Table of Contents:
I. Controls
II. Game Basics
III. Main Menu
IV. Battle System
I. Controls
This section will cover the controls you will use to play the game. They controls are Insert, the Directional Keys, and Enter:
Insert: Insert is used to either access the Main Menu or go-back. Go-back basically means to return to your previous screen. For example, if you access the main menu and then want to return to the field screen, just hit insert.
Directional Keys: These are the arrow-buttons on your keyboard. Use them to either control your character on the field screen or navigate the cursor in the Main Menu and Battle Menu.
Enter: Enter is your Action Button. Use it whenever you want to commit an action. Press it when you want to: select a command in the main menu/battle menu, talk to a person, open a door/treasure chest, continue with dialogue etc.
II. Game Basics
This section of the manual will tell you about the games basics such as Levels, EXP, Statuses, Status Effects and Items.
-Levels-
Don’t think of levels here as what is associated with Mario games. Levels are not individual stages in this game. Instead, think of them as what determines your characters status. The higher your level, the stronger you are. Each time a character gains a level, all of his/hers statuses will increase (that is, your HP, strength, defense, intelligence, and agility). You can go from one level to the next by gaining a certain amount EXP.
-EXP-
EXP stands for experience points and is what is required for your characters to go from one level to the next. You gain EXP by battling monsters. Each time you win a battle, you will gain a certain amount of EXP (this amount is determined by the monsters you fight). For example, let us say Marjan is at Level 10 and needs 137 EXP to get to Level 11. He fights and wins a battle, which gives him 148 EXP. At the end of the battle, he will have gained a level and will be at Level 11 from now on. He will need even more EXP now if he wants to get to Level 12. Since he went from Level 10 to Level 11, his HP, Strength, Defense, Intelligence and Agility has increased. The more you fight ? the more EXP you gain ? the higher your levels are ? the stronger your characters get ? the easier monsters are to defeat.
-Status-
There are 5 major statues in the game that determine how strong you are:
HP: HP stands for Hit Points but think of them as Life Points. The higher the characters HP is, the more damage can be dealt to him/her without your character dying. Once all your characters HP points drop to 0, the game will be over and you will have to restart from your last saved file.
Strength: Strength Points determine the amount of damage you deal with physical attacks (that is, attacks using your equipped weapon).
Defense: Defense Points determine the amount of damage you receive (the higher your defense points, the less damage you receive with each hit).
Intelligence: Intelligence Points determine the amount of magic damage you can deal (that is, the damage you inflict upon your enemies when casting spells on them).
Agility: Agility Points determine how often you will be able to evade attacks (the higher your agility is, the more likely it is that enemies will miss when attacking you).
You can check the status of your characters in the Equipment Menu of the Main Menu.
-Status Effects-
Status effects are negative or positive effects that can be inflicted on your characters while in battle. The following are just a few:
1.) Poison: Once inflicted with poison, your character will steadily lose HP with each command executed.
2.) Blind: Once inflicted with blind, your characters accuracy will drop. This means he/she will have a harder time physically attacking an enemy without missing.
3.) Slow: Once inflicted with slow, your characters CR will count down slower. (CR is explained in the battle system explanation section). Therefore your characters will take longer getting chances to execute commands.
4.) Haste: Once under haste, your characters CR will count down faster (which are a good thing). (CR is explained in the battle system explanation section). Therefore your characters will get more chances to execute commands in shorter amounts of time.
There are many other status effects that you may encounter in the game. All these effects will be taken out at the end of a battle, or can be cured using items/spells during a battle.
-Items-
There are basically two types of items in the game: Healing Items and Equipment Items.
Healing Items: These items are consumables that heal your characters in various
ways. You can use them either in the Item Menu in the Main Mentor in battles using the Battle Menu.
1.) Potion: Replenishes 50HP to one character.
2.) Hi-Potion: Replenishes 200HP to one character.
3.) Blue Zephyr: Replenishes 50HP to all characters.
