Editing Combat
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 7: | Line 7: | ||
The current combat [[profession]]s available to the player, one per [[Episodes|episode]], are as follows. |
The current combat [[profession]]s available to the player, one per [[Episodes|episode]], are as follows. |
||
{| class="wikitable" |
{| class="wikitable" |
||
! |
!colspan="2"|Episode !! colspan="2"|Name |
||
! colspan="2" | Profession |
|||
|- |
|- |
||
|1||{{ |
|1||{{Plink|Hopeport|pic=Hopeport episode icon|size=20}} |
||
|{{Plinkt|Guard|pic=Guard icon |
|{{Plinkt|Guard|pic=Guard icon}} |
||
|- |
|- |
||
|2||{{ |
|2||{{Plink|Hopeforest|pic=Hopeforest episode icon|size=20}} |
||
|{{Plinkt|Scout|pic=Scout icon |
|{{Plinkt|Scout|pic=Scout icon}} |
||
|- |
|- |
||
|3||{{ |
|3||{{Plink|Mine of Mantuban|pic=Mine of Mantuban episode icon|size=20}} |
||
|{{Plinkt|Minefighter|pic=Minefighter icon |
|{{Plinkt|Minefighter|pic=Minefighter icon}} |
||
|- |
|- |
||
|4||{{ |
|4||{{Plink|Crenopolis (episode)|txt=Crenopolis|pic=Crenopolis episode icon|size=20}} |
||
|{{Plinkt|Watchperson|pic=Watchperson icon|size=36 |
|{{Plinkt|Watchperson|pic=Watchperson icon|size=36}} |
||
|- |
|||
|- class="table-na" style="text-align:left" |
|||
|5||{{ |
|5||{{Plink|Stonemaw Hill|pic=Stonemaw Hill episode icon|size=20}} |
||
|{{Plinkt|Shieldbearer|pic=Shieldbearer icon |
|{{Plinkt|Shieldbearer|pic=Shieldbearer icon}} |
||
|} |
|} |
||
== Combat Mechanics == |
== Combat Mechanics == |
||
Players may choose any of their currently equipped |
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]]. |
||
On the |
On the weapon interface, there will be indicators displaying how effective your current gear will be against your selected target, indicated by one to three red or green arrows. |
||
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 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. |
||
=== Weapon Swapping === |
|||
It is generally recommended to initiate combat against exclusively melee monsters with a ranged weapon to deal some free damage while the monster walks up to the player. However, it is recommended to always begin combat in melee when fighting monsters with ranged attacks, as they may land free hits on the player while the player is closing the gap after running out of ammo. |
|||
⚫ | |||
When a ranged weapon runs out of ammo, its card shrinks and its image is dimmed, becoming unselectable for the rest of the fight. |
|||
Shields are only effective when visibly equipped (i.e. when using one-handed weapons){{CiteVideo|author=Tel's Tales|title=Tales from the Shores - Episode 3 - FenSamuel Q&A|url=https://www.youtube.com/watch?v=iGEv5PfbEoo|timestamp=35:28|date=4 January 2025|site=YouTube}}. However, the game is currently unable to display this information in the user interface. |
|||
=== Auto-retaliate === |
|||
⚫ | |||
Players may click on the ground during combat to move, which manually overrides auto-retaliation. |
|||
=== Damage === |
|||
{{Main|Damage}} |
|||
During combat, the attacker and their target will deal damage to each other with every attack. The maximum hit will depend on the level of the attacker and, in the case of the player, the strength of their weapon. This is then reduced by the target's deflection rating matching the damage type of the attack. The exact damage dealt will then be rolled between the player's minimum and maximum hits after adjusting for deflection. |
|||
Monsters also have their own deflection stats{{CiteVideo|author=Tel's Tales|title=Tales from the Shores - Episode 3 - FenSamuel Q&A|url=https://www.youtube.com/watch?v=iGEv5PfbEoo|timestamp=30:37|date=4 January 2025|site=YouTube}}, evident when an overlevelled player deals damage to an underlevelled monster, as their damage will be greater than what they would normally deal to a monster of similar level. The reverse is also true when fighting monsters above the player's level, albeit less noticeably, as overlevelled monsters are gated by the player's combat profession level. |
|||
