Combat: Difference between revisions
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dying is a way to end combat, just not in the way you would have liked to.
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Combat [[profession]]s are divided per [[episode]]. All [[factions]] have access to [[melee]] and [[ranged]] combat styles, with each class having a unique type of [[magic]] and armor style. Players can equip [[weapon]]s and [[armor]] to make themselves stronger, and equip [[potion]]s that can be used to heal themselves. Gaining combat levels allows the use of stronger weapons and armor, as well as increased health and higher damage values. It also allows the fighting of stronger named [[variant]]s with increased rewards.
Monsters have [[element]]al vulnerabilities or immunities to certain [[Attack Style]]s. Most monsters are neutral and shown with an orange color, but some monsters are red and aggressive. When attacking, players choose a weapon to attack the monster. They can swap through equipped weapons between attacks, but cannot change equipped armor, equipped weapons, or equipped potions during combat. Players can move but not interact with other objects, scenery, dropped items, or sort/move [[backpack]] items during combat. They must end the combat either by winning, dying, or
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. A weapon's attack speed is the sum of both its animation and its global cooldown durations.
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