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The Wooden Ocean is a full length RPG inspired by games such as Dark Souls and Dragon Warrior. It is set at the physical edge of the World where no sunlight ever reaches. You are on a simple quest to find your brother. Nothing more, nothing less. Combat, customization, and exploration are the heart and soul of this game. Everything else is secondary.
30+ hours of gameplay Fully Connected World Town Building
400+ Spells and Techniques
750+ Weapons and Armor
30+ hours of gameplay
Fully Connected World
Now, no one has ever been to the physical edge and returned. In fact, there are heated debates at universities as to whether the Wooden Ocean is even an edge at all. That perhaps it´s just a long stretch of land that hides another Ocean behind it. A watery one. But nonetheless, no one knows for sure due to the Wooden Ocean´s endless dangers and haunted forestry. Enter Marcus, a young man from a rich family. A royal family. Spoiled by wealth, position, and a little bit of magic, he ventured to this superstitious realm, curious to find out what it´s all about. He boarded a lone ship with two body guards, both of whom died on the way there from a strange fever, and landed on the only town that has had the courage and grit to survive the supposed physical edge of the World, Katis. Once a mining town for two mines, Katis has since been transformed into a logistical nightmare, woven together by arrogant hunters, stubborn locals, and a naive military. Simon, the small lord of the town, greeted Marcus with open arms. Seeing as witches always kill their males, a warlock is rare thing to find. Especially an adept one that knew alchemy, history, and was blessed with a bit of earlier said royalty. Many moons have passed since his arrival. Many letters sent and many disappointments received. But what Marcus doesn´t know, is that trouble is afoot. Both in Katis, and at home.
Now, no one has ever been to the physical edge and returned. In fact, there are heated debates at universities as to whether the Wooden Ocean is even an edge at all. That perhaps it´s just a long stretch of land that hides another Ocean behind it. A watery one. But nonetheless, no one knows for sure due to the Wooden Ocean´s endless dangers and haunted forestry.
Enter Marcus, a young man from a rich family. A royal family. Spoiled by wealth, position, and a little bit of magic, he ventured to this superstitious realm, curious to find out what it´s all about. He boarded a lone ship with two body guards, both of whom died on the way there from a strange fever, and landed on the only town that has had the courage and grit to survive the supposed physical edge of the World, Katis. Once a mining town for two mines, Katis has since been transformed into a logistical nightmare, woven together by arrogant hunters, stubborn locals, and a naive military. Simon, the small lord of the town, greeted Marcus with open arms. Seeing as witches always kill their males, a warlock is rare thing to find. Especially an adept one that knew alchemy, history, and was blessed with a bit of earlier said royalty.
Many moons have passed since his arrival. Many letters sent and many disappointments received. But what Marcus doesn´t know, is that trouble is afoot. Both in Katis, and at home.
Do not let the interface fool you. This game is in-depth. More so than some tactical RPGs. What elements you choose, what gear you have on, and what skills/techniques you've learned will determine your outcome. Before playing on Hard mode, and definitely before playing on Nightmare, read this guide. It contains useful information that will help you survive.
Straight forward for a RPG. However, there is one thing worth mentioning... natural regeneration. All your party members will constantly regenerate 10% Health, Mana, and Stamina per turn and while walking around. Also, all status effect are removed after battle. This will allow continual flow of the game.
This is the cost of all spells and some techniques. Again, pretty straight forward.
This is the requirement for all techniques and what fundamentally separates techniques from magic. While you can have as much mana as possible, you can not increase your stamina due to it being percentage based. Instead, to increase your technique usage you must increase your stamina regeneration rate. Dexterity determines this. Each 5 points of dexterity translates to 1% increased stamina regeneration per turn. While it does not sound like much, it adds up over time so you can unleash powerful offensive and defensive weapon techniques from the 7 different weapon types in the game.
This stat is apart of almost all weapon techniques in the game in terms of damage and helps protect against a few unique skills as well, such as overpower.
