Ananias

by Slashware Interactive

Version 2.4.4, 2019-07-10

Contents

Quick Start

Your goal in the game is to make your character survive through 24 different levels to find the ring of Ananias.

On each level you have to explore around to find and activate the Magic Gate leading to the next one, battling enemies in your way.

All interactions are turn based, similar to a tabletop game, and the outcomes depend on your character stats and skills, which are determined by the character class you choose at the beginning and can be shaped as you advance through the game.

Please see the "Playing the game" section for further reference, or continue reading for gameplay details.

Introduction

Ananias is a dungeon crawler game in which you explore ancient ruins, fight its monstrous inhabitants and try to survive to the last level. Once there, you'll find an ancient artifact to save the world from destruction.

Every time you play the game, it will create a new world full of challenges and surprises. You could find yourself in one of 5 different types of environments populated with monsters and ancient magical artifacts.

There are eight different player classes, each one designed with a unique playing style. Some of them are combat-focused while others must rely on the items found in the world to survive.

As you advance through the game, you will find more than 40 different monsters with distinct skills and abilities, you will be able to charm them using magic spells and make them follow you in your quest. By using some of the ancient magic found in the world, you will unlock more advanced forms of their powers and skills.

Unlike classic roguelike games adapted to modern media, in Ananias there are no cumbersome movement or complex commands. However, Ananias keeps all the features from the genre that make the games fun and enjoyable: turn-based combat, random level generation, and long term item strategy. These are among the things that make every adventure unforgettable.

You can also play along with your friends in the online mode. The game keeps all friends up to date with their adventures in real time, so you can set up challenges or just compete with your friend's characters as they journey into the game.

The Story So Far

Kramora, the evil serpent, has risen from the underworld... Under its dark fire all armies and cities of men have been destroyed.

Our last hope is a nearly forgotten legend... a magic ring, hidden in the depths of earth, containing the power of the ancient king, Ananias

Your Quest

In a last desperate attempt to save the world, you have journeyed into the rift of Ananias, a forbidden place in the mountains of the moon, which entrance is marked by the ruins of an ancient temple.

It's said that in the depths of the temple lies a magic portal leading to another dimension where the Ring of Ananias was sealed centuries ago. Unleashing its power seems to be the only way to destroy Kramora and bring peace into the world.

Player Classes

Paladin

Experts in close quarters combat with all kind of weapons, years of practice allow them to move freely even when using heavy armor and use aggresive tactics while wearing a shield.

Skills

They preserve weapons from damage

They can wield shields in combat without any penalty

They can use heavy armor without becoming encumbered

Their Defensive tactics are outstanding

Stats

Combat 2 Magic 1 HP 40 MP 8 Evade 10%

Equipment

Royal Sword

Royal Shield

Chain Hauberk

Steel Dagger

Leather Pants

Combat Gauntlets

Plate Boots

Iron Helmet

Magic

They start with the "Lor Ben" spell.

They can reach the Fourth circle of Life Magic.

Hunter

Masters of bows, they never miss a shot and can fire to an increased range. They can also train monsters to obey all of their commands

Skills

They are extremely accurate with bows

Their bow shots are deadly

They prevent arrows from breaking

Stats

Combat 2 Magic 1 HP 40 MP 10 Evade 15%

Equipment

Green Bow

Green Leather Tunic

Steel Short Sword

Leather Pants

Leather Gloves

Leather Boots

Magic

They start with the "Momi Gyr" spell.

They can reach the Second circle of Life Magic.

They can reach the Second circle of Matter Magic.

Alchemist

The only class able to shoot the contents of potions to the enemies; the alchemist carbine is a powerful mid range weapon for which you will need to be continuously finding reagents in order to concoct new ammunition.

The alchemists also has an easier time building support and healing potions, as they can produce them without danger of explosion.

They start without armor or decent melee weapons

Skills

They can use reagents multiple times

Stats

Combat 2 Magic 0 HP 40 MP 14 Evade 10%

Equipment

Alchemist Carbine

Black Coat

Steel Dagger

Black Pants

Black Leather Gloves

Leather Boots

Black Ribboned Hat

Magic

They start with the "Lor Obbo" spell.

They can reach the Fourth circle of Matter Magic.

Arcane Master

A specialist on Life and Mind magic as well as using magic wands. Its survival depends on using these spells effectively.

The Arcane master can use scrolls without danger of backfiring.

They start without armor or decent melee weapons, but they start with a couple of strong magical weapons

Skills

They can use all spells safely

Their Life and Matter spells are stronger

They preserve wand charges

Their wand attacks always hit

Stats

Combat 1 Magic 6 HP 40 MP 40 Evade 5%

Equipment

Bolt Staff

Blue Coat

Steel Dagger

Leather Boots

Magic

They start with the "Rew Ram" spell.

They start with the "Rew" spell.

They can reach the Fourth circle of Elemental Magic.

