Enchanter
- Dialogue
- questdialog_enchanter
- Reached by
- A quest character: Festival of the Wandering Wind
Openers (2)
The game picks one. They are alternatives, in the order it prefers them.
(Drunk) Looks like someone’s been making the most of the festivities! *They chuckle, clearly amused.*
It seems I have, indeed. Glad I pulled you from that cage, my friend. You’re a good soul - fate dealt you an unfair hand, but you deserve better!
- Changes how the speaker feels about the player
You're a brave soul, Ameki. Truly, you are my brother / sister.
If you need anything - I'm eternally endebted to you.
*Pfft.* No, no. Come off all of that. We are square. We are family. Families don't keep debts.
- Changes how the speaker feels about the player
A heart of gold, you have. Lets have a drink. To new bonds!
TO NEW BONDS!
*Together, you raise the bottle of koji and take a deep, burning swig.*
...
- Runs AddStatusEffectNode
- Runs AddStatusEffectNode
Ah! Enjoy the night, brother / sister.
The conversation ends
Oh! Truly? Thank you! *You pat Kinji on the shoulder and nod.*
The graph connects this choice to nothing, so the conversation stops here.
Right, right, well I must be off. Lots of hands to shake and all that.
The graph connects this choice to nothing, so the conversation stops here.
[Leave] *Walk away, distracted.*
The graph connects this choice to nothing, so the conversation stops here.
Mind your tongue. Would you rather find yourself back in chains?
The conversation forks on the graph-variable check:
Only while the quest holds the authored value
I did not imagine I would see the stars again. Thank you, [player].
The conversation ends
What the player can raise (1)
The game offers every topic whose requirement is met, in the order it prefers them.
Other entry points (1)
The game reaches these from elsewhere: a quest event, or another conversation.
The conversation forks on the graph-variable check: