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Below the Abbey

Vast grid-movement, turn-based rpg with a huge amount of dungeons and areas. · By Bickering Goat

18 October update Sticky

A topic by Bickering Goat created 13 days ago Views: 62
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Developer

Below the Abbey: update 3.301

Everything new since update 3.280.

Collecting

  • A Collection menu (Menu, More, Collection) holds the logs of everything you find: Jewel Hunter, Butterfly Catching, Herb Collecting, Treasure and the Shrine Logbook.
  • Gems. Forty cut gems of every colour lie on empty squares in dungeons, a few to a dungeon, the better ones deeper down. Each sells for 40 to 300 gold. They are small and lie on their side on the floor. The Jewel Hunter page shows them front-on and logs every gem found and sold.
  • Butterflies. Thirty kinds flutter about the open lands, from the Cabbage White to the glowing Moonwing and the very rare Sunflare Monarch. Buy a Butterfly Cage from a trader (20 gold) and a catch hand appears when a butterfly is near. It lights up when the butterfly is on your square. The best dexterity in the party sets the chance, and the log names who caught it. They sell for 10 to 300 gold.
  • Herbs. Twenty-four herbs lie on the ground in the open lands, away from doors and people. Pick them up, log them, and sell them at the usual herb prices.
  • Shovels and treasure hunting. Ten shovels, from the Peasant's Shovel (1% chance per dig) to the King's Golden Shovel (10%), are sold by traders as the party grows stronger. Press Dig on an empty square. Finds are coins, gems, old boots, odd things, buried weapons (very rarely a powerful one) and messages in bottles. A bottle starts a quest that leads to a marked square with a greater reward. The Treasure page logs it all.

Herbal remedies

  • Sixteen herbal remedies cure most afflictions (fever, poison, bleeding, frostbite, haunting, curses and more) or heal, for far less than the church asks.
  • Learn them from the herbalists, healers and potion sellers of Oldhaven, Khemetra and the monastery, or discover them by mixing herbs on the new Herbal Remedies page of the journal.
  • Brew them at camp from the herbs you have picked.

The old shrines

  • Sixteen beautiful old shrines stand in quiet places, from Thornwood to the far deserts and the Pilgrim's Path. Stand before one to log it in the Shrine Logbook.
  • Abbot Anselm at Saint Elen's gives the quest to find them all. Visit every one for an achievement, 1500 gold, and a rise in every hero's intelligence.

The Pilgrim's Path and the monastery

  • The Land Path is the Pilgrim's Path. Twenty teleport stones stand beside every fifth signpost and by the cliff above Yarrim. Wake them all and you complete the path: an achievement, 1000 gold and the Abbot's armour set, a powerful set any class can wear.
  • The sea is always on your left along the whole path, including the way south to Yarrim.
  • Animated waterfalls. Painted single falls with water that runs, clipped to the water and the rocks around it.
  • The houses on the path are real rooms with an occupant who lives and works there. The little houses have no roofs, with a shuttered window and climbing roses beside the door.
  • The monastery is finished. The church has a grand nave with pews, angels, saints and a rose window, the scriptorium has shelves and lecterns, and the refectory and guest house have painted windows and banners. The Chapel of the Lamps stands beside the church.
  • A bug fixed: Khemetra's houses could replace the rooms of Oldhaven, the quay, the path and the monastery. They no longer do.
  • Oldhaven's religious folk talk about the Pilgrim's Path.

Armour, money and levels

  • Ten full armour sets for levels 10 to 100, with new skills (ward, life drain, second wind) and set bonuses.
  • More money. Gold drops grow with the creature's level. Creatures above your level pay more (+50% one level above, +20% for each level after). Humanoids always drop gold. Quest rewards are doubled. Ironhill has a chest with 1000 gold, and iron ore sells for 50 gold.
  • Four quiet chests with 200 to 500 gold in each desert.
  • New levels for the later places, and a choice at the start of a new game: Traditional levelling (every place has its own level) or Scaled (creatures grow with your party). Change it any time in Menu, Settings, Gameplay.
  • The Orange Spire levels shrink faster, half size by level 10 and tiny at the top.

Menus and the world map

  • A loading screen with a progress bar.
  • The title screen has Settings and Exit to desktop.
  • The save and load screen scrolls, and its text no longer hides behind the buttons.
  • The Controller page shows a broader pad with every button on it.
  • The world map shows the level beside each name, spreads the places out so nothing is hidden, and keeps the sea road from Oldhaven to Yarrim.
  • Creatures fit the window. Tall ones are scaled down, except the truly huge.
  • Softer teleport sound and more wall torches in dark places.