They can reach the Eighth circle of Life Magic.

They can reach the Eighth circle of Mind Magic.

They can reach the Fourth circle of Matter Magic.

Monster Slayer

Elite soldiers able to parry attacks and slash through several enemies at the same time

They can run and jump over their enemies.

Skills

They can parry attacks with their weapon

They slash through enemies

They can assault enemies

They are extremely accurate with thrown weapons

They are stealthy

Their Aggresive tactics are outstanding

Stats

Combat 2 Magic 1 HP 40 MP 10 Evade 15%

Equipment

Steel Curved Blade

Steel Slayer Plate

Steel Dagger

Leather Pants

Black Leather Gloves

Leather Boots

Magic

They start with the "Jan Spak" spell.

They can reach the Fourth circle of Elemental Magic.

Barbarian

They cannot read spell scrolls, so they have to rely on their natural strength and courage to push forward.

Their bounds with nature allow them to recover their health on battle.

As they come closer to death, their strength soars in a desperate attempt to survive.

They can run and charge against their enemies

Skills

They can use heavy armor without becoming encumbered

They can charge on enemies

They recover their health on battle

Their attacks get stronger when they are dying

Their Aggresive tactics are devastating

Stats

Combat 3 Magic 0 HP 50 MP 0 Evade 15%

Equipment

Steel Battle Axe

Iron Buckler

Hide Cape

Steel Knife

Leather Pants

Leather Boots

Magic

They cannot use magic

Ailorus Monk

A master of martial arts, strikes enemies from the distance with flying kicks and can cause deadly damage even without weapons.

Their connection with the nature renders them immune to disease.

Skills

They are stealthy

They can hit their enemies with flying kicks

They are a master martial artist

Their body and mind are immune to disease

Their Evasion tactics are outstanding

Stats

Combat 2 Magic 1 HP 50 MP 20 Evade 15%

Equipment

Steel Knife

Steel Knife

Leather Loincloth

Magic

They start with the "Rew" spell.

They can reach the Fourth circle of Mind Magic.

Dumeril Sage

These masters of elemental magic can use elemental spell scrolls several times and unleash their full hidden power.

They can also cast powerful spells without fear of backfiring

Skills

They can use all spells safely

Their Elemental spells are stronger

Stats

Combat 1 Magic 6 HP 40 MP 50 Evade 5%

Equipment

Wooden Quarterstaff

Black Robe

Flame Wand

Magic

They start with the "Pyr Spak" spell.

They can reach the Eighth circle of Elemental Magic.

They can reach the Fourth circle of Life Magic.

They can reach the Fourth circle of Mind Magic.

They can reach the Eighth circle of Matter Magic.

Lunar Witch

They made a pact with Gash so they could cast hexes and maladies into other beings at the expense of their own life

When they have a familiar, they channel the power of Gash through it reducing the impact on themselves at a small cost for the familiar

They have good knowledge of Alchemy.

Skills

They can use reagents multiple times

Stats

Combat 1 Magic 4 HP 40 MP 0 Evade 5%

Equipment

Cursed Broom

Flame Wand

Green Pants

Magic

They start with the "Vertigo" spell.

They can reach the Eighth sphere of Witchcraft.

Shepherd

These lifelong sheep herder stand no chance of surviving in the Rift of Ananias

Skills

They can take care of sheep

Stats

Combat 1 Magic 0 HP 40 MP 0 Evade 5%

Equipment

Shepherd Staff

Black Hooded Robe

Magic

They cannot use magic

Exploration

There are 5 different worlds you will have to transverse in order to find the ring of Ananias; each one of these worlds is divided into areas connected by Magic Gates, in order to activate these gates you will have to find the Rune of Passage on each one of these areas

Monsters

While exploring the different worlds you will find an array of monstruous entities ready to strike you down.

Each one of these monsters has different abilities which will require a different tactic in order to overcome them.

Following is a description of some of the monsters you will find on the depths, based on the work of Vanzilar the Wise, who devoted his life to studying the inhabitants of some of these worlds.

