Combat

Frames

Basic attack animations use a fixed number of frames per sprite image. While each weapon type uses the same number of images for an attack, the duration of each frame can vary. Below is a list of the default durations.

AnimationDefault FramesAnimationDefault Frames
Bow3, 2, 2, 3, 5, 8, 1, 3, 5Fist5, 3, 3, 3, 1, 8, 3
Two-handed: Sword / Axe / Mace3, 4, 5, 5, 3, 1, 8, 5, 4, 3, 2Dagger / Rapier4, 2, 1, 6, 4
Spear2, 2, 3, 5, 1, 8, 5, 3Staff
One-handed: Sword / Axe / Mace5, 4, 2, 1, 8, 5
Cast Default5, 8, 10, 10, 8, 5Cast Throw5, 3, 5, 8, 1, 8, 3
Dodge5, 4, 5, 5Backstep3, 8, 11

The duration of each frame can vary depending on the weapon or skill.

Follow-Up Actions

Shortly after a Melee or Missile Attack is triggered, certain actions, such as Dodge or Backstep, can be chained as follow-ups.
The number of frames before a follow-up becomes available depends on the weapon type. Below is a list of timings for each weapon type:

Weapon typeFollow-up framesWeapon typeFollow-up frames
Default10Fist1
Two-handed: Sword / Axe / Mace12Dagger / Rapier3
Spear7One-handed: Sword / Axe / Mace7