Information for Children of Mana Section

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Kassidy
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Post by Kassidy »

Hey guys,

I wrote up this stuff for the site a couple of weeks back. Meant to post it sooner (doh). Anyway, thought it could be useful for the CoM section on the main page. I'll try and work on getting images to accompany (I have the press release artwork of the characters, but haven't got any sprites yet).

Cheers.


-- Main Characters --

Flick

A fifteen-year-old boy who lost his parents and brother in the great disaster. Was saved by a knight and has since been training in the arts of sword fighting. He’s a good all-round character, being quite strong in all areas.

HP: ****
MP: ***
Skill: **
Spirit: **

Tumble

A sixteen-year-old girl who lost her parents and little brother in the great disaster. She is mature and seeks truth and justice. Her attack is weak, but she’s fast, and is skilled in the use of magic.

HP: **
MP: ****
Skill: ***
Spirit: ***

Pop

A fearless nine-year-old boy who lost his mother at birth and was left an orphan during the great disaster after the death of his father. Not a great fighter and weak when it comes to defence, he specializes in offensive magic.

HP: *
MP: *****
Skill: ***
Spirit: ***

Wanderer

A traveling merchant and member of the Nikita tribe. A strong fighter, especially at close range, but weak when it comes to magic.

HP: *****
MP: **
Skill: *
Spirit: ***



-- Magic --

In the game you may only be accompanied by one elemental at a time, which is chosen in the Mana Town before heading out on a mission. To do this, talk to Tiss (the girl gazing at the carving of the Mana Tree in the rock). The exception to this is before the first mission, when the elemental spirits ask you to take one with you when you try to leave the town.

To use magic during the missions, hold down the B button to charge up the magic, then release and the elemental spirit will appear. After a second, it will start blinking. Now you have three options:

- Leave it as is to use offensive magic from the current location.
- Press B and the D-pad to send the elemental flying in that direction until it hits a wall/large enemy and casts the offensive magic.
- Walk into the spirit to make use of its aid magic.

Salamando - Fire

Offensive Magic: Explode
Aid Magic: Flame Saber

Flame Saber will grant your weapon the ability to set enemies on fire for a short period of time, causing enemies to flee.

Undine - Water

Offensive Magic: Ice Smash
Aid Magic: Ice Saber

Ice Saber will grant your weapon the ability to turn enemies into snowmen for a short period of time, during which they will be unable to move or attack.

Gnome - Earth

Offensive Magic: Earthquake
Aid Magic: Diamond Saber

Diamond Saber will grant your weapon the ability to addle enemies for a sort period of time, during which they will be unable to attack.

Sylphid - Wind

Offensive Magic: Air Blast
Aid Magic: Thunder Saber

Thunder Saber will grant your weapon the ability to numb enemies for a short period of time, hindering their movements.

Dryad - Wood

Ofensive Magic: Tree Vine
Aid Magic: Aura Wave

Aura Wave grants immunity to status ailments for a short period of time.

Luna - Moon

Offensive Magic: Energy Ball
Aid Magic: Life Booster

Life Booster gradually heals your HP for a short period of time.

Lumina - Light

Offensive Magic: Holy Ball
Aid Magic: Heal Light

Heal Light will cure a certain amount of HP.

Shade - Dark

Offensive Magic: Dark Force
Aid Magic: Invisible

Invisible grants invisibility for a short period of time.



-- Weapons --

Sword

You start the game with this weapon, and can be considered the main weapon in the game. It allows for a three hit combo, with the last strike knocking an enemy off its feet. This last strike can be upgraded via gems to launch a wave, or be a stronger level 2 or 3 strike. This weapon will break basic obstacles such as small jars.

Charged attack: Block - Allows you to block 5 enemy attacks, reducing damage. This can be increased in number and effectiveness by gems.

Fever effects: Fever will allow three hit combos to have a lower delay between strikes, as well as changing the charged attack to a forward powered thrust.

Flail

Gained after completing the first mission, this weapon will prove extremely useful. The standard attack will spin the flail round the character, knocking enemies off their feet. The flail also allows for breaking small obstacles.

Charged attack: Retrieve - This is where the weapon's strength lies. With the charged attack you can retrieve objects that are out of normal reach, pull yourself toward walls or larger enemies, pull smaller enemies toward you, and also discover hidden items or enemies within bushes.

Fever effects: Fever will change the charged attack to a high powered spin, like the standard attack, but much more deadly, knocking enemies back as well as dealing heavy damage. However, you cannot use the retrieve function while Fever is active, so any objects out of reach will be lost.

Bow & Arrows

An excellent weapon gained after the second mission, and easy to use, the bow locks on to enemies within a certain distance, so you don't have to be directly parallel to them on either vector. It allows you to fire diagonally also. Enemies outside the lock range can also be hit, but you'll have to aim manually (which horizontally is difficult, as the aim is offset slightly, probably a bug). Arrows won't break obstacles, but they will go over the smaller ones, so you can keep enemies at a distance using these and still inflict all important damage.

Charged attack: Lullaby - This uses the box as a harp, sending a musical note flying that will confuse or stun enemies. Dangerous in the middle of a fight as until the note settles on the ground, your character can't move and is terribly vunerable.

Fever effects: Triple Arrow - The charged attack will now launch three powerful arrows at the same time in the general direction you're aiming.

Hammer

You receive this after the third mission. A slow but powerful weapon, this will knock enemies quite a distance, dealing further damage if they hit walls or other enemies. It has a slow recoil though, so it will take a second or two to get moving again, leaving you vunerable to attack. The weapon can also be used to smash larger obstacles than the sword or flail, particularily handy to uncover the Glimpool in many levels.

Charged attack: Hammer Smash - This attack will pound the ground hard, making enemies around stumble. This attack is essential later on in the game to pound pegs into the groundwhich will reveal paths that previously weren't there.

Fever effects: Hammer Hurricane - The charged attack will now spin your character round in circles, wielding a flaming hammer. The attack deals serious damage and will knock enemies far off. Your character will be able to move while doing this attack.



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Post by Deques »

This is great! Thanks for the information. I'll try to put it up as soon as possible
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