4.) Vita Wave: Replenishes 200HP to all characters.
5.) Remedy: Cures all status effects for one character.
6.) Healing Breeze: Cures all status effects for all characters.
7.) Fenix Down: Revives a fallen character (character with 0HP).
8.) Phoenix: Revives all fallen characters (character(s) with 0HP).
9.) Tent: Restores all HP to all characters (can be used only at Save Points).
10). X-Potion: Restores all HP to single character.
These are just a few of the healing items you will encounter in the game. You can either buy healing items at store shops or find them in treasure chests.
Equipment Items: These items are weapons, armors, or accessories. You can equip them in the Equipment Menu in the Main Menu. This section will give you an example of each:
Feathered Arrow: This is a bow and arrow weapon for Christy (+21 to Strength).
Leather Hide: This is a universal armor compatible with all characters (+2 to Defense).
Gauntlet: This is an accessory that increases attack +8.
You can either buy equipment items at store shops or find them in treasure chests.
http://i29.photobucket.com/albums/c2...nuTutorial.gif
1. Item Menu:
Access this option to open up your Item Menu which is a sub-menu to your Main Menu. This is where all your items are located (healing items, weapons, armors, accessories etc.) You can use healing items in the item menu to replenish lost health.
2. Skills Menu:
Access this option to either open up your skills Draw Mentor your skills Equip Menu. In the draw menu, you can draw spells from elemental orbs and equip these drawn spells using the Equip Menu.(There is an in-depth tutorial for this in the game).
3. Equipment Menu:
Access this option to open up your Equip Menu. Here, you can equip/remove any weapons, armor or accessory that you have obtained. Weapons increase strength, armors increase defense, and accessories have effects which vary upon the individual accessory.
4. Party Menu:
Access this option to open up your Party-Switch Menu. Here, you can switch between party members. Since battles can hold no more than 3 fighters at a time, you will have select 3 members to place as active party members(that is, those that are participating in battles).
5. Configuration Menu:
Access this option to open up your Config. Menu Here, you will be able to switch between battle speeds, text-display speeds, system skins (that is, your text-display box appearance), and menu panaroma (that is, your menus background. The screenshot of the menu above menu panoramas set in Bridge).
6. Save Option:
Access this option if you want to save your game. Once you do so, if you decide to stop playing, you can select load game from the start screen to start from where you last saved. Note, however, that you can save only at save points and the world map. (A save point is a flickering sparkle that you will find all across the world. Simply step onto the save point, and access your menu. You will notice that while you are standing on the save point, you will be able to access the save option in the Main Menu).
7. Quit Option:
Access this option if you want to quit playing. Selecting quitwill bring you to the start screen where you can select Quit Game which will bring you back to your computers desktop. (You can hit F12to quit also).
8. GP:
GP is currency in the game. The number indicated here is the amount of money you have. You can gain money from defeating monsters, selling items, or obtaining them from treasure chests.
9. Time:
The time shown here is you are current game play time (that is, how many hours, minutes, and seconds you have spent playing the game).
10. Character Portrait:
This is simply a picture of the character.
11. Character Information:
This is your character information display. The characters name is shown here (Marjan), what level he/she is in (Level 10), what his/her HP (142/142) is, Experience Points (EXP. 788) and how much EXP is required till you gain your next level(EXP. 137)
12. Cursor:
This is your cursor. Use it to navigate through the Main Menu with your directional keys and selecting sub-menus to open.
http://i29.photobucket.com/albums/c2...leTutorial.gif
1. Attack Command:
Choose this to attack with your weapon. You will have to wait 10 CR till your next turn if you attack.
2. Guard Command:
Choose this to guard. Guarding will not only cut any damage inflicted upon the character by half, but also replenish some HP. You will have to wait 10 CR till your next turn if you guard.
3. Skills Command:
Choose this to cast drawn and equipped spells. The amount of CR you will have to wait on depends on the spell chosen to cast.
