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Draug’s Resurrection has a custom battle system designed with range as its primary focus. Battles take place on a 4x2 grid.



Typically, most physical attacks have a range of Direct, the squares adjacent (one tile away, and not diagonally) to the character. Most spells have a range of Indirect, that being anywhere two tiles away from them. Lastly, a few spells and the physical attacks of bow and crossbow users are Ranged, able to hit anything three or more tiles away.

Characters move by swapping positions with one another. Regardless of who you switch with, the recharge time is about the same as after a normal attack. By swapping with the enemy, you can close in on their long-range fighters, surround an enemy to defeat them faster, or put your sturdier characters in a position to soak up enemy attacks.

The three small squares underneath each character’s portrait are used to denote status Ailments or other Effects. Each ailment has a strength or duration. The six main ailments are Poison (saps HP), Curse (essentially poison for MP), Paralysis, Confusion, Bind, and Silence. The last two limit your ability to do physical attacks and cast spells, respectively. As they fade, you’ll gradually regain your ability to use spells and skills. Weaker spells are not silenced as easily, giving them some practical use even after you have stronger ones.




Each character has one weapon type, one armour class, and one element of magic. This means each character is at least somewhat locked into a certain role, so you can’t give a wimpy mage like Gale or Raphael an axe and have them run riot on the frontlines or get a brute like Thrall to be the team mage.

There is, however, some degree of variability within the weapons. Each has seven different sub-types, each with their own stat focus and their own personal skill. For instance, of the polearms (used by Clair), Lances are the most balanced, Glaives are the fastest, Halberds are the strongest, and Scythes are the most magical. Each also has their own skills that can be used while equipped.

Further detailed mechanics related to equipment and the battle system have their own blog posts to not over-clutter this page. Click on 'em to read further:
Beams, Walls, and Field spells
Learned Weapon Skills
Personal Skills
Unlearnable Spells
Determined Encounters



Questions and Answers
Because it's totally the easiest way to write this stuff.

Q: Do characters level up?
Yes, in two different ways. Weapon Experience works basically like traditional experience, but it's based on what you have equipped. At every weapon level up, you get to choose a stat increase based on your weapon equipped. Magic Experience is used to learn spells so you can cast them anytime, without needing to equip the corresponding tome. When not active, M.Exp is stored and can be used to purchase Personal Skills.

Q: Are there still regular random encounters?
Yes, although I’m looking at putting the encounter rate VERY low. Like, low enough that there’s maybe a 50/50 chance of getting in a single fight when crossing the largest field boards.

Q: If I WANT to get into a battle, can I do anything?
Yes. With a simple press of the ‘B’ key, you’ll automatically start a random encounter based on your current region. I’ll probably also make it so you can do this via a Use item in case you forget about that hotkey.

Q: Who’s the cleric or team healer?
No character can learn any kind of healing magic. This forces you to rely on items for healing and makes it so you don’t always have to drag around a particular character.

Q: How is death treated?
Death is treated quite heavily in Draug's Resurrection. The ONLY way to revive a character is by using an item called Ambrosia, which can be bought for a hefty 1200 silver. However, there is one exception. The undead party members (Draug and Thrall) automatically revive after a battle with 1 HP. The price is intentionally set this high to encourage caution but also as a way to make you switch up your party; if you can't revive them now, switch to somebody else until you can. If you don't like this mechanic, you CAN change it in the Options to auto-revive after battle if you really want.

Q: Do monsters level?
Not as such, but there is a system that determines what monsters you run into based on how many artifacts you have. Monsters are grouped into eight categories of difficulty, and each area has its own particular set of monsters (though there’s a small amount of overlap). As you progress, the chances of it choosing a monster from the higher difficulty tiers increases. Different areas increase at different rates. ‘Dungeon’ regions are innately more likely to spawn hard monsters than fields.

Q: How does the Battle System tie into the story and non-linearity stuff?
In all sorts of ways. Hopefully, the underlying mechanics of the Battle System should have some sway on your decisions. Different characters perform differently in battle, so finding characters that can work well together should be something of a concern. Whenever you’re given an option to kill an enemy human, you will receive all their gear and gold if you kill them, so there’s the time-old decision of being nice and poor, or being rich and everyone wanting to kill you. And naturally, you can talk yourself into or out of some battles, depending on what you’ve done.