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== Combat Mechanics ==
== Combat Mechanics ==
Players may choose any of their currently equipped weapons to initiate combat with a monster, and may swap to any of their equipped weapons between attacks during combat. However, they may not change their equipped armor, weapons or potions once combat has begun, nor cast any spell other than [[Sense]] and [[Immunity]].
Players may choose any of their currently equipped weapons to initiate combat with a monster, and may swap to any of their equipped weapons between attacks during combat. However, they may not change their equipped armor, weapons or potions once combat has begun.


Melee weapons have an attack range of one tile, whilst ranged weapons have a range of five tiles. Upon initiating combat, if necessary, the player will automatically move to within attacking range for the weapon they have chosen.
Melee weapons, as their name implies, have an attack range of 1 tile, whilst ranged weapons have a range of 5. Upon initiating combat, if necessary, the player will automatically move to within attacking range for the weapon they have chosen.


=== Weapon Swapping ===
=== Weapon Swapping ===
If a ranged weapon is chosen to initiate combat, the player will automatically swap to a melee weapon upon running out of ammo. The game will select what it deems to be the most effective weapon from the player's current loadout based on the monster they are currently fighting. Assuming the two melee weapons are of similar base strength, any elemental vulnerabilities and immunities of the monster will be taken into account when making this selection.
If a ranged weapon is chosen to initiate combat, the player will automatically swap to a melee weapon upon running out of ammo as of [[Game updates/2024-11-27|this update]]. Prior to this, the player was expected to manually swap to a melee weapon. Failure to do so within the final global cooldown of the ranged weapon incurred a harsh global cooldown penalty, sounding a klaxon and triggering a notification telling the player that they are out of ranged ammo.

Once ranged ammo has been depleted, the game will select what it deems to be the weapon from the player's loadout that will deal the most damage to the monster they are currently fighting. Assuming the two melee weapons are of similar strength, the game will take the elemental immunity and advantage of the monster into account when making this selection.


=== Movement ===
=== Movement ===
Movement is allowed during combat, albeit with a reduced movement speed. However, players may not interact with other objects, scenery, dropped items, or reorganize their [[backpack]] in any way. Once combat has been initiated, they must end the encounter either by winning, dying, or escaping with the [[Immunity]] spell.
Movement is allowed during combat, albeit with a reduced movement speed. However, players may not interact with other objects, scenery, dropped items, or reorganize their [[backpack]] in any way. Once combat has been initiated, they must end the encounter either by winning, dying, or escaping with the [[Immunity]] spell.


If initiating combat with a ranged weapon, a player may retreat to keep their distance from mobs, kiting it to some degree to take full advantage of their ranged weapon until it runs out of ammo.
If initiating combat with a ranged weapon, a player may retreat to keep their distance from mobs, kiting it to some degree to take full advantage of their ranged weapon until it runs out of ammo. As of writing this, [[Game updates/2024-11-27|this update]] has rendered kiting slightly more tedious, but not impossible, to execute, as the player's in-combat movement pathing is cancelled after every ranged hit.


=== Attack Speed ===
=== Attack Speed ===
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=== Death ===
=== Death ===
Reaching zero hitpoints in combat will cause the player to [[Death|die]] and respawn in the [[Hopeport]] infirmary. Other than inconvenience, there currently appear to be no other consequences.
Reaching 0 hitpoints in combat will cause the player to [[Death|die]] and respawn in the [[Hopeport]] infirmary. Other than inconvenience, there currently appear to be no other consequences.


==Monsters==
==Monsters==
{{Main|Monsters}}
{{Main|Monsters}}
Monsters are classed into two main categories, active and passive. Killing a monster rewards [[experience]], [[coin]]s, and a chance to drop equipment of variable [[rarity]] and randomized stats. The level of equipment dropped range between the level of the monster killed and the level of the monster immediately preceding it in the same episode. Certain mobs throughout the game may also occasionally drop items used for other professions.
Monsters are classed into two main categories, active and passive. Killing a monster rewards [[experience]], [[coin]]s, and a chance to drop equipment of variable [[rarity]] and randomized stats. The level of equipment dropped range between the level of the monster killed and the level of the monster immediately preceeding it in the same episode. Certain mobs throughout the game may also occasionally drop items used for other professions.


As the player progresses through combat professions, higher level monster [[variant|variants]] will be unlocked, and [[Knowledge|knowledge points]] may be spent to unlock passive monsters as offline training methods.
As the player progresses through combat professions, higher level monster [[variant|variants]] will be unlocked, and [[Knowledge|knowledge points]] may be spent to unlock passive monsters as offline training methods.


=== Monster Types ===
=== Monster Types ===
Active monsters may be further subdivided into neutral and aggressive monsters. The names of neutral monsters are displayed in orange, while aggressive monsters are indicated by a red name. An exclamation mark (!) will appear over the head of an aggressive monster if it has targeted you. Active monsters may have vulnerabilities and/or immunities to certain elemental [[Attack Style|attack style]]s, as displayed on their card, and are immune to its own elemental attack style. It is generally inadvisable to fight an active monster with a weapon matching its elemental immunity.
Active monsters may be further subdivided into neutral and aggressive monsters. The names of neutral monsters are displayed in orange, while aggressive monsters are indicated by a red name. An exclamation mark (!) will appear over the head of an aggressive monster if it has aggroed onto you. Active monsters may have vulnerabilities and/or immunities to certain elemental [[Attack Style|attack style]]s, as displayed on their card, and are immune to its own elemental attack style. It is generally inadvisable to fight an active monster with a weapon matching its elemental immunity.


Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. Passive monsters cannot physically harm the player, but require weapons with a minimum strength rating of the monster's <math>Combat Level + 20</math> to fight. Players may not select any weapons below this strength rating. The combat level of passive mobs is always equal to its unlock level. Presently, no passive monsters have any elemental vulnerabilities, although some will have an elemental immunity. As such it is recommended to use {{AttackStyle|impact}} weapons to maximise damage output against these monsters.
Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. Passive monsters cannot physically harm the player, but require weapons with a minimum strength rating of the monster's <math>Combat Level + 20</math> to fight. Players may not select any weapons below this strength rating. The combat level of passive mobs is always equal to its combat level.


==== Stationary Monsters ====
==== Stationary Monsters ====
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==== Bosses ====
==== Bosses ====
Bosses, as indicated on their card, boast increased HP compared to normal monsters of the same level, as well as mechanics the player will be required to perform correctly to avoid taking significant damage.The only mechanic currently implemented in-game are area of effect attacks, indicated by orange highlighted tiles and a blue cast bar above their combat panel. As of writing this, bosses are only found as part of [[quests]] and thus may only be killed once. Most named bosses currently in-game do not have any elemental vulnerabilities or immunities.
Bosses, as indicated on their card, boast increased HP compared to normal monsters of the same level, as well as mechanics the player will be required to perform correctly to avoid taking significant damage.The only mechanic currently implemented in-game are area of effect attacks, indicated by orange highlighted tiles and a blue cast bar above their combat panel. As of writing this, bosses are only found as part of [[quests]] and thus may only be killed once. Most named bosses currently ingame do not have any elemental vulnerabilities or immunities.


== Trivia ==
== Trivia ==
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==Update history==
==Update history==
{{Update history|* {{Update list|update=2024-11-27|date=27 November 2024}}
{{Update history|
** Players now automatically swap to a melee weapon when running out of ranged ammo.

* {{Update list|update=2024-11-06|date=6 November 2024}}
* {{Update list|update=2024-11-06|date=6 November 2024}}
** Combat was included in the first public early-access release of the game.
** Combat was included in the first public early-access release of the game.
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