Mouth Wandering through the depths of the deep, these vile creatures will often situate themselves above natural orifices in the rocks, and the inexperienced adventurer has often returned to the surface limbless after encountering one of them. Orc Not be confused with their brown warlike cousins who inhabit the mountains, the fashionable orcs of the underworld are fond of everything that glitters and shines. Their use of adornments on their body and weapons are not merely for looks however, as they also serve to increase the protection of their armour and effectiveness of their weapons. It is often said that "One who fights an Orc alone, is fated to adorn the orcish home". Satyr These half-man, half-beast creatures are fabled to be descended from the famous Pan'er of Arterius. Pan'er completed the marathon of Tyrannus is under 9 minutes in the rain and mud, beating the 2nd place winner by 2 hours! These creatures having lived long in the dungeon are adapted to the dark and windy passages of the underworld, and adapted in many ways but still maintain the speed of Pan'er. Phantom The Phantoms are undead floating shades of this world. While capable of the darkest of magic, the phantom unlike the Ghosts never venture far from their place of mortal demise, and loathing the half world that they now exist in, use holy magic to heal their allies. Ophidian Of these reptilian creatures, some say they are descended from Naga. Others muse that they are the spawn of the Lizardmen of Elkabeta. Wherever they are from, they prefer to attack from a distance instead of from close quarters. Kobold Anyone who has ever wandered below the surface knows of the Kobold. In their native tongue their name is "Child of Round Ways". For many years they were always a playful and social species, but too many violent incursions into their happy passages have made them more violent and aggressive. Beware the Kobold of today but if you try perhaps you can make a friend of these child-like creatures. Eyeball It is rumored that, like the Mouths and Wogorats of the subterranean world, the Eyeballs also were once from a species of Giant that was so violent they all killed each other. Legends continue stating that "...all that remains of the Giants is their violent organs.". Others believe these to be evolved from the Gazers or ancient body-less Liches (not to be confused with the modern Lich). Archeology however disputes this and shows that the Eyeballs certainly evolved from the fall of the Medusa many eons ago and if you spend too much time in front of these seeing spheres thou mayest turn to stone. Invoker Driven mad by the pains of life, Invokers spend their time researching how to travel to the world of the dead and back. Like Alchemists who have yet to find a way to turn lead the gold, the Invoker's quest seems fruitless, however they have managed to do some mad undead summoning magic. If thou dost value thine life, it would be wiser for the living to flee from the Invoker rather than to have to face being pulled to the world of the dead by their powers. Skeleton These undead warriors are all bone without flesh. Any adventurer has seen many a skeleton in their time, and knows it is best to handle these either with a magic spell or to shatter their bones apart before they magically reform back into a warrior again. For once summoned, the "half-life" of a skeleton is rumored to be forever. Ghost No one has ever seen a Ghost and lived to tell about it. Nor has anyone discovered Ghosts were either created by the Lichs, Invokers or Sorcerers; or perhaps if the Ghosts summoned these 3 types of magic users to the netherworld instead. Quoting from Sumiika in the Book of Uzu: "...the best training to defeat these ethereal beings is to practice with thine eyes shut and then to reach out with thy other senses to be able to see without eyes". Warg Though often thought to be the pets of demons, the Warg has existed in the underworld longer than even the Kobolds. They know the twists and turns of every passage and wisely always travel in legions. Do not let their non-human appearance make you think this animal can be easily tamed, for the Warg has never yet been tamed (Except by the use of Mind Magic). However they have been known to capture and train hunters and demons as their pets! Wogorat Rumors of this creature exist, but only from those who have fled its presence. No one has ever come back alive from a battle with these massive and strange creatures. In the depths of the dungeon there are numerous runes depicting the Wogorat, but no one has been able to figure out what these mean or who carved them. Kramora may have something to do with these powerful denizens. Death Worm A engorged cousin of the common millipede, the Death Worm is 2nd largest invertebrate of the netherworld. They are beknownst as "Death Worms" because if you encounter one, the most likely outcome is death due to the noxious spicelike fluids they spit upon their prey. Kramora itself is rumored to be the largest of the Death Worms, but so far that is also only a legend. Sarka Half Dumeril, Half Ophidian, their magic and skills and very formidable. Even the stoutest of warriors is advised to flee from the Sarka before they use their mind magic to twist the world around you into pure madness. Trent Even the plants have been corrupted in recent years with the appearance of Trents in the depths. Twisted by ancient magic, these trees wander the underworld and attack all who come near. But research has shown that in fact they are only seeking a spot to replant themselves where it is sunny. Too bad it is never sunny in the depths. Merman Water flows into the underworld and Merman are one of the aquatic creatures rumored to be wandering the depths. Usually to be found paired with Nymphs or Sireens, the Merman's musical ability is almost magical and will make you forget thy location with it's melodious tones. Earplugs are ineffectual for the music travels straight into your mind. Griffin Half-man, half-bird, these majestic winged half-avians were summoned by the Warg to aid them in some dastardly purpose in the depths 70 years ago. Many of them still linger in the depths often found squawking with their Warg allies. Their most feared weapon in the longspear which they can hurl at you from great distances. Nymph Allies of the Merman, these alluring creatures will drive warriors mad with longing or jealousy. Splashing in water, and frolicking they wander the depths. However none dare tell the tale of what happens next. Rumors abound that their victims are transformed into Merman or Skeletons. One day perhaps we will know. Sireen A winged creature legendarily of the ocean. Tis' unsure if they first came to the depths with the Mermen & Nymphs, or if the Griffins led them down to the depths. What is certain is that now these alluring demons work closely with the Nymphs and Mermen with magical melodies to hypnotize anyone who approaches. Centaur Originally sent to the depths by Lord Furdectius and The Great Ananias to bring peace shortly before the dark times, they were corrupted by the darkness beneath. Now the vigorous and intelligent Centaur only serve their Herdmaster Archecthorn IV. It is rumored that if one does not dispatch them quickly they learn and become more difficult to defeat. Gualar Gualar are a strangely fiercesome reptilian beast from the depths of the oceans, which finds the dark, cold depths of the underworlde to be their favorite home. Disturb their rest, and horrible acidic fumes and violent violet gas will be the last things one will see before being digested slowly alive over centuries in the bowels of this thing. If someone dost slay the beast before thou art fully digested, freedom will not be thine. For upon death, putrid acidic fluids will dissolve the captive before they can be removed. Guardian These chaotic neutral warriors wear masks and refuse allegiance to no one but themselves; neither humans nor Kramora. They guard with fierceness the lines between the two groups and anyone who seeks to break the laws of separation will meet a quick end at their bloodthirsty hands. Sorceror Not to be confused with Invokers or Lichs, these Wizards of the depths are well versed in all circles of magic well beyond even the Dumerils, Alchemists and the like. Their mental magic is surpassed by none, and even the greatest Wizards of yore cannot compare to these masters of illusion. To begin on the path of the Sorcerer is an arduous one as one must memorize enough mathematical formulas to be able to recreate any equation known to the humans. Next it is required to become one with Quantum Mechanics, Clubbing, Relativity and Divinohistory. The list continues with every subject known to Man, Centaur or Troll until the Sorcerer is so intelligent that all others see them as brilliantly Lunatic. This discrimination is the cause that drives them to do evil in the underworld. So if thou dost ever meet one walking down the path of sorcery, try to be extra nice to keep them from falling to the pits of evil. Tridude These strange creatures are rumored to come forth from the very deepest parts of all the underworlds. They speak no verbal language, but upon approach they can perform combat even faster than the Satyrs. Tis triply noted that due to their fascinating trilateral symmetry, they can attack thrice as fast as anything else. Like Orcs they also have a longing for treasure although instead of guarding it they teleport it to an unknown location with a touch from one of their flexible tentacles. Lich Unlike the living Invoker, the undead Lich is already the master of life and death. Already dead, it is also still alive, and avoids death by replicating himself, obviously preferring the world of the living to the dead. Beware for the Lich wishes more humans to join them in the halfway land of the undead and will use any means necessary to induct you into the afterlife.

