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.
| Animation | Default Frames | Animation | Default Frames |
|---|---|---|---|
| Bow | 3, 2, 2, 3, 5, 8, 1, 3, 5 | Fist | 5, 3, 3, 3, 1, 8, 3 |
| Two-handed: Sword / Axe / Mace | 3, 4, 5, 5, 3, 1, 8, 5, 4, 3, 2 | Dagger / Rapier | 4, 2, 1, 6, 4 |
| Spear | 2, 2, 3, 5, 1, 8, 5, 3 | Staff | |
| One-handed: Sword / Axe / Mace | 5, 4, 2, 1, 8, 5 | ||
| Cast Default | 5, 8, 10, 10, 8, 5 | Cast Throw | 5, 3, 5, 8, 1, 8, 3 |
| Dodge | 5, 4, 5, 5 | Backstep | 3, 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 type | Follow-up frames | Weapon type | Follow-up frames |
|---|---|---|---|
| Default | 10 | Fist | 1 |
| Two-handed: Sword / Axe / Mace | 12 | Dagger / Rapier | 3 |
| Spear | 7 | One-handed: Sword / Axe / Mace | 7 |