Equin: The Lantern
|Equin: The Lantern|
|Influences||Dragon Quest, Diablo|
|Updated||Jan 26, 2019|
|P. Language||Clickteam Fusion|
|Interface||Graphical Tiles, Keyboard, Gamepad|
|Game Length||Up to 3 hours per run|
|Official site of Equin: The Lantern|
From the DXF Games website: A young Xtoli adventurer learns of a mysterious dungeon near town ruled by an even more mysterious magic lantern. The lantern changes colors, but what does it actually DO? Take control of either Warrior, Thief, Wizard, Cleric, or Cultist and gain levels, stats, and mad treasure as you descend the dungeon's 50 floors to find out.
- An easy to get into roguelike with a neat-o interface and full gamepad support
- Four classes available at the start- Warrior, Thief, Wizard, & Cleric
- A fifth class (Cultist) is unlocked after you've found at least 25% of every item
- A whopping 500 unique items can be found. Keep track of your progress from your own item log!
- Randomized dungeon of 50 floors,
- Boss & Champion enemies to slay along the way,
- Strike enough enemies in a row without missing to gain the Hit Streak bonus for fast XP gains,
- Dump potions to put fires out - some can have different effects,
- Combat is turn-based and very similar to the Dragon Quest games,
- Weapons have different movesets- example a dagger gives both a slash and stab option in battle,
- Almost everything you do in the game consumes some stamina from general fighting to fishing and closing doors,
- Fish in ponds, Mine mineral deposits from the walls, Fill empty bottles from cauldrons and more,
- Each class gains a unique skill and sprite upon reaching levels 1 (default), 4, 7, and 10,
- Random events may happen during the journey like darkness floors, graveyard levels, monster infestations and more,
- Iron door events provide interesting and often humorous choices for the player
- Purchase items at random shops, get game tips from the guild leader or drink a beer to regain your stamina,
- The ability to choose hardcore "Red Shirt Mode"- play as a level 1 dope and test your mettle!
- Daily Bonuses may be awarded throughout the entire year, including holidays
- "The Lantern" itself changes colors over 5 different phases and has mysterious effects on overall gameplay rules.
You begin the game and first must choose your character's class. Each has their own pros and cons, skills learned, and overall stat growth. Some equipment can only be used by certain classes.
- Warriors are hardy and very strong, able to use the largest of the 2 handed weapons with ease. They have extremely high strength and health and excel in melee combat situations. Warriors never gain any natural magic resistance and in fact actually LOSE it upon leveling up! It's important to be extremely cautious when dealing with enemies that are magically-inclined.
- Thieves are the weakest overall fighters but have some nifty tricks up their sleeves. They have very high rates of disarming traps successfully and further can equip special chest keys to help them avoid these traps. They are the only ones who can eventually steal from monsters and grab unique items along the way. Additionally, thieves gain more money from scrapping items and have a better chance to avoid enemy ambushes. As of version 1.2CT thieves can only wear light to medium armor and shields.
- Wizards have the lowest health and stamina totals of everyone but can cast the most powerful offensive magic known. As offensive magic NEVER MISSES ITS TARGET, they can be extremely dangerous in combat. Wizards also gain the highest natural magic resistance of all and can be real pains for enemy magic-users. Wizards are the only class able to equip magical tomes in their left hand which can grant them an extra spell in addition to their learned magic. As of version 1.2CT wizards can no longer equip any shields whatsoever.
- Clerics are strong holy warriors with some magical abilities. They have the ability to wear light armor and shields and equip any blunt weapon (including two handlers). At level 4 they gain the TURN spell, which decimates all undead monsters but otherwise won't hurt living enemies. Their PRAY skill gives a Damage and hit % bonus that scales with the cleric's level. Clerics are extremely proud and will refuse to run from any fight, so make sure you can defeat your foe before engagement before initiating combat!
