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TLDR →Fishing and necromancy would each fill existing gaps in Vintage Story’s gameplay. Fishing adds a more peaceful, biome-driven way to gather resources and encourages water-based exploration and downtime. Necromancy introduces a summoner-style playstyle that lets players animate fallen enemies or friends. They wouldn’t just expand the survival loop and fill a few niches, they’d give players new ways to tell stories with their characters and leave a unique mark on their world! a new town role, a new antagonist to play, possibilities abound!

Fishing

     The game's lakes, rivers, and coastlines currently feel a bit underutilized. Introducing fishing would give these bodies of water a meaningful purpose in both the early and mid-game. It could provide a new food source, contribute ingredients for alchemical or healing recipes, and offer a calm, skill-based activity that contrasts with the harsher survival mechanics. Fishing also offers a method of food gathering that doesn’t rely on hunting or farming, which could be especially helpful in poor soil regions or during harsh winters.

Fishing could be biome-specific, with different species available in different climates and bodies of water. It could be fun to include collecting a full aquarium, with heat or biome mechanics, who knows. This would reward exploration and create a collection-style mini-progression system. With some chance to find rare items or treasures while fishing, it could provide light risk-free engagement during downtime. It fits well into the current survival loop, offering an optional but rewarding avenue that suits a wide range of playstyles, from solo wanderers to base builders looking to stock up for winter.

Necromancy (rust-world related rot magic) |╦╣◘╠╛╞

     Necromancy could introduce a new class-aligned mechanic focused on indirect combat and battlefield control. By allowing players to animate leftover intact skeletons as temporary companions or guards, it opens up a new strategic dimension. Much like how the Clockmaker can reprogram drones, a necromancer could reanimate the dead, giving purpose to enemy remains that currently only serve as loot sources or decoration.

This would support a new summoner-style playstyle, where combat is conducted at a distance, with skeletal pets drawing aggro or supporting in large fights. Maybe instead they could have utility purposes like the ancient Prima Materia constructs.  The mechanic would be balanced with appropriate limitations, such as requiring a rare reagent, limiting the number of active summons, or confining it to certain enemy types. It would be particularly useful for players who prefer support or manipulation roles, want a pet, and would naturally complement survival in hostile zones, allowing for creative base defense or dungeon traversal with summoned help, maybe even farm or trap implications.

Necromancy also fits Vintage Story’s darker tone and expands on its otherworldly themes, in my newb opinion. I mean just look at the rot and flesh machine amalgamations. Just as mechanical constructs have a niche for tinkerers and tech-focused players, necromancy could offer a mystical, fringe counterpart for those drawn to the arcane and experimental.

In any case, thanks for reading, no idea why i went so hard on this, I’m really just trying to look through the lens and fish some ghosts, and maybe collect a pet skeleton-trader. ☻

Posted (edited)
36 minutes ago, Lugh Crow-Slave said:

Fishing from my understanding is already planned to be expanded. 

 

Necromancy that's heavy mod territory. Unless I missed something nothing in the games lore eludes to that. 

Hey thanks for replying! I just mean the aesthetic of necromancy fits well with the lore of vintage story, such as the black rot that overtook almost everything before the seraphim (our characters) were ... I guess showed up again. The drifters themselves look very grungy and decayed as well, I did not say it was in the lore or connected at all, sorry if i implied that, I only meant that the style would fit right in. I'm super stoked for fishing! that would be a great development. ☺ and would redeem my fishing base ☻

Edited by Fistandantilus
Posted

What a combination of topics to combine into one thread!

We have clockmaker ability to hack locusts. I suspect any summoner-esque additions to be moving in that general direction. If you think about it, what is a roboticist but a sci-fi necromancer? The parallels between the two are under-explored, IMO. (Big shout to the Locked Tomb here.)

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Posted

In the latest release candidate, there are fish in the water; the only issue is catching them. They mostly hang around far below the surface, so it would be fun (and necessary) to have a way to bait them towards a fishing hook and yank them bodily from the water.

Posted (edited)

Fishing is coming sooner or later. Now that more aquatic content has been added, I would expect sooner, since you really ought to have fish in the sea to catch, before you have a way to catch them.

