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combat [2018/03/25 14:46] karl [Combat general description] Formatting, internal links |
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This article explains the combat system in Crossfire. | This article explains the combat system in Crossfire. | ||
+ | ===== Guide to Close Combat ===== | ||
+ | You open the guide to Close Combat and start reading. | ||
+ | |||
+ | * To become a mighty warrior, you need basically three things: A good weapon, good armour and physical toughness. Then you can kill your foes simply by "running into them". | ||
+ | * Physical toughness means you will need high Str (for good attacking power) and Con (for many hit points) -stats. Look for "potions of Strength/Constitution". Try to get items that speed up your health-regeneration too. | ||
+ | * Weapons will be very important for you. Note that every weapon has certain "attacktypes". Most monsters are vulnerable able to one or two attacktypes. Search for artifact weapons and experiment with different weapons on different monsters. | ||
+ | * You should know that there are ways to enchant ordinary weapons. However, it tends to be very costly. | ||
+ | * It can be helpful to advance at least a very little bit in divine magic. Spells for healing, curing and protections can save your life more than once. | ||
+ | * Use resist. potions to level up quickly. | ||
+ | * Feeling strong already? Hah - You're a greenhorn unless you can at least kill a titan with one hit! | ||
===== Combat general description ===== | ===== Combat general description ===== | ||
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and is therefore a critical aspect of success in Crossfire. \\ | and is therefore a critical aspect of success in Crossfire. \\ | ||
Upon Death a controlled object ceases to be controlled resulting in two outcomes, access to [[:guides:equipment]] held \\ | Upon Death a controlled object ceases to be controlled resulting in two outcomes, access to [[:guides:equipment]] held \\ | ||
- | if a monster (or a gravestone if a player) and a flux of [[:characters:score]], be it positive or negative. | + | if a monster (or a gravestone if a player) and a flux of [[:experience]]. |
- | Controlled objects can attack using a variety of [[:attack types]] to expose vulnerabilities in an opponent for additional damage. \\ | + | ===== Attacking ===== |
- | Damage from any attack type can be defended or protected against by [[:characters:resistance]]s . \\ | + | Combat can be thought of as a sequence of attacks. Each attack can be described as: |
- | Some attack types do not simply do damage but also do indirect damage & effects, either temporarily or permanently. \\ | + | |
+ | - An attack is initiated using a combat skill of an attacker against a defender. | ||
+ | - A saving throw is made by the defender (in the case of a [[:attack_types:physical]] [[:attack_types|attack type]], this is the defenders [[characters:AC]] compared to the attackers [[characters:WC]]) | ||
+ | - If the saving throw was successful the attack is cancelled | ||
+ | - If the saving throw was unsuccessful, the attackers damage is calculated using the combat skill | ||
+ | - The [[characters:dam|damage]] is reduced by the defenders [[characters:resistance]] or in the case of physical 'armour' | ||
+ | - The resultant damage is dealt to the defender by adjusting a [[:characters]] statistics such as [[characters:hp]] | ||
+ | |||
+ | ===== Attack types ===== | ||
+ | Attacks can be made using a variety of [[:attack types]] however these can be protected against from [[:characters:resistance]]s . \\ | ||
+ | Some attack types do not simply do damage but also do indirect damage & effects, either temporarily or permanently. \\ | ||
This could be to limit movement or modify a controlled objects vital statistics. | This could be to limit movement or modify a controlled objects vital statistics. | ||
==== Physical Combat ==== | ==== Physical Combat ==== | ||