The Knights of Darkness

It is rumored that in the different worlds within the Rift of Ananias, powerful Knights serving an order devoted to Kramora are ready to stop anyone wandering around.

Familiars

When you start the game, you can pick a familiar to join you in your quest.

You can also transform most of the monsters of the game into familiars which will follow your commands, using the "Kam Melon" spell from the Mind Magic school.

You will also be able to make your familiars evolve into more powerful beings through the power of Alchemy, specifically the elusive potions of Mandragora and Angelus will transform a monster using the powers of Darkness and Light respectively

Familiars can grow extremely powerful, but they may not start up very strong. Be sure to keep them safe by ordering them to flee when needed, as well as recovering their hit points with bandages or healing spells.

Familiar Commands

When you have an active familiar, you can command it to any of the following actions:

Charge: Find the closest enemy and attack him.

Find the closest enemy and attack him. Stay: Don't move, attack enemies if they are in close range.

Don't move, attack enemies if they are in close range. Flee: Look for the nearest safe exit from the room or pull back from the enemies range.

Familiars will not always obey your commands; if your character has the "Tame" skill, it's much more likely for them to obey you, but even so there may be some instances where they will decided what to do. Particularly, if a familiar is panicked because of being low on hit points, it will almost always try to flee regardless of the command. (Note that not all familiar races panick when low on hitpoints)

Starting Familiars

When starting the game, you can pick any of the following familiars (or none, if you feel adventurous). Remember that you can also make any other monster become a familiar using the "Kam Melon" Mind Magic spell in your equipment.

Dire Wolf Resilient and loyal, transforms into nerve breaking creatures with special skills. Angelus Evolution - Light Wolf: Attacks while covered. Mandragora Evolution - Dark Wolf: Paralyzes enemies with a deep howl. Cave Lynx Agile and unpredictable, transforms into powerful nimble creatures.' Angelus Evolution - Tiger: Attack 2 times. Mandragora Evolution - Panther: Double movement speed. Pony Allows you to carry 4 more items Evolution - Horse: Carries 8 items. Giant Frog Spits acid at your enemies.

Mega evolutions

It is rumored that the forces of nature in the Rift of Ananias will allow some monsters to evolve further.

Adepts of Alchemy as well as the Life, Matter and Mind Magic schools all agree that the connection with the magical plane present the rift will undoubtely present an oportunity to go beyond the bounds of what can normally be experienced in any other place of the world.

Combat

Combat in Ananias is turn based, this means you, your familiar monster (if any), and the rest of the monsters on each room, take turns to execute an action.

