At The Inn, the player may have the chance to recruit a new or replacement hero, but the party's number can never exceed four. The player selects the four members of their party at The Crossroads at the start of each playthrough. It is possible to avoid combat situations, but this can leave the party unprepared for the final boss. For example, during one passage of The Sprawl, the party may be granted extra rewards, while during another, they may be required to avoid a specific encounter, such as a mini-boss, or suffer severe consequences. Random modifiers, layouts, and goals mean that no trip through a region is exactly the same. The regions that the party travels in between can be chosen by the player at The Inn, the safe haven that marks the endpoint of each route. The journey itself is divided into multiple routes, always beginning with The Valley, a tutorial segment, and always ending with The Mountain. ![]() This will maintain The Flame at 1, avoiding ambush but at the cost of challenging modifiers and harder fights. The player can also choose to travel with The Infernal Torch equipped on their stagecoach. Surviving the cultist ambush will restore The Flame to its weakest state, giving the party one last chance to finish the journey. Once it is extinguished, the party is attacked by a group of deadly cultists. Certain actions and encounters, such as winning a battle, can cause The Flame to wax or wane, affecting the party's safety and sanity. The party's means of transport is The Stagecoach, and they are protected from the evil presence by The Flame, which must be kept lit. This journey takes the player and a party of four heroes across a kingdom fallen to ruin and chaos. The player is tasked by their mentor, The Academic, with traveling to The Mountain and defeating the source of evil there.
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