A Word is two or three particular cards seated in the sockets of one weapon. Put them in together and the game reads them as a sentence rather than as three separate bonuses, and the weapon grants something none of the three cards grants on its own. Nothing is fused: the cards are recognised where they sit, and pulling one back out dissolves the Word and returns every card.
It is the answer to the wall. Past the gate a ground stops being hard because its monsters carry more health and starts being hard because of what they are: an element a plain swing barely scratches, a body your weapon reads badly, armour thick enough to eat most of the blow. A Word is how one weapon is aimed at one of those. It is the only source of weapon element you cannot rent from a bottle, and it is why a character at the top of the board keeps a second weapon and swaps it at the door.
Seat a card to answer a line. Two lines out of three grants exactly nothing, which is the whole of rule two.
Each is a yes or no question about the weapon, and each grants one thing. A Word asks two of them or all three, and the book below says which.
The verb
It asksDoes this weapon already have an edge on what you are aiming at: a card that hits that element harder, or the answering element in the weapon itself?
It grantsYour blow lands as the element that beats them. The swing moves into another column of the element chart, and nothing else in the game rents you that.
The size
It asksDoes anything on this weapon already hit that body size harder?
It grantsSize stops costing you. Against that body the weapon lands the way a bare fist lands, which is to say in full.
The race
It asksDoes anything on this weapon already hit that race harder, or read through its armour?
It grantsThat race’s armour is ignored entirely.
A line can be answered three ways: by what the weapon says on its own, by an affix it rolled, or by a card seated in it. All three count the same, so a weapon born with the right element, or lucky in its roll, spells the same Word with one card fewer and one socket to spare.
What an element is worth against another is the element chart, and a Word is a way of choosing which row of it you swing on. Elements
Every figure below is a multiplier the fight itself applies. Shown on EMBERWRIT, the Word the picture above is spelling.
The element
A plain swing is Neutral, and Neutral is the column that beats nothing. Spelled, the same swing lands as Fire, which is what answers Earth. How much that is worth depends on how strongly the monster holds its element:
Against Earth, level 1 Plain swing 100% Spelled 150%
Against Earth, level 2 Plain swing 100% Spelled 175%
Against Earth, level 3 Plain swing 100% Spelled 200%
Against Earth, level 4 Plain swing 100% Spelled 200%
The chart runs from nothing at all to double. This is the one thing in the game no bottle sells.
The size
A weapon reads a body by its class, and most classes lose damage to some of them. A Dagger against a Medium body lands at 75%; spelled, it reads the bare-fist row and lands at 100%. The whole table, which is enforced on every swing you have ever taken:
What a spelled size line hands you
The race
Armour subtracts from every blow before anything else multiplies it, so it hurts a fast weapon most. A spelled race line does not reduce that armour. It stops reading it: the subtraction does not happen at all against that race.
Each one below is worth all of itself somewhere, and worth nothing on most of the rest. Both halves are stated: what a Word lands on, and where its own blow is a tax rather than an answer. The board it is counted against is everything a player can reach: 138 hunting grounds and 43 mini-boss rungs, 181 in all.
HALLOWWRIT vs Undead Medium
- Your blow lands as Holy
- Medium bodies stop costing you damage
No card in the game carries this element for a weapon, so this Word can only be spelled on a weapon born with it.
Answers all of itself on 19 of 181 Its own blow is a liability on 6
HALLOWRIT vs Shadow Medium Demon
- Your blow lands as Holy
- Medium bodies stop costing you damage
- Demon armour is ignored
Answers all of itself on 5 of 181 Its own blow is a liability on 6
HALLOWCRESTWRIT vs Poison Medium Demihuman
- Your blow lands as Holy
- Medium bodies stop costing you damage
- Demihuman armour is ignored
Answers all of itself on 3 of 181 Its own blow is a liability on 6
HALLOWMURKWRIT vs Shadow Large Formless
- Your blow lands as Holy
- Large bodies stop costing you damage
- Formless armour is ignored
Answers all of itself on 3 of 181 Its own blow is a liability on 6
WARDENWRIT vs Shadow Large Demihuman
- Your blow lands as Holy
- Large bodies stop costing you damage
- Demihuman armour is ignored
Answers all of itself on 3 of 181 Its own blow is a liability on 6
TIDEWRIT vs Fire Medium Brute
- Your blow lands as Water
- Medium bodies stop costing you damage
- Brute armour is ignored
Answers all of itself on 7 of 181 Its own blow is a liability on 38
BRINEWRIT vs Fire Medium Demihuman
- Your blow lands as Water
- Medium bodies stop costing you damage
- Demihuman armour is ignored
Answers all of itself on 6 of 181 Its own blow is a liability on 38
DEEPWRIT vs Fire Large Brute
- Your blow lands as Water
- Large bodies stop costing you damage
- Brute armour is ignored
Answers all of itself on 5 of 181 Its own blow is a liability on 38
TIDEMURKWRIT vs Fire Medium Formless
- Your blow lands as Water
- Medium bodies stop costing you damage
- Formless armour is ignored
Answers all of itself on 4 of 181 Its own blow is a liability on 38
EMBERWRIT vs Earth Medium Brute
- Your blow lands as Fire
- Medium bodies stop costing you damage
- Brute armour is ignored
Answers all of itself on 7 of 181 Its own blow is a liability on 36
PYREWRIT vs Earth Medium Demon
- Your blow lands as Fire
- Medium bodies stop costing you damage
- Demon armour is ignored
Answers all of itself on 6 of 181 Its own blow is a liability on 36
KILNWRIT vs Earth Large Brute
- Your blow lands as Fire
- Large bodies stop costing you damage
- Brute armour is ignored
Answers all of itself on 4 of 181 Its own blow is a liability on 36
EMBERFANGWRIT vs Earth Small Brute
- Your blow lands as Fire
- Small bodies stop costing you damage
- Brute armour is ignored
Answers all of itself on 3 of 181 Its own blow is a liability on 36