The number of monsters which may join a troop is limited by the rune knight's rune power statistic. The entire nation has a leader, called ruler , which is a rune knight with a unique class, but otherwise similar to other rune knights.
In this mode, each turn is represented by a in-game 'month'. The player may navigate and view statistics of all castles of the continent although only the castles of the player's nation may be managed. Each month has an organize phase and an attack phase. In the organize phase , the player may re-allocate troops between castles, re-allocate monsters between troops, summon new monsters, equip and use items, change rune knights' classes and promote monsters.
The player may also send rune knights to quests. To summon additional monsters, a certain amount of mana must be spent. Each nations acquires an income of mana on the beginning of each turn. The amount of mana depends on the number of the castles belonging to the nation. Monsters also have an upkeep cost; they consume an amount of mana every turn. Because of this, there is an option of deleting monsters.
Quest is not quite a gameplay mode, since they are not playable; they make the rune knight and its troop unavailable for a variable amount of turns. During this time, the character is involved in events mostly random , which may benefit or impair the player. Rulers cannot participate on quests. In the attack phase , each nation may allocate its own troops to adjacent enemy castles, which is treated as an attack.
If the defending castle is occupied, a battle is marked to occur between the two groups of troops, unless the castle originating the troops is attacked first the order of attack depends on the level of the rune knights. When battles are marked to occur, the game switches to the battle mode in the end of the organize phase.
In this mode, each turn is a combat round. Battles take place in hexagonal grids; each unit rune knight or monster occupies one hexagon. Each unit, with rare exceptions, may act once on each turn, and the units belonging to the same troop must act in sequence.
Each side may bring only up to 3 troops to a single battle, regardless of the number of troops that are attacking or defending the castle. Once a battle starts, the attacking side has 13 turns to gain victory, by defeating all troops of the opposing side. A troop is defeated by having its leader reduced to 0 hit points, or when the leader retreats. If the ruler of a nation is reduced to 0 hit points or retreats, all other rune knights belonging to the same side retreat.
If the attacking side fails to gain victory within 13 turns, all its rune knights retreat. In battle, each rune knight has an area around it called rune area. Outside of this area, the monsters belonging to the rune knight's troop become weaker. When a rune knight is reduced to 0 hit points or retreats, the monsters belonging to its troop may either retreat or be captured by the opposing side.
A monster which is outside the leader's rune area has an increased chance of being captured. Monsters which are reduced to 0 hit points are considered to be killed, and disappear forever. Rune knights reduced to 0 hit points become unavailable to be used for 1 in-game month, but aren't affected otherwise. Game Lists. Sponsor Message. Support Emuparadise! EP Help Repository. Emuparadise Advertise on EP! So you what you see? Share the LOVE!
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