Combat Guide

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[edit] Combat Basics

Combat in the Lost Realm is semi-managed real-time; this means that while the game is real-time, your character will do most of the work for you. Your character will automatically dodge, block, and parry, as well as perform basic attacks on adjacent foes. However, there is much you can do to improve your character's performance.

[edit] Controls

All combat actions must currently be performed with the mouse while the combat cursor is selected Image:Combat.PNG. Double-click a character with the combat cursor to designate them as your character's opponent. Use abilities and techniques by double-clicking them as well.

[edit] Basic Attack Actions

There are five basic attacks in the Lost Realm: Swing, Sweep, Swipe, Thrust, and Chop. In combat, your character will automatically choose from one of these five; the probability of selecting each is based on your current combat technique. Each stroke is balanced differently. Swing is a quarter-circle attack, potentially hitting three spaces; it requires an average amount of time and energy to perform. Sweep is a longer, four square attack that requires slightly more time and requires more energy. Swipe and Thrust are quicker; Swipe hits two squares, while Thrust only hits one; they both require less energy than swing. And Chop takes a medium amount of time to hit a single square; gravity does about half of the work with a chop, and so it requires less energy than a swing. Thrust and Chop may not seem as balanced as the others, but many weapons are balanced around dealing greater damage with Chop, or landing more accurate strikes with Thrust.

The probability of your character using each stroke on their own depends on your current technique--for example, a dueling technique like Jyen will default to Swipes and Thrusts more than Sweeps and Chops--, but you can also give your character explicit basic attack commands using various mouse drags. [Fill this in with pictures and further information]

[edit] Core Statistics

Image:Core_Statistics.PNG

1. Health: The most important item during combat, your health. When this depletes, you go down, which is probably not what you want to happen so it's probably best to keep a keen watch over this one. Constitution and Strength are the stats that contribute to maximum health, the higher they are, the more you get.
Health Rankings from most to least:
Image:Healthy.PNGHealthy
Image:Scratched.PNGScratched
Image:Wounded.PNGWounded
Image:Bloody.PNGBloody
Image:Crippled.PNGCrippled
Image:Dying.PNGDying


2. Stamina: How much energy your character has. You want to keep this as high as possible during combat because this allows the use of combat abilities and the higher this is, the faster your health will regenerate over time. Constitution and Dexterity determine the maximum amount of Stamina your character has, the higher, the better.
Stamina Rankings from most to least:
Image:Fresh.PNGFresh
Image:Ready.PNGReady
Image:Winded.PNGWinded
Image:Tired.PNGTired
Image:Ragged.PNGRagged


3. Composure: The state of emotion in which your character is in. As of right now, this only affects the rate in which your character parries (The higher up, the more often the parries will happen) but later on it will determine the speed and damage you take from being hit alongside your armor and such (The lower you are on the spectrum will make you attack faster and stronger, but you will take more damage and the higher up you are on the spectrum, you will be less damage, but you will attack weaker and slower). Personality and High Intelligence determine the array of the higher end of composure (Serene Rankings) while Strength and Low Intelligence determine the array of the lower end of composure (Enraged Rankings).
Composure Rankings from most to least:
This will be filled in when composure is finished.

4. Balance: How well off you are on your feet in combat. This one is a bit tricky to explain, the higher up you're ranked on balance, the more you will block and the less you will dodge while the lower on the rankings you are, the more you will dodge and the less you will block. Awareness and Dexterity determine the spectrum of balance.
Balance Rankings from most to least:
Image:Planted.PNGPlanted:
Highest chance to block with no chance of dodging.
Image:Firm.PNGFirm:Second highest chance to block with little chance of dodging. (You can't dodge in Medium or Heavy Armor)
Image:Stable.PNGStable:The average of the rankings, you can dodge and block evenly.
Image:Mobile.PNGMobile:Second most chance of dodging with little chance of blocking.
Image:Off-Balance.PNGOff-Balanced:The highest chance of dodging but you cannot block.

[edit] Basic Defensive Actions

There are three basic defensive actions in the Lost Realm: Dodge, Block, and Parry. All of these are performed by your character automatically when attacked; each has different advantages and disadvantages and work best in different situations.

