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Morrowvane · Wiki

Gameplay

Controls on a pad and on keyboard and mouse, spells and runes, passives, the flask and blink, death, the hubs, loot and the second journey.

How a journey works, as the game counts it. The Start page has the menus into it.

Controls

Morrowvane is built for a controller and plays fully on keyboard and mouse. The pad column names button positions with the PlayStation and Xbox labels; a Nintendo pad keeps the same positions under its own letters. Prompts follow the device you touched last.

ActionPadKeyboard and mouse
MoveLeft stickWASD or the arrows; hold the left button on the ground to walk to the pointer
Interact, basic attackSouth: Cross / AE; click an enemy, board, letter or counter to walk to it and use it
Spell slot 1West: Square / X1
Spell slot 2North: Triangle / Y2
Spell slot 3Right shoulder: R1 / RB3
Spell slot 4Right trigger: R2 / RT4
Place a ground spellRight stick, up to half the spell's reachLands at the pointer
BlinkEast: Circle / BSpace
FlaskLeft trigger: L2 / LTQ
MapD-pad upM
JournalD-pad downJ
Wardrobe (equipment)D-pad leftI, C or Tab
SpellbookD-pad rightK
PassivesSpellbook, then a shoulder to turn the tabP
Cycle a slot's runeIn the spellbookShift + 1–4, also in play out of a fight
PauseOptions / MenuEsc
Menus: confirm, backSouth, EastEnter, Esc
Menus: pageShoulders: L1 / R1, LB / RBQ / E, PgUp / PgDn
Quick save, quick loadPause menuF5, F9

Spells aim along the way you face; ground spells are placed with the right stick or at the pointer. The left shoulder does nothing in play. Keys cannot be rebound; Calibrate Controller in Settings re-maps a pad whose buttons arrive in the wrong order. The pause menu's The controls shows the same list in the game.

The controls card: a GAMEPAD and a KEYBOARD column for move, interact and basic attack, spells, blink, flask, map and quests, equipment and spells, spellbook then passives, rune swap and pause
The controls card from the pause menu.

Spells and slots

The spellbook at level 12: the four equipped slots, the spells of one slot, and the right page with a spell's cost, recovery, damage, reach and runes
The spellbook of a level-12 Magus.

Runes

Passives and keystones

The PASSIVES tab of the spellbook at level 20, the list on the left and one passive's effect on the right
The PASSIVES tab at level 20.
StepPriceHealsRefills in
As found—35%30 s
1350 gold40%27 s
2750 gold47%23 s
31000 gold57%18 s
41300 gold69%, and washes away one affliction12 s

Death and checkpoints

The death card An entry closes over the dimmed field, with Return to checkpoint
The death card.

Hubs: the board and three counters

Each region's first checkpoint is its hub, and every hub has the same four things.

The clerk's board
Six bounties, called writs, 24 in the game. Most name a mark to kill; a pack writ settles when the pack's last member dies. A read writ is kept in the journal.
The broker
Buys what you mark in your bag; one button sells every marked piece. Plainly worse duplicates come marked already, uniques never.
The provisioner
Sells a piece for any of the ten wearable slots, as magic or rare, rolled at the hub's tier; you see its properties only after buying. A magic piece costs 200, 230, 270 or 320 gold at the four hubs, a rare one 560, 650, 760 or 900, and a weapon costs 1.3 times as much.
The apothecary
Strengthens the flask, as above.
The Bounties page of the clerk's board at Tallow's Cross, its writs listed
The board at Tallow's Cross.
The provisioner's window: a grid of item slots at magic and rare quality with their prices, and the purse in the corner
The provisioner at Tallow's Cross.

Loot and gear

A Ledger Pack Leader with the affixes anchoring and withering among its hands at the Shepherd's Cairn Field; its name and affixes in a banner, damage numbers over the fight
A roaming pack at the Shepherd's Cairn Field: the banner names the leader and its affixes with their tells. A screenshot taken with the game's capture tool, which brought the pack to the Warden.

The journal, the map and the ledger

The journal open on the Quests tab at the start of a journey, The Road In current
The journal at the start of a journey.

Levels and the second journey