This stat protects against all weapon techniques and Earth magic. It also provides some defense against wind as well.
This stat governs who goes first, second, third, etc. It also increases damage with certain techniques and increases Stamina regeneration rate as said earlier. However, if heavy equipment is worn, it is usually one of the lowest stats on the character due to weight.
This stat governs the damage of Fire, Ice, Lightning, Dark, Arcane and half of Earth and Water damage. It also helps techqniues associated with those elements as well as provides defense against Lightning and Dark magic.
Spirit is your connection to the Divine. It governs the game to Light, Wind, and Water magic. It provide protection from all magic in game except Earth and provides an
extreme level of protection against other light spells.
Luck directly affects your ability to conduct critical hits. Each point of luck translates to 1% increased to crit. (future content will add a few enemies that will use low luck to their advantage in terms of extra damage)
This determines how often you'll be attacked. The higher the number, the higher the chance. All shields grant a hidden +25% and all bows and daggers grant a hidden -10%. This can be verified in your character's detailed stat menu in game.
This determines how long you must wait before you can use the same spell or technique again.
This determines how long you must wait at the start of battle before you can use a spell or technique. As of the moment, this stat is only reserved for tier 5 spells and techniques. 5 turns for techniques and 7 turns for spells.
SPH (Spell Haste)
This rare stat, while not technically shown, directly lowers your CDs and WUs. But be warned, it only affects these spells and techniques before their length is decided. This is a potentially powerful and often over looked stat.
While not a stat persay, it does determine how heavy an item is. Every 1 weight of an item translates to 1% loss of Dexterity.
There are 3 main characters to the game with 3 side characters. Your party size will range anywhere from 1-5 based on the situation. All characters besides the Golem and Ghost Ship share the same stat progression.
The Main Character to the game and the only one to receive 2 element choices at the start. Can equip any weapon and armor in the game. (Excluding the Golem and Ghost Ship parts)
The same as Violet except he only gets 1 element to choose from upon attainment.
The same as Alex.
Found in your Ghost Town Mine, and usable at tech level 3, he will follow your party around inside the mine as an additional member. While he does not level up through
experience, he does receive AP, and can be outfitted to many weapons and magic cores in his store, as well as any accessory in the game. Also, his level is determined by the progress the engineers assigned to him. The more the engineers, and the more you let them work, the stronger he will become. The Golem has +100% Target and 50% resistance Earth and Knockdown built into him. Also, he only has 2% health and mana regeneration.
The Ghost is found by drinking a rare Ghost Potion found through a sidequest. The Ghost has Dark Magic, 25% Dark Resistance and 25% Weakness to Light. He levels up normally and will be your level when your find him. There is but one downside if you decide to obtain him, and that is a 15% permanent stat reduction to your 3 main characters. (he suffers from this stat reduction as well) There is no removing him if he is obtained. The Ghost can equip any weapon or armor the 3 main characters can thus effectively making it a permanent 4th party member.
The Ghost Ship functions much like the Golem, however it is only used in the sea instead of in the mine. Ship builders improve it's level and sell it's amazing, yet expensive, equipment. The ship has a built in +200% Target, increased health, immunity to Knockdown, and +25% Water resistance and a 25% weakness to fire. The ship only has a 2% regeneration rate and is unable to accept commands.
Fire - burning
Stat: +10% Attack and Magic
Strong against: Ice, Undead
Weak against: Fire, Ice, Water, Earth
Philosophy: With it's status effect burning, which causes a 10% magic damage over time for 3 turns, fire is the most straight forward of all the elements. High spirit or having your characters constantly wet are the only ways to defend against fire.
Ice - freezing and frozen (very low)
Stat: +10% Attack and Magic
Strong against: Fire
Weak against: Ice, Water
Philosophy: The jack of all trades. It can randomly freeze enemies, lower their defense and dexterity, and set up defensive walls. If you do not have a staff user or Earth user on your team, at least get Ice. While it's walls are not as long in their duration, they are more powerful. Walls will become a life saver late and even mid game. A tank with a shield can only do so much, especially on Nightmare.
