Villagers and Heroes Wiki
(→‎Using active abilities: Changed spirit to mana)
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(→‎Combat Text Colors: Updated Combat Text Colors to include White for auto-attacks and corrections for Yellow and Green. →‎Using Active Abilities: Overhauled the description for activating a spell or feat, correcting numerous errors and adding a more thorough explanation of the process of using a spell or feat. (will need a look-over from a more literary individual for an aesthetic overhaul))
Tag: Visual edit
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== Combat Text Colors ==
 
== Combat Text Colors ==
 
* '''Red''' – Damage to a player
 
* '''Red''' – Damage to a player
* '''Yellow''' – Damage to an enemy
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*'''White''' – Auto-Attack damage to an enemy
* '''Green''' – healing to a player
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* '''Yellow''' – Ability damage to an enemy
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*'''Green''' – Healing to a player or enemy
   
 
== Combat Text Messages ==
 
== Combat Text Messages ==
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* '''Dazed''' – Critical strikes also have small chance to daze the opponent. Dazed opponents take 10% more damage for 10 seconds
 
* '''Dazed''' – Critical strikes also have small chance to daze the opponent. Dazed opponents take 10% more damage for 10 seconds
   
== Using active abilities ==
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== Using Active Abilities ==
All feats and spells will automatically be populated onto the action bar. This is located at the bottom of your screen.
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All spells and feats will automatically be populated onto the action bar, located at the bottom of your screen, unless the action bar is already full.
   
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To activate a spell or feat, a player must have enough mana to cast it and either have a valid target selected or have a valid target in range. If a player meets these requirements, a player can either left-click on the ability, or press the number key that corresponds to the slot which the spell or feat icon resides in. Activating the spell or feat will cause your character to begin channeling (if there is a cast time) or casting (if there is no cast time). After the channeling is completed, your character will cast the spell or feat. If, however, the channel is interrupted, the spell or feat will go on a shortened cool down and can be used again shortly. Channels can be interrupted by cancelling the channel, having the target of the spell or feat defeated, or by becoming disabled.
To activate a spell or feat, a player must meet all requirements of the action. Some common requirements are mana costs, having a target selected, and being within range of the target. If a player meets all of the requirements, the icon for the spell or feat will be fully colored and not grayed out.
 
   
 
Additionally, feats never ‘miss’. The effects of an ability may be absorbed or resisted, but the feat itself is always 100% accurate unless the character is fighting way out of level range.
 
Additionally, feats never ‘miss’. The effects of an ability may be absorbed or resisted, but the feat itself is always 100% accurate unless the character is fighting way out of level range.
 
To cast or activate the ability, a player can either left-click on the ability, or press the number key that corresponds to the slot which the spell or feat icon resides in.
 
   
 
Feats and Spells can be moved around on the action bar using right-click and drag.
 
Feats and Spells can be moved around on the action bar using right-click and drag.

Revision as of 13:24, 3 May 2020


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Auto-Attack

Every class has the ability to initiate auto-attacks. Auto-attacks are a base form of damage that do not require mana. They are a representation of the damage caused by a class’s weapon (a warrior swinging his sword, a hunter shooting her bow, etc.). Auto-attacks derive their damage from the character’s weapon, and take into account all modifiers, including proficiency talents, currently active effects, and consumables.

You can see your raw damage for your auto-attacks in the outfit window. Keep in mind that this number will be reduced by a monster’s defenses!

Combat Text

During combat, certain numbers and words will be floating above the heads of characters and monsters. These numbers are called combat text, and are a reflection of what is happening.

A character can turn on ‘System Messages’ in the chat console, this will cause more informative combat text to be displayed in chat.

Combat Text Colors

  • Red – Damage to a player
  • White – Auto-Attack damage to an enemy
  • Yellow – Ability damage to an enemy
  • Green – Healing to a player or enemy

Combat Text Messages

  • Missed – A character or monster has missed their target. No damage has been inflicted. All characters are capable of missing. The chance of a miss is derived from a characters attack rating, level, and enemy level.
  • Absorbed – This message implies that the target had enough protection to fully absorbed all damage dealt by the attacker. No damage has been inflicted.
  • Resist – A resist implies that an attacker attempted to apply a status effect (such as a freeze, a stun, poison, etc) but the defender was able to completely resist the effect.
  • Stunned – Every time an attacker lands a critical, they have a chance to stun. Additionally, certain feats and spells also have can stun. Stunned targets are unable to attack or move during the duration of the effect.
  • Dazed – Critical strikes also have small chance to daze the opponent. Dazed opponents take 10% more damage for 10 seconds

Using Active Abilities

All spells and feats will automatically be populated onto the action bar, located at the bottom of your screen, unless the action bar is already full.

To activate a spell or feat, a player must have enough mana to cast it and either have a valid target selected or have a valid target in range. If a player meets these requirements, a player can either left-click on the ability, or press the number key that corresponds to the slot which the spell or feat icon resides in. Activating the spell or feat will cause your character to begin channeling (if there is a cast time) or casting (if there is no cast time). After the channeling is completed, your character will cast the spell or feat. If, however, the channel is interrupted, the spell or feat will go on a shortened cool down and can be used again shortly. Channels can be interrupted by cancelling the channel, having the target of the spell or feat defeated, or by becoming disabled.

Additionally, feats never ‘miss’. The effects of an ability may be absorbed or resisted, but the feat itself is always 100% accurate unless the character is fighting way out of level range.

Feats and Spells can be moved around on the action bar using right-click and drag.

Using talents

Talents do not have to be used! If a player possesses a talent, then all aspects of that talent will always be active on that character.

Protection

Protection can be gained in various ways, such as from armor, shields, proficiencies or active effects.

All protections are ‘soakers’ meaning that they will absorb precisely amount of damage that their protection number displays.

There are many types of protection, each representing a different elemental form of damage. Currently, there are the following forms of protection and damage:

  • Physical
  • Fire
  • Ice
  • Poison
  • Shadow
  • Electric

Each time an attack of any one of the five elements damages a target, the target’s protection is checked, absorbing the appropriate amount of damage.

It is important to be aware of the forms of damage that are hurting a character. Building up protections can be one of the easiest ways for a player to have greater chances of success.