The combat system in Dawn of Mana is called the Mono system, based around the Havok physic engine. Almost all objects in the game, including enemies, are moveable, allowing Keldric to throw objects at enemies, or even throw other monsters. Keldric can either throw objects in the direction he is facing, or can target a specific enemy or object to aim at them. When something is thrown near an enemy, they Panic, resulting in a counter over their head that counts down to zero to end the Panic. While panicked, enemies take more damage from attacks and spells. Defeating enemies when they are panicked gives the player two types of medals, which can either boost the player's health and attack damage, or mana and magic damage. Throwing multiple objects can Panic enemies more; when the Panic meter is greater than 99 the player can receive better medals. Defeating enemies also grants experience points, which raise Keldric and Faye's level up to a maximum of four, granting higher health, mana, and damage, and granting new spells and attacks. In addition to being throwable, many objects in the game are also destructible.
Keldric and Faye arrive on the road to their former village minutes before Watts' army joins them in the battle. Along the path to the Mana Tree, Keldric helps Watts's Mark II tank to navigate the rough terrain by eliminating the enemy barricades and heavy artillery that could easily stun the vehicle and manage to infiltrate the caves below the Tree. Watts and Keldric part ways upon reaching the village's main gate as Watts would stall outside enemies during Keldy's breakout. The Hero is swiftly greeted by Grim Golem Generalissimo who confronts him inside his enormous tank. Keldy manage to damage the machine enough to make it unstable. The Generalissimo then retreats to the cave's entrance and makes his last move to impede the hero by act as a suicide bomber to make an explosion that causes a rocksilde, effecitvely blocking the opening. Although all seems more dreary for Keldy, Flammie appears fortunately aboee him and accepts giving a ride to Keldric straight at the Castle's entrance. The Sacred Beast effortlessly dodges the enemy's attacks and dashes through them, dropping Keldy at the front of the ominous building.
Dawn of Mana isn't devoid of good ideas; in fact, it's brimming with them. Keldy wields a sword infused with vines from the mana tree, so it does more than just slash and stab: It also shoots out tendrils that you use to fling objects and enemies. It's an interesting use of the Havok physics engine, and when it works, it's pretty amusing. You can pick up rocks and barrels and throw them around, which doesn't do much damage to your enemies, but causes them to panic and allows you to move in for the kill. The best moments in the game involve picking up monsters and tossing them into other monsters, which often results in entertaining displays of confused foes running around while you slice them into bite-size pieces.
Dawn of Mana's RPG elements are so thin as to be almost nonexistent. There's a simple leveling system here, but you're inexplicably bumped back to level one at the beginning of every chapter. Gaining a level boosts your health and mana gauges, but more importantly, it lets you grab larger enemies with your vine, or even twirl objects around and bash enemies with them. Faye also levels up, which earns you new spells. Yet you can't purchase a new weapon and you'll never equip an item. The closest you'll come is earning emblems by getting high marks after the completion of a chapter, or by gathering medals or purchasing them at the general store. Emblems offer you stat bonuses but can be equipped only at the beginning of a chapter, and a huge number of them are available only if you meet wildly difficult requirements.
How does it play out in practice You can play Hinata, Dawn-Crowned on turn five and keep up spells like Negate, Abrade or Valorous Stance for just one mana. This will be a common play pattern, which in similar ways to the powerhouse Goldspan Dragon, will make two-mana instants quite good with the legendary Spirit.
In practice, you could play Hinata on turn six and cast Magma Opus in the same turn, which is really powerful. Of course, you can also play Hinata on turn four and then Magma Opus on turn five by tapping two permanents and dealing four damage to one target, reducing the cost of the instant to a total of five mana. 59ce067264