Mechanics

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Outdated due to recent stat updates, will update when formulas have been finalized

Based on some testing, speculation, and info dumps.

Combat

Non-melee combat requires line of sight.

Some enemies move slower when hurt.

Boss Farming and Floor Reset

Most Boss rooms are instanced meaning that other players cannot be seen or cooperate unless they are in the same party.

Some bosses will automatically re-spawn after an allotted time, but most floors will only reset once you have left the room.

You must leave the room for 2 minutes if there are still enemies inside to reset the floor.

You will see "The Floor Shakes Beneath You" indicating that a previous instance has reset.

You can also clear the floor of all enemies (where possible) and you will see "An Eerie Silence Descends" letting you know there's no more enemies.

Once a floor is cleared you can leave for 30 seconds instead of 2 minutes and the floor will reset.

Armour

There are also various sources of armour (defense) manipulation in the game besides equipment.

Player-only:

Enemy only:

Defense still reduces magic damage, but to a lesser degree. (Formula TBD)

Damage

There are two main types of damage, physical and magic. Physical damage contains melee and ranged damage.

Physical Damage

Melee Damage

Applies only when using swords or maces.10% of strength is added into melee damage.

20% of attribute skill (sword/mace) is added into damage.

Ranged Damage

Applies only when using bows or throwing weapons.

10% of dexterity is added when using ranged damage.

20% of attribute skill (archery/throwing) is added into damage.

The following manipulate physical damage:

  • Battle Cry: +3 Damage to party
  • Slime Coat: +1 Damage on enchanted weapon

The following manipulate melee damage:

The following manipulate ranged damage:

Magic Damage

10% of intelligence is added into magic damage.

20% of casting is added into damage.

General Damage

Some unknown variability is also calculated after all the above these.

There is a 20% penalty to damage and hit chance when players are Hungry.

Damage modifiers from Arrows are ignored when not using Bows.

Hit Chance

TBD

Throwing has a lower variable hit chance of 0.35.

When focus drops to 1/3, there is a penalty to hit chance for throwing.

Critical Damage

Each individual weapon has their own base critical chance.

Archery attacks have a chance to crit for x2 damage

Throwing attacks have a chance to crit for x1.7 damage

Crit rolls are only possible when players have at least half their focus.

Skill Gains are only possible when enemies take more than 1 hit to kill.

The following manipulate critical chance:

Resist

Resist can only be gained by getting hit with magic damage.

Formula for Magic damage blocked = (Resist / 3)

Parry

TBD

Successful parries half incoming damage.

Parry is only active when using a sword or mace.

Death

Upon death, there is a 5% chance to not lose anything.

A successful roll results in the message "The gods smiled upon thee, you lost nothing!"

You will also not lose anything if it is your first time being killed by a specific mob.

Loot

Loot is calculated once enemies die.

If multiple players hit the same target, the game distributes the loot based on the percentage of hits taken to kill the enemy.

For example, Player 1 hits 3 times while Player 7 times. Player 1 gets 3/10 of the gold while Player 2 gets 7/10 of the hold.

If players are in a party, gold is distributed equally regardless of hits.

Harvesting

The duration of fishing is double the duration of other harvesting (Mining or Foraging).

After harvesting a tile the maximum amount of times, players are unable to harvest within a 3-tile radius of the original tile. The restrictive radius applies regardless of harvesting type.

To quickly harvest again, players must harvest at least 4 tiles away from the original tile or switch maps.

The image below shows an example of how this can be done.

Harvesting Example.png

Potions

This information is not accurate.

Small Mana Potion

Recovers 10 Mana but lose 5 Focus and 5 Rage

Small Health Potion

Recovers 15 Health but lose 5 Focus and 5 Rage

Small Focus Potion

Recovers 7 Focus but lose 7 Rage

Small Rage Potion

Recovers 5 Rage but lose 5 Focus

Mana Potion

Recovers 20 Mana but lose 10 Focus and 10 Rage

Focus Potion

Recovers 14 Focus but lose 14 Rage

Rage Potion

Recovers 10 Rage but lose 10 Focus

Statistics

Stat values can be affected by items.

Max HP = Constitution * 2 + 25

Focus = (Dexterity + Intellect) * 1.5

Rage = 20 + Strength

Max Mana = Intelligence * 3

Regeneration

Stats are passively regenerated.

A negative mana/focus regen stat will result in no regeneration.

Being Hungry or Starving will also result in no regeneration.

Mana = 4 seconds

HP = 4.5 seconds

Focus = 3.5 seconds

Rage degeneration = 1 second

Skill Growth

Players only gain skills when it takes more than 1 hit to kill enemies.

Spells

Most spells have a range of 10.

Formulas

Minor Heal

Formula = 5 + rounded((roll between 0 and 1) * 5)

Heal

Formula = 8 + rounded ((roll between 0 and 1) * 8)

Failure to Cast

Some spells have an innate failure rate.

The following spells have a 10% chance of failing to cast:

The following spells have a 5% chance of failing to cast:

Status Effects, Buffs, & Debuffs

Invisible

Effect

Makes the player invisible from others.

Source

Blind

Effect

Makes enemy unable to see players.

Source

  • Confuse Spell: Blinds enemy for 10 seconds

Movement Speed Related

Various skills and items can affect an entity's movement speed.

Mounts (See Pets):

Different Mounts will have varying movement speed bonuses.

Swift Potion:

Increases player speed by 1.5x for 30 seconds.

(update) This now increases player attack speed by 0.1 with all weapon types including casting.

Dash:

Increases player speed by 1.7x for 8 seconds.

Stun:

Reduces enemy movement speed to 0 for 6 seconds.

Freeze/Greater Freeze:

Reduces enemy movement speed to 0.

Slow:

Reduces enemy movement speed by 0.5x.

Hide

Effect

Reduces player visibility to enemies.

Source

  • Sneak: 40% less visible. Broken on attack or when seen by any enemy.
  • Feign: 100% less visible. Broken on movement or on ability use.

Treasure Hunting

Check the Treasure Hunting link for more information.

Job System

Check the Jobs link for more information.