- Cultists are the most physically weak of all classes and reviled by most everyone. Sworn to serve their dark god with only daggers and robes, they have a multitude of strong offensive skills at their disposal. Unlike the other classes, they're unable to enter most shops and guilds too. The cultist class can be unlocked upon the player having discovered at least 25% of every item (or 125 items).
Items of Note
As you descend the depths of the dungeon, you'll find treasure chests, barrels, and other items of note. As a general rule the deeper floor you're on will yield greater rewards / dangers.
- Chests come in 3 types- wood, golden, and shadow. These can hold gold pieces or even items and other equipment for you to use. Often chests are locked and trapped. If you manage to disarm the trap you'll gain a small experience reward. If you set it off you'll take damage and the chest will be safe to open upon another try. Locked chests have a greater chance of better loot as a general rule. Shadow chests are incredibly rare, always trapped, and can hold some of the best items in the entire game.
- Barrels are very common and are never trapped. Unlike chests, many are empty when opened. Barrels can either have a small gold reward inside or food or potions.
- Doors are also very commonly found throughout the dungeon. Enemies can move freely though an open door, so be sure to close them behind you if you don't want to be followed. Thief-class enemies like the Mugger, Master Thief, or Ninja can open closed (unlocked) doors so be wary of them.
- Locked Doors may naturally appear during the middle to late floors and require a successful picking to open. Locked doors can't be opened by any enemy, including the Thief-class enemies mentioned above. The player might find a Padlock item, which he can then use to lock a door up for extra safety.
- Ponds are small pools of water commonly found throughout the game. If a fishing pole is equipped in the left-hand slot the option to fish will appear on the game screen. Fishing consumes 1 point of stamina per cast and of course like real fishing you're not guaranteed to always catch anything!
- Wells can be drunk from to recover your stamina to max and instantly cure the plague. Rarely, a well will have shiny magical water in it. Drinking from these waters instead permanently increases your magic resistance. Rumors persist of even rarer wells that refill your health and bolster your body with intense regeneration. Each well can only be used once.
- Xtoli Statues can be touched from any side to grant the player a random effect ranging from full health refills to invisibility. Rarely they will damage your maximum HP / STM levels or even change an item in your pack to something else completely.
- Dragon King Statues can be touched and activated by a Cultist, and have numerous different effects both good and bad. When touched by another class, they'll have no effect at all.
- Abandoned campsites can be used at any time to fully recover your health and stamina. A campsite can be used as many times as you wish, making them the best method of healing in the game and very valuable. As such, finding an abandoned one is exceedingly rare.
- Cauldrons Are leftover potion brewing equipment from witch camps. If you have an empty bottle in your backpack you'll be able to fill it with a random type of potion from these. A cauldron can only be used once per bottle. If you find a cauldron with green slime your potion reward will most likely be of a higher caliber than normal.
- Mineral Deposits Sometimes further down in the dungeon you'll come across shiny golden mineral deposits in the walls. To mine these spots, you must first find and equip a pickaxe and have at least 3 points of stamina. You can mine gold pieces from these sites and sometimes other valuable stones.
- Teleportation Statues look very different than regular Xtoli-shaped ones and can teleport you to another spot on the floor when touched. They resemble a giant flashing egg or orb and are on the rare side. The teleporting power is only good once.
- Potted Plants Muggers and Thieves are starting to smuggle a new drug called 'Spazz Weed' into the dungeon. You can pick these plants and take them with you, but remember these were deemed illegal by the XGA for a reason: Unpredictable side effects that can be downright dangerous! (Steam version)
- Anti-Magic Beacons can sometimes appear on an Anti-Magic floor event. Step on one and touch it to deactivate the field. Just remember that doing this will let monsters cast their spells again too! (Steam version)
- Rifts will appear at the very lowest depths of the dungeon and randomly spawn various champion class enemies to deal with. Very rarely the Reaper can show up, provided it hasn't already been killed while visiting a Quiet Floor event previously.
