Basic Attack

Sielu Vartija, The Teacher

This will be easy to learn and implement. Basic Attacks are a boon to those running out of resources. Even if we are stress maxed we can still swing our swords and axes.

Weapon Descriptions

Weapon Attack Types: There are many different weapon types. Cutting, Penetrating, Ripping, Striking, Chopping, and more. While the type doesn’t matter for Basic Attacks in the beginning, The Effects we can learn open up the possibilities. There are also resistances that may apply to a weapon attack type.

Damage: The vast majority of weapons deal Variable (v:X) damage. Most all of them add Potency to the check. Potency is both additive and multiplicative. For example 18 Strength gives us a base Potency of (+7, x2). So for this example, Damage: (v:8&Potency) is essentially (1 to 8)+7 then x2

Celerity: Our Action Speed, or number or Action Slots, Reserved Slots, or Final Phase Slots it takes to Activate our Action.

Load Weight: This value is the item’s weight. Load weight of our Equipped items still apply to our Total Load.

Durability: This is how much damage an item can take before it is destroyed.

Repair Method: These methods are the default ways of increasing Durability.

 

Types: Cutting, Penetrating, Ripping, Striking, Chopping

Damage: (v:8&Potency)

Celerity: (2AS|3RS|4FP)

Load Weight: 1.4

Durability: 500

Repair Methods: Reforge, Whetstone, Ives Oil


Rarity: Common. After all, The Gladius is The Standard.

Cost Range: Issued to Panrike Enlisted

Effect Trees:

 

Rarity: This entry is mostly subjective and sometimes humorous. If you’ve only ever seen one, there is a good chance you won’t see another. The importance of Rarity is identifying how easy the item is to come by, and how much head or caution one should take when handing out candy.

Cost Range: This is a more direct representation of the item’s values.

Effect Trees: While this list may not fully encompass every Effect Tree that the item is associated with, it does give us a starting point to match Effects with Equipment.

 

The Basic Attack

This is what we came here for.

Activation: (2AS|3RS|4FP) // This is exactly the weapon’s Celerity.

// Now once we have Activated and our Action Slots are spent, we RNG our Accuracy to Hit

Target: (v:20&Accuracy)

// Assuming our Accuracy exceeded the Target’s Evasion, we process the effect.

Effect: (v:8&Potency) // So we RNG 1 to 8, add our Potencies’ additive value to the result, then Multiply if our Potency has a multiplier.

The Developer

If you stumbled here by accident, that’s all gravy. We use these pages in our archives as templates, style guides, reference content, and reusable assets. I’m also getting to write the FAQ, which is fun.

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