11 hours ago, Fistandantilus said:

Necromancy (rust-world related rot magic) |╦╣◘╠╛╞

     Necromancy could introduce a new class-aligned mechanic focused on indirect combat and battlefield control. By allowing players to animate leftover intact skeletons as temporary companions or guards, it opens up a new strategic dimension. Much like how the Clockmaker can reprogram drones, a necromancer could reanimate the dead, giving purpose to enemy remains that currently only serve as loot sources or decoration.

This would support a new summoner-style playstyle, where combat is conducted at a distance, with skeletal pets drawing aggro or supporting in large fights. Maybe instead they could have utility purposes like the ancient Prima Materia constructs.  The mechanic would be balanced with appropriate limitations, such as requiring a rare reagent, limiting the number of active summons, or confining it to certain enemy types. It would be particularly useful for players who prefer support or manipulation roles, want a pet, and would naturally complement survival in hostile zones, allowing for creative base defense or dungeon traversal with summoned help, maybe even farm or trap implications.

Necromancy also fits Vintage Story’s darker tone and expands on its otherworldly themes, in my newb opinion. I mean just look at the rot and flesh machine amalgamations. Just as mechanical constructs have a niche for tinkerers and tech-focused players, necromancy could offer a mystical, fringe counterpart for those drawn to the arcane and experimental.

In any case, thanks for reading, no idea why i went so hard on this, I’m really just trying to look through the lens and fish some ghosts, and maybe collect a pet skeleton-trader. ☻

As mod, sure. For the base game? No, absolutely not, since it doesn't fit the lore. For the proposed Adventure Mode? Sure.

 

10 hours ago, Fistandantilus said:

Hey thanks for replying! I just mean the aesthetic of necromancy fits well with the lore of vintage story, such as the black rot that overtook almost everything before the seraphim (our characters) were ... I guess showed up again. The drifters themselves look very grungy and decayed as well, I did not say it was in the lore or connected at all, sorry if i implied that, I only meant that the style would fit right in. I'm super stoked for fishing! that would be a great development. ☺ and would redeem my fishing base ☻

Now if you mean just an aesthetic choice, and not magic and the like that you find in fantasy titles, then sure, it's plausible. There are already a few skulls and bones that you can collect and use as decoration, and there is also the Rotwalker clothing set that looks...rather creepy. I could also see making drifter-esque attire from rusty metal and whatnot; perhaps as a disguise, or perhaps salvaging the creatures themselves for macabre trophies. However, I would also want NPCs to react to attire like that...and probably not in the most favorable way either.

Edit: Forget to mention it, but there is also a sheepskull mask that fits the necromancy aesthetic, although it is a rare find.

Edited by LadyWYT
Posted
12 hours ago, Katherine K said:

What a combination of topics to combine into one thread!

We have clockmaker ability to hack locusts. I suspect any summoner-esque additions to be moving in that general direction. If you think about it, what is a roboticist but a sci-fi necromancer? The parallels between the two are under-explored, IMO. (Big shout to the Locked Tomb here.)

I thought the same. If anything close to necromancer, there should be a sawbones or rot-doctor background, someone with healing and physiological knowledge kinda thing. I suspect if the health and damage system was ever expanded upon that this would also come with said change.

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Posted
On 8/7/2025 at 7:33 AM, LadyWYT said:

Fishing is coming sooner or later. Now that more aquatic content has been added, I would expect sooner, since you really ought to have fish in the sea to catch, before you have a way to catch them.

As mod, sure. For the base game? No, absolutely not, since it doesn't fit the lore. For the proposed Adventure Mode? Sure.

 

Now if you mean just an aesthetic choice, and not magic and the like that you find in fantasy titles, then sure, it's plausible. There are already a few skulls and bones that you can collect and use as decoration, and there is also the Rotwalker clothing set that looks...rather creepy. I could also see making drifter-esque attire from rusty metal and whatnot; perhaps as a disguise, or perhaps salvaging the creatures themselves for macabre trophies. However, I would also want NPCs to react to attire like that...and probably not in the most favorable way either.