In order to attack using a weapon, make sure you have equipped it by picking it up and then using it on the inventory screen. Note that if you don't have an equiped weapon, it will be equiped automatically when you pick it up.

In addition to having a weapon equiped, you can (and should) have a secondary weapon readied. This allows you to either throw it quickly, or swap it with your main weapons without taking a turn.

Following are the different kinds of combat actions:

Melee Attack: Move in the direction of the enemy.

Ranged Attack: Click or tap on the enemy.

Throw Secondary Weapon: Use the Throw button in the main screen.

Throw an item: Go to the inventory screen, select the item to be thrown and use the Throw button.

Cast a Spell: Select the spell on either the Spells bar or inventory screen. Double tap on it and then select your target.

Use or Throw an Item: Select the item on the inventory screen. Double tap on it and then select your target.

When in combat, if you want to use healing potions or bandages on an ally, you need to be next to it.

Note that other enemies may enter the room while the combat is taking place, this can specially happen if your character is not stealthy (because of either noisy equipment or class restrictions) or if the monsters have called for help.

Tactics

Selecting the best tactic for a battle may be the difference between dying or survival. Tactic selection is performed with the Tactics button, and doesn't consume a turn.

Stat Aggresive Defensive Defense -20% +20% Melee Weapon Attack +50% -50% Unarmed Attack +50% -50% Melee Hit Chance +5% -5% Ranged Hit Chance +10% -20% Evade Chance -5% +10%

Unless you are skilled with shields, you cannot use Aggresive tactics while wielding a shield.

Magic

There are four Schools of Magic in the world of Concordia, each school is devoted to studying a specific kind of spells.

An adept of magic will only be able to reach a given circle of power, based on the time he has spent studying a particular school. Specific cases are described in the Classes section.

Throughout all schools, spells are grouped in 8 Circles of power as follows

Elemental

Circle Words of Power Mundane description Magic Power 1 Jan Spak Shoots a bolt of ice. 4 1 Pyr Spak Shoots a bolt of fire. 4 2 Ram Jan Spak Shoots a bolt of freezing ice. 6 3 Pyr Won Creates a disc of flames. 6 4 Krak Won Creates a disc of lightning. 8 5 Pyr Ran Creates a pillar of flames. 8 6 Pyr Wos Creates a tornado of blazing flames. 10 7 Jan Wos Creates a tornado of freezing wind. 10 8 Krak Bom Creates an explosion of lightning. 12

Matter

Circle Words of Power Mundane description Magic Power 1 Momi Gyr Creates a pack of arrows 10 1 Lor Obbo Reveals the items around you. 4 2 Ram Mox Restores part of the integrity of any weapon.* 24 3 Kam Va Recharges the wand you are wielding. 12 4 Mox Fyr Restores part of the integrity of any weapon.* 24 5 Lor Koro Reveals the area around you. 8 6 Mox Gor Strengthens your armor.* 24 6 Rando Lom Teleports you to another place in the level. 8 6 Grav Bom Creates an explosion of gravity. 8 7 Kam Gor Blesses the armor you are wearing. 48 8 Kam Fyr Blesses the weapon you are wielding. 48 8 Momi Hel Renders you invisible for some turns.* 16

Life

Circle Words of Power Mundane description Magic Power 1 Lor Ben Reveals lifeforms around you. 4 2 Hum Melon Summons a Skeleton. 16 3 Mox Hul Recovers power lost to spells or sickness. 24 4 Mox Mani Recovers some health points.* 24 5 Ram Hum Melon Summons a Lich. 16 6 Ram Mox Mani Completely recovers health. 32 6 Rando Melon Changes the body and mind of a monster. 24 7 Hel Ram Makes a monster evolve using dark power. 24 7 Lor Ram Makes a monster evolve using holy power. 24 8 Kam Hul Increases your power. 48 8 Kam Mani Extends health points.* 48

Mind

Circle Words of Power Mundane description Magic Power 1 Rew Ram Commands a being to attack itself. 4 1 Rew Confuses an enemy. 8 2 An Lor Blinds an enemy. 8 3 Vas Rew Confuses all enemies. 12 4 Vas An Lor Blinds all enemies. 12 5 Crip Makes an enemy retreat in panic. 12 6 Melon Turns an enemy into a friend. 24 7 Vas Crip Makes all enemies retreat in panic. 24 8 Vas Melon Turns all enemies into friends. 32 8 Kam Melon Makes a monster follow your commands. 96

Witchcraft

Unlike wizards, witches use their connection with the dark entity known as Gash to inflict maladies into their enemies or acquire powers such as divination. Each incantation requires the witch to sacrifice a bit of his health (This amount is reduced if the witch has a familiar, in which case it will take a bit of his life in exchange for a much reduced cost for the witch).

