Combat

Combat takes place in predefined areas, tailored to match the locale. There will be two main types of combat: Story battles and Random battles.


 * Story battles will be carefully-tuned scenarios integral to the story’s progression.
 * Random battles will be dynamic combat scenarios activated occasionally during the story, but generally when exploring areas without any new story content (such as when backtracking). They will be available whenever you want, without being a burden to play.

Combat uses a point and click system to control your party of heroes. Each hero has abilities they can use in battle, and the use of these abilities depletes either their mana (magic reserves) or their stamina. Tactical play and the combination of different heroes will be the main factors in your success, as well as taking advantage of the following conditions:

Terrain comes in two different heights, so you can use the lay of the land to your advantage. There are also destructible elements to damage or slow down your foes. Some units also get a movement advantage in different terrain to allow for more strategy.
 * Terrain:

Apart from special scenario objectives, the combat map will be hidden until explored. This helps keep things exciting and suspenseful and also gives you plenty of opportunity to use the scouting abilities of particular heroes.
 * Fog of War:

Generally enemies will target those they consider the greatest threat, or a specific target when the story dictates. However there are character abilities to redirect their attention to another character. Not only does this lend itself to structured defensive play – knowing who the enemy will target will allow you to set up some cunning traps!
 * Threat Management:

Of course, no JRPG is complete without memorable, awe-inspiring bosses, and we have plenty of those as well. These challenging scenarios will have you focusing your entire party on an epic enemy, using your skill to win the day.