Battles and Stat-building
Pixel Heroes: Byte & Magic Guide
As already said in the review itself, this game utilizes the turn-based gameplay. This is the classic turn-based, as there are no Active Time Bars, the DEX or Speed stat will not determine who will have the next turn. It is your party - the enemy party - your party - the enemy party turn system. If there is only one enemy left, it will be your party and then the enemy. This is imporant: kill the strongest damage dishing enemy first! When that gargantuan of an opponent is left, he will have more chances to inflict damage since there are no other units left to get that turn out of its murderous hands! This goes both ways too, you cannot use the same hero twice in a row, except when he or she is the only one left.
You will always have to fight first. Use this to inflict statuses like Stun or Bleeding to keep you at the advantage. Also, this might also waste the enemies one turn if they choose to heal or clear the status infliction. Keyword is 'might', because they usually do not.
Your actions are divided into two, equipment-based and default skills. If you equip a sword, you can use it as well as its enchancements, same goes for the shield, you can use it to inflict minor damage and grant you minor protection (which is a waste, but still, equipping a shield is important especially if it has immunity bonuses, or at least a little bit of resistance). Spells are to be equipped too, regardless of the hero. You can have a Warrioress summoning magical fires from the bellows of the Earth, if you choose too.
The other one is the innate skills of the heroes, this are usually much powerful than the spellsheets and weapon you can equip but has cooldown. Most of these have really long cooldowns. The cooldowns are per turn that goes beyond the battle. So it is the total turn, not just within the current battle as it does not readily resets the cooldown when you win the encounter.
Remember to look out for the Log screen as this will give you an idea of which elements your opponent is weak, or immune to when you missed it the first time it was plastered all over the place. This will also give you an idea of which elements these enemies are prone to casting.
When your heroes level-up, the stat growth also depends on their base growth. Meaning, they are already have the growth bonuses themselves. You will be given three points to distribute as stats, adding them to a hero's stat will net different results. For example, the Priest will have flat +5 for every point you put in its INT and only +1 for every point in STR. Naturally, you put all the points to the INT, but you also have to put some in LIF for the HP, and even in DEX for those spells that might use the amount of DEX as bonus damage among other reasons (pure hypothetical this is).