Circle Words of Power Mundane description Magic Power 1 Vertigo Numbs the mind of a sentient being 3 1 Libitina Brings a fallen warrior to life 5 2 Augurium The power of divination reveals the area around the witch 5 3 Trepidatio Creates a horrendous illusion inside a being's mind 10 4 Cantata Enchants a piece of clothing making if hard as steel 30 5 Confibula Transforms a being into a frog creature 10 6 Amicitia Conquers the mind of an enemy to fight at your side 20 7 Imprecatio Places a curse into the soul of an enemy, dooming it to die. 10 8 Animulus Turns any living being into a familiar 60

*(Spell effects depends on the power of the caster)

Alchemy

Alchemy is the study of the elements that make our world, it's closely related to the "Matter" magic school

In our world, there are two base elements: one for light (Antimony) and another one for darkness (Arsenic). Using these elements you can create potions by mixing them with another elements, known as essences.

To perform Alchemy, Use a reagent while on the inventory, you will then be prompted to select the complementary reagent. Press the confirm button to perform the mix or Cancel to go back.

Alchemists can create all potions without risk of failure. Mixing potions with other classes may result in an explosion (damage to health). Most potions with the exception of Herbolaria, Sulphur, Borax and Mercuria can be fired using the Alchemist's liquid gun. Alternatively the potions can be thrown at enemies for one-use high damage.

Alchemy Recipes

Base Essence Result Effect Arsenic Borax Holy Water Cleanses the souls of the undead and evil Herbolaria Holy Water Cleanses the souls of the undead and evil Malaria Acid Burns the skin of enemies Mercuria Liquid Ice Freezes in contact with the air into a deadly icicle spikes Sulphur Liquid Fire Ignites in contact with air Antimony Borax Borax Potion Renders you invisible Herbolaria Herbolaria Potion Recovers all hitpoints Malaria Acid Gel Sticks to the enemies, preventing them from moving Mercuria Mercuria Potion Extends health points Sulphur Sulphur Potion Increases power

Skills

The skills of your character are the results of a lifetime of dedication and experience. As such, they cannot normally be learned during your adventure (although there are some magical means to acquire some of them). Rather, you have a starting set of skills which you should use to your advantage.

Alchemy Expert Can use reagents multiple times You can use reagents several times, and potions won't explode when mixing them Armor Expert Can use heavy armor without becoming encumbered Allows wearing armor and shields marked as "Heavy" without falling to the "Encumbered" status, which may cause losing turns. Arrows Expert Prevents arrows from breaking You have a 60% chance of arrows being reuseable after an attack (instead of the usual 30%) Assault Can assault enemies When continuing running on the same general direction (See "Running") and having an enemy in front of you, you will jump over him, performing an anticipated attack Charge Can charge on enemies Doubles damage when attacking with a weapon on the same general direction you are running (See "Running"), charges cannot be parried by enemies Courage Recovers health on battle Recovers 1 hit point after defeating an enemy Deadly Shot Bow shots are deadly Duplicates damage caused by bows on flesh enemies Elemental Magic Expert Elemental spells are stronger Duplicates damage caused by Elemental Magic spells Energy Magic Expert Life and Matter spells are stronger Increases the effects of spells from Life and Matter schools. Extreme Accuracy Extremely accurate with bows Has a 95% chance of hitting with arrows (instead of the normal 70% chance) Flying Kick Can hit enemies with flying kicks Jumps into enemies that are one tile away with a martial attack (Without using a weapon). Immunity Body and mind are immune to disease Cannot be paralyzed nor weakened Magic Expert Can use all spells safely Can use advanced magic as well as any sort of magic without backfire risk (20%) Master Martial Artist A master martial artist When attacking without using weapons, base damage is 3 plus a bonus topping Combat * 2 Parry Can parry attacks with weapon Has a 20% chance of deflecting attacks in melee combat, having the weapon take the damage instead. Requires a weapon that can parry. Rage Attacks gets stronger when dying Increases damage up to 200%, based on the current proportion of HP/HP max. Shepherding Can take care of sheep Can handle herds of sheep with ease Shield Expert Can wield shields in combat without any penalty Can use aggresive tactics while wielding a shield Slash Slashes through enemies Damages enemies by walking by them. For example if there's an enemy above you and another one to your left, and you move in the up-right direction, you will strike them both. Also works for cardinal movement Stealth Stealthy Reduces the noise level caused by movement and combat actions, making it less likely for monsters in other rooms to notice you Superior Accuracy Aggresive tactics are outstanding Accuracy is increased by 10% (instead of 5%) when using Aggresive tactics Superior Damage Aggresive tactics are devastating Damage is increased by 80% (instead of 50%) when using Aggresive tactics Superior Defense Defensive tactics are outstanding Received damaged is halved (instead of being reduced by 20%) when using Defensive tactics Superior Evade Evasion tactics are outstanding Evasion is increased by 20% (instead of 10%) when using Defensive tactics Throwing Expert Extremely accurate with thrown weapons Base accuracy when throwing objects is 90% (instead of the usual 80%) Wands Expert Wand attacks always hit Wand attacks ALWAYS hit (100% chance) Wands Preserver Preserves wand charges Has a 1/3 chance of a wand not being spent after using it Weapons Expert Preserves weapons from damage When hitting with a weapon in melee combat, you have a lower chance (33% vs 50%) of damaging and spending it

