners should stick with the main six elemental symbols - deities fall under the seventh symbol so attempting to use this symbol when it would be most useful is considered stupid) while concentrating on the target. The capture should be done. The card will contain the species name and the individual's name (the individual's name can change if you 'convince' it to change its name)"
>The way the book put quotes around 'convince' has convinced you that the author may be slightly off their rocker
>Equip knife.
>Go outside.