Players can tailor the combat system according to their personal preferences, allowing them to specialize in fighting similar to a melee fighter or mage. The game is set in a captivating world filled with unique and formidable opponents, providing ample opportunities to test your skills.
Master your Quimmel and Power Glove, the two main weapons used in combat, to defeat any enemy.
Camera and Targeting Systems[]
To make sure the combat system is fun and enjoyable for everyone, two different sets of Camera/Targeting behaviors have been designed.
Free camera: This first system gives players full control over the camera and on the character's movements, allowing them to have a faster-paced combat system, as well as being more reactive.
Fixed position camera: This system provides less freedom of camera control, but targets enemies more efficiently, allowing for a more strategic way of fighting. While targeting an enemy, the player will be able to strafe, never losing sight of the target and is able to dash in any direction.
Regardless of the Targeting and Camera systems used, attacking an enemy within 15 degrees from their position will make the attack snap to them, making sure the player lands the attacks more efficiently.
Attacks[]
Both ranged and melee combat systems have 3 types of attacks: normal, charged, and jump attacks.
Normal attacks require a short amount of Endurance to be used and can be chained up to 3 attacks in a combo.
Charged attacks require a lot of Endurance and need to be charged for at least 1.5s to be performed. They deal 1.5x more damage than normal attacks. Releasing the charge button too early will perform a normal attack instead, releasing it too late will stop the attack completely. Just like normal attacks, the Charged Attacks Combo is made of 3 attacks. Charged and Normal attacks can be chained together freely for more unique combos.
Jump attacks are attacks performed during a jump and deal 1.25x more damage than normal attacks.
Attacking when Endurance is below 0 will slow attacks by 25% and reduce damage by 50%, to show the character is “tired”. Endurance can reach -30 and need to reach at least the needed endurance to perform a certain action before the player can perform it: if a player reaches -25, before performing a normal attack, they will need to restore their Endurance to at least 20 and will need 40 to perform a charged attack.
The main difference between melee and ranged attacks is that the melee attacks allow the players to hit any enemy that comes in contact with the blade during a slash, while the ranged ones have a medium splash damage to any enemy close to the target enemy.
Damage Calculations[]
Players and enemies are able to deal 3 different types of damage: Physical, Energetic and Pure. There is also Physical and Energetic Armor to reduce the corresponding damage. Pure Damage ignores any type of Armor. A player with 10 Pure Damage will deal 10 Damage with each attack, regardless of the enemy's Armor.
Two of the Secondary Attributes will increase the amount of Physical and Energetic Damage dealt: Strength increases the amount of Physical Damage and Wisdom increases the Energetic Damage output.
Each component of the Quimmel can have one or more different Damage types. The same component can be found with Physical Damage, with Energetic Damage, with both or also with some Pure Damage.
Quimmel's components also have different scaling amounts for Strength and Wisdom. The scaling is the amount of Damage increased by Strength and Wisdom and ranges from F (0%) to S (100%). The other values are C (25%), B (50%) and A (75%). A Player with 10 Strength and a Blade with 5 Physical Damage with an S scaling, would deal 5 + (10*100%) = 15. With a scaling of C, it would deal 5 + (10*25%) = 7.5.
Each time a player attacks, a roll is made based on its Critical Chance to check whether the attack is critical or not. If it is, the player’s secondary attribute Critical Damage is added to the damage.
Any bonus damage from Tactical Features (check the next section for more information) is added if the enemy is parried, knocked down or posture broken.
If the enemy has any amount of Armor, damage is going to be reduced accordingly based on the tertiary attribute “Damage Reduction”. The amount of Armor is reduced if the player has Armor Perforation.
The actual damage dealt is going to be used for any post-mitigation effect like Lifesteal, Wekasteal or Reflection.
Tactical Features[]
Tactical Features are game mechanics that increase the level of complexity and strategy in combat. They are:
- Poise: the ability of a character to endure attacks before being unbalanced.
- Parry: allows characters to deflect enemy attacks if performed at the right time.
- Stagger: removes enough Poise from an enemy to slightly disrupt their balance, preventing them from anything for a brief time.
- Knockdown: strong attacks have a chance to knock enemies onto the ground where they will remain for a couple of seconds.
- Posture Break: lose all Poise and completely breaks an enemy posture, making them fall on their knees, unable to react for a couple of seconds..
- Dash: allows characters to quickly move in a certain direction. If characters use it in combat at the right time, they can dodge enemy attacks.
Crystals and Spells[]
Harness the power of Weka by discovering Organic Matter (OM), infusing crystals, and creating elixirs. A unique crafting system based on combining Organic Matter correctly enables players to infuse 17 different crystals and numerous elixirs, further empowering their character.
Infused crystals can be attached to the Quimmel's modular parts or can be attached to the power glove, an additional tool to assist the player on their journey. Each crystal grants 4-5 unique spells based on its attachment location, offering a total of over 50 spells. Additionally, the spell system will be further enhanced with a skill tree, offering improved spell casting abilities.
As players progress through the game, they will learn recipes to create powerful elixirs. To infuse or charge crystals, players will need to learn the recipes, the gifts of ancient wisdom, passed down over millenia.
The first 4 Crystals available for use in the game are Life Force, Power, Resonance and Enos, each of them giving unique Spells when equipped.
Infused Crystal Name | Spell Name | Position | Description |
---|---|---|---|
Life Force Crystal | Restoring Whispers | Glove | Restores a small amount of Health Points over 5 seconds. |
Thirsting Blade | Blade | Empowers the Blade, temporarily granting Lifesteal. | |
Circle of Respite | Crystal Holder | Creates a circle on the ground that heals the player when inside it. | |
Overflowing Life Force | Base | Temporarily increases Health and Armour. |
Life Force Crystal[]
- Glove Spell: Restoring Whispers, restores a small amount of Health Points over 5 seconds.
- Blade Spell: Thirsting Blade, empowers the Blade, temporarily granting Lifesteal.
- Crystal Holder Spell: Circle of Respite, creates a circle on the ground that heals the player when inside it.
- Base Spell: Overflowing Life Force, temporarily increases Health and Armour.
Power Crystal[]
- Glove Spell: Inner Breath, restores a small amount of Endurance Points over 5 seconds.
- Blade Spell: Blade Dance, empowers the Blade and slash 3 times very fast with attacks more powerful and with more range than normal attacks.
- Crystal Holder Spell: Mark of Destruction, summons a Weka symbol in the air that shoots 3 homing projectiles.
- Base Spell: Indomitable Will, temporarily reduces Endurance needed to perform actions and increases Movement Speed.
Resonance Crystal[]
- Glove Spell: Energetic Resurgence, restorest a small amount of Weka Points over 5 seconds.
- Blade Spell and Crystal Holder Spell: Azoria’s Retribution, casts a Weka wave that damages every enemy it travels through,
- Base Spell: Azoria’s Guidance, temporarily reduces Weka needed to cast Spells.
Enos Crystal[]
- Blade Spell: Timebound Mirage, lunge forward, stopping time and creating a controllable projection.
- Crystal Holder Spell: Mesmeric Reflection, summons a copy of the character, charming the enemies.
- Base Spell: Timeless Prison, manipulates time in a small area, slowing every enemy inside it.
Crystals equipped on the Link will give access to an Ultimate Spell.
Each Spell has a different scaling, either on Physical or Energetic Damage.
Based on how powerful the crystal used is, Spells can have higher Base Effect Amounts, higher scaling, while also costing more Weka and Crystal Charges.