[edit] Dodge

Image:Dodge.PNG
Based upon dexterity, awareness, and luck.
Most used while:
-Mobile
-Wearing light or no armor
-Composure is high
Most effective against:
-Slow attacks
-Attack strokes that cover fewer squares (it is possible to dodge into another square of the attack)
Advantages:
-Free action (dodging does not delay your next action)
-Random movement can be advantageous against less agile opponents
Disadvantages:
-The random movement may not always be advantageous
-Not armor-friendly
-Chance to take a glancing blow
-Costs movement stamina and balance

[edit] Block

Image:Block.PNG
Based mostly upon strength with some dexterity and awareness.
Most used while:
-Firm or Planted
Most effective against:
-Similarly-rated weapons (small shields are better for blocking quick attacks, large are better for powerful attacks)
Advantages:
-Easy-to-maintain defense
-Armor friendly
-Deflects full damage
-Minimal exertion
Disadvantages:
-Requires a shield
-Delays next action; larger shields will delay action longer

[edit] Parry

Image:Parry.PNG
Based mostly upon dexterity and awareness, with some strength and luck.
Most used while:
-Composure is high
Most effective against:
-Similarly rated weapons (a dagger cannot easily parry a waraxe--the same goes for the converse--this spectrum is slightly skewed toward faster weapons being more effective, though)
-Enraged opponents
Advantages:
-Essentially a free action, if dual-wielding (unless parrying multiple blows in rapid succession)
-Only requirement is at least one weapon (you cannot generally parry blows with your hands)
Disadvantages:
-Chance to take a glancing blow
-Can delay next attack action
-Stamina cost (depending on weapon)

[edit] Techniques

Combat techniques control your character's combat behavior and overall combat development. The technique (or "style") represents a school of combat that your character is learning. Although they can learn many techniques, your character can only use one at a time. Every technique has several key stats that determine behavior and shape combat skill growth:

  • Composure: Where this style tends toward on the composure scale
  • Balance: Where this style tends toward on the balance scale
  • Speed: Core attack speed rating
  • Power: Core damage rating
  • Attack Emphasis: Which attacks are most used by this technique
  • Combat Skill Emphasis: Which skills are most preferred by the technique; this affects skill growth
    All but Skill Emphasis can be seen by clicking the technique; you can check whether a skill is preferred by your current technique, by looking at the skill's descriptor in the Combat pane.
    Each technique also has a parent style; the parent houses multiple similar styles, and make it easier to learn subsequent related substyles.

    [edit] Combat Related Items

    Image:Combat Stuff.PNG
    1. Known Techniques:
    The techniques your character currently knows. How well suited you are to your technique is based on how good you are at the skills related to the technique.
    2. Combat Skills in Use:
    These are the skills currently being used by your technique. There are four rating for each depending on how much your technique uses them. *Important*, *Suggested*, *Usable*, and *Neglected*.
    Important skills are the primary skills of the technique and gain the most experience when using said technique.
    Suggested are skills that can be used very well with the technique gaining the second most experience when in use.
    Usable skills are skills that aren't recommended to the technique but don't impede the effectiveness of your technique, they gain the second least amount of experience.
    Neglected skills are the skills not recommended for use with your technique because they ruin the performance of it, they gain little to no experience when in use.
    3. Abilities:
    a)Attack abilities(Red) are used to impede or damage your opponents.
    b)Stances(Yellow) are used to bolster you and your allies attack, stature, balance and other things. You can only use one at a time though.
    c)Particular abilities are abilities that can only be used with that specific technique, they can be turned into refined abilities by training your technique though.
    d)Refined abilities are abilities that can be used by that family of techniques, Ex. A refined skill in Jyen-Lohrjyen can be used with Jyen-Honor. These can be turned into generalized abilities through training your technique.
    e)Generalized abilities are abilities that can be used with any technique no matter what family they are in. Ex. A generalized skill in Andrinoran (charge) can be used in Lohrjyen.
    4. Armor Weight:
    This is the overall weight of all the armor you are wearing currently. What armor skill you used (Unarmored, Light, Medium or Heavy) is determined by what this says.

