![]() Vitality (Vit) - Vitality determines your natural physical toughness. ![]() The higher the agility the sooner that character will act. Higher magic will also cause your heals spells to heal for more.Īgility (Agi) - Agility determines the order that actions are resolved in a battle. The higher your magic the more damage your attack spells will do. Magic (Mag) - Magic determines how powerful your spells are. The higher your strength the more damage your basic attacks will deal, as well as any physical skills e.g. Strength (Str) - Strength determines how powerful your physical attacks are. These stats are explained in more detail below. These are Strength, Magic, Agility, Vitality, Will, Hit Points, and Magic Points. For Cthulhu Saves the World, every character has 7 basic Stats. Like in most RPGs every character has Stats or Statistics that represent some attribute. Be sure to include the in the search menu for better accuracy. Next enter the values found in the to the right of the section you wish to find. To use this option, simply press ctrl+f to bring up the search menu. In order to make this FAQ/Walkthrough easier and faster to navigate, I have included a search option. || Cthulhu Saves the World (PC / Steam) | And since grinding is kept to a minimum, it never feels nearly as wearingly repetitive as going back and playing the classics that inform so much of Cthulhu Saves the World's design.\ \ \/\_\\ \ ,_\ \ \_ _ _\//\ \ \ \ \_ _ _ It's not a strong enough system to stay interesting throughout the game's entire run, but it's certainly competent, providing a decent variety of attack options for your party members. This thematically appropriate mechanic warps the enemy's appearance onscreen into a more monstrous forms, and, and also let you take advantage of any insanity-triggered statistical bonuses you may have unlocked. The unique twist is that enemies can be flipped into insane mode when specific attacks are landed. Team members can team up to unleash a few special attacks, and there's even a combo meter that builds with successive hits that can be spent to dish out ultra-powerful moves on occasion. The battle system itself includes many standard mechanics like poison, blind and silence status effect attacks along with single target and group magical attacks of varying elements. They're smart additions that alter the play experience just enough to avoid the hair-tearing frustration the genre is prone to induce without sacrificing an authentic retro feel. ![]() After a specific number of random encounters are conquered in dungeons, they're turned off completely, both giving you a good sense of when you're powerful enough to beat up bosses as well as make dungeon navigation less of a hassle. After a fight, all party members are revived and have their health restored, along with a small amount of magic points. For all the traditional elements built in, Zeboyd made a number of tweaks in the name of convenience. You buy weapons and armor from shops, stay at inns to restore your magic points, earn new abilities through level ups, and click through menus to drive the combat turn-by-turn. Town NPCs spout inane, single lines when spoken to. Your party wanders around towns, an overworld filled with mountains, fields and forests, and multi-stage dungeons. So is everything you'd expect from a classically-style Japanese role-playing game. From the towns of Innsmouth and Dunwich to horrors like Dagon and Nyarlathotep, references to Lovecraft's work are all over the place. "Yay, a new friend!" says Umi, the hopelessly innocent love interest. At one point a new party member joins up. "I just like insane things," he comments. Upon entering a town full of zombies, instead of being scared off, Cthulhu feels empathy. Though Cthulhu may function as a force for good, caricaturized as a cute cartoon carrying a sword, remnants of his old personality remain. ![]() He insults party members inexplicably drawn to him, scoffs at the notion of questing across the world to gather mystical crystals, greets dungeon bosses as old friends, even breaks the fourth wall and complains to the tale's narrator about the amount of good deeds he has to do to regain his power. Cthulhu routinely expresses dissatisfaction for his predicament of having to act like a good guy. Play It's an odd concept, but handled brilliantly by Zeboyd thanks to clever dialogue and tongue-in-cheek humor.
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