Apart from elemental immunities and vulnerabilities, monster deflection stats are flat values{{CiteVideo|author=Tel's Tales|title=Tales from the Shores - Episode 3 - FenSamuel Q&A|url=https://www.youtube.com/watch?v=iGEv5PfbEoo|timestamp=30:37|date=4 January 2025|site=YouTube}} and likely also depend on their combat level, with their weak element having a lower value than the rest, and their immunity element being functionally 100% reduction. There is currently no way to view a monster's deflection ratings in-game. |
|||
=== Movement === |
=== Movement === |
||
Line 58: | Line 41: | ||
=== Attack Speed === |
=== Attack Speed === |
||
{{Main|Weapon attack speed}} |
|||
After every weapon hit, a white indicator will appear on its card indicating the duration of its attack animation, after which all weapons will be darkened and placed on a global cooldown. The duration of this global cooldown is dependent on the weapon that was used to perform the previous hit. Switching weapons during the global cooldown will ensure the next hit is performed with the new weapon without delay. Since a hit occurs at the end of the attack animation, a weapon's attack speed is the sum of both its animation and global cooldown durations. |
After every weapon hit, a white indicator will appear on its card indicating the duration of its attack animation, after which all weapons will be darkened and placed on a global cooldown. The duration of this global cooldown is dependent on the weapon that was used to perform the previous hit. Switching weapons during the global cooldown will ensure the next hit is performed with the new weapon without delay. Since a hit occurs at the end of the attack animation, a weapon's attack speed is the sum of both its animation and global cooldown durations. |
||
=== Death === |
=== Death === |
||
{{Main|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 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. |
||
===Easy Battle Penalty=== |
===Easy Battle Penalty=== |
||
{{Main|Experience#Easy battle penalty}} |
{{Main|Experience#Easy battle penalty (combat)}} |
||
⚫ | |||
⚫ | |||
==Monsters== |
==Monsters== |
||
{{Main|Monsters}} |
{{Main|Monsters}} |
||
Line 83: | Line 65: | ||
=== Passive monsters === |
=== Passive 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 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. |
||
Fighting passive monsters below the highest tier available to the player, regardless of whether the player has unlocked it or not, will subject the player to the [[Experience#Passive activity penalty|passive activity penalty]]. |
|||
=== 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. |
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. |
||
== Trivia == |
== Trivia == |
||
*[[Special attacks]] are intended to be a feature of the combat system, and are scheduled to be released some time during Early Access. |
*[[Special attacks]] are intended to be a feature of the combat system, and are scheduled to be released some time during Early Access. |
||
*[[PvP]] is an upcoming combat feature that will allow player characters to fight each other. Currently it is scheduled to be released some time during Early Access. |
*[[PvP]] is an upcoming combat feature that will allow player characters to fight each other. Currently it is scheduled to be released some time during Early Access. |
||
*There is a planned combat rework in development which will aim to unite the different combat professions currently in-game, but not much is currently known about this. |
|||
==Update history== |
==Update history== |
||
⚫ | |||
{{UH| |
|||
⚫ | |||
⚫ | |||
** Auto-retaliate no longer cancels player pathing. |
|||
⚫ | |||
⚫ | |||
* {{UL|update=2024-11-12||date=12 November 2024}} |
|||
** Slight combat balancing adjustment so fighting low level foes isn't so overpowered. |
|||
** Remove bogus stats from passive monster cards. |
|||
** Fixed 'divide by zero' error showing up during combat. |
|||
* {{UL|update=2024-11-06#First_bugfix||date=6 November 2024}} |
|||
** Fixed bug where some players were occasionally getting stuck in combat. |
|||
* {{UL|update=2024-11-06#Game_launch|date=6 November 2024}} |
|||
** Added to game. |
|||
⚫ | |||
⚫ | |||
==References== |
|||
** Combat was included in the first public early-access release of the game. |
|||
{{Reflist}} |
|||
⚫ | |||
{{Game mechanics}} |
{{Game mechanics}} |