Game Mechanics: Difference between revisions
From A KoL Wiki
imported>TDG |
imported>Antaeus Feldspar →Various: -- added Combat Frequency |
||
Line 38: | Line 38: | ||
*[[Monster Level]] | *[[Monster Level]] | ||
*[[Spell Cost]] | *[[Spell Cost]] | ||
*[[Combat Frequency]] | |||
===Unrelated to Combat=== | ===Unrelated to Combat=== |
Revision as of 17:57, 5 November 2005
Description
No matter if you're laying a well-deserved smackdown on a filthy hippy or simply trying to survive The Bonerdagon, it all comes down to game mechanics. Muscle, Mysticality, Moxie, HP, MP and more all come into play in determining gameplay outcomes.
Jick, in His infinite wisdom, has given us many tools that influence gameplay: equipment, skills, familiars, even phases of the moons! Some of these tools directly or indirectly influence combat results or gains from combat while others govern other aspects of gameplay.
We don't have the whole skinny on all game mechanics, but we do have comprehensive listings of tools that modify a particular aspect of gameplay. Here they are:
Character Base Stats
Character Substat Gains
Combat Abilities
- Bonus Melee Damage
- Bonus Spell Damage
- Combat Initiative
- Critical Hit Chance
- Damage Absorption
- Fumble Chance
Monster Drops
Various
- Elemental Resistance
- Familiar Weight
- HP Restorers
- MP Restorers
- Monster Level
- Spell Cost
- Combat Frequency