Changes

Jump to: navigation, search

General gameplay tips/Basics

2,726 bytes added, 17:30, 1 July 2019
Levels & Skills: Moved Xerandus's information to this page! Will reorganized later on.
{{:Damage Types}}
===Attacks===
 
There are two categories of attacks, '''Direct''' and '''Indirect'''.
 
'''Direct''' attacks are ones that are actively initiated by the attacker. They can be:
 
* '''Melee''' attacks affect a single target with a range of 5m. Typically these are physical damage types, but also include spells like [[Fire Breath]] and [[Chill]]
* '''Projectile''' attacks are ranged attacks of any damage type. This is not just arrows and thrown knives, but spells like [[Fireball]] and [[Necromancy]]'s [[Death's Hold]].
* '''Burst''' attacks are typically magical area of effect (AoE) attacks that can strike 2+ targets at the same time. Spells like [[Ice Nova]] or [[Battle Chemistry]] bomb attacks are burst attacks.
* '''Indirect''' attacks are ones that either do damage over time (DoTs) or are the result of reflected damage. For example, [[Fire Breath]] does direct damage to a target, but also applies a DoT, doing damage every two seconds for 12 seconds. That DoT is indirect damage.
 
Another source of indirect damage are abilities that damage a melee attacker, such as [[Druid]]'s [[Brambleskin]] or [[Fire Magic]]'s [[Molten Veins]]. These do damage to a melee attacker when the they strike you. Some, like [[Molten Veins]], even have a DoT component as well, but all the damage applied is indirect. Note that these will not react to a burst or projectile attack unless otherwise stated.
 
* Often with physical attacks, if the target is being made to bleed for a period of time as a DoT, the damage is Trauma.
* The environment of [[Kur Mountains]] and [[Gazluk]] is considered indirect cold damage, and gear/potions/abilities that give a bonus against indirect cold damage will slow the loss of body heat in those zones.
 
===Evasion and Accuracy===
 
Some monsters possess the ability to sometimes evade direct attacks. There are also abilities and gear that can provide this protection to characters. Monsters tend to have a general evasion stat that is applied to all types of direct attacks. Character gear and abilities tend to be restricted to one category of direct attack, so melee evasion, projectile evasion or burst evasion.
 
Being stunned negates any evasion for the duration of the stun.
 
Another way to circumvent evasion is accuracy. Some gear or abilities provide general accuracy, applicable to any type of direct attack. Others only provide a bonus for one kind of direct attack.
 
Indirect damage is not affected by evasion. If a DoT is tied to a direct attack, the direct attack needs to hit first before the DoT can be applied, but evasion is not applied to each tick of the DoT. Similarly reflected damage hits a melee attacker regardless of any evasion that they possess.
 
===Levels & Skills===
*A short explanation: (see [[Level]] for a thorough walk-through)

Navigation menu