Technical guide added to the homepage:
https://www.realmofthetempest.com/
Explains how to play, but is missing pictures.
- Technical Guide -
How do you play?
Topic list
• Selecting a Class
• Navigation
• Glyph Mechanics
• Team Building
Selecting A Class
When starting the game, the player's intended experience is to have freedom in making an arbitrary choice of class that they will play as. Extensive competitive play may show advantages between classes, but to the new player what's important is not precise equations but freedom of choice. Our system is fairly balanced.
Navigation
While navigating there are methods to modify your travels. The player may crouch and crawl. The monsters see crawling as a weakness, and fighting becomes more frequent. The player then may farm experience faster, via the crawling method. (What's special here would be that the frequency changes.)
Special elite monsters are drawn to music. The player can activate singing mode, for additional experience and an extra challenge. Similarly, prayer wards away local monsters, replaced by more difficult clans of opponents to battle. The foreign clans drawn in by prayers will have an alternate color in their dress, and will be half as frequent to appear for combat. Moving around in the world becomes easier when that frequency is reduced.
When hopping between platforms, the player may use the air-walk ability to glide through extra distance. A stomping ability is also available for quick descent (Possibly used for puzzles in future updates.) Both these abilities are activated exclusively when in mid-air.
Glyph Mechanics
Fighting is a turn-based strategic operation where pacing and glyph collection are the keys to success. Glyphs are randomly arranged in a square grid, and are collectible between turns. For example, by going left two, and right one, health may be restored. Or right 2 could provide mana. The player may invest skill points in the glyph tree to unlock more glyphs or increase existing glyph effects.
The combat experience is based on feeling, not exact numerical data. The player may collect nine accuracy glyphs and see that as too much of a chore to still be missing eight of fifteen shots. The solution is putting more skill points in the glyph tree, no exact math required.
Team Building
The recommended structure for building a team of three is:
• Sweeper, Supporter, Balancer.
The sweeper selects one skill of either physical or elemental nature, with stat and glyph investments all revolving around what that one choice may be. Then comes the supporter.
The supporter does not have the same roll, but has similar choices to make. Their elemental or physical orientation is based on assisting the sweeper. The Valkyrie has "Electric Sigil", providing the team more elemental damage every time a Valkyrie defends. The Wizard has "Arcane Sigil", providing the team more physical damage with each use of defend from the Wizard. The player chooses either one of these as a supporter roll, with one exception. A "Thunder Slash" Valkyrie sweeper must support its own damage. (The Thunder Slash Valkyrie instead uses an extra balancer.)
The balancer contributes a sense of consistency to the team. The Titan class offers "Fusion", providing a shared mana and health pool. The Goliath class has "Marble Spirit", providing stat boosts for the entire team. The Valkyrie helps heal the supporter with "Vermeil stitching". Additionally, every class has at least one debuff skill to reduce enemy stats, that helps the team succeed.