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Legends of Hastinapur - Game Wiki
Introduction
Legends of Hastinapur is a mythology-themed RPG inspired by classic OSRS mechanics but adapted with unique Indian mythological elements. This wiki documents the core systems, skills, and mechanics.
Magic System (Mantra)
The Magic system replaces traditional runes with Bijas (Sanskrit seed syllables). Spells are cast using combinations of Elemental and Catalytic Bijas.
Core Components
- Elemental Bijas: Air, Water, Earth, Fire.
- Catalytic Bijas: Represent Deities and power sources (e.g., Chandra, Rahu, Yama, Rudra).
Spell Tiers
Spells follow a standardized progression system:
- Pulse (Tier 1): Requires Chandra Bija + 2 Elemental Bijas.
- Volley (Tier 2): Requires Rahu Bija + 3 Elemental Bijas.
- Cascade (Tier 3): Requires Yama Bija + 4 Elemental Bijas.
- Cataclysm (Tier 4): Requires Rudra Bija + 5 Elemental Bijas.
Spell List
Combat Spells
Utility Spells
Teleportation (Coconut Rituals)
Teleportation requires preparing a Coconut with 3 specific Bijas ("Eyes").
- Hastinapur Teleport (Lvl 25): Vishnu, Air, Earth.
- Forest Teleport (Lvl 31): Water, Earth, Indra.
- Mountain Teleport (Lvl 38): Vishnu, Earth, Hanuman.
Combat System
The combat system features a dynamic Weapon Interface that adapts to the equipped item.
Weapon Styles
Unlike generic systems, the interface changes terminology based on the weapon:
- Unarmed: Punch (Accurate), Kick (Aggressive), Block (Defensive).
- Sword: Chop (Accurate), Slash (Aggressive), Lunge (Controlled), Block (Defensive).
- Bow: Precision (Accurate), Burst (Aggressive - Rapid Fire), Snipe (Longrange).
- Staff: Focus (Accurate), Barrage (Aggressive), Ward (Defensive).
Features
- Auto-Engage: Toggleable setting to automatically retaliate against attackers.
- Style Bonuses: Selecting a style confers hidden stat bonuses (e.g., Accurate gives +Attack).
Equipment & Inventory
Equipment Interface
- Slots: Dedicated slots for Weapon, Shield, Helmet, Chest, Legs, Boots, Gloves, Amulet, Ring, and Ammo.
- Interaction: Items in inventory can be equipped via "Use" or "Equip" context actions. Items in equipment slots can be unequipped by clicking them.
Item Mechanics
- Consumables: Food and potions are consumed on use.
- Equippables: Weapons and armor are moved to the equipment layout.
- Teleports: Charged coconuts are "broken" (consumed) to trigger teleportation.
Quest System
Quests use a Step-Based Progression system.
- Steps: Every quest is a sequence of named steps (e.g., "0", "10", "20").
- Guidance: The Quest HUD displays the current objective description.
- Types:
- Dialogue: Requires speaking to a specific NPC.
- Interaction: Requires interacting with a world object.
- Kill: Requires defeating a specific creature.
Example Quest: "The Lost Scroll"
- Step 0: Speak to Scholar Vyasa at the Palace.
- Step 10: Search the Ancient Bookshelf.
- Step 20: Return the scroll to Vyasa.
Data & Modding
The game is built on a Data-Driven Architecture. Most content is defined in JSON files in the
data/ directory, allowing for easy modding and balancing.mantras.json: Defines all spells and teleport recipes.items.json: Defines item stats, models, and types.quests.json: Defines quest steps, rewards, and text.npcs.json: Defines NPC ids and dialogue triggers.
Note to Modders:
- Item IDs are Strings (e.g.,
"iron_sword"). - Spells can be added without code changes.