- Secret Walls are false walls that look like normal walls but can be walked right through. Very often taking these passages will lead to great treasure!
- Iron Doors are locked doors that any class can attempt to open. Once inside the player will be treated to a small random event. Often a simple yes/no choice will be given and it's up to the player to decide if it's worth the risk to accept. Several classes will always succeed at specific events here (ex. the Warrior will always be able to move the pile of rocks).
Buildings can sometimes appear and will show up as windowed doors inside walls surrounded by a colorful banner. Upon exiting a building its door is forever closed so make sure you do your business with them fully before leaving.
- Shops will offer to sell 3 items to the player upon entering. A shop will only offer to sell the player items that are related to its character class (ex. they will never sell keys to a wizard because keys can only be equipped by a thief.) Make sure you have enough spare room in your inventory to purchase an item before entering a shop!
- XGA Shop Sometimes the shop will be run by a knight of the XGA (Xtoli Guard Army). He can sell you items that aren't normally found in the regular shops but at much higher prices.
- Guilds are convenient places to rest up and gather information. Drinking a beer will recover your stamina to max while renting a room will recover both your health & stamina to max levels. It is here where tips about the game can be bribed out of patrons.
- The Guildmaster will occasionally visit his guilds and offer to bestow mass offensive and defensive magical buffs for your character. For a price, of course!
- Cultist Dens New as of 11/12/16, These uncommon people will offer items in exchange for your maximum HP instead of traditional gold pieces. You'll have to weigh the risks carefully. If you're a Cultist yourself you'll also have the option to donate gold pieces in exchange for the opportunity to be granted main stats (STR / MAG / DEX / CON).
- Chest traps deal straight damage and are inflicted when a trap is sprung (disarm fails). The damage is greater the more special the chest is. The trap damage is not affected by depth of the dungeon. Golden chest traps may also be spiked with poison barbs, so beware!
- Poisonous grass is found on the floors and will inflict exactly 1 point of damage when stepped on. Grass that's been stepped on is dead for good and safe to travel over from there on out. There is a small but real chance that stepping on any patch of poisonous grass will also cause the poison status ailment. The resist poison effect will protect you from being poisoned or taking any damage at all from the grass, however.
- Floor spikes appear from the middle floors onward. They will retract into their holes after several player steps and then pop out again after several more player steps. Walking over a spike trap that's retracted will not cause any damage at all- only when they're out of their holes will they cause 1 point of damage. Spike traps are unique to the game as they can never be destroyed by any means.
- Fires can sometimes appear at lower floors of the dungeon and will deal exactly 1 point of damage to the player's health when walked through. Unlike poisonous grass, the fire remains after being stepped on. Worse, any items the player has equipped that are made of wood will burn and be destroyed! Players under the resist fire effect will be protected from fire damage and item burning.
- Webs can totally immobilize anything caught within. Players can attempt to break free by pressing the space bar (or the gamepad action button), provided they have enough stamina to do so. If an enemy attacks a player while he's stuck in a web it will always result in an ambush strike. Any enemy stuck in a web will automatically free itself in a short amount of turns, so use this time to escape if necessary.
- Lightning Bolts will randomly strike the playing field during indoor rain events at lower floor levels. If you're struck by a lightning bolt you'll take 10 damage. Several items can completely negate the damage done by these like the Raincoat. You can also negate lightning bolt damage through the Resist Lightning effect (by using an item that grants this power). If a bolt strikes an enemy however, they will be killed. Enemies killed this way award no XP or gold pieces.
- Plague is a condition that may occur when the player is bitten by an infected enemy. When under the effects of the plague you will become green and have a large defense penalty. Plague can be completely cured by drinking from a well, getting healed by a statue, or taking the item Vitrox B. Additionally, drinking a bottle of water will lessen the effects a bit until you can get completely cured later. It's important to note that most shops will refuse to let plagued customers inside their buildings!
