A deeper look into the world of Origins: the fall of Azoria game mechanics and lore
Origins Game Mechanics: Modular Weapons is here as promised in our last article.
Modular weapon, the term implies that it allows you to modify it in some way…
Indeed! Every “modular staff” is composed of three parts, so let's break it down for you, shall we?
The head of your modular weapon, its main purpose is to determine whether you’ll be fighting in melee with the Blade
or from a “safe” ranged distance with a Crystal Holder
Next is the grip, as the name implies, that’s the part which you grasp in your hands. Pretty straightforward, just make sure it doesn’t slip out.
And last but not least, we’ve got the base, as with all lengthy staff like weapons, it needs to be properly balanced. Reach is important in your combat engagements.
Of course every weapon module will have associated stats with it, so make sure to pick the one that compliments your playstyle and looks the coolest.
By their powers combined… A modular staff is hence formed!
Each of the individual modules can be combined with ANY other modules. So any head, grip and base can be combined into a modular staff.
It’s important to note that before you are able to use your modular weapon, all parts HAVE to be present.
You won’t be able to wield individual parts as a weapon. Your modular staff has to be assembled first. After that? Switch out any part you wish to. That’s the basics!
A three part weapon, you might think, why all the hassle? Well, Dreamer, the most important part is what you can ADD to the individual modules of the weapon. The infused crystals.
Each crystal allows you to unlock a spell. So a single crystal gives you a chance to unlock four different spell abilities. One for the base, one for the grip or two for the head (one for the “blade” and one for the “crystal holder”). Each spell is unique depending on the part and the crystal you choose.
So in total your Modular Staff can get you up to 4 unique spells once it’s assembled. Perfect for experimentation with different builds.
There is also one more piece of your equipment that also is affected by the infused crystals, namely the Power Glove. That’s right, you’re getting ANOTHER unique spell to attach here. You’ll probably need to keep fandom pages open just to navigate through all of them!
So in total, a complete Modular Staff with Power Glove gets you 4+1(depending on whether you use Blade or Crystal holder) unique spells.
We’ll talk about specifics in our future Game Mechanics articles, so stay tuned Dreamers!
Hope to see you next time for our Origins Game Mechanics: Attributes article!
About Dreams Quest
Dreams Quest is a diversified entertainment company building fantasy and dream-like content that is both breathtaking and adventurous, driving the soul to learn and explore even more.
Origins: The Fall of Azoria, is the first instalment of an open-world, action-adventure role-playing game. Players will be confronted with a world fast deteriorating, and an existential threat facing Azoria that must be resolved. Players will face a variety of conflicts and must learn how to interact with the natural world to repair and heal what is broken.
Dreams Quest is building a unique world through mythology and story, whose sole purpose is to share ancient knowledge, to awaken the soul and to re-teach methods of healing and growth long since forgotten. The company is developing a range of content including film, TV, music and games.