![]() Vitality, which increases health and energy, and plague which levels your claw damage.Īfter leveling up, you then receive talent points which can then be used to unlock various upgrades for your skills in the following categories: Saber, Deflect, Dodge, Claw, and Strategies. ![]() Once you have enough shards, you can choose between three main stats to level: Strength, which increases damage. Talent points are given via leveling, which is done via “Memory Shards” that are obtained from killing enemies. It’s not until later in the game that deflections will truly become useful, and this is thanks to the small talent tree in place. It also doesn’t even interrupt combos, which I initially wasn’t a fan of. Damage is done via deflecting the attack itself, instead of with a riposte system which is good…but the timing on this one is also way too precise to be useful. As for the deflection mechanic, it is geared for close-range parrying of normal attacks. You have a limited number of feathers to throw, and the timing for this is pretty much “you miss by microseconds and you lose” which is just not that fun. Feather attacks allows Corvus to cancel specific attacks from a distance, but only works on specific attacks denoted by a green flash before the enemy attack. There are also the feather attacks and deflection mechanics, which basically serve as the game’s parry mechanics. You can also “extract” plague weapons using a charged claw attack, which gives you a one time use of whatever weapon that enemy is currently using, which is a nice way to test out each weapon without having to grind for stones. These weapons are gained from the various enemies in the game once killed, they have a chance of dropping a “stone” that is used to unlock and upgrade these weapons, which can then be activated as a special attack using your Energy bar. Then you have Plague weapons, which are one of the neater additions to the game. ![]() On the smaller enemies this isn’t too bad, given how little damage they take to kill, but with bosses and “black-knight”-esque mobs later on this tactic becomes more tedious than anything, lengthening encounters that would otherwise take no time at all. It’s an interesting idea in theory, but terrible in practice, and seems it was mostly put into place to force you to play the game a specific way as opposed to the freedom you get with Soulsborne games. And how do you deal that damage? Via claw attacks, of course!.which are, for the most part, mostly useless for doing HP damage, so you’ll have to combo the two attack styles to defeat foes. The Wound acts more like an enemy's main HP as opposed to the white bar, as if you don’t do enough wound damage to the enemy it will regenerate its health back to whatever level the green bar is at. This damages enemies and lowers their health.īut it’s not quite as simple as that, however, as enemy health bars have two sets of health: the white “HP” bar and a green “Wound” bar. Normal attacks are self explanatory, attacking enemies with your saber and dagger (which is the only “main” weapon available to you). Instead of the usual light and heavy attacks, you’ve got five main ways to damage your opponents: normal attacks, “claw” attacks, feather attacks, plague weapon attacks, and deflects. Unlike most Soulsborne clones, thankfully, Thymesia at least tries to do some things differently here which I much appreciate. As you make your way through the village you’ll get your first taste of gameplay for Thymesia. ( ͡° ͜ʖ ͡°) The game starts off in the middle of a village ruined and destroyed due to the terrible plague sweeping the nation. Thymesia follows the story of Corvus, a plague doctor-esque figure whose main goal is to cure the kingdom of Hermes of a terrible curse caused by alchemy and…vile blood.
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