Over the last several days I have been hard at work creating and wrapping up the Skill Menu. And today I am proud to announce that it is complete.
The Skill Menu is the place where you manage your skills, spells and auras. You do this by equipping different crystals and by doing so you harness the magic contained within the crystal. Each crystal contains several abilities. As you use the crystal and rank it up, even more abilities will be unlocked.
You may only equip a certain number of crystals at once. But you are freely able to swap between them out of combat. This adds a few key decisions you must face: Which crystals do you level up first? and Which crystals will be the most helpful and should you bring into each battle? Thankfully, the first skill on every crystal, which you have access to it immediately, is a decent damage ability in that crystal’s school of magic. So even if you don’t level the crystal, you will still be able to deal the damage of that school.
Once you are done managing and equipping your crystals, you then can easily review all the skills that they will let you harness in battle. If any of these skills could be cast “out of combat” you would also be able to cast it here, such as a healing ability.
The last thing you will want to do before you are done managing your skills is to make sure you bring some Auras into battle. An Aura is a special ability that you can use even when its not your turn, allowing you to react during your enemy’s turn, or help your allies during their turns. Each crystal may have one or more Auras, but you may only bring a limited number of Auras into battle. You can easily switch between which Auras “out of combat” and this is another strategic decision you must face. As you level up you will be able to bring more Auras into battle at once.
The Skill Menu is another key step that is now complete, and a step in the direction of the Battle System being implemented into the game. The only steps that are left that are standing between us and implementing the Battle System are the Encounter System and the Monster Editor. More progress soon on those: Stay tuned!