4. Item Command:
Choose this to open up your battle-item sub menu. Here, you can chose to use many of your healing items. You will have to wait 15 CR till your next turn if you use an item.
5. CR Indicator:
The display here shows how much CR you will have to wait for any of the commands available to choose from in the battle menu.
6. CR Countdown:
This area shows the CR (Command Resolvement) countdown for each character. When this countdown number hits 0 for a character, it will be his/her turn to choose a command.
7. HP Display:
This area displays your characters current-HP/max-HP.
8. Character Name and Turn Display:
This area shows the names of the characters taking part in battle as well as whose turn it is to chose a command. When the CR hits 0 for a character, the blue box in this area will become highlighted next to the name of the character whose turn it is.
9. Enemy Name:
This area just shows the name of the enemy/enemies you are fighting.
Explanation of the Battle System:
The game features a custom turn-based battle system. When you encounter a battle (which is done randomly while walking around in dungeons) a screen similar to the one above will be displayed. The battle system is turn-based because no two actions can happen at once.
When you get into a battle, you will fight monsters. Your characters will be positioned on the right side, whereas the enemies will be on the left. Here, Marjan, Farris, and Fausto (as shown by #8) are fighting the monster Nemesis (as shown by #9). In order to win a battle, all monsters in the battlefield must have either escaped, or have been defeated. Here, Marjan, Farris, and Fausto must defeat Nemesis in order to win the battle.
Damage in battles is indicated through numbers. If you attack a monster, a number will pop up next to it and the higher that number is, the higher the damage you have dealt it is. For example, if Marjan attacks the enemy, the number 57 might pop up next it (this number is determined by his Strength status). This means 57HP has been deducted from the monsters total HP. So lets say the monster had 100HP, it will now have 43HP left (100HP - 57HP = 43HP). Let us say Fausto then attacks the enemy and deals 87HP worth of damage. The monster will die because you have dealt more than 43HPs worth of damage. Kill your monsters this way. Note however, that you will not know how much HP the monsters have.
You are not the only one who can attack in battles. Monsters will attack you too! Notice how Marjan has 163 HP of 163HP (as shown by #7). He has max health right now. But, if a monster attacks him, and deals (lets say) 100HP worth of damage, then Marjan will only have 63HP left! It will then be displayed as 63/163. Heal him with spells or items. For example, Potions heal 50HP. So if you use a Potion on Marjan, his HP will rise back up to 113 and will now have 113/163 HP. If his HP hits 0, he will die. If all your characters HP hits 0, they will all die and it will be gameover. You can revive dead characters, however, with Fenix Downs or spells.
You can choose a command once it is your turn. Turns are determined by CR (Command Resolvement; #6). CR will continuously countdown, and when it reaches 0, for whomever the CR hit zero, it will be his/her turn. Notice how Marjans CR is 0, and therefore it is his turn to chose a command (as indicated by the highlighted blue bar next to his name). Notice also how Farris or Faustos CR is still counting down to zero and therefore the blue bar is not highlighted next to their name and therefore it is not their turn. Once the CR for a character hits zero, the character can chose to attack (#1), guard (#2), use skills (#3), or items (#4). When it is time to choose a command, however, your other characters CR will not countdown. The battle is at a stand-still until you have chosen a command.
CR regulates attacks and once a command is executed, the CR will go back from 0 to the number indicated by #5. Notice how the command attack has CR 10(shown at #5). This means, if attack is chosen, then the CR will bounce to 10 from 0 after the character has attacked and start counting down again to 0. Once it hits 0 again, its time to choose another command. You control each character individually, choosing commands for each of them when their turns come up. Monsters turns work the exact same way. They have CR too that is counting down. You, however, will not be able to see their CR as you can your own.
If you move the battle-menu cursor (the cursor is the gloved hand) right in the menu, the character will be able to choose to escape the battle (not shown), or switch to the back row (not shown). If you move the cursor left in the menu, the character can wait (not shown).
If this explanation has confused you, trust me, you will be fine. Play the game, fight a few battles, then read this and you will understand everything.