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I also ended up with a somewhat non-aggressive theme - progression through exploration rather than fighting, and even the combat is technically non-lethal (though chucking enemies down a deep hole could be considered fairly lethal). It makes for an interesting design challenge to have ways to engage with enemies that aren't just "kill more faster". The shadow step spell in Quine was a cool ability in that regard - a tactical ability that need lots of consideration for enemy position and terrain.