Combat Abilities
One of the major new features of the Reckoning Expansion, the Combat Ability and Adrenaline system.
These new and impactful additions represent the largest and most evolving change to the game’s combat to date.
You will be able to unlock and use new and unique Combat Abilities for every weapon group (with the exception of Lances) including Bows. Using these Combat Abilities consumes a new resource called Adrenaline, which is generated by engaging in combat actions.
Each weapon group has three unlockable Combat Abilities, which can be obtained from the Soldier and Hunting Taskmasters in towns.
Unlocking Combat Abilities
Every Combat Ability must first be unlocked by reading its associated Combat Treatise Chapter. These are consumable items which teach you how to perform a specific Combat Ability.
These combat treatises are named books written by in-world authors, and are obtained primarily from the existing Soldier and Hunter Taskmasters in every town, with abilities for bows, spears and daggers being obtained from the Hunter Taskmaster, while most melee weapon abilities will be obtained from the Soldier Taskmaster. Every town will have at least the first chapter for every weapon group available, while the second and third chapters must be obtained from specific towns.
For example, the combat treatise for Two Handed Swords is called “Dancing on the Edge” written by Wentunio Vygos, and consists of three chapters, one for each Two Handed Sword combat ability:
Something important to note is that the chapters do not need to be read in order, however each combat ability does have a specific minimum skill requirement for its associated weapon group. For example you might need 50 Sword skill to perform Flurry, and 100 Sword skill for Hanging Thrust. Generally combat abilities which require more Adrenaline will have a higher skill requirement.
The number of task coins required for these ability unlock items are intended to be reasonably low and readily accessible.
Adrenaline is displayed in the center of the screen, and consists of 10 separate points.
While not fighting, your Adrenaline will passively generate up to 1, allowing you to initiate combat by performing any Combat Ability with an Adrenaline cost of 1, should your chosen weapon group have one.
Adrenaline is gained by engaging in combat related actions, such as dealing damage, taking damage, parrying, killing someone or performing a fatality. Damage dealt by Combat Abilities does not generate Adrenaline.
When taking damage you gain four times more Adrenaline for each point of damage taken compared to when you deal damage, this was done to allow players who are outnumbered and thereby naturally receiving more damage and opportunities to parry on average, to generate more Adrenaline organically and have more frequent opportunities to use Combat Abilities, which if done skillfully could help them overcome greater odds.
When you have been out of combat for 7 seconds, meaning you have not hit or been hit by anyone, your Adrenaline will begin to decay until it reaches your passively generated threshold of 1. The intention here is to allow players to earn Adrenaline rather quickly when engaging in combat and allow the use of combat abilities reasonably frequently, however once the combat has ended or paused for a while, for any Adrenaline remaining to be drained away.
One primary focus of this decay mechanic is to move toward it not being viable to “preload” Adrenaline on your friends before a fight.
One of the major new features of the Reckoning Expansion, the Combat Ability and Adrenaline system.
These new and impactful additions represent the largest and most evolving change to the game’s combat to date.
You will be able to unlock and use new and unique Combat Abilities for every weapon group (with the exception of Lances) including Bows. Using these Combat Abilities consumes a new resource called Adrenaline, which is generated by engaging in combat actions.
Each weapon group has three unlockable Combat Abilities, which can be obtained from the Soldier and Hunting Taskmasters in towns.
Unlocking Combat Abilities
Every Combat Ability must first be unlocked by reading its associated Combat Treatise Chapter. These are consumable items which teach you how to perform a specific Combat Ability.
These combat treatises are named books written by in-world authors, and are obtained primarily from the existing Soldier and Hunter Taskmasters in every town, with abilities for bows, spears and daggers being obtained from the Hunter Taskmaster, while most melee weapon abilities will be obtained from the Soldier Taskmaster. Every town will have at least the first chapter for every weapon group available, while the second and third chapters must be obtained from specific towns.
For example, the combat treatise for Two Handed Swords is called “Dancing on the Edge” written by Wentunio Vygos, and consists of three chapters, one for each Two Handed Sword combat ability:
- Dancing on the Edge Chapter I: Hilt Strike
- Dancing on the Edge, Chapter II: Flurry
- Dancing on the Edge, Chapter III: Hanging Thrust
Something important to note is that the chapters do not need to be read in order, however each combat ability does have a specific minimum skill requirement for its associated weapon group. For example you might need 50 Sword skill to perform Flurry, and 100 Sword skill for Hanging Thrust. Generally combat abilities which require more Adrenaline will have a higher skill requirement.
The number of task coins required for these ability unlock items are intended to be reasonably low and readily accessible.
Adrenaline
Every Combat Ability costs Adrenaline to use, which is a new resource similar in concept to Stamina or Mana.Adrenaline is displayed in the center of the screen, and consists of 10 separate points.
While not fighting, your Adrenaline will passively generate up to 1, allowing you to initiate combat by performing any Combat Ability with an Adrenaline cost of 1, should your chosen weapon group have one.
Adrenaline is gained by engaging in combat related actions, such as dealing damage, taking damage, parrying, killing someone or performing a fatality. Damage dealt by Combat Abilities does not generate Adrenaline.
When taking damage you gain four times more Adrenaline for each point of damage taken compared to when you deal damage, this was done to allow players who are outnumbered and thereby naturally receiving more damage and opportunities to parry on average, to generate more Adrenaline organically and have more frequent opportunities to use Combat Abilities, which if done skillfully could help them overcome greater odds.
When you have been out of combat for 7 seconds, meaning you have not hit or been hit by anyone, your Adrenaline will begin to decay until it reaches your passively generated threshold of 1. The intention here is to allow players to earn Adrenaline rather quickly when engaging in combat and allow the use of combat abilities reasonably frequently, however once the combat has ended or paused for a while, for any Adrenaline remaining to be drained away.
One primary focus of this decay mechanic is to move toward it not being viable to “preload” Adrenaline on your friends before a fight.
Clade Specific Adrenaline Modifiers
Each of the four Clades, (Human, Alvarin, Oghmir and Thursar) has a unique benefit to how they gain Adrenaline. These benefits are tied to specific Clade Gifts which must be unlocked.- Humans decay Adrenaline 3 times slower than other clades.
- Alvarin passively generate up to 2 Adrenaline instead of 1.
- Oghmir gain more Adrenaline from taking damage than other clades.
- Thursar have an additional +1 to their maximum Adrenaline, allowing them to generate and use up to 11 Adrenaline instead o 10. Thursar also gain slightly more Adrenaline from dealing damage than other clades.