Seiken Densetsu 3 - Gameplay

Gameplay

Seiken Densetsu 3 plays very much like its predecessor Secret of Mana, as it employs a real-time combat system, making use of a ring menu which provides the player with quick access to magic spells, items and character information, amongst other options. One of its main differences, though, is that the range of characters is doubled to six, with the player choosing the three members of his or her party when commencing a new game. A single variety of weapon is available for each character, and the "progression by means of use" present on the series' previous game was removed from the weapons and magic systems; now the only factor which influences a spell's damage is how high the character's "magic" attribute and how low an enemy's magical defense towards a special kind of magic is (for example: undeads are wounded heavier by light-based magic-attacks). A storage system was introduced, where excess items can be placed, replacing Secret of Mana's "four-of-a-kind maximum rule". The player can switch items between storage and their nine-slot item ring menu, or else "top-up" items currently in it to a maximum of nine each.

A battle mode was introduced as part of the gameplay, which freezes some aspects of normal gameplay (such as item storage) to allow the player to focus on defeating monsters. Players can exit battle mode by moving off-screen or far enough away from the monsters for it to be disengaged (unlike the Legend of Mana no-escape mode). When in battle mode, the character adds one point to his or her "power gauge" by making an attack which hits a monster (in place of Secret of Mana's vulnerable charge-up). When the gauge is full enough, special moves can be unleashed - moves vary according to the character and their class. Once all enemies on-screen are defeated, the player has the chance to receive a reward item in a treasure chest. Sometimes, a "prize" wheel of traps is given when opening the chest; this can be eluded by timing the cursor to fall over an "OK" disc.

Unlike the previous game, however, instead of setting the characters' range to the enemy and their level of aggression, the player sets directives on the character's behavior during combat, such as taking an individual target or supporting another character. The player can also determine whether or not the AI characters will make use of their power gauge and what earned abilities they may use, though magic spells must be cast manually by the human player.

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