Willowmere
Chapter 7

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.

Pro Tip

If the creature is looking at you and you aren't the Knight, something has gone wrong. Stop hitting it so hard.

Links, simply

  1. Every blow you land fills your Rhythm. At 100, you can use a weapon skill.

  2. Each weapon skill has an element on the wheel: Ember, Gale, Stone or Frost.

  3. 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%.

KindlingEmberRockslideGaleHoarfrostStoneSteamburstFrost
Ember, then Gale, then Stone, then Frost, then round again. Each arrow is a Link, named for what it makes.

Echoes, simply

  1. When a Link closes, its element hangs in the air for five seconds.

  2. A spell of that element cast into it is a Echo: +20% or more.

  3. So: the fighters chain, the casters burst. Everybody wins, except the creature.

A Echo on a creature in the orchard: a pillar of light and a big number.

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.

A party's weapon skills meet on a cinder golem, and a Link closes.
Pro Tip

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