The Velan Codex

Story

The world after

There is no endgame (Codex section 1). After scene 4.20 nothing locks and nothing ends: every location stays open, Act 4's outcome becomes the world's state for the rest of that save, and four systems keep the game going. (Idea) The outcome is permanent per save; a player who wants another outcome starts a new game.

Warp-born glyphs

Warp-born glyphs (Story Bible section 3) are the Living Spell Library's main channel after Act 4: new spells reach players by discovery, never by announcement (Codex section 6).

OutcomeWarpsWarp-born glyphs
MendedClose over time. Fresh warps are rare and appear only at old mending scars.Rare, and only mirrored or parallel. Asymmetric glyphs surface only in the Undermere's dark.
ShatteredOpen everywhere, often.Frequent, every kind, and guarded by stronger glints.
HeldAs now.A steady cadence of every kind. The Pane at dawn shows a new reflected glyph now and then.

Reputation

The Proving Ring

Halfway's PvP arena (Codex section 10) becomes the main place to measure mastery after the act: PvP only there, no co-op, scheduled tournaments with a leaderboard.

Side quests

Side quests are the large library of Codex section 8, available from town centres and bulletin boards at any time. After Act 4 the boards fill with jobs that follow from the outcome, and every earlier side quest stays available. The hooks are in section 15.

From Walkthrough: Act 4 › The world after