Melee: Difference between revisions
(damage in the weapon table and slightly modified longsword description) |
m (Fix writing goof) |
||
Line 18: | Line 18: | ||
'''Longswords''' have a long equip time, but offsets that with a large hit range and high damage output. Make the downtime between equips worth it. | '''Longswords''' have a long equip time, but offsets that with a large hit range and high damage output. Make the downtime between equips worth it. | ||
:- Special ability: Sweetspot Potential - Attacking near the edge but not | :- Special ability: Sweetspot Potential - Attacking near the edge but not at the end of its range will deal double damage. ''Increases your damage output even more while ensuring that you'll take minimal damage in the process.'' | ||
'''Spears''' have a long equip time and cannot hit targets at point blank, but can hit targets at a distance. Decent damage output. Longest hit range out of all weapon types. | '''Spears''' have a long equip time and cannot hit targets at point blank, but can hit targets at a distance. Decent damage output. Longest hit range out of all weapon types. |
Revision as of 18:41, 19 January 2023
Melee
Specializing in close quarters combat while tanking attacks left and right, melee-class players form the bulk of the frontline. While they're impervious to most attacks, they're relatively weak when it comes to casting spells and dealing with ranged enemies, and can still fall when faced with too many foes.
There are five melee weapon tiers, and five melee types. The five melee types are as follows: dagger, shortsword, battleaxe, longsword, and spear. The five melee tiers are: bronze, iron, steel, mithril, and adamantite. Mithril and adamantite weapons aren't purchasable in town and are instead a rare drop from bosses/minibosses or dungeon shops.
To use a melee weapon's special ability, you must equip a melee-class armor.
Here's the details surrounding the various melee types:
Daggers have a fast equip time and high DPS potential, but lacks in terms of range.
- - Special ability: Dagger Throwing - Shoots 3 daggers in rapid succession. Damage is based on material tier (15/15/20/20/30). Perfect for dealing with pesky acid spitters. Cooldown of ~5 seconds.
Shortswords have a basic equip time, damage, and range. No upsides or downsides, they're perfect for any situation.
- - Special ability: Buckler - Hold out a shield which will block most incoming projectiles, slightly reduces incoming melee damage, but slows the player down immensely. Players can still swing while having the buckler out. Increases your survivability.
Battleaxes utilize a two swing combo. First swing deals less damage but strikes in a wide arc and can hit multiple enemies. Second swing will only hit one target, but deals massive damage.
- - Special ability: Combat Roll - Dash towards target. Perfect for closing the distance.
Longswords have a long equip time, but offsets that with a large hit range and high damage output. Make the downtime between equips worth it.
- - Special ability: Sweetspot Potential - Attacking near the edge but not at the end of its range will deal double damage. Increases your damage output even more while ensuring that you'll take minimal damage in the process.
Spears have a long equip time and cannot hit targets at point blank, but can hit targets at a distance. Decent damage output. Longest hit range out of all weapon types.
- - Special ability: Dodge Roll - Dash backwards away from target. Perfect for ensuring that you're still within the range to deal damage.
For the purposes of this table, all weapons' tiers are together in one entry. They'll be separated by a /
to indicate a different tier.
Type | Damage | Gold Cost |
Dagger | 18/28/32/36/40 | 1/400/1500/5000/9000 |
Shortsword | 20/28/34/38/44 | 100/410/1550/5100/9100 |
Battleaxe | 20(35)/28(45)/36(65)/44(80)/52(95) | 110/420/1600/5200/9200 |
Spear | 24/30/36/42/48 | 110/420/1600/5200/9200 |
Longsword | 22/30/36/40/46 | 120/430/1650/5300/9300 |
Additionally, there are Legendary Swords.
Melee Armor
Name | Cost | Positives | Negatives |
Leather Armor | 500 gold | Decreases damage taken by 15% | Lowers Mana Regen by 20%
Lowers Spell Damage by 20% |
Cuirass Armor | 1000 gold | Decreases damage taken by 6+30%
+10% Knockback Resistance |
Can't cast spells |
Plate Armor | 7000 gold | Decreases damage taken by 10+40%
+30% Knockback Resistance |
Can't cast spells |
Heavy Plate Armor | 20000 gold | Decreases damage taken by 20+50%
+40% Knockback Resistance |
Can't cast spells |
Holy Knight Armor | Crafted (40000 gold) | Decreases damage taken by 12+35%
+20% Knockback Resistance |
Decreases Spell Damage by 50%
Decreases Mana Regen by 60% |
Most armors can be bought in the town shop or as drops from the various bosses. Heavy Plate Armor can only be earned from a legendary pedestal or as a rare boss drop.