# Progression

## Your first hour

1. Read *Magic for Dummies*.
2. Find a **Torii Gate** out in the world.
3. Right-click it to learn **DISCOVER**, your first circle.
4. Get a magic pen and some paper.
5. Study in a proper workshop (an atelier) to learn your first circles.
6. Find an Alchemist.
7. Read *Alchemy for Dummies*.

## Drawing circles

A circle is a short sequence of runes: a category, a function and a level. You have to learn a word before you can draw
it, so each new circle is something you find, not something you look up. As you get better at drawing, the mod lets you
type the letters instead.

Circles are drawn on a block face and project along it, so a ceiling circle works downward. Most circles have several
levels: higher levels reach further and do more, at a higher mana cost. The [Circles]($circles/index) section lists
every circle and its numbers per level.

## Riker Loot and the Eye of Loot

Your next goal is **Riker Loot**. He doesn't wander in; he has to be called. Defeat him and his eye becomes the **Eye of
Loot**, which reads mobs, circles and spell scrolls for you and opens your journal. Most of what comes later starts here.

How to call him is written down for you:

- **Lost Knowledge** scraps are brushed out of suspicious sand and gravel at desert pyramids, desert wells, ocean
  ruins and trail ruins, and turn up in chests in strongholds, desert pyramids, jungle temples, ancient cities and
  woodland mansions. One of them is about Riker. See [Scrolls]($mechanics/scrolls).
- Once you wear the Eye, **daily quests** arrive when you wake from a full night's sleep. Some of them pay out in
  **tips**, which go into your journal (**Ctrl+Y**). One of those tips is about Riker too.

## Where to go from there

- **Levels.** Bigger circles need higher numerals, learned one rung at a time. See [Magic Levels]($mechanics/magic_levels).
- **Alchemy.** The Philosopher's Stone is earned, not crafted, through a twelve-step process of riddles built from scraps
  of Lost Knowledge. See [Alchemy Gates]($mechanics/alchemy_gates).
- **Spells.** [Teachers]($teachers) each guard a signature spell. You can win a spell in a fight, and there is also a
  way to earn it without one.
- **Stands.** A Stand is awakened by a **Stand Arrow**, and Stand Arrows are found deep underground, in the ancient
  cities. The Arrow judges your soul, and not everyone is found worthy. Later, a daily-quest tip points the way to Deo.
  See [Stands]($mechanics/stands).

> [!CAUTION] Don't cross the streams, and never put a bag inside a bag.
> A bag within a bag is not storage. Both bags are destroyed, everything in them spills on the ground, and you will not
> be where you were a moment ago.

## The temple dimension

> [!WARNING] Endgame only
> The temple is where the final boss waits. Go there when your gear, spells and soul are ready for the last fight of
> the game.

The way in is **minecart-kun**: Learn magic DISCOVER, a minecart running fast will take you there.
But do not worry, if you fall in the temple, it sends you home with nothing lost.

## Choices matter

Most of progression has more than one route. How you level up, how you learn spells and how you beat a boss all change
what the reward costs you. Spending your soul too freely has consequences of its own.
