Numen Interview

RPG Vault has conducted an interview with Cinemax' Ales Ulm, quizzing the lead designer about the team's mythology-based action RPG, Numen.
Q: How would you describe the combat system? What were your overall goals when designing it, and what notable features does it incorporate?

A: When we designed the combat system, we wanted players to think while they fight. We wanted them to use the abilities they have at the right time. We wanted Numen to be more like World of Warcraft than Titan Quest in terms of combat.

There are lots of spells and combos to use during battles, as well as many buffs that can really make fighting easier when used correctly. A player has to find out what the enemy's weak points are, which of the enemies to stun, which to attack first and what weapon would be best to use.

If you're suddenly attacked by a Libyan shaman, cast a silent zone between you that will dispel his magic as it passes through. If you hit your enemy in such a way that it starts bleeding, quickly use a special combo to deepen its wounds so that it bleeds to death. In Numen, thinking and planning pay off. :)