
A letter grade for each group encounter is given, depending on how you execute combination chains, along with style and flair. Each encounter will detail how your arcane attacks impact the deformed demon-like creatures, highlighting their vulnerabilities and delivering a damage score. Given the mammoth size of Athia, its granted to have its own underground sanctuary, although the Locked Labyrinths were designed for the Tantas, and are now overruled by enemies. Markers will detail campaign objectives and optional side-quests. The outer ruins of Cipal, see’s more miasma affected creatures that are hostile.
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The opening moments of the campaign give us insight to Frey’s capabilities, and after a few more story beats, an arrest, jailbreak, and change of attire, we’re finally free to start exploring. While it soars through tall mountains, it disappears leaving Frey and Cuff hanging cliffside. The Dragon takes flight after a lengthy battle with Frey in its grasp.

After exploring a deserted villa, the Dragon from earlier discover duo and immediately initiates battle. He explains the dire situation Athia currently faces with the miasma spreading rapidly through the world, while seeming ineffective toward the New Yoker.

The pair are attacked by a mutated Bear-like creature, to which they fend off with Cuff’s close-ranged attack magic. Evading the behemoth for mere moments, Cuff teaches Frey the many abilities she now harnesses carrying Cuff. Trying its best to settle our protagonist down, both she and “Cuff” are confronted by a dragon that is running roughshod across the medieval-like valley.

Upon arriving to Athia, Frey is immediately confronted by a supposed apparition, which in turn is the exact Cuff she stole.
