Combat: Difference between revisions
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[[File:Combat actions interface.png|thumb|The combat actions interface.]] |
[[File:Combat actions interface.png|thumb|The combat actions interface.]] |
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[[File:Combat choose first attack interface.png|thumb|Choose your first attack!]] |
[[File:Combat choose first attack interface.png|thumb|Choose your first attack!]] |
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'''Combat''' is a mechanic in [[Brighter Shores]] in which |
'''Combat''' is a mechanic in [[Brighter Shores]] in which one or multiple [[player character]]s fight against [[monsters]] or each other. Currently two styles of combat exist, [[melee]] and [[ranged]], with melee being the predominant combat style used. Players can equip [[weapon]]s and [[armor]] to make themselves stronger, and [[potion]]s to heal or buff themselves. Gaining combat levels will increase their max health, damage and deflect rating, allowing them to use stronger equipment and unlocking stronger monster [[variant]]s with increased rewards. |
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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. |
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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. |
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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. |
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. |
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Reaching 0 hitpoints in combat will cause the player to [[Death|die]] and respawn in the [[Hopeport]] infirmary. Other than inconvenience, there 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 appear to be no other consequences. |
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Normal monsters have vulnerabilities and/or immunities to certain elemental [[Attack Style|attack style]]s, as displayed on their card. Monsters are immune to its own elemental attack style, and it is generally inadvisable to fight a monster with a weapon matching its elemental immunity. |
Normal monsters have vulnerabilities and/or immunities to certain elemental [[Attack Style|attack style]]s, as displayed on their card. Monsters are immune to its own elemental attack style, and it is generally inadvisable to fight a monster with a weapon matching its elemental immunity. |
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Passive monsters may be fought as an |
Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. However, passive monsters require weapons above a certain strength rating to fight, and players may not select any weapons below this strength rating. |
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Certain monsters are one-time bosses fought as part of [[quests]], which are of greater difficulty |
Certain monsters are one-time bosses fought as part of [[quests]], which are of greater difficulty. Most bosses boast increased HP compared to normal monsters, and some have access to area of effect attacks as indicated by orange highlighted tiles and a blue cast bar above their combat panel. Currently, quest bosses do not have any elemental vulnerabilities or immunities. |
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== Trivia == |
== Trivia == |
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*[[Special attacks]] |
*[[Special attacks]] are intended to be a feature of the combat system, and are scheduled to be released some time during Early Access. |
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*[[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. |
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Latest revision as of 16:28, 28 November 2024
Combat is a mechanic in Brighter Shores in which one or multiple player characters fight against monsters or each other. Currently two styles of combat exist, melee and ranged, with melee being the predominant combat style used. Players can equip weapons and armor to make themselves stronger, and potions to heal or buff themselves. Gaining combat levels will increase their max health, damage and deflect rating, allowing them to use stronger equipment and unlocking stronger monster variants with increased rewards.
The current combat professions available to the player, one per episode, are as follows.
Episode | Name | ||
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1 | Hopeport | Guard | |
2 | Hopeforest | Scout | |
3 | Mine of Mantuban | Minefighter | |
4 | Crenopolis | Watchperson | |
5 | Stonemaw Hill | Shieldbearer |
Combat Mechanics[edit | edit source]
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.
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.
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.
Reaching 0 hitpoints in combat will cause the player to die and respawn in the Hopeport infirmary. Other than inconvenience, there appear to be no other consequences.
Monsters[edit | edit source]
Killing a monster rewards experience, coins, 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 variants of mobs will be unlocked, and knowledge points may be spent to unlock passive monsters as AFK training methods.
Most monsters are neutral and their names are displayed in orange, but some monsters are aggressive, indicated by a red name. An exclamation mark (!) will appear over the head of an aggressive monster if it has aggroed onto you.
Normal monsters have vulnerabilities and/or immunities to certain elemental attack styles, as displayed on their card. Monsters are immune to its own elemental attack style, and it is generally inadvisable to fight a 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. However, passive monsters require weapons above a certain strength rating to fight, and players may not select any weapons below this strength rating.
Certain monsters are one-time bosses fought as part of quests, which are of greater difficulty. Most bosses boast increased HP compared to normal monsters, and some have access to area of effect attacks as indicated by orange highlighted tiles and a blue cast bar above their combat panel. Currently, quest bosses do not have any elemental vulnerabilities or immunities.
Trivia[edit | edit source]
- 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.
Update history[edit | edit source]
Core mechanics | |
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In-game objects |