- | These [[:skills]] rely on the physical traits of the controlled object. They can be separated into [[skills:melee]] combat and [[skills:missile]] combat | + | This method of attack relies on directly striking an opponent. All player [[:characters|characters]], [[:NPCs]] and [[:monsters]] have the ability to attack however some choose a more passive approach. [[equipment:weapons]] are required to use skills such as [[skills:One Handed Weapon|Single-Handed Weapons]], [[skills:Two Handed Weapon|Two-Handed Weapons]] and [[skills:Missile Weapons]] however there are hand-to-hand skills that require no weapons. Some combat skills can be [[equipment:skill_scrolls|learnt]] however [[skills:flame_touch|some]] require specific types of [[races:fireborns|bodies]]. |
+ | When attacking physically, for each strike, each attack type is tested and the attack type that deals the most significant damage is selected. | ||
+ | |||
+ | These attacking [[:skills]] rely on the combat traits of the weapon and can be separated into [[skills:melee]] combat and [[:skills:missile weapon]] combat: | ||
+ | === Melee Skills === | ||
+ | ==Melee weapon based== | ||
+ | * [[:skills:One Handed Weapon]] | ||
+ | * [[:skills:Two Handed Weapon]] | ||
+ | ==Unarmed combat== | ||
+ | * [[:skills:Punching]] | ||
+ | * [[:skills:Karate]] | ||
+ | * [[:skills:Clawing]] | ||
+ | * [[:skills:Flame Touch]] | ||
+ | * [[:skills:Wraith Feed]] | ||
+ | === Missile Skills === | ||
+ | * [[:skills:Missile Weapon]] | ||
==== Magical Combat ==== | ==== Magical Combat ==== | ||
These [[skills:spell_casting|spell casting skills]] rely on the access and control of magical abilities of the controlled objected | These [[skills:spell_casting|spell casting skills]] rely on the access and control of magical abilities of the controlled objected | ||
- | + | When attacking using spells, for each tick of damage, each attack type is tested and the attack type that deals the least damage is selected. | |
- | + | ||
- | ===== Attacking ===== | + | |
- | Combat can be thought of as a sequence of attacks. Each attack can be described as: | + | |
- | + | ||
- | - An attack is initiated using a combat skill of an attacker against a defender. | + | |
- | - A saving throw is made by the defender (in the case of a physical attack type, this is the defenders AC compared to the attackers WC) | + | |
- | - If the saving throw was successful the attack is cancelled | + | |
- | - If the saving throw was unsuccessful, the attackers damage is calculated using the combat skill | + | |
- | - The damage is reduced by the defenders 'resistance' or in the case of physical 'armour' | + | |
- | - The resultant damage is dealt to the defender by adjusting a [[:characters]] statistics such as [[characters:hp]] | + | |
==== Death & Experience ==== | ==== Death & Experience ==== | ||
- | | ||
- | If the defenders hp drops below 0, the defender dies, and the attacker adds the exp of the defender to their total exp for the skill which made the killing blow. The defender also drops any items from their inventory (if a player, this is a gravestone) onto the floor. | ||
- | |||
- | If a player dies, the character loses 20% of their experience (in all categories) and a random primary stat decreases by 1. At low levels, the stat loss is bad news, while it is the experience loss that really hurts at those high levels. You may still regain lost stats (up to your natural limit) by drinking potions of life. Certain gods restore lost stats if you meet certain conditions while praying on their alter. | ||
+ | If the defenders [[characters:hp]] drops below 0, the defender dies, and the attacker adds the [[:experience]] of the defender to their total exp for the skill which made the killing blow. The defender also drops any [[:items]] from their inventory (if a player, this is a gravestone) onto the floor. | ||
+ | If a player dies, the character loses 20% of their [[:experience]] (in all categories) and a random [[:characters#primary stats||primary stat]] decreases by 1. At low levels, the stat loss is bad news, while it is the [[:experience]] loss that really hurts at those high levels. You may still regain lost stats (up to your natural limit) by drinking potions of life. Certain gods restore lost stats if you meet certain conditions while praying on their alter. | ||
==== Technical information ==== | ==== Technical information ==== | ||
For information on development and technical aspects of spells: [[dev:combat|dev:combat]] | For information on development and technical aspects of spells: [[dev:combat|dev:combat]] |