Lightning - Paralysis (low)
Stat: +10% Dexterity and Luck
Defense: Spirit and Magic
Strong against: Water, Mechanical, Giant
Weak against: Water, Earth
Philosophy: Lightning is special in that, besides Dark magic, the magic stat also protects against it. Since it must deal with two defenses, it´s damage is naturally increased and even more so it´s default route due to it having a random enenmy target. Great for bosses and amazing with buffs. Mixed with it's high rate of paralysis, twice of that of Ice's frozen, and doubled more so if the target is wet, this is a powerful element to have in your arsenal if used properly.
Earth - Knockdown (high)
Stat: +10% Defense
Damage: Magic and Defense
Strong against: Fire, Ice, Lightning, Undead
Weak against: Earth
Philosophy: Earth is another truly unique element. It is the only element in the entire game that is exclusively defended against the defense stat. Both spirit and magic are completely useless in it's damage reduction. Also, it is the only element to incorporate defense into it's damage formulas, so it's a great element to have for a heavy tank. That said, it is not known for it's damage, nor does it have any special status effects besides knockdown. It does comes with good physical walls and a decent heal.
Wind - Knockdown (medium)
Stat: +10% Dexterity and Luck
Damage: Magic and Dexterity
Defense: Spirit and Defense
Strong against: Flying
Weak against: Earth, Wind
Philosophy: Due to few enemies being weak to wind, and it being light weight dependant, Wind is often over looked. But if you manage to weaken an enemies
spirit and/or defense, as well have a decent set up, you will see it's multi-attack damage capabilities be put to work. Like the daggers, it has the ability to be one the highest DPS in the game, provided the enemy's defenses are low. Wind also boasts powerful party heals and life regens, perhaps some of the best in the game, as well as the only cure to Mana Stop and Stamina Drain through all of em.
Water - Knockdown (low) and Dispel
Stat: +10% Mana
Damage: Magic and Spirit
Strong against: Fire, Lightning, Earth, Mechanical
Weak against: Ice, Water
Philosophy: Besides Earth, water is the only way to remove negative fire effects on your team and is the only element that can wash away most buffs on enemies. Water boasts a unique status removing team heal, a revival spell down the road, and has the the only mana increasing buffs in the game. Water is great for Staff users or when facing off against monsters that deliver many ailments.
Holy - Dispels Curses
Stat: +10% Spirit
Defense: Spirit (high)
Strong against: Dark
Weak against: Holy
Philosophy: While most elements sacrifice 1 spell route for healing, Holy magic sacrifices 3. Also, it's unique in that its one and only way to attack, besides its ultimate, is its default spell route. This attack is the only default spell route with an AOE built into it as well as being the most highly dependent on the target's spirit. To some enemies it will do great damage, while to others it will do next to none. Another thing worth noting is that it's debuff route, pacify, also does no damage. However, this almost insignificant move can provide a life or death advantage against certain late game enemies.
Dark - Curse
Stat: +10% Attack and Magic
Defense: Magic and Spirit
Strong against: Holy
Weak against: Dark
Philosophy: While many enemies in the game are resistant to dark magic, especially those in the beginning, there are later areas where it will wreck havoc on all it comes across. The most unique feature about Dark is that it applies a spirit reducing debuff on all of it's attacks. This debuff elemental, which lasts longer than all the other built in one, can only be removed by Holy magic and is a great way to soften up an enemy to more attacks or to weaken a Holy enemies capability even more. Mixed with a powerful and unique tier 2 buff and the strongest DoT spells in the game, Dark is a great element to bring to the table.
Strong against: None
Weak against: None
Philosophy: Arcane is the non-elemental magic built into all staffs. It contains powerful walls and simple damage dealing attacks that use stamina instead of mana. It also contains the only offensive spell in the game that is determined by your current mana. Besides that, there isn't much to say.
