@amlabella: Only if you're close enough. If you're hella far away you won't get the Soul. I think. And it seems like whomever presses the button first is the one that decides for the group.
@klaimore: It depends on how you want to spec/play your character. Saving/Sacrificing souls ties most significantly into the Sigil mechanic of passive buffs you equip in your right arm. Not only do you have to save or sacrifice specific souls to unlock sigils, different sigils will become more powerful when you have the right Arm type, which is determined by a balance of your Life and Magic levels.
There is an eventual max level of 100 total between your Life and Magic. If the two numbers are balanced, your arm will remain Neutral. Having a higher Life level will give you a Divine arm, which increases in rank as the gap between Life and Magic becomes greater. The same is true for a Dark arm, which instead relies on having a higher Magic level. Basically, if you want to play a defensive character, Save, and if you want to play offensive, Sacrifice, but always check back with your sigils so you know when you might need to go off-spec to unlock a specific sigil.
Also not that when the Save/Sacrifice UI pops up over a dead enemy, sometimes there will be a significant discrepancy between the numbers. For example, instead of +2 over Save and +2 over Sacrifice, you might see +2 over Save and +4/-2 over Sacrifice. This means that if you sacrifice this enemy instead of saving it, you will receive a rarer version of that creature's soul, so even if you're primarily playing Save, you might want to Sacrifice it anyways just in case you need the rarer soul later on.
Also you can always lower your Life and Magic levels to adjust your spec at the cost of tears.
@handlas: Blood magic drains your health on use and is infinite. Other magic has a limited number of charges that varies from spell to spell, denoted as "Casts" on the menu. As long as you don't use up all of your casts in a single stage, the spell will refill back to full afterwards. The game will warn you with a HUGE text message in the center of the screen when a spell is getting low, and the spell's icon will start to flash yellow, then eventually flash red when you only have one charge left. If you use a spell that is flashing red, it will then break and be unusable until you fix it by spending tears on the Select Offerings menu between missions.
So be careful and don't burn up your spells. Also remember that there are various spots around each stage that will partially refill all of your equipped spells. Sacrificing enemies has the same effect.
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