Stats

Combat Determines the amount of damage caused in combat with physical weapons. Can be increased by praying to Valnyr, the Heavenly Patron of Courage. Magic Determines the effectiveness of most spells, including offensive and support. Can be increased by praying to Tymall, the Heavenly Patron of Wisdom. Strength Determines how many items you can carry. Can be increased by praying to Colbi, the Heavenly Patron of Persistence. Hit Points Determines how much damage you can take before dying. You recover 20% of your remaining Hit Points every time you pray to a Heavenly Patron. Can be increased by praying to Hadria, the Heavenly Patron of Life. Magic Points Allow you to cast magic spells, they are spent every time you cast one, based on the spell difficulty. You recover 50% of the remaining Magic Points every time you pray to a Heavenly Patron. They can be increased by praying to Straus, the Heavenly Patron of Patience. Evade Determines the chances of evading enemy attacks on melee.

Running

The Slayer and Barbarian classes have some skills which are triggered when running on a given direction.

Your character will start running automatically when you move in the same direction for a second time in a row. When this happens and your character class can run, you will see a red arrow pointing in the direction you are running.

Note that when you enter a room, you will always be running in the direction of the doorway.

You can keep running by moving in the same "general direction", which means changing a maximum of 45 degrees of movement (i.e. no sharp turns or walking in an opposite direction).

Note that if you do any action other than walking (for example, drinking a potion), you will stop running.

Praying - Heavenly Patrons

Your character will become more powerful as he dives into the Rift of Ananias; every time you go into a new level you will have a chance to lift a prayer to a Heavenly Patron.

There are two kinds of Heavenly Patrons, a prayer to a Supreme Patron will enhance one of your character as described in the "Stats" section, while a prayer to a Revered Patron will teach your character a new spell.

Type Patron Prayer Effect Supreme Valnyr Increases Combat prowess Hadria Increases Endurance (HP) Straus Increases Magic Potential (MP) Tymall Increases Magic Power Colbi Increases Strength Revered Aylos Grants Ice Elemental spells Pyrion Grants Fire Elemental spells Zephko Grants Thunder Elemental spells Ruma Grants Recovering Life spells Gash Grants Summon Life spells Myel Grants Morphing Life spells Stagma Grants essential Matter spells Fels Grants advanced Matter spells Poki / Toki / Koki Grant Mind magic spells

Playing the Game

Layout Selection (Mobile)

When starting the game, you can pick between portrait, landscape or compact views. The compact view is particulary useful for devices with small screens, but may require a bit more of previous knowledge of the game in order to be used quickly.

Automatic Layout Selection (Web)

When starting the game, depending on the device you are using you will use either the Desktop or Compact Mobile view. The compact view is particulary useful for devices with small screens, but may require a bit more of previous knowledge of the game in order to be used quickly.

Main View

Status indicators

Hit Points : You character's HP (Current/Max)

: You character's HP (Current/Max) Magic Points : You character's MP (Current/Max)

: You character's MP (Current/Max) Weapon Status : Only shown if you have a weapon equipped. If the weapon required ammunition it will show the current ammunition vs. its maximum capacity. If not it will show the status of the weapon.

: Only shown if you have a weapon equipped. If the weapon required ammunition it will show the current ammunition vs. its maximum capacity. If not it will show the status of the weapon. Armor Status : Only shown if wearing armor (body). Shows the status of the armor piece.

: Only shown if wearing armor (body). Shows the status of the armor piece. Familiar Hit Points : Only shown if you have an active familiar. Your familiar's HP (Current/Max)

: Only shown if you have an active familiar. Your familiar's HP (Current/Max) Familiar Skill Points : Only shown if you have an active familiar. Your familiar's MP (Current/Max)

: Only shown if you have an active familiar. Your familiar's MP (Current/Max) Object Inspector : Shows detailed information of the latest enemy, item or level feature you have interacted with.

: Shows detailed information of the latest enemy, item or level feature you have interacted with. Mini Map: Shows a view of your current level. The room you are currently in is highlight. Your character position is indicated by a green dot, items are yellow dots and the level exit is marked as a red dot. Other features may appear in the map if you use spells of knowledge.

Commands

Throw : Throw your secondary weapon, if there is more than one enemy in the room, it will prompt you to pick a target.

: Throw your secondary weapon, if there is more than one enemy in the room, it will prompt you to pick a target. Swap : Wield your secondary weapon, this action does not consume a turn.

: Wield your secondary weapon, this action does not consume a turn. Tactics : Change your current combat Tactics (See "Tactics" section). This action does not consume a turn.

