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  • ...to make high-level fights last longer (both solo fights and group fights). Combat will be more strategic and frankly more fun when each fight lasts a few sec ...treasure. So in this update, we aren't doing anything to actually lengthen combat yet. We're doing a review of the "tankiest" skills in the game: [[Staff]],
    19 KB (2,909 words) - 22:08, 7 November 2020
  • ==[[Rabbit/Abilities|Rabbit Complete Ability List]]== | {{Ability icon|Rabbit Scratch|2}} || 1 || Rabbit Scratch || Swipe feebly at your enem
    33 KB (5,323 words) - 13:42, 12 January 2024
  • ...an initial estimate on our part, though; there have been a large number of combat changes, so it's difficult to predict how much damage player groups will be ...impact will depend entirely on what treasure buffs you use. (And the other combat changes described below will affect it further.)
    20 KB (3,249 words) - 04:11, 2 March 2019
  • '''Rabbit''' is a [[Beast Forms|Beast Form]] with little combat power. Rabbits are stealthy, and their abilities often make them undetected ! align="left" style="width:200px" | <span style="cursor: pointer;">'''Ability'''</span>
    11 KB (1,562 words) - 14:11, 17 March 2024
  • The next combat skill will be archery, and I wanted to talk about how it’s going to work. Archery is a combat skill that, naturally, requires a bow. Bows go in your off-hand slot, not y
    6 KB (1,086 words) - 15:38, 22 January 2024
  • ...s on a support role, you can improve the effects of your heal, and get the ability to make monsters worth more XP when killed. And of course there’s lots of ...when you try to combine two skills at once. (Because remember you have two combat skills active at the same time.) If you’re a Swordsman/Psychologist, you
    5 KB (833 words) - 15:31, 22 January 2024
  • ...t never occurred to me how confusing it would be to have systems called “Rage” and “Hate” at the same time. So I’m trying to retcon “Hate” in ...have certain attacks deal negative aggro. Combat Psychologists have a new ability, Smooth Talk, that does this. It causes monsters to forget 50 points of agg
    11 KB (1,973 words) - 15:23, 22 January 2024
  • Designing Project: Gorgon’s combat sounds ...or each skill set, and then put together unique sounds for each individual ability, with armor and health variations when appropriate.
    4 KB (677 words) - 15:05, 22 January 2024
  • ...t grow dramatically more powerful each level. In my MMO, maxing out your combat skills might make you 25 times stronger than a newbie. That sounds pretty b ...s not fun. But if it feels sufficiently voluntary, they’re unlikely to rage-quit over it. (If they feel like they need to play roulette with their item
    11 KB (1,924 words) - 14:52, 22 January 2024
  • ...much-needed fun) to unarmed combat. (And eventually it’ll work for sword combat also, but with different flavor.) ...I want you to use lots of combos — several each fight. Otherwise unarmed combat is too boring.
    5 KB (859 words) - 14:15, 22 January 2024
  • 4th edition D&D has a pretty well-done combat system. (Shame about the roleplaying parts!) The combats are usually pretty ...an from my comments about the monster system, I really want group and solo combat to be related, not completely different games like they are in most current
    14 KB (2,471 words) - 13:25, 22 January 2024
  • | rage = 104 ...iderlings anxious to prove themselves by slaying adventurers. Beware their ability to stun.
    684 bytes (75 words) - 21:09, 8 January 2023
  • | rage = 113 ...Ranalon that guard the western branch of the [[Ranalon Den]]. Beware their ability to evade attacks, and their quick movement allows them to swarm if you're n
    2 KB (282 words) - 18:42, 21 June 2023
  • | rage = 196 ...on that guard the deeper Legling area of the [[Ranalon Den]]. Beware their ability to evade attacks, and their quick movement allows them to swarm if you're n
    2 KB (269 words) - 11:02, 12 February 2020
  • | rage = 143 ...e deepest parts of the western branch of the [[Ranalon Den]]. Beware their ability to evade attacks, and their quick movement allows them to swarm if you're n
    2 KB (268 words) - 11:03, 12 February 2020
  • [[Serbule Hills]] is home to a new solo dungeon for players of combat levels 18-24 or so. (There is group content planned as well, but most of it Pets' Bond Level (previously "Loyalty Level") now boosts some combat stats: for each Bond Level, pets' base damage increases by 1 or 2, max heal
    14 KB (2,403 words) - 17:02, 13 April 2018
  • See also: [[Priest/Treasure Effects:By Ability]] ...tion is +14 (meaning you recover this Power every 5 seconds, in and out of combat) || Uncommon || Head, Feet || {{Spoiler|Click Expand to reveal|
    68 KB (9,200 words) - 13:21, 5 December 2023
  • There's a new combat skill in this update! The [[Priest]] skill is primarily a healer and is esp ...advantage of a few new treasure effects and a new dual-wielding-only knife ability found on loot scrolls.
    14 KB (2,416 words) - 21:24, 24 June 2020
  • <noinclude>[[Category:Treasure Effects By Ability]]</noinclude> Note that this only shows the max-level version of each treasure effect and ability.</b></span>
    7 KB (1,111 words) - 13:42, 18 November 2022
  • | rage = | rage =
    2 KB (168 words) - 14:32, 7 March 2023

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