Starfall Dungeon – Notes P.5
Some notes on one of the other functions in Starfall Dungeon’s hub. The Mana Tree or whatever is magical and hooked into the world’s lifeblood or soaking energy from the Dungeon or blah blah blah. Whatever backstory I assign to this all lead to one function: at the tree, you refill Mana for delving into the Dungeon, heal hurt or incapacitated units, create potions for the dungeon, and upgrade all such related elements.
Healing takes place over the course of delving into the Dungeon; of course, if you want to heal a unit immediately, you can expend Mana to do so at the cost of not having full Mana upon entering the Dungeon next. Reviving a completely incapacitated unit takes place over two Dungeon runs and can also be done through expending Mana.
The other function of the Mana Tree would be creating and upgrading consumables. In terms of Creation, there’s: healing potions, very costly Mana potions, stat buffs, status cures… In terms of Upgrades, there’s: upgrading the permanent Health restoration item that refills after returning from the Dungeon, upgrading your maximum Mana capacity, and transforming lesser items into their superior forms.
Mana is used for a number of actions in the Dungeon. The primary use is allowing units to use skills during battle. Beyond that, Mana is needed to continue to the next floor; if you don’t have enough Mana, your run ends there and you return to the hub.
I touched on the inventory for a bit here. When I get to the notes on the entryway to the Dungeon, I’ll go into more depth there perhaps? I considered a grid-based inventory briefly but ultimately dismissed that notion because that’s an added level of complication that I just don’t care for.
Beyond that, when the player reaches the end of a floor, they get the option to send items that they’ve found back to the hub. They can’t restock, so this is just to clear room for the next floor’s items.
Is there really point, though? Does this even matter? I’ve started so many projects that fell by the wayside, no amount of planning is going to save my gormless, ADHD-ridden fat head.
While meandering up towards the plot, I fight a unique and decide to detour to upgrade my new Blade’s weapon. Upon my return to Torigoth, I eventually meet a new Blade named Vess after accidentally triggering Electra’s Blade quest which won’t be finished for, like, another hundred hours!
I wander back and forth around Rito Village, doing some side quests and gaining access to the shrine with the ladder in it which everyone and their mother has made the Snake Eater/Metal Gear joke about.
I blunder my way through the rest of the bank until I gain access to the vault, though not before I trigger an alarm and cause a bunch of unconscious people to congregate on the stairs somehow?
And with the Fibonacci sequence, I loot the elevator vault of everything, including someone’s slash fiction of Corvo and the Outsider.
In this episode, our gormless heroes partake in wholly unnecessary perverted slapstick which is coupled with Dromarch and Azurda having some really weird erotic tension for some reason.
Oh, and a vengeful kid steals Roc’s Core Crystal, so the crew chases him to Gormott instead of heading on to Mor Ardain. But that’s really more of a B-plot compared to the game doing its darnedest to turn into a dating sim.
I team up with the largely ineffectual Teba to reach the airborne Vah Medoh, wherein I trash-talk Revali the whole time because he’s a massive prick.
In another cutscene-dense episode, the truth about Malos and what occurred five hundred years ago comes to light. Then, I head back to Argentum to prepare to travel to Mor Ardain.