
In Quest Mode, allies of your guild seek out citizens in need of
help in the city where your party is currently residing. You are free to
explore the area with a point-and-click style interface, with potential
available quest-givers marked for your convenience. Choosing a quest-giver
initiates dialog between him or her and one or more of your allies, describing
the situation and eventually giving the option to accept the terms or decline
and perhaps come back later. Additionally, one or more optional objectives may
be hinted at as well, which will provide bonus points if completed at the end
of the adventure. Accepting the quest thrusts your active party into
Adventure Mode.

When in Adventure Mode, you guide your allies through a specific
area with the intent of completing one or more objectives as quickly and
efficiently as possible. Typically, your team of six starts split up at the
area's safe point. You may guide your allies individually (with freedom to
switch between them any time outside of battle), or group them together to
allow them to automatically move and fight in unison. You can even put all
six into one group, if you are feeling particularly lazy, although some quests
may require your allies to be split up in order to overcome certain
obstacles.
Adventures vary greatly in objective, length, and even playstyle - in some
cases you may guide your allies manually, while sometimes you may be required
to assist an escort, with decisions to be made along the way. Most adventures
can be quit and retried if desired with no penalty (for instance, to bring
along allies more suited to the types of enemies or environment faced), and
some can be repeated even after completion for a better Favor rating (ie,
score).
Battle can occur at many points in an adventure. Most of the time, your
enemies - some hostile, some passive - can be easily seen roaming the grounds,
so careful movement and planning can avoid unwanted fights. Of course, if
modern fiction and gameplay tells us anything, it's that fighting is what being
a hero is all about, so go ahead and charge right in to Battle
Mode.
Battle Mode is a gentle, loving, turn based affair requiring
careful planning and strategizing to avoid complete annihilation and the deaths
of millions.
Allies are lined up along the left side, while enemies are along the right,
with no more than six on either team. Normally. Turn order is dependent on
a hidden number called "wait time", which goes up according to a participant's
Agility rating, and can be influenced by other actions in battle. A
participant may move to the left or right along his or her or its row, then
either use a melee attack, special skill or ability, or move again (if they're
really in a hurry). That is everything you need to know if you want
to play.
If you want to win, you need to delve deeper. There are many
factors that can be used for your benefit, and while few are outright
necessary, they do make seeing all those big numbers flash by all the more
satisfying. Here is a rundown of things you will encounter in battle:
- Health - The most important thing to watch are the Body,
Mind, and Soul ratings of those participating in the battle. Reducing any
one of these gauges to zero (all-the-way red) will remove that character
from the fight. You want to do this to all of your enemies, while helping
your friends avoid the same fate. It's not as simple as "put the burly
guy on the front line and heal him every other turn", oh no. Some
characters resist certain damage types better than others, and some can
only restore specific kinds of health, so set up your strategy according
to the enemies you're facing and who you have in your party. Your allies'
health regenerates a little bit at the start of their turns in battle,
fortunately. Don't forget that special abilities consume health too.
Positioning - Where you place your allies is
highly important as well, and not just for utilizing close-ranger versus
long-range attacks (although that's part of it). The ally or allies that
are closest to the enemy side will be the ones who are targeted by enemy
attacks, so if you know your enemy uses lots of powerful Mind-damaging
attacks, you want to put someone who can resist those closest to the front.
Oh, and watch out for those area-wide attacks too.
- Elements - They're everywhere! Everyone has an
elemental alignment, which means that attacks of the same
element will do half damage to them, and of the opposite alignment will do
extra damage. Additionally, certain abilities will "enchant" squares on
the playing field. If you're standing in a square that's enchanted with
heat, for instance, and you're hit by a Heat-type attack, the square will
amplify the attack and do even more damage. Luckily, this can be used
defensively too, as if it were a Cold attack instead, the damage would be
halved. Use enchantments to your advantage whenever possible!
- Status Effects - There are good ones, and there are bad
ones. They're pretty simple to know. Disable is a bad one. You can't
use any special abilities until the following turn. Stun is bad too. It
will reduce your accumulated wait time by either half, or to zero,
depending on how strong it was. The others affect regeneration rates,
either for better or for worse.
- Rush -

Now we get to the good stuff. By using the "Rush" command or abilities
that improve "Rush," you can "shift" the "bar" in the middle of the
"battlefield" to give yourself more "room" to move around. By filling the
bar up all the way, a Charge occurs, which will move your allies forward,
push enemies back, give you more territory on the battlefield, boost your
damage, and reduce your enemy's damage. This is a very good thing. Be
cautious, however, that enemies will sometimes Rush YOU, and the same
bonuses hold true for them as well.
Chain - All of your allies' special abilities have a color
attached. If you use an ability that has the same color as the current
link in the chain, the chain count goes up! This is a good thing. All
of your abilities get stronger as the chain grows. However, using a
mismatched color will break the Chain and set it back to zero. Abilities
with a "White" color will always advance the chain, although these are
rare, indeed. All allies will have at least one ability of each color,
and you can always, like, not use an ability if you don't want to break it.
- Escaping - Fooled you! There is no running away. Do or
die. (Note: usually, getting wiped out in battle will just split up your
group and drop them at the safe point. At boss battles, you will be given
an option to try again, although you won't get any more Essence from the
fight. Very few fights lead to an automatic game over.)
So what does all that fighting get you? Well, there's no leveling up, and
no equipment. No money, no healing items, no magical tomes or any of that
crap. What you do gain is Essence.
Essence comes in three flavors: Health, Clarity, and Piety. When an enemy is
defeated, it gives up a certain amount of each Essence, which is split between
your active party members in the battle.
Health Essence is used for training Body-related stats. Use it to
increase your maximum Body points, Strength (which usually affects Body
damage), and Stamina (which is like Body defense). Enemies that are more
Body-affine will yield higher amounts of this essence.
Clarity Essence is used for training Mind-related stats. Use it to
increase your maximum Mind points, Intelligence (which usually affects Mind
damage), and Wisdom (which is like Mind defense). Enemies that are more
Mind-affine will yield higher amounts of this essence.
Piety Essence is used for training Soul-related stats. Use
it to increase your maximum Soul points, Spirit (which usually affects Soul
damage), and Willpower (which is like Soul defense). Enemies that are more
Soul-affine will yield higher amounts of this essence.
Additionally, members gain Skill Points and Mana
Points for attacking and using abilities in battle. These are used
to improve ability ranks when training. Every ability has 5 ranks, gaining
power, accuracy (for status-types), and sometimes new effects as rank goes
up. This is a good thing.