- Trap Variants of Fires and Floor spikes may also appear from time to time. If the fires are blue they're considered Ghost Flames and deal more damage than usual (though they won't burn your wooden gear away!) If floor spikes have blood on them they'll also deal more damage but otherwise act exactly the same as the normal kind.
Floor events are special happenings that have a small chance of occurring while playing the game. Though unlikely, it's possible to have more than 1 floor event at a time.
- Darkness events shroud a floor in a veil of shadow, making it harder to see what's around the corner and therefore enemy ambush rates are increased. You'll also have a harder time hitting monsters while in the dark. Abandoned campsites and wall torches do not spawn during a darkness event. Mushrooms can grow in these dark places as well.
- Monster Infestation events are floors with huge quantities of extra enemies and are very dangerous. You'll earn an XP bonus from each enemy defeated on this floor, however.
- Graveyard floors are filled with tombstones, dead grass, vampire bats, and powered-up undead. A ghost boss enemy can also be found here. Graveyard floors have a slightly increased chance of spawning shadow chests.
- Treasure floors are golden-walled places filled with extra treasure chests and treasure chest-like enemies like Chest Monsters and Death Boxes. Treasure Floors have a higher chance of mineral deposits appearing in the walls.
- Evil Force / Boss events signal that one of the game's boss enemies lurk somewhere on the floor. Bosses will always spawn near the exit ladder.
- Slithering An early possible event, this floor is full of nothing but poisonous snakes and asps.
- Rainstorm Weird indoor rain falls throughout the floor. Rainstorm floors have a high chance of spawning Killer Plants if poisonous grass is also found within. Additionally, ponds are much more common here and fish are easier to catch. Beware that torches and campfire sets can't be lit while on a rainstorm floor! Flowers and mushrooms have a much higher chance to appear during a rainstorm floor. As of V1.4 all fire damage is also halved and lightning damage is doubled while the event is active. At lower floors lightning bolts will also now strike randomly.
- Time Bomb A devious trap set by The Lantern, the floor has been rigged to explode when you've walked a certain number of steps. The explosion will kill everything on the floor, including you. It may be possible to survive the explosion with the right gear, they say..
- Quiet There's something not quite right about this quiet floor.. Surrounded in darkness, all enemies seem to have been already killed. What could have possibly done all this?
- Inferno A red hot floor event blistering with intense fire traps. Extremely bad for your equipped wooden equipment! As of V1.4 any Egg item in your inventory has a small chance of hatching while walking around during this event. If the egg hatches it will trigger a battle with a Kama-Kluckzie, the deadly baby chicken from hell!
- Arena of Death The arena of death floor event is a rare occurrence that can happen late in the game. If you should happen upon an arena you will be faced with a floor composed entirely of champion class enemies!
- Icebox Floor Icebox floors are cold and snowy and recovering your stamina back through natural rest is impossible. Enemies will also have reduced amounts of stamina if encountered. Ice Giants will have an increased chance of showing up if an icebox floor is encountered deep in the dungeon. A Shovel will break if used upon the icy ground here, but a Steel Shovel won't.
- Anti-Magic Field Floor The anti-magic field can appear and smother the entire area with a purplish fog. This fog causes any and all magic cast to immediately fizzle and fail. This goes for magic that the enemy casts as well. Wizards and Clerics in particular must be very careful when dealing with an anti-magic field!
- Disruption Floor New to version 1.4, magical bubbles will appear throughout the area and totally confuse the player. All controls on the main screen are reversed. In addition, any compass or item with a compass-like effect (ex. Northern Cap) will not work either.
- Trap Floor New to version 1.4, trap floors disguise any trapped chest and make them look like normal chests to all but the Thief class. In addition, there's a slightly higher chance for better loot when one is opened while here.
- Coven Floor New to version 1.4, coven floors are late-game events that hold nothing but Cutlists and their horn-headed leaders. Rarely the Dragon King himself may also appear! While opening treasure chests on a coven floor you might find special items that are found nowhere else. These items are classified as "Depths" items, and have a light blue name text when inspected.
