Post news Report RSS Eidolon Awakened - Dev Log #2

In today's Dev Log I'm going to go over mechanics that promote party experimentation and customization in Eidolon Awakened.

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Why Is Customization Important?

A key element of being a Summoner is customising and experimenting with different team combinations. Eidolon Awakened offers a ton of unique Eidolons and abilities for the player to play around with so in order to promote player experimentation a lot of the systems in Eidolon Awakened are designed towards enabling customisation and experimentation.

Summoner Rank

In the world of Eidolon Awakened, your Summoner Rank is a measure of your skill as a Summoner. The Summoner Rank system is a replacement for traditional Level and Experience systems to better suit the game’s needs. In short, your Summoner Rank acts as the current level of all your Eidolons, this applies to all Eidolons, even newly summoned ones.

Every time you win a battle you will make some progress towards the next Summoner Rank that is counted between 0 and 100. Once your progress reaches 100%, you will automatically be promoted to the next Summoner Rank. The amount of progress you make towards the next rank is adjusted by the difficulty of the encounter, for example if the encounter is considered extremely easy for your Summoner Rank your progress will be significantly reduced.

Ability Types

There are three different categories of abilities that an Eidolon can learn: Active, Passive and Auto. Each Eidolon has a total of 8 ability slots that can be used to equip said abilities.

  • Active abilities are self-explanatory, they can be used in battle to take an action such as dealing damage to an enemy or inflicting a status effect. All Active abilities cost MP to use based on how powerful the effect of said ability is.
  • Passive abilities provide a constant bonus to the Eidolon while equipped, however they take up an ability slot that doesn’t provide an action in battle. For example, “Resist Electric” can be equipped on an Eidolon that’s Weak to Electric in order to cover up an affinity weakness in exchange for an ability slot.
  • Auto abilities behave like active abilities however the action will trigger automatically once a condition is met. An example of an auto ability, the “Auto Enhaste” ability will automatically grant Haste to an Eidolon at the start of combat, giving you a head start in the fight.

Ability Memory

Ability Memory is a system that is designed to reduce the amount of effort required to change your Eidolon’s ability sets and to make it faster and more accessible to experiment with different ability sets.

Your Eidolons can be taught new abilities by using “Memory Drives” on them, as long as their requirements are met. Once an Eidolon is taught a new ability they’ll always remember it and be able to use it, as long as it’s equipped from the “Commands” menu outside of battle. An Eidolon can equip any combination of active, passive and auto abilities in order to give the player as much freedom as possible.

Thank you for taking your time to read this far! I’m currently working on getting this game’s steam page up so you’ll be hearing from me again soon. You can also check out my Mastodon where I post more frequently.

Until next time.

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