Combat
Fighting - A Matter of Life and Death
The combat system relies on the advancement of fighting skills as much as on good equipment. The quality of weapons and armour has an impact on attack as well as defense, but the proper use of characters' skill sets is equally important. For normal attacks it is important to master the weapon skills such as two-handed swords, bows or staffs, because they are directly responsible for the accuracy with that weapon. You will have difficulties with a weapon you are not accustomed to.
While you are inflicting primarily physical damage on your enemies when using a weapon, skills of casters and shamans deal elemental damage. This is due to the caster having control over the elements fire and wind, while the shaman can call upon Narfas, the envoy of spring water, who gives her followers control over the element water.
Skills
The core of the combat system consists of the many different attacking skills, which give each character class its own distinctive strength. Combat is not only about beating down the opponent's vitality with brute force, expert adventurers use special effects to win a fight. Roots or chains of light can tactically be used to buy time or to retreat from a hopeless fight. Bleeding wounds are not only painful, but can become a dangerous problem and there are sinister professions specializing in blinding, stunning and poisoning enemies.
A lot of fighting skills depend on another and demand constant attention and fast reaction. Warriors can use opening attacks to position their enemies in a way, where special follow up attacks are possible. However you need to realize which attacking possibility has opened up quickly. Knights can place Light Seals that can release certain effects depending on which skills they are followed up with and mages can first protect themselves with Electrostatic Charges before they hurl those charges as an attack spell against their enemies.
Such masters of the elements should also watch out for any resistance an enemy may have against the base element of their power. A weakness recognized quickly enough can be utilised to turn a fight around very quickly.
Combos
It is important in any case to keep an eye on the interaction of the elements. Every attack is assigned to a hidden element and certain sequences of elements have magical effects. They are quite inconspicuous for short combinations, but the longer the sequence is the more spectacular they become. The mixture of elements on the target is essential and groups of adventurers can work together tactically to generate extra damage and special effects ranging from fear to fields of flames. But first they have to find out which combinations have an effect at all.
Building a Group
Together with the selection of primary and secondary classes, specialising in certain skills determines the role of a character in combat. A solo player will use a wide range of melee attacks, ranged attacks and healing skills, while in contrast, groups work best with strict task-sharing.
In a well-built group, warriors, knights and their variations should stand in the front line to stop the enemy from breaking through and reaching the casters and shamans, who are very vulnerable to physical attacks. While doing that, they need to keep the attention of the enemies by using their attacks and skills and of course have to deal as much damage as possible with their swords and axes. The ranged combatants like mages and scouts cause damage from the much safer second line with volleys of arrows and fire. The shamans can also join in combat action from time to time, but most of the time he is busy healing the front line fighters and keeping them alive. While the scout can help in the front line if the need arises, rogues are mostly on the move. They can deal a lot of damage, but must always be alert to evade incoming attacks. In this position, you don’t have a chance to make mistakes a second time.
Tactics
A proven method for defeating many strong enemies is to lure single fighters out of the group by well directed taunts or ranged attacks. If their rush is stopped by the front line of a well organized group, it doesn't usually take long before they meet their demise.
Combat groups can repeat this again and again, but it’s not always that easy to separate leaders from their bodyguards. In this case, the best tactic is to keep the most dangerous enemy busy, until his helpers have met their maker. Character classes such as knights or scouts are suited for this task since they can root an enemy out and delay a fight that way. They always have to keep the attention of their opponent – but that can be arranged by one or two well directed attacks. This game of attack, root and retreat has to be kept up long enough for the group to get their hands free to sort out the situation once and for all.
The Fruits of Victory
Being victorious over dangerous monsters not only means experience and fame for the winning hero, but they might find interesting items as well. Loot can range from bear-skins and other hunting trophies, rune stones, tools, bits and pieces, and clothing up to weapons and armour, which in certain cases might have special properties.
Furthermore, from time to time, glowing magical spheres emerge from fallen enemies. These spheres grant the adventurer special powers for a certain period of time.
Death
When an adventurer loses a battle and dies, Ayvenas summons him to his realm. After what seems to be only a short time, the fallen finds themselve at one of the stone circles. They can never remember their voyage through the other realm, and they are generally quite dizzy and weak, and should rest a while. Usually it is quite a good idea to use this recovery time to check armour and weapons and visit the local blacksmith for repairs.
The presence of a shaman who is familiar with the Ritual of Reviving can be a great help when there are fatalities. The voyage through the halls of Ayvenas can be shortened considerably and the effects of death can be alleviated. And for groups exploring ancient catacombs deep underground, it is very important that dead adventurers can be revived on location.