- Plague Floor New to version 1.4, any enemy on the floor can have a plagued bite in battle.
- Storage Floor New to version 1.4, these are early game events that can appear from floors 2 through 6. You'll find a lot more barrels than usual, which is a great way to load up on food reserves for the journey ahead. The only enemies that will appear are plague rats and their were rat champs.
- You have limited space in which to carry items around with you. Any extra inventory items you don't need can't be sold in a conventional manner- instead they can be scrapped (destroyed) from your backpack screen in exchange for some gold pieces at any time. Thieves will gain slightly more gold pieces than other classes this way.
- It's very wise to try and conserve your HP and stamina for those spots where you'll need them most. It's possible to run into champ enemies as early as the 2nd floor and fighting them when you're not prepared is usually a bad idea. One thing to remember is that enemies can't open doors so if one's following you try to run into a room and close the door behind you to lock them out. Like most actions in the game, closing a door requires 1 stamina point.
- It's a very good idea to always try to have a torch on you in case you run into a darkness level, as using it will light the place up again. Using a campfire set is another way to get rid of darkness areas. Remember that these items can't be lit while you're also being rained on!
- As of version 1.2CT you can now find compasses. Use these to try and pinpoint the exit ladder in case you get lost. They have a decent chance of breaking, but luckily aren't too hard to find early on. A thief may also receive a free compass as a starting gift.
- If you find a warpstone it's a great idea to try and save it until you get into a particularly nasty jam (surrounded by enemies while low on health, unable to get past a floor trap without dying, etc). It will warp you to another random spot on the floor and hopefully to safety.
- Warriors can use any of the game's 2 handed weapons (greatswords, battle axes, bow & arrows, etc) however if you're wearing a shield you won't be able to equip a 2 hander so you might want to keep an extra 1 handed weapon on you for a backup plan.
- It's extremely important to note that as of version 1.2CT any wood equipment you're wearing can now be burned away and destroyed by enemy fire spells in battle (in addition to stepping on fire floors from earlier versions). So unless you just love the texture of wood and the color brown, try to upgrade your gear before that happens. As of V1.3ST this danger is lessened some by the ability to unequip your items, so unequip anything wooden before stepping on a fire floor!
- Save items with the invisibility effect for times when you need to get past a monster that's much stronger than you. Invisible characters can walk right THROUGH even the deadliest dragon this way unharmed. Luring a tough enemy into a small room, turning invisible, and closing the door to seal them inside is another good tactic as monsters won't give chase to an invisible character.
- Potions can be dumped upon the ground from the item inspection screen. Any potion dumped on a fire will put it out, but many others can be dumped upon certain things for surprising effects. A Black Potion, for example, will cause floor wide pollution when dumped into a pond. Experiment away!
- Remember your ultimate goal is to survive long enough to get to the bottom. You won't be a wuss if you flee from a tough enemy so be sure to try it when the going gets tough! (Boss enemies can never be run from). Nothing is worse than dying in battle with a pack full of great items you were never able to use!
- If you are new to the game it's a great idea to bribe as many guild members as you can to learn different aspects about the game. As of V1.3ST you can access all learned bribes through the new start menu in case you need a reminder on any rules!
- As of V1.4 please refer to the Tutorial section in the game, as that will tell you most everything else you'll need to know to play & have fun!
Release and Steam Greenlight
The game was released for all on August 27th, 2016 through DXF Games' itch.io page. It has also been submitted to Steam via the Greenlight service and can be voted on there as well. If it gets enough votes to be sold on Steam, then a set of achievements will also be added to the game. The price point for Equin: The Lantern V1.3ST will be $4.99 US regardless of the platform it appears on.
As before, a free 10 floor demo of the game is already available via the DXF Games itch.io page (see links below).
As of 10/27/16 the game was released on the Steam service. Two guides have been created by the dev to help others with the game (see links below).