Neutral
Slightly effective on any Vera.
Runes, items, progression, quests, and the places that turn a visit to Floki Island into a plan.

Floki Island field atlas
Six landmarks · five systems · one useful next decisionStart with the decision
The atlas is arranged around player questions, so you can get an answer and return to the game.
Runes
All four species abilities are available. A Vera's rune adds one more ability—and a different way to read the board.
Current selection
Conjures five beams of sunlight, damaging Veras on five tiles. Enemies hit are Drained for three turns.
Items & taming
A useful inventory is not the one with the most things. It is the one that answers the next dangerous turn.
Restores 25% health in or out of battle. Inspired then raises STR, INT, and CHA by 25% for two turns.
Restores 35% charge during battle. Unstoppable grants two turns of immunity to Snared, Exhausted, and Asleep.
Apply it from the Inventory's Vera tab. The next time that Vera is summoned, its allocated stat points can be redistributed in the Combat Hub.
First match the family to the target. Then choose an encasing whose base taming odds fit the attempt.
Slightly effective on any Vera.
Greatly effective on any Vera.
Considerably more effective on a Vera with the matching rune; otherwise ineffective or very ineffective.
Encasing → base odds
Progression
Standard Veras can reach level 50, while Spirit Veras are capped at level 20. Levels reinforce the role you choose; they do not unlock the four species abilities.
Controls physical attack and is central to defense against physical damage.
Controls critical chance and critical power.
Controls the health pool.
Controls magical attack and is central to defense against magical damage.
Controls the charge pool and charge regeneration.
Controls primal attack and is central to defense against primal damage.
Quests & services
Once the game account is linked, the Quest Log can turn a large world into a short list of useful decisions.
Read the objective and its live reward before choosing an activity.
Let one objective shape the trip instead of trying to clear every system at once.
Visit the shop, daycare, blacksmith, bank, tracker, or Professor only when the plan calls for it.
Use what changed—your roster, items, stats, or information—to choose the next session.
Known for
You do not need to memorize the whole island. Remember the decision each place helps you make.
Locations
Select a landmark for its role, then use an Obelisk, the minimap, and compass to finish the journey in game.

Current selection
The arrival shore and a clear place to reset your bearings.
A sixty-second briefing
You can enter immediately. This optional route simply gives the first few decisions a purpose.
Let its prompts teach the current controls and interaction language.
Four species abilities plus the rune ability is enough to start forming a plan.
Choose an encounter, quest, service, or landmark instead of trying to understand everything at once.
Search the Field Guide when the game gives you a specific rule to investigate.
Player-owned plan
Choose one useful outcome. The site will remember no progress or account data.
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