Party Play
Up to six of you, each with a job to do. Here's how a good party works, and the two tricks that make big fights fun.
The three roles
- Protector
Holds the creature's attention with taunts and takes the hits. Knights do it best.
- Healer
Keeps everyone standing. Healing makes creatures cross, so stay behind the Protector.
- Damage
Everybody else: brings the creature down, and doesn't steal its attention from the Protector.

If the creature is looking at you and you aren't the Knight, something has gone wrong. Stop hitting it so hard.
Links, simply
Every blow you land fills your Rhythm. At 100, you can use a weapon skill.
Each weapon skill has an element on the wheel: Ember, Gale, Stone or Frost.
A friend lands the next element round the wheel within eight seconds, and the Link closes for +20% damage. Keep going for more, up to +50%.
Echoes, simply
When a Link closes, its element hangs in the air for five seconds.
A spell of that element cast into it is a Echo: +20% or more.
So: the fighters chain, the casters burst. Everybody wins, except the creature.

Read the floor
Big creatures draw their next move on the ground first. Step out of the shape, stack together, spread apart or brace, as it asks.


Say your element out loud before you swing. "Ember, then Gale!" Parties that talk, win, lu.