Edit: Forget to mention it, but there is also a sheepskull mask that fits the necromancy aesthetic, although it is a rare find.

|Im confused as to why you feel the lore excludes magic and necromancy as i feel the opposite. between the lens, rot, other dimensions etcetera it seems not only plausible but likely. I must disagree with your lore take respectfully. 

Posted (edited)
24 minutes ago, Fistandantilus said:

|Im confused as to why you feel the lore excludes magic and necromancy as i feel the opposite. between the lens, rot, other dimensions etcetera it seems not only plausible but likely. I must disagree with your lore take respectfully. 

The lore excludes magic and necromancy by virtue of the fact that neither is mentioned anywhere.

This does not mean that I am against either of these features, or fishing, but necromantic fish would be crossing the line...

 

Edited by Krougal
Posted
22 minutes ago, Krougal said:

The lore excludes magic and necromancy by virtue of the fact that neither is mentioned anywhere.

This does not mean that I am against either of these features, or fishing, but necromantic fish would be crossing the line...

 

I think by using prima Materia to magically imbue life in machines with tech from a world beyond our understanding thanks to Jonas Faux is far from "Excluding" magic. I think it is actually implying that the otherworldly forces beyond our control may as well be akin to magic. Most of the lore and even how our characters are reincarnated by an eldritch machine god is pretty magical wouldn't you say? im confused as to how this excludes it, truly im just curious as to your perspective. 

Posted
24 minutes ago, Fistandantilus said:

I think by using prima Materia to magically imbue life in machines with tech from a world beyond our understanding thanks to Jonas Faux is far from "Excluding" magic. I think it is actually implying that the otherworldly forces beyond our control may as well be akin to magic. Most of the lore and even how our characters are reincarnated by an eldritch machine god is pretty magical wouldn't you say? im confused as to how this excludes it, truly im just curious as to your perspective. 

Which is pretty much the start and end of it.

Magic as far as spell wielding mages and undead raising necromancers, these are not minor things that would somehow not bear mentioning, being as they are pretty world-changing.

We've got details through all the classes and their clothing, combined with the tapestries and books, and there is no mention of either of these things.

Whether the lore is complete and more is just yet to be revealed to us or it is still being written, we will have to wait and see.

If Tyron decides he wants these things, then being the final authority on the lore, they can be retconned in just as easily as not; this is EA, nothing is set in stone.

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Posted
30 minutes ago, Krougal said:

Which is pretty much the start and end of it.

Magic as far as spell wielding mages and undead raising necromancers, these are not minor things that would somehow not bear mentioning, being as they are pretty world-changing.

We've got details through all the classes and their clothing, combined with the tapestries and books, and there is no mention of either of these things.

Whether the lore is complete and more is just yet to be revealed to us or it is still being written, we will have to wait and see.

If Tyron decides he wants these things, then being the final authority on the lore, they can be retconned in just as easily as not; this is EA, nothing is set in stone.

Very understandable take, I think the implication of the multiverse so to speak allows pretty much anything! ☻

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Posted
33 minutes ago, Krougal said:

Which is pretty much the start and end of it.

Magic as far as spell wielding mages and undead raising necromancers, these are not minor things that would somehow not bear mentioning, being as they are pretty world-changing.

We've got details through all the classes and their clothing, combined with the tapestries and books, and there is no mention of either of these things.

Whether the lore is complete and more is just yet to be revealed to us or it is still being written, we will have to wait and see.

If Tyron decides he wants these things, then being the final authority on the lore, they can be retconned in just as easily as not; this is EA, nothing is set in stone.

@Fistandantilus pretty much this, in a nutshell. Vintage Story does have some fantastical elements to it with the eldritch horrors and temporal mechanics, however, those aren't the focus of the game. They're in the background. The main focus of the game is the late Middle Ages and associated technology; while it does take some creative liberties here and there, the game itself leans heavily into realism and not fantasy.

Hence why I say necromancy stuff would be fine as a mod, or great for the proposed Adventure Mode, but would otherwise be incompatible with the lore and setting that's been presented.

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Posted
4 hours ago, LadyWYT said:

@Fistandantilus pretty much this, in a nutshell. Vintage Story does have some fantastical elements to it with the eldritch horrors and temporal mechanics, however, those aren't the focus of the game. They're in the background. The main focus of the game is the late Middle Ages and associated technology; while it does take some creative liberties here and there, the game itself leans heavily into realism and not fantasy.