    [edit] Combat Skills Breakdown

    [edit] Armor

    Armor skills determine how well you take a hit wearing that weight of armor. There are four classifications of armor skills:
    Image:Unarmored.PNGUnarmored: Being classified as unarmored is wearing near to no armor. While being unarmored, you have no limits to movement making you dodge and parry more often. This classification bolsters how fast your stamina regenerates to a extreme rate making it the fastest of the four labels. The stats that go into this skill are primarily Constitution as well as Dexterity and Luck.
    Image:Light_Armor.PNGLight Armor: If you are light armored you are wearing near to minimal armor so you can take more hits than being unarmored but you can't dodge or parry as often. Stamina regenerates at a moderately fast pace making it slower than being unarmored. The stats that go into light armor are primarily Dexterity with less of a focus on Constitution.
    Image:Medium_Armor.PNGMedium Armor: If you are not dodging as much as you would want to, but your parrying is taking up those spots, chances are your labeled as medium armor. You can take plenty of hits as well as knock some away. Chances are if you are using medium armor, you also using a shield which allows you to block which is a primary for medium armor. Stamina regenerates rather slowly with medium armor but it is still around twice as fast as heavy armor. Medium armor is equally dependent on both Constitution and Dexterity.
    Image:Heavy_Armor.PNGHeavy Armor: While wearing heavy armor, your pretty much a moving fortress; you take hit upon hit and keep on kicking. Being labeled as heavy armor nearly makes dodging impossible and relies on blocking and parrying. Stamina regeneration is put at a near stand still, regenerating at a snail's pace. Heavy armor depends primarily on Strength, Constitution and little Dexterity.

    [edit] Weapon Weights

    The weapon weight determines how fast and how strong the weapon hits, it also determines how easily the attack is parried, dodged and blocked.
    Image:Light_Weapons.PNGLight Weapons: Light weapons are the fast weapons dealing large amounts of damage over a extended period of time rather than at once. They are the easiest to block and parry but make up for it with faster attack speeds; they aren't easily dodged either. Light-weight weapons depend primarily upon your Dexterity and to a lesser extent on Strength.
    Image:Medium_Weapons.PNGMedium Weapons: Medium weapons are set to be averagely rated on both damage and speed making them harder do block and parry but easier to dodge. Medium-weight weapons are equally dependent on both Strength and Dexterity.
    Image:Heavy_Weapons.PNGHeavy Weapons: Heavy weapons are the powerful weapons, dealing large amounts of damage in just one hit. These weapons are easily dodge but very difficult to block and parry. Heavy-weight weapons depend primarily on Strength and less upon Dexterity.

    [edit] Weapon Types

    The weapon type determines what type of attacks the weapon performs, rather it be sweeps, thrusts or swipes.
    Image:Bladed_Weapons.PNGBladed Weapons: Bladed weapons are the predominant weapon type used by The Lost Realm. The average bladed weapon uses Thrusts and Swipes to a greater extent and Swings to a slightly lower extent. The stats that determine how well off you are with bladed weapons are predominantly Strength and Dexterity.
    Image:Polearms.PNGPolearms: Polearms are the secondary weapon type of The Lost Realm. A average polearm uses sweeps and swings to a greater extent and thrusts to a lesser. The stats that determine how well off you are with polearms are primarily Dexterity and to a lesser extent, Strength.
    Image:Blunt_Weapons.PNGBlunt Weapons: Blunt weapons are probably the third most used weapon type. A average blunt weapon uses primarily sweeps with both chops and swings as secondaries. Strength over Dexterity with blunt weapons.
    Image:Cleaving_Weapons.PNGCleaving Weapons: Cleaving weapons come in fourth in The Lost Realm. They primarily use chops and sweeps with a lesser focus on swings. Cleaving weapons are similar to Blunt weapons using strength over dexterity.
    Image:Unarmed.PNGUnarmed: Around The Lost Realm, you would probably see little Unarmed users making it the least common of all types. Unarmed users do average damage on each attack type (For now atleast). An equal amount of Strength and Dexterity determine the suitability of this skill.

    [edit] Dual Weapons

    Seeing as this is the only skill that doesn't really fall under the listings, it gets it's own.
    Image:Dual_Weapons.PNGDual Weapons Dual weapons determines how well you can use two weapons in combat without taking penalties. The higher this skill is, the less of a penalty you take when using two weapons. It requires a greater amount of dexterity and awareness than strength.

    [edit] Status Effects

    [edit] Positive Effects:

    Image:Heroic_Stand.PNGHeroic Stand: When a player uses this stance, it raises his/her composure as well as the players in their party during combat.

    [edit] Negative Effects:

    Image:Dazed.PNGDazed This effect will happen when you are tripped, it knocks your balance down to Off-Balanced and prevents balance regeneration for a short period of time.
    Image:Prone.PNGProne If tripped while Off-Balance, you will be knocked to the ground for a few seconds until you can get back up.

    [edit] Things left to cover:

  • Defensive actions
  • Status effects
  • Weapons (and how their stats apply to combat)
  • Probably a lot more...
  • Personal tools