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===Wagons=== | ===Wagons=== | ||
[[ | [[File:DQMCH Platypunk scene.png|right|border|300px]] | ||
A staple of the Zenithian Trilogy, the [[Wagon|wagon]], makes a return in ''Caravan Heart'' as a central part of forming a team. The player will start out with one wagon in their caravan and can obtain two more as the game progresses, each wagon having to be assigned a guard monster and up to four humans depending on the individual weight of monster and person alike and the weight capacity of the wagon in question. The monster will be able to act each turn while the caravan members in the wagon will act according to the order they were placed in, with the fifth turn of a fight (and any preceding turns that caravan members couldn't act) being used by the wagon to get organized before the caravan members will repeat their actions where repetition is applicable. If a guard monster for a particular wagon gets KOed, or if the wagon has no guard monster, the caravan members will be unable to act in battle. | A staple of the Zenithian Trilogy, the [[Wagon|wagon]], makes a return in ''Caravan Heart'' as a central part of forming a team. The player will start out with one wagon in their caravan and can obtain two more as the game progresses, each wagon having to be assigned a guard monster and up to four humans depending on the individual weight of monster and person alike and the weight capacity of the wagon in question. The monster will be able to act each turn while the caravan members in the wagon will act according to the order they were placed in, with the fifth turn of a fight (and any preceding turns that caravan members couldn't act) being used by the wagon to get organized before the caravan members will repeat their actions where repetition is applicable. If a guard monster for a particular wagon gets KOed, or if the wagon has no guard monster, the caravan members will be unable to act in battle. | ||
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===Caravan Members=== | ===Caravan Members=== | ||
Nearly as important as the guard monsters are the people that ride in the wagons they guard, the caravan members. These individuals are often callbacks to classes from previous games, some being the classes outright, while others fulfill roles specific to ''Caravan Heart''. Depending on what class they are, the caravan members can have significant effect in battle, on the field, and within the camp itself. The 21 different members available throughout the game are:[[ | Nearly as important as the guard monsters are the people that ride in the wagons they guard, the caravan members. These individuals are often callbacks to classes from previous games, some being the classes outright, while others fulfill roles specific to ''Caravan Heart''. Depending on what class they are, the caravan members can have significant effect in battle, on the field, and within the camp itself. The 21 different members available throughout the game are: [[Image:Caravan_Heart_Group.png|border|right|550px]] | ||
*'''[[Warrior]]''' | *'''[[Warrior]]''' | ||
*'''[[Martial Artist]]''' | *'''[[Martial Artist]]''' | ||
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