Readme
Wanderer is many things but it is not prototypical. It has plenty of gameplay features not native to VX. While none of these are super exotic-- they're all things you've seen in an RPG Before--you will probably want to read about their functionality here.
-Quickness and Evasion-
Your Evasion rate is a direct mathematical function of your Quickness (Agility) score. Heavier armor reduces Quickness as it increases Toughness (Defense), hence possibly reducing Evasion, a tradeoff of damage reduction for evasion rate. Similarly, heavier helmets increase Toughness at a slight cost to Wisdom (Spirit).
-Equipment Skills and Powers-
In Wanderer, only rarely will equipment have no effect beyond modifying your stats/abilities. Most equipment allows your character to learn a temporary skill while it is equipped, and magical equipment additionally grants fantastic powers, such as regeneration. As in most RPGs, only certain characters can equip each class of equipment. For instance, as a soldier Jack can equip many classes of weapons that the main protagonist cannot.
-GNOSIS-
Like FF7's Materia System or the skill learning system in FF9, many skills are tied to equipment (although each character has a handful of innate skills with them for the entire game). In addition to EXP, characters earn Gnosis from battles which let them learn some equipment-tied skills permanently, keeping them even when they change equipment. Unlike in other games, Gnosis can also be earned by interacting with objects in the environment to learn more about the game's setting and story. Not every object has a description, but this is a way of rewarding compulsive examiners. : )
-Aura Bursts-
Limit Breaks by any other name. One of each character's powerful, innate skills is locked until their "Aura Bar" is full, then they can unleash it in an Aura Burst, a very powerful ability. Of course Aura Bursts aren't just straight clones of Limit Breaks; they occur somewhat more often, their effects are not quite as battle-swayingly dramatic, and there are other ways to fill them besides taking damage.
-Differing Character Types: Immortals, Mortals, and Ferals-
The main character is strikingly more powerful and higher in level than the other PCs that join the party- this is intentional, and while the main character has up to 300% the EXP and Level of other PCs, various tricks (such as Racial Traits that act as Passive Skills) are used to equalize them on other planes. Mortals are less powerful than Immortals but may have unique abilities or capabilities that make them invaluable. Ferals cannot be controlled directly in battle or equip any items but are very powerful for Mortals. Although it does not come up in the demo, the maximum party size in Wanderer is eight characters.
Wanderer is many things but it is not prototypical. It has plenty of gameplay features not native to VX. While none of these are super exotic-- they're all things you've seen in an RPG Before--you will probably want to read about their functionality here.
-Quickness and Evasion-
Your Evasion rate is a direct mathematical function of your Quickness (Agility) score. Heavier armor reduces Quickness as it increases Toughness (Defense), hence possibly reducing Evasion, a tradeoff of damage reduction for evasion rate. Similarly, heavier helmets increase Toughness at a slight cost to Wisdom (Spirit).
-Equipment Skills and Powers-
In Wanderer, only rarely will equipment have no effect beyond modifying your stats/abilities. Most equipment allows your character to learn a temporary skill while it is equipped, and magical equipment additionally grants fantastic powers, such as regeneration. As in most RPGs, only certain characters can equip each class of equipment. For instance, as a soldier Jack can equip many classes of weapons that the main protagonist cannot.
-GNOSIS-
Like FF7's Materia System or the skill learning system in FF9, many skills are tied to equipment (although each character has a handful of innate skills with them for the entire game). In addition to EXP, characters earn Gnosis from battles which let them learn some equipment-tied skills permanently, keeping them even when they change equipment. Unlike in other games, Gnosis can also be earned by interacting with objects in the environment to learn more about the game's setting and story. Not every object has a description, but this is a way of rewarding compulsive examiners. : )
-Aura Bursts-
Limit Breaks by any other name. One of each character's powerful, innate skills is locked until their "Aura Bar" is full, then they can unleash it in an Aura Burst, a very powerful ability. Of course Aura Bursts aren't just straight clones of Limit Breaks; they occur somewhat more often, their effects are not quite as battle-swayingly dramatic, and there are other ways to fill them besides taking damage.
-Differing Character Types: Immortals, Mortals, and Ferals-
The main character is strikingly more powerful and higher in level than the other PCs that join the party- this is intentional, and while the main character has up to 300% the EXP and Level of other PCs, various tricks (such as Racial Traits that act as Passive Skills) are used to equalize them on other planes. Mortals are less powerful than Immortals but may have unique abilities or capabilities that make them invaluable. Ferals cannot be controlled directly in battle or equip any items but are very powerful for Mortals. Although it does not come up in the demo, the maximum party size in Wanderer is eight characters.