On to advanced combat! If one of the subjects that you'd like discussed isn't here, then e-mail me through the e-mail form.

SECTION 1:MULTI-PERSON COMBAT

  Multi-person combat is similar to one-person combat, with a few minor exceptions. When you have multiple, each of them takes a turn before you go back to the first character. Then each monster attacks in succession, until each monster has taken one turn, then it goes back to your unit for more whuppin'.
EXAMPLE
Character 1 attacks
Character 2 attacks
Character 3 attacks
Character 4 attacks
Monster 1 attacks
Monster 2 attacks
Monster 3 attacks
Monster 4 attacks
Monster 5 attacks
Character 1 attacks
  And so on. If you have a multi-unit leader, you can merge units to form one giant one with 8, 12, 16, or even more characters. With a unit of 20 characters, most enemies don't stand a chance against you. With one multi-unit leader, and 19 Assassins, very few enemies will survive long enough to attack.

SECTION 2:CLASS-EXCLUSIVE ATTACKS

  The next chunk we get to is class-exclusive attacking skills, like The Squirzi Arts or Explosives. Each skill is defined below, and tells what other cool stuff you can do with it.

The Squirzi Arts:Allows you to do large amounts of ranged unarmed damage, a 2x multiplier to your total leg strength(Leg Strength + primary Strength). This is quite exciting if you're a Squirzi Trainee with lots of strength-you can do up to 200 damage to an enemy up to 4 squares away. An amazing skill, if you're a Squirzi. This same skill will also bring you up to 50% of your total HP if you use the "Heal" ability out of combat. Just say heal, and you or another member of your unit has his HP restored to half. If you have over half your HPm however, you lose 50% of your total, and must rest 5 turns.
Sqirzi Masterdom:A souped-up version of The Squirzi Arts. This skill allows you to attack from up to 8 squares away, and do 6x your strength. You also restore 75% of a character's HP.
Multi-weapon use:The ability to equip one weapon in each hand, for double-damage. Treat two weapons the same as you would one, just adding the damage from each. With ranged weapons, you can also shoot two enemies at one time, only without adding the damage from each weapon together. Instead, you treat it like you would any other attack, except it hits 2 enemies.
Munitions Use:The ability to use a stick of dynamite to either create a major distraction, or wipe out the battlefield. Used for the former, it prevents all optional fights for a 10 square radius for the next 15 turns. Used for the latter, it wipes out all monsters on the battlefield in a random attack, or does 300 damage to the monster you're attacking.
Space Manipulation:The ability to warp the battlefield, either bringin you or one of your allies to anywhere on the battlefield, or creating cracks in the earth which either totally destroy any enemies in a 3 square radius of the attack on a random attack, or does 400 damage to a single enemy if it's a boss confrontation. You must rest for 3 turns after using this skill.
Time Manipulation:The ability to freeze time for 5 turns, allowing your allies to destroy the enemies with little fear of retaliation. You must rest for 10 turns after using this skill, before trying again.
SECTION 3:HEALTH RESTORATION

  Restoring health after battle can be done in one of three ways:
  Visit an inn or military outpost, where you can sleep, and restore all your health
  Use The Squirzi Arts on yourself or other party members, and restore 1/2 their health
  Rest on the overworld or in a dungeon, and recover 10 HP per character for each turn you rest
  These are the only three ways to restore HP, at least until the expansion pack.
  This wraps up most combat issues I can think of, at least for now. Send me an E-mail if you think of anything

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