Hence why I say necromancy stuff would be fine as a mod, or great for the proposed Adventure Mode, but would otherwise be incompatible with the lore and setting that's been presented.

we can agree to disagree but i think we are going in circles at this point. Again i differ on the fact that the temporal anomalies and eldritch monsters are very much at the heart of the world and why it is the way it is. There are great lore summaries out there online. However, just because we disagree doesn't mean it a problem. Have fun out there!

Posted
18 hours ago, LadyWYT said:

Vintage Story does have some fantastical elements to it with the eldritch horrors and temporal mechanics, however, those aren't the focus of the game. They're in the background. The main focus of the game is the late Middle Ages and associated technology;

Can we say that will always remain the case? There are only 2/8 story chapters implemented so far and they each seem to be focussed on uncovering the ancient Falxian wonders of the old world. (no spoilers please, I still haven't finished chapter 1). How do we know that future chapters won't add more fantastical elements?

Posted
11 minutes ago, hstone32 said:

Can we say that will always remain the case? There are only 2/8 story chapters implemented so far and they each seem to be focussed on uncovering the ancient Falxian wonders of the old world. (no spoilers please, I still haven't finished chapter 1). How do we know that future chapters won't add more fantastical elements?

19 hours ago, Krougal said:

Magic as far as spell wielding mages and undead raising necromancers, these are not minor things that would somehow not bear mentioning, being as they are pretty world-changing.

We've got details through all the classes and their clothing, combined with the tapestries and books, and there is no mention of either of these things.

Whether the lore is complete and more is just yet to be revealed to us or it is still being written, we will have to wait and see.

If Tyron decides he wants these things, then being the final authority on the lore, they can be retconned in just as easily as not; this is EA, nothing is set in stone.

Krougal perhaps said it best...there's no guarantee the game won't go the more fantastical route later on, but it depends on what story Tyron decides he wants to tell. So far, what's been presented is heavily rooted in realism and steampunky science-fiction, not magic. I'll also note that "magic" and magic-related concepts aren't listed on the roadmap; alchemy used to be listed and is a more magical concept, but was recently renamed herbalism. 

Two of eight story chapters might still be fairly early in development, however, I think enough has been presented to establish core concepts of the setting--post-apocalyptic survival against eldritch horrors, in a medieval setting. I don't really expect those concepts to change very much. If something like necromancy were added, and the player could build undead armies and whatnot, that's a pretty big change to the setting and opens up the question of...why can't the player cast fireballs or otherwise play the fantasy wizard role? It becomes much less realism with steampunk and science-fiction horror elements, and more just another standard generic fantasy setting. Mind you, there's nothing wrong with stereotypical fantasy, but that's not what Vintage Story is.

For a proper "minion manager" class though...that kind of concept is perfect for a Clockmaker overhaul, since it's probably the most underwhelming class at the moment. The precedent is already there with the tuning spear and locust taming, but the concept could be pushed even further by allowing Clockmakers to build and maintain their own mechanical minions for combat or other limited roles(they shouldn't have minions for everything, as that would make them too strong of choice compared to other classes). Clockwork minions also fits the lore quite well, as there is plenty of evidence of clockwork minions like bells, locusts, and the like being in service in the Old World before going rogue, and such creations being inspired by a separate clockwork dimension itself.

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Posted
2 minutes ago, LadyWYT said:

For a proper "minion manager" class though...that kind of concept is perfect for a Clockmaker overhaul, since it's probably the most underwhelming class at the moment. The precedent is already there with the tuning spear and locust taming, but the concept could be pushed even further by allowing Clockmakers to build and maintain their own mechanical minions for combat or other limited roles(they shouldn't have minions for everything, as that would make them too strong of choice compared to other classes). Clockwork minions also fits the lore quite well, as there is plenty of evidence of clockwork minions like bells, locusts, and the like being in service in the Old World before going rogue, and such creations being inspired by a separate clockwork dimension itself.

Is it really weak? Lately I have been thinking it might be the most powerful class.