: Change your current combat Tactics (See "Tactics" section). This action does not consume a turn. Familiar Command : Only shown if you have an active familiar. Change the current command for your familiar (See "Familiars" section). This action does not consume a turn.

: Only shown if you have an active familiar. Change the current command for your familiar (See "Familiars" section). This action does not consume a turn. Inventory : Shows the inventory screen.

: Shows the inventory screen. Help : Shows the in-game help.

: Shows the in-game help. Settings : Shows the settings dialog.

: Shows the settings dialog. Spells Bar: Click on a spell to see its information on the Object Inspector. Double click to cast it.

Keybindings

Ananias is fully playable using a mouse or touch device, however you may want to use the keyboard (if available) for quicker action.

Remember, these commands are FULLY OPTIONAL! they are only meant to be used for quicker gameplay.

Normal movement

Numeric Pad Move your character around WADX + QEZC Arrow Keys S Pass a turn or interact with features in your character location. 5 ? Show Help H I Show Inventory O Switch Tactics P Switch Pet Command T Throw secondary weapon ESC Settings / Save Menu Tab Switch weapon

When on Inventory

Numeric Pad Select item Arrow Keys Enter Use / Equip selected item T Throw selected item D Drop selected item ESC Close Inventory

When targetting

Tab Switch yarget Enter Confirm action using selected target ESC Cancel action

Mouse movement

Click on the arrows in the doorways to move quickly between rooms. Click on the items and enemies to interact with them.

You can also click anywhere in the map to move in that direction.

Inventory Screen

The inventory screen contains your character's equipment as well as the items he is carrying.

Click on any item to see its description on the object inspector. Double click to use it.

Double click on an item that is currently equiped to unequip it.

When an item is selected, the "Drop" command will appear in the left command bar, this allows you to discard the item.

Likewise, if the item can be used or thrown, the corresponding command buttons will appear there.

Character Status

From the inventory screen you can also access your character's detailed status by clicking on its icon in the equipment area.

You can do the same for your monster familiar (in case you have an active one)

Settings

Clicking the Settings command will bring this dialog. From here you can:

Save Game : Save your current progress and go to the Title Screen. Use this in order to interrupt your gameplay session. Note that once your character dies your savegame is deleted (See "Permadeath" section)

: Save your current progress and go to the Title Screen. Use this in order to interrupt your gameplay session. Note that once your character dies your savegame is deleted (See "Permadeath" section) Kill Character : Discards your character.

: Discards your character. Turn Sound Off / On: Mutes or resumes sound.

Compact View

The compact view is particulary useful for devices with small screens, but may require a bit more of previous knowledge of the game in order to be used quickly.

This view is designed for efficiency, as such it doesn't contain an all-time visible big map or object inspector, instead these are displayed by clicking on the corresponding buttons.

Move around the map by tapping on the map around the player or at the doorways.

When using an item or casting a spell which requires a target, tap on the target of the spell and then the confirm button on the left.

Tap the "Spell Bar" button on the right to show the spells bar, tap on a spell icon to select it (You can see the description on the inspector). Double tap on a spell to cast it.

Tap the minimap in the upper right corner to show a detailed map of your surroundings, tap again to close it.

Online Mode

Creating a player profile

By creating a player profile in Ananias server, you will have access to additional online features.

To create a player profile, go to the "Connect" menu, then use the "Sign Up" button and enter an username, email and password.

Once your account is created, you will get a PIN number which you can use to easily connect with other players.

Adding Friends

Once you have created an account, you can add friends to your circle so that they appear in your Social leaderboard as well as to be notified of their games.

Use the "Add Friend" button inside the "Online" menu. You can then add your friend by entering either his PIN number or his username, then pushing the "Search" button to confirm his identity and finally pushing the "Connect" button.

Graveyard

The score in the graveyard for a character is determined by the following criteria in order of importance:

Victory condition: Whether you died or not

The depth of your death or victory

The number of monsters killed

When your character dies and you are logged in with your account, its score will be stored in the server and will be visible in the graveyard.

There are three different graveyards you can access:

Personal: Contains your dead characters.

Social: Includes the characters of other players in your circle.

Global: Includes all the characters on the server.

Grave Sharing

When your character dies, you can share his tombstone so that your friends can share your sadness or joy.

In order to do this, use the "Tombstone" button in the Inventory screen after death.

Statues Collection

During your journeys in the game you might find statues which you can collect in your persistent player collection.

Friend's Notifications

In addition to having your player profile, you can also play with your friends. Note that interaction is not direct (You will not actually see your friends' characters in your game), however you will be notified of all that is happening on their games.

Once your friend has been added, you will be notified of all the events of his games, providing you are playing at the same time.

Credits

Design and Programming

Santiago Zapata - Slash

Pixel Art

Denzi

Mark Honnor

Illustrations

Juan Camacho

Giovanny Ramirez

Valentina Zapata

Music

Ashton Morris