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A game involving dungeons and monsters is obviously going to need some form of combat. The first demo lets you get into fights, (how many people murdered poor Roller?) but there's not much behind it. Try to attack a villager, and you'll probably get stuck forever.

The village training dummy is how you can unlock various weapon proficiencies. (Attacking villagers is against the Law, after all. And probably Roller, too, because your poor mum would be upset if you splattered your shack with saliazo blood.)

The basic idea of combat is that you have base rounds—the default action if you don't do anything else—and then can use artes/spells/whatever on top of that. Since the game is turn based, and it waits for your commands without any time passing, sending an empty string triggers the next base round.

Turns are variable length; attack using a light dagger, and you'll find you get more base rounds in for each one of your opponent's attacks than if you use a big, heavy spear. You'll also find you hit more easily, but you'll do less damage. Attack with a big flashy arte or spell, and you might find an opponent can attack before you manage to launch it.

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