TL;DR:
Potential starter characters are Neraz, Lily, Spitfire, Alacard, Xelth, and Gailan
Starter dungeons are Forgotten Library and Vynfall, the Old Kingdom
Rin isn’t useless
Equipment is being overhauled
Read on if you wish to obtain more details!
6 starter characters to choose from. All are unlockable after choosing your first one.
Assassin: Neraz
Notes:
Neraz is by far the easiest to grasp of our 4 Assassins, Sel having her Toxins, Camellia in the rework line, and Risa being…Risa.
With the shift to Unity, we will be able to bring back his old mechanic of summoning undead, so have this new skill concept:
Rise, Damned:
Summon an Undead Warrior to fight beside Neraz for 8 seconds. (Neraz heals for 35% of all damage it deals if he has Taste of Blood)
Bruiser: Lily
Notes:
Woah, a new role? Yes! We decided that some tanks and assassins don’t quite fit their role. They can be hard to kill, but also dish out some real damage. Thus, Bruisers are born. Lily is the first to join them, but have a short list of the characters that will also join: Mitch, Jade, and Camellia (Potentially)
Out of these, Lily is the least complex, even if only by a small margin.
Caster: Spitfire
Notes:
Spitfire uses to be an Assassin.
He has absolutely nothing to do with Strength anymore, so he has migrated roles again. On an unrelated note, he is now the character to have migrated roles the most.
Anyway, compared to Uiharu and Cyrin (The other less complex Casters), Spitfire outshines them while still being useful.
Hunter: Alacard
Notes:
Hunters return in preparation for the new community characters, Rads and Garland!
That being said, Alacard is currently the only character who fits the criteria of being a Hunter, so we don’t really have a choice as far as including him goes.
Support: Xelth
Notes:
Yes, Xelth is the least complex of the 7 supports. You could argue for Rayzon or Daxt, but Rayzon doesn’t actually heal, and I have other plans for Daxt, so I’d rather him not be a potential starter.
Back to Xelth, introducing players to the Transformation concept early may not be a bad thing, especially since Xelth’s skills don’t change very much between forms (unlike Luna and Jade).
Tank: Gailan
Notes:
When you only have 2 Tanks, and one of them generates Shields as a primary mechanic, your choices for “who is simpler” are limited.
So yeah, Gailan is the only of the original 4 remaining as a starter.
Two dungeons available at launch.
Nelvia: Forgotten Library
Notes:
This one won the poll ¯_(ツ)_/¯
Vynfall, the Old Kingdom
Notes:
For the sake of the demo and my sanity, only one mini boss wil be available: Guard Captain Quaron (Re-titled from “General”, since Vyn is actually the General here)
This actually might’ve ended up being Ley Woods, but i decided to challenge myself, so now we’re here.
Rin will finally have a purpose!
Rel is the more well known of the two sisters because she sells stuff, but now Rin has something to offer too: Missions!
She’ll offer you 2 Story Missions and a random Daily Mission. If no Story Missions are available, she’ll give extra Dailies instead.
Rel isn’t forgotten, however.
Rel will be selling Cores and useful items for your journeys.
What are Cores, you ask? Well…
Equipment overhaul.
Long gone are the old types. Let’s begin anew!
Weapons:
We thought long and hard about what to do with weapons with all the other ideas we had, but we finally decided on something:
Each character’s weapon has 3 stages: Basic, Enhanced, and Omega.
Enhanced can be obtained using materials found off enemies, just speak with your local Blacksmith.
Omega stage will be locked for each character at the start. Over time, new Omega upgrades will become available from a new faction.
And before people complain about us doing this so we don’t have to make models for a ton of new weapons, don’t worry, the models with still change between each upgrade level.
Note:
Shields are counted as weapons for characters who have them, and will be upgraded alongside their main weapon.
Helmets:
One of the 2 remaining equipment types.
Nothing really changes here, they give stats bonuses as before.
Accessories:
Another returning type. Accessories give minor universal bonuses, such as slight Movement Speed increase. Also, you can now equip 2 per character.
Cores:
Replacing the old weapon system, Cores give character specific bonuses, but are a little more modular this time around.
Cores grant the wearer a choice between 3 traits that will affect how they play as a whole (You can change these traits at any time as long as you aren’t in a dungeon).
As some may be confused, have an example for Xelth’s Core:
Wave of Light: Burst Heal’s Black Light effect is instead 100% of original healing over 6 seconds.
Crushing Darkness: Shadow Collapse deals +50% damage, but no longer triggers Black Light.
Dark Ascension: After Transforming, Xelth fires Void Rockets towards nearby enemies every 0.5 seconds for 3 seconds.
Upgraded UI and HUD.
The thing that no one asked for but everyone secretly wanted.
Not much to say, just some nice improvements to UI stuff.
And a bunch of other stuff that isn’t terribly important.
Do note that this will be in development for quite some time.
I will try and get a playable build out as soon as possible, but I’m going to put the time into making sure everything works properly.
Demo builds will be heavily spaced but will contain loads of new content.
We’ll re-enter the Alpha phase once both the Unity and RM versions are in sync, at which point the RM version will halt development.
Thanks for reading!
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