It allows you to, at any point during the player phase, turn back time to anywhere in the battle. Mila's Turnwheel is a new mechanic in the series, and an incredibly useful one. This is very important to consider when your spellcasters are defending and when you are attacking the enemy's spellcasters. Units that can use both weapons and magic are a little different they will attack with their weapon unless the attacker is out of its range. Mages and Sages will always counterattack with Fire, Clerics and Saints will always counterattack with Nosferatu, and enemy units will usually counterattack with whatever spell is at the top of their list. Note that you cannot choose which spell you counterattack with. As with weapons, attacking with a weaker spell that allows you to double attack will often deal more damage than attacking with a stronger spell that only hits once. Each magic spell has a weight, with more powerful spells typically being heavier. The other factor, which only applies to spellcasters, is magic. Bear this in mind when choosing a weapon weapon or shield one that is a little stronger but stops you from double attacking (or worse, lets the enemy double attack you) will not be as helpful to you as a lighter one that allows you to keep your speed above that of the enemy. Stronger weapons and shields tend to be heavier. Consumables and rings are weightless, but most weapons and shields have some weight. The first is the weight of the item the unit is carrying. This is very often the difference between life and death. If a unit's speed is even one point higher than that of the unit that it's attacking, the attacking unit will be able to attack twice. In this game, two points of speed can be the difference between double attacking an enemy and getting double attacked by an enemy.
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