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Ok, thanks for the feedback - as always :)

Oh! and congrats on getting to incantations :) Means you got through the trolls :)

So in order:
- will there be an equivalent of everything as incantation - no idea right now, I am doing this a bit organically, adding what I feel is right :) Now that I have an actual game engine that works, adding another incantation is not a big deal (adding a dungeon that drops its inscriptions is a bit more work). Adding a power debuff to enemies sounds like a great idea actually :)

- with expose its a bit of a funny stuff... so, get this: Fiery Mudslide incantation applies "Expose" debuff... same as Poison I rune - so there is no point in using them together, one will simply overwrite another, depending on which is higher... but! "Burning Tornado" applies "Expose to Fire" debuff which is a different thing from "Expose" - so you can totally hit a monster with "Expose" and "Expose to Fire" and they will sum up. You might actually go overboard with this, as you cannot make an enemy resistance lower than -50%, but thats a different topic.

- Empowered Waters doesnt have a dungeon yet :) I am planning a third one but its not in the game yet

- a hint  for incantations so you dont have to note it down - definitely, I have this in my backlog for like 3 weeks, just havent come to actually doing it :)

- loot note - I have been thinking about that since your earlier comment and it is definitely something I want to do. For now I simply dont have a good idea how. The issue is that each hunt has X possible enemies, each enemy has Y loot tables, each loot table has Z items with different percentages (actually based on monster level, so I wouldnt even be able to show you percentages before the fight). The closest idea I have right now is to show you all possible items that may drop in a specific fight - and the fact that one may have 100% to drop and the other one has only 10%... well, that you will need to see for yourself... but at least you would know that this item drops here.