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Note: 95% of the features have been scripted by me. Hence, no "credits" for them.

~ Magic mechanics ~


Elemental circle :

There are 6 main elements (Fire, Thunder, Earth, Ice, Water, Wind). They do not work in a "rock scissor paper" system, but rather a "mutual weakness" system. Example : If Water is strong against Fire, Fire is also strong against Water. If Water is weak against Ice, Ice is weak against Water. And so on...

2 more elements, Creation and Destruction , have not been represented and play a specific role.


- Aura :

Each character and monster, awaken to magic, has a natural Aura: it determines their affinity with the elements, as well as their weakness. An Aura also opens a range of spells of the same element.


- Core and Minor: :

A Core is a unique elemental orb which can be equipped. An equipped Core gives the character a Minor, which is a secondary Aura, and opens a panel of learnable spells as well. The Minor doesn't modify the character elemental weaknesses though.


- Learning spells :

Spells can be learnt by earning experience, but not through leveling. Learnable spells depends on the character's Aura and Minor. Each spell get its own experience bar. When the bar is filled, the spell is learnt and can be used.

Any learnt spell is learnt for life. But it can be used only if the character has an Aura/Minor of the same element. Since you can change your Minor by changing the equipped Core, you can learn a wide variety of spell. But they can only be used if the Core of the same element is equipped.


- Magic class :

A pair "Aura - Minor" gives a Magic Class. Each Magic Class gives several and different bonuses. The type of the Class depends on the element of the Aura and the Minor. On the example here, a Thunder Aura and a Fire Minor opens the Circular Magic Class.


A Thunder Aura and a Wind Minor opens a Triangular Magic Class, giving other bonuses.

A lot of Class exists. And some spells are learnable only if you have the correct Class.




~ Battle System ~




A classical turn-based RMXP Battle System with new features :

GP, Gauge Points :

GP, Gauge Points, are a kind of secondary MP. Each character has its own GP pool. Each skill/spell uses GPs. The bar fills up when a player attacks / defends / kills an enemy / performs various actions, and the number of added / subtracted points depends on the equipped Core as well as the terrain influence.


- Terrain influence :

The terrain is under the influence of elements. The player can make a good use of these influences. At each turn, each element gets an associated alignment: Neutral (white), Creation (green) or Destruction (purple).

A Neutral alignment does not change the amount of gained/spent GP. A Creation alignment raises the amount of spent/gained GP. A Destruction alignment reduces the amount of spent/gained GP. A player with a specific Aura, let's say, an Aura of Fire, will see his GP raise or drop according to the alignment of the Fire element.

That is not all. the alignments change each turn and move like a wheel. The player will be able to affect the wheel of alignments.


- Ability :

Each character has his own Ability. It is a separate action from Attack, Defend, or Skills. The ability depends on the character : Combo, Aim, Counter, Analysis... Ability uses GPs.


Clann can mount extensions on his mechanical arm, and by pressing a sequence of arrows, you can trigger some powers.


Corall is able to scan an enemy.


- Chain attack :

If several characters attack the same monster, you can chain their attack to make the attack stronger, regardless of the action's order. Like a multi-character combo.


- Animation :

Some animated battlers, thanks to RO.





~ General Systems ~


Menus :
Every menu has been modified.

Main menu

Status menu


- Notebook :
The Notebook menu gathers save functions (with a Custom Save Menu), a bestiary, and a quest diary.

Save Menu

Bestiary


- World map and Random Encounters :
The characters will move on a drawn map, each region his own map.
Encounters don’t occur randomly. A gauge fills up when the characters walks in hostile places (typically between places, cities, etc). When the gauge is filled, an encounter occurs.



- Random encounters :
On a map, enemies are visible. They appear around you, go after you, and disappear if they could not catch you.

This way, you can avoid or fight them head on.


- Battlers generators
Humans don't look all the same, do they? In Reincarnation, you will fight many humans.

This is the same enemy, but they will appear with randomly generated appearance.


- Counter and Poison :
The Counter (and his black market counterpart, the Poison) is an important place in Reincarnations which house many services: Quests, Information, and Traveling.


- Quests :
You can complete missions (or quests) in the game.
Some are mandatory to progress through the game, others are optional. They usually rewards you with equipment and money, but some difficult quests will award you with SP, Skill Potential points (see Skill Potential).
Those missions are given by people, through the Counter or when you talk to them.




- Skill Potential :
Learn the skills you want, or need.
Skills are not learnt from leveling and experience. By completing some missions, you are awarded with Skill Potential points, which can be spent to learn Skills.
Each character has his own skill tree.



- Navigation :
Boat is one of the main form of traveling in Reincarnations.

To travel between ports, you need to ask the Counter. They will assign you to a ship, that you will need to protect during its journey.


Choose a destination, choose a ship among a list, and go!


This is the UI you will see during a trip. You can’t move the ship since it is not yours... Many events can happen during the trip.


- Forge :
Weapons and Armors can be upgraded through a system of Quality.

Basically, it is like slotting a weapon/armor with an upgrade. Each Quality has its own set of bonuses, and their exist many kinds of Qualities.
You can upgrade equipment in Forges, though you need to pay and bring materials dropped by Bellggus.


- Misc :
* Many other things :)