The bonus damage against mechanicals seems great, especially as I was considering farming saw-blades to be something worth doing and bells are a pain in the ass to kill. Although I am not sure if it does much more than offset the combat penalties. Being the penalties are vs both melee and ranged never thrills me, but it is what it is, and it seems common for a few classes.

Fleet-footed is always great to have.

The repair bonus is probably useful too (I dunno though, after a while I tend to start throwing T-gears away because they don't stack)

The taming spear...I guess it is a little underwhelming, but then I haven't had a tamed locust yet. 

Posted
42 minutes ago, hstone32 said:

How do we know that future chapters won't add more fantastical elements?

The biggest indicator in my opinion is that the roadmap changed from 'alchemy" to "herbalism".  There had to be a reason for the change; distancing the game from magic is a pretty good hypothesis. Particularly when we have Jonas tech. I can see the base game reaching a steampunk vibe, where everything has at least a somewhat plausible natural explanation, but not a Merlin or Gandalf

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Posted

I’m 100% in agreement with the fishing component. Fly fishing for rivers, and bobber fishing for lakes and nets for deep lakes/ oceans. Something adjacent to that it would be cool to have boss fights that were just big sea creatures, such as a Kraken

Posted
15 minutes ago, Krougal said:

Is it really weak? Lately I have been thinking it might be the most powerful class.

The bonus damage against mechanicals seems great, especially as I was considering farming saw-blades to be something worth doing and bells are a pain in the ass to kill. Although I am not sure if it does much more than offset the combat penalties. Being the penalties are vs both melee and ranged never thrills me, but it is what it is, and it seems common for a few classes.

Fleet-footed is always great to have.

The repair bonus is probably useful too (I dunno though, after a while I tend to start throwing T-gears away because they don't stack)

The taming spear...I guess it is a little underwhelming, but then I haven't had a tamed locust yet. 

It depends on one's playstyle, I suppose. The bonus to mechanicals sounds good, in theory, however Blackguard will still hit harder in melee while being more durable at the same time. Likewise, Hunter(which also has the Fleetfooted bonus) will hit harder at range, and will have a much easier time landing shots due to increased range and accuracy. The main draw of Clockmaker in combat, in my opinion, is the locust pet. However, the locust pet is rather...underwhelming. They aren't that durable, even with the health boost they get, and they're easy to lose or otherwise will despawn after a time. You can also only have one locust at a time. I can also understand why the locust taming isn't terribly strong, as it would make it easy for Clockmaker to be too strong of pick compared to other classes.

The bonus to translocator repair is okay, but it falls off rather quickly late game, when one has plenty of temporal gears. 

So as it stands now, Clockmaker is pretty weak at the moment, since there are other classes who can basically do the same thing but better. However, I will also note that while Clockmaker is heavily tied to working with machinery as its main theme...there's really not much in terms of machinery for them to tinker with. Once late game tech receives an update, I'd wager the class will see some improvement and be a more attractive pick than it is currently.

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Posted (edited)
26 minutes ago, LadyWYT said:

It depends on one's playstyle, I suppose. The bonus to mechanicals sounds good, in theory, however Blackguard will still hit harder in melee while being more durable at the same time. Likewise, Hunter(which also has the Fleetfooted bonus) will hit harder at range, and will have a much easier time landing shots due to increased range and accuracy. The main draw of Clockmaker in combat, in my opinion, is the locust pet. However, the locust pet is rather...underwhelming. They aren't that durable, even with the health boost they get, and they're easy to lose or otherwise will despawn after a time. You can also only have one locust at a time. I can also understand why the locust taming isn't terribly strong, as it would make it easy for Clockmaker to be too strong of pick compared to other classes.

The bonus to translocator repair is okay, but it falls off rather quickly late game, when one has plenty of temporal gears. 

So as it stands now, Clockmaker is pretty weak at the moment, since there are other classes who can basically do the same thing but better. However, I will also note that while Clockmaker is heavily tied to working with machinery as its main theme...there's really not much in terms of machinery for them to tinker with. Once late game tech receives an update, I'd wager the class will see some improvement and be a more attractive pick than it is currently.

