A magical item dropped by Marius, used for seeing hidden objects and clues.
A musical instrument of Persian origin. The symbols on the Psaltery match many of the symbols seen in the puzzles you’ll encounter.
A versatile tool with multiple elemental powers, activated by inserting specific gems.
- Fire Gem
- Water Gem
- Earth Gem
- Air Gem
Cycle through modes with a button press based on inserted gems.
Magical book that only reveals its secrets under the right circumstances.
Enemy Golems block your path to guard treasures or prevent trespassing. To proceed, dispel these golems by constructing your own Golems and casting spell cards!
Each golem is magically aligned with one of the four classical elements:
- Fire
- Air
- Water
- Earth
A golem's strength varies depending on the sigil on which it is located. Golems are strongest when they are aligned with the sigil on which they are located, and weakest when they are located on a sigil aligned with the opposing element. The opposing elements are:
- Fire and Water are opposed
- Air and Earth are opposed
For example: A fire golem is weakest when located on a Water Sigil, average on an Earth or Air Sigil, and strongest on a Fire Sigil.
- Attack: Players can attack enemy golems using an "Attack" card. All player golems will attack by default.
- Golem Positions: Golems are constructed on elemental sigils, which draw power from the corresponding element. Golems do not move to a new sigil during attacks. But, they can be teleported. (See the Teleport Card, below.)
- Strength Calculation: Add up the strength of all player golems and compare it to the strength of the enemy golems.
- Outcome:
- Stalemate: Both sides have the same strength.
- Victory: The side with higher strength wins, and all golems on the losing side are dispelled.
Cards can be used to cast different spells to assist you in battles against enemy Golems:
- CONSTRUCT / SUMMON: Constructs a golem of a specific element on a specific sigil. These cards are consumed after use.
- ATTACK: Permanent card used to initiate an attack after setting up golems.
- TELEPORT: Moves any golem (player or guardian) to an empty sigil.
- CALL FOR BACKUP: Duplicates a weak golem if the enemy golems outnumber player golems. The duplicate disappears after the next attack.
- OVERWHELMING NUMBERS (Only available in Full Game): Turns weak golems into average golems if player golems outnumber guardians.
- DISTRACT: Locks one player golem and one enemy golem during the next attack.
- TIME WARP: Permanent card that undoes the previous move.
Status Effects can affect golems in various ways:
- ALERT: This golem can only be distracted by two or more golems.
- BOUND: This golem cannot be teleported until all non-bound enemy golems are dispelled.
- WANING: This golem can only attack once, after which, it is magically dispelled.
- MELEE VULNERABLE: This golem remains feeble if an enemy golem is close, regardless of other effects.
- FOLLOWER: This golem remains feeble unless a non-FOLLOWER golem is nearby.