Mechanics: Difference between revisions
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Recovers 10 rage but lose 10 focus | Recovers 10 rage but lose 10 focus | ||
==Statistics== | ==[[Statistics]]== | ||
Stat values are affected by items. | Stat values are affected by items. | ||
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Max Mana = Intelligence * 3 | 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 | Mana = 4 seconds | ||
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* [[Modhat]] | * [[Modhat]] | ||
* [[Ninjahood]] | * [[Ninjahood]] | ||
=== Blind === | === Blind === |
Revision as of 20:30, 12 June 2023
Outdated due to recent stat updates, will update when formulas have been finalized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:
- Lesser Magic Shield: +1 Defense
- Slime Imbue: +1 Defense on enchanted armour
- Oil Imbue: +2 Defense on enchanted armour
- Magic Shield: +2 Defense
- Greater Magic Shield: +4 Defense
- Riposte: +5 Defense
- Frost Shield: +6 Defense
- Stone Skin: +8 Defense
- Protect: +11 Defense
Enemy only:
- Provoke: -3 Defense
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:
- Rage: +2 Damage
- Brutality: +6 Damage
The following manipulate ranged damage:
- Sharpshot: +3 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:
- Sharpshot: +10% chance to crit
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!"
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.
Potions
Small Mana Potion
Recovers 10 Mana 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 are 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:
- Freeze
- Firestorm
- Sloth
- Rage
- Disenchant
The following spells have a 5% chance of failing to cast:
- Lesser shield
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.
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.