Yeah, the hunter is my favorite. The ranged & fleetfooted bonus offsets the armor penalties pretty nicely. Since I am still a big fan of heavy armor when deep underground.

Without armor, the recurve and steel arrows are just devastating.

Granted, I haven't tried the blackguard, which I know is your favored class. The main question in my mind with melee is always is this going to save me a swing? Like with a T5 falx, even with the penalties the hunter has, I think I calculated it at one time and worst case scenario is 1 extra swing. Of course if the BG needed 1 swing less (which means 2 less than the hunter) then that would be very worthwhile, especially if you favor melee.

The only thing ranged is an absolute must for is hunting deer and the like, and you can do that without armor.

Edited by Krougal
Posted
4 minutes ago, Krougal said:

Granted, I haven't tried the blackguard, which I know is your favored class. The main question in my mind with melee is always is this going to save me a swing? Like with a T5 falx, even with the penalties the hunter has, I think I calculated it at one time and worst case scenario is 1 extra swing. Of course if the BG needed 1 swing less (which means 2 less than the hunter) then that would be very worthwhile, especially if you favor melee.

As a general rule, Blackguard needs one less swing to kill a target in melee combat, but will need one extra shot to kill a target at range. Keeping in mind too that not only do Blackguards have the health and melee boost, but they also don't suffer as much movement penalty from armor.

5 minutes ago, Krougal said:

The only thing ranged is an absolute must for is hunting deer and the like, and you can do that without armor.

Not as much as you might think. Sheep don't run away when you approach them, and will attack if provoked, so it's very easy to start a melee fight with them. Same case for boar, although boar will be aggressive without provocation if there are piglets around. Deer are more difficult to goad into a fight since most will flee at your approach, with male moose being the exception. However, male deer can still be goaded into a fight if you are close enough to warrant them charging, should they be attacked.

Rabbits will take two shots, until you have a recurve bow(can be purchased from trader) and iron arrows, or a longbow and arrows better than iron. Bronze spear works as well, but copper does not. Chickens are the better small-game option for hunting at range, since they only require one shot from a basic flint spear.

Posted
1 minute ago, LadyWYT said:

As a general rule, Blackguard needs one less swing to kill a target in melee combat, but will need one extra shot to kill a target at range. Keeping in mind too that not only do Blackguards have the health and melee boost, but they also don't suffer as much movement penalty from armor.

Not as much as you might think. Sheep don't run away when you approach them, and will attack if provoked, so it's very easy to start a melee fight with them. Same case for boar, although boar will be aggressive without provocation if there are piglets around. Deer are more difficult to goad into a fight since most will flee at your approach, with male moose being the exception. However, male deer can still be goaded into a fight if you are close enough to warrant them charging, should they be attacked.

Rabbits will take two shots, until you have a recurve bow(can be purchased from trader) and iron arrows, or a longbow and arrows better than iron. Bronze spear works as well, but copper does not. Chickens are the better small-game option for hunting at range, since they only require one shot from a basic flint spear.

Yeah, Blackguard is definitely a solid choice.

That is why I said deer specifically. "and the like" would mean gazelles and other similar prey. They are fast and run, and it's a pain chasing after them.

I also find goats to be a horrible pain in the ass to target as they jump around constantly.

Granted, most animals will stop running after a bit and lie down.

Yes, boars are pretty great. It seems like in 1.21 attacking a boar will provoke any nearby sow too. Same with sheep.

Rabbits, foxes and coons I consider a waste of time in general. Chickens too unless you need feathers.

I'm more interested in fat and hides than meat. As long as you are killing things, there will be plenty of meat. Of course if I am not finding larger game I will take what I can get.

 

Posted
On 8/8/2025 at 8:27 PM, Fistandantilus said:

we can agree to disagree but i think we are going in circles at this point. Again i differ on the fact that the temporal anomalies and eldritch monsters are very much at the heart of the world and why it is the way it is. There are great lore summaries out there online. However, just because we disagree doesn't mean it a problem. Have fun out there!

I have recently learned that skeletons, skeleton horses and ghosts were discussed or intended as nighttime enemies back in 2016 during a devlog video thing, interestingly enough perhaps i will see something more ethereal in vanilla someday.

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