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Wild Arms' spiritual successor, 'Armed Fantasia,' details ARM weapon types, customization and scouts

Wild Bunch Productions has shared new gameplay details for their Wild Weapons spiritual successor, Armed fantasy.

The Church of the Sacred Key operates ARM shops, and players will frequently visit these locations to service their ARMs. The main entrances to the ARM floors have spiers and statues of the Church emblem. ARMs stand for Aether Reaction Maximizers, and they are used as weapons that also amplify a person's physical abilities and aether.

The six basic types of weapons are the pistol, spear, staff, pistol, sword and fist, with three additional types being the bayonet, whip and saw. Naturally, each type of ARM takes on different combat roles, with guns granting significant speed and spears granting increased defense. Characters must initially equip only their default weapon type before being able to equip more as they level up.

ARMs are composed of base frameworks, expansion components, and skill modules. Frames impact the core values ​​of a character's abilities, while tuning points, called TP, can be consumed to set skill modules. As for the skill modules, they include different types of skills, namely attack, defense, support, buff and resistance to status ailments, which can be used once the module is set in the framework.

The amount of TP needed to define skill modules depends on the type. Additionally, if a skill module has an amount of TP greater than the frame threshold, it cannot be equipped. It's also worth noting that some skill modules are weapon specific. Knowing which skill modules to equip at any given time will be crucial, such as preventing status issues in certain dungeons.

Which new frameworks and skill modules to purchase depends on the anti-anomaly data you sell. Interestingly, the types of enemy data you sell impact the types of equipment you can receive. One example provided is that data from enemies equipped with Hard Shells will provide skill modules for weapons against those same enemies.

The rest of the Kickstarter update details the Pathfinders, their allegiances, and the guilds they belong to. The Church of the Sacred Key manages the scout guilds, although some scouts are part of the Iconoccluster, a group that opposes the Church. The Church relies on its selection of Pathfinders, even if it already has competent knights, because they are essentially freelancers who are best used for reasons of profitability.

You can check out the full update for additional comments and details.

Armed fantasythe spiritual successor of Wild Weapons series, takes place in the land of Londenium. The protagonist, Ingram, decides to leave his hometown after the death of his grandfather. He then becomes Pathfinder, a profession using ARM (Aether Reaction Maximizer) weapons to rid the world of anomalies.

Throughout this westernpunk wilderness, Ingram will find many allies and enemies involved in a battle that will shed light on the past and future of Londenium. Two of his party members are Euclid Sturges and Alicia Fairhead.

Players can expect a “large-scale JRPG adventure”, where a huge world map housing puzzles, sea and air navigation with vehicles and racing with real momentum is present. Exploring dungeons will allow party members to use their gadgets, which will overcome obstacles in unique ways.

Combat will be turn-based, using the Cross Order Tactics system. “Successive character actions play a key role in the chain order, and disruptive force breaks interrupt the enemy's turn order”, which is why a great degree of strategy is strongly emphasized.

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