Mystic docs

Known gaps

Deferred: combat and magic

Not in the Lua API or the card yet:

  • fight, cast, flee_at, imbue, and use on an item that casts a spell.
  • Spells, familiars and imbues stay in the engine, unreachable from a script.
  • The fled why word for fights, me.fighting, me.attacked, me.flee_at, me.familiars, awake(), and creatures and corpses in here().
  • A Core for the Beacon: its talk and crafting steps are written as world Lua, but it needs rust hounds cleared and Rouse on the beacon, so it isn't started yet.
  • Programming's terminals and locks, Piloting and vehicles, Magic, Melee and Ranged exist as skills with no way to train them yet. Construction has its first six structures; bridges, ladders, hulls, the greenhouse, the forge and the rest come with the content that needs them.
  • The body is in (see The world), but not yet: a crystal core, repairing another robot, and clothes wearing out. Wrecks and the nexus roll-back are in; a destroyed nexus, sleep, coma and death are not. The family home is instanced in the rules and on the pages: the watch view draws only your family's robots in the hall, your spare frame, your structures and your wrecks, and a waiting nexus as a nexus.

When combat comes back

The engine keeps all of this, unreachable from a script. It is here for reference, not for play.

Spells

SpellKindUsesEnergyNeedsDamageCooldownWhat it does
Snapboltnone1Magic 11-21.5sA crack of raw charge at whatever is in front of you.
Lashbolt1 copperwire2Magic 13-52sA long arc of charge. Needs a copper wire.
Joltbolt2 copperwire3Magic 31-32.5sA short shock that makes a machine forget its orders.
Rouserouse1 beaconcore6Magic 2none2sPushes charge into something dead to wake it.
Siphonsapnone0Magic 8none3sDraws energy out of a material.

Creatures

CreatureWhereHit pointsHits forHit chanceAttacks everyRespawnReanimate atDrops
rust houndSallow Stair91-270%2.5s45sNecromancy 51 scrap (90%)
patrol cartCinder Shelf222-470%3s90sNecromancy 91 gear (85%), 1 ether (30%)
marsh ratListening Copse51-155%3s35sNecromancy 31 flax (50%), 1 ether (10%)
scuttle miteMurmur Cut61-150%3s40sNecromancy 31 scrap (95%), 1 ether (10%)
loose servoGull Spit51-250%3.5s40sNecromancy 31 bolt (95%), 1 ether (10%)
bog leechThistle Commons41-160%2.5s30sNecromancy 41 resin (60%), 1 ether (10%)
nail spitterSaltreed Shore71-250%3.5s45sNecromancy 41 nail (95%), 1 ether (10%)

A Core for the Beacon

A Core for the Beacon (quest, draft)

  1. Ask the Custodian about the beacon.
  2. Find Old Tobiah Quince at the Dead Beacon and ask about the rust hounds.
  3. Clear 3 rust hounds from Sallow Stair.
  4. Ask Tobiah about the beacon's core.
  5. Build a beacon housing and a beacon frame at the workbench.
  6. Wind the beacon core at the soldering bench.
  7. Wake the beacon: push charge into it with Rouse.
  8. Tell the Custodian the beacon is lit.

Reward: 60 motes, Mechanics +40, Electronics +30.

World scripts not built yet

Built: content Lua on triggers, handles, world verbs, writes that land together. Not yet: wait inside a world handler, durable after timers, the every world timer, offer decisions (run choose= answers "nothing to choose" until then), and moving imbue effects and fainting out of TypeScript into Lua.

Untested on a model

The card and the language haven't been played by a real model yet. That's the next test.