Philosophy: Sword skills are exclusively 1 handed with defense in mind. With tauntiing, improved guard, and 4 different elemental strikes, 1h Sword skills are a great addition to a team. It is definitely a contender against spears and staff/magic walls when deciding for party protection.
Philosophy: Greatswords may be heavy with expensive skill sets, but they boast massive damage and the natural ability to raise one's weapon for even more. Greatswords also have some of the best area of effect skills in the game, and are the only weapons with some Earth based attacks.
Stat: Attack and Dexterity
Philosophy: Daggers, like Archery, are both 2h and very dexterity dependent. Light weight is recommended for both classes to reach optimal damage output. Like Archery, Daggers have lowered threat and increased luck, making them good alternatives for mages and bomb throwers. However, unlike Archery, Daggers have twice said luck and are more focused on one enemy at a time with low stamina costs, while Archery is more versatile for one or multiple targets with medium stamina costs. Daggers also have the only physical dark and water based attacks in the game as well as unique defensive ability called smoke that affects the whole party.
Stat: Attack and Dexterty
Philosophy: An alternative to Daggers in many ways, Bows do great damage with medium stamina cost. While they may heavier equipment and less luck, they're the only class in the game besides spears that have the ability to pierce armor through impale.
Stat: Attack and Dexterity
Philosophy: An alternative to Swords when looking for a tank, Spears provide good protection and counter rate for the whole party.
Stat: Attack and Magic
Philosophy: Scythes are a hybrid between physical attacks and dark magic. They are a nice alternative to mages if you decide to specialize in both physical and magic or are missing a dark user to deal with holy enemies. Scythes also boast some of the best AoE attacks in the game and a powerful ability called Reap that drains twice the life from sentenced targets.
Stat: Attack or Magic or Mana
Philosophy: Staffs are more or less a 9th element called Arcane. They do non-elemental damage, provide powerful temporary walls for your team, can use gather to restore lost MP, and boast the only spells in the game that can do damage based off of your current mana. And most of all, they do this, with just your stamina. This makes them the best weapon type in the game for most spell users.
(states to the game, and town management will be explained in future updates)
Graphics: Alonaria 製作者を明記する Music: Enterbrain RPG Maker Network (Summoner of Sounds) "The Descent" Scripts: tomoaky (http://hikimoki.sakura.ne.jp/) Soulpour777
Kevin Macleod (incompetech.com)
Liscensed under Creative Cmmons: By Attribution 3.0
Casper Gaming (http://www.caspergaming.com/)
V.M of D.T
RPG Maker Network (Summoner of Sounds)
Island of Bronze is now accessible.
Temple of Bronze, a new town located on the Island.
Plasmic Depth, which is south of Star Cavern and connects to Temple of Bronze.
9 puzzles added to game. (more in the future)
Bombs added to loot tables and stores.
Enemy tech can now go up to 40.
Doubled starting stats. (except for mana)
Increased early enemy stats to compensate.
Slightly buffed end game enemies.
Lowered exp gained by 10%.
Increased Boss EXP by 25-35%.
Increased Pentagram EXP by 25%.
Increased tier 4 spells by 50AP.
Increased tier 4 techniques by 25AP.
Increased tier 5 techniques by 100AP.
Increased static healing and cost of potions.
Increased static damage on all spears.
Lowered Ghost Town income by 25%.
Shields with 75 or more weight no longer provide cover.
Slightly increased enemy tech rate for Hard and Nightmare.
Completing Island of Sand now lowers enemy tech by 2.
Prologue is now easier and dying just skips the rest of it.
Removed lesser angel battle and the cutscenes after it.
Fixed certain wind spells from crashing the game.
Fixed certain encounters from crashing the game.
Fixed multiple entering and exiting issues.
Edited by lianderson, 10 January 2017 - 12:42 PM.