Combat Helmet
The fight against the tibia Construction Guide
1. Combat rounds
The characters and creatures that attack will try to knock opponents designated for each time they come into range, using all the weapons they are currently wielding. The attacks occur at regular intervals, ie once the characters or creatures began striking an opponent, they will go about removing steadily. Only one target can be attacked at a time. Attacked people or creatures still a chance to defend themselves against attack, even if they do not retaliate. Note, however, that not more than 2 attacks can be blocked at a time.
The result of a fight is determined by a number of factors, including the defender the attacker and skills, equipment, put in battle mode, and also a random factor. Whenever the attacker with a whip on defender's attack value is calculated and compared with the defense of his opponent. If the attack value exceeds the defense success was marked, and the injury is displayed as a small number above the head of the wounded character or creature. On the other hand, a little puff of smoke appears if an attack was successfully blocked by the defender, while sparks flashing indicates that the armor the defender was protected against a coup.
2. Types of damage
Damage types allow you a greater variety in your attacks. All creatures have more or less strong sensitivity against one or more types of damage. By using the weapon or spell the type of damage to right, you can bring down your enemy much more quickly and easily. There are 7 different types damage in the tibia: fire, ice, energy, earth, death, holy and physics.
Wizards are the masters of energy and fire damage. However, they are also capable of rune the highest mortality of damage – the legendary "Sudden Death" rune. Druids are especially qualified in all spells and ice earth. Paladins are the only vocation that can use holy spells. Knights' performance mainly physical damage, but depending on what type of weapons they use, they may face as fire, ice, energy or damage the earth.
3. Skills, equipment and battle modes
As was said before the execution of a character in combat is determined by three factors: skills, equipment and combat mode, it is set. The skill that is used to calculate the value of a character's attack is determined by the weapon which is currently exercised. Note that if no weapon is equipped with all the fight against the fist skill is used. The same is true if you try to use a weapon of another vocation.
Articles to determine the performance of a character in combat according to their nature. For example, armor, such as legs or helmets will reduce the damage caused by strokes of success, while the bonus given by screens is used to calculate a character's chance to block attacks. Special amulets and some clothing may also help reduce the damage of some type. In addition, you must choose your weapon, runes and spells based on the characteristics of your opponent.
Weapons are generally characterized by two values, because they influence both a character attack and defense value. In addition, some one-handed weapons have a modifier of the defense that is reduce or increase the value of your defense when wearing a shield in your other hand. Also note that your attack value will drop if you are armed with a weapon that you're too inexperienced. Some weapons can be enchanted with stones magic, manufactured and sold by sorcerers and druids, to add a certain type of harm to them. You are always advised to check the weaknesses and the strength of your enemy before going into battle. A fire-resistant armor and a weapon enchanted ice are certainly a good choice for your next hunt dragon.
Finally, the battle mode is a character also influences its chance to successfully attack or defend. For example, characters that are made "The fight against offensive" are more likely to hit their opponents, while their chances of success are reduced block attacks. Conversely, the characters who struggle will receive a defensive bonus to their defense, while the strength of their attacks is reduced. Please note that changing the mode of Combat takes a little time, so you lose an attack when you do.
Fight against 4.Distance
Ranged attacks are treated Similar melee attacks. The characters or creatures who fight from a distance will launch missiles or fire at regular intervals. However, the characters do not use ammunition and weapons for which they have the necessary minimum. Note that the actual distance between the attackers and their targets has an influence on the success of remote attacks are – the greater the distance the smallest chance of hitting. Note, however, that the fighters will also be remote a penalty to hit if you shoot an opponent who is standing next to them! Moreover, ranged weapons such as bows and crossbows are ill-suited to melee combat, since they require the use of both hands. For this reason, the ranged combatants are well advised to keep a moderate distance between themselves and their enemies. However, if your character is a fighter remotely qualified and you can not avoid a situation of scrimmage, you must equip it with a projectile weapon and a shield instead of a bow or crossbow. Please note that the weapons disappear sometimes thrown when used.
5. Protected Areas
Unless characters play on PvP servers as an option, they are free to attack the other once they have left Rookgaard. However, even on worlds with open or hardcore PvP battle there are areas where the characters are not allowed to fight each other. These areas are called "zones of protection". You can say your character is standing in an area protected by the small icon is displayed in the status indicator. Players standing in the protection zones are perfectly free from any offensive action, even if others try to attack from outside. Conversely, players can not carry out any offensive action within the protection zones. Note that the regeneration of hit points and mana is also disabled in the areas of protection, although the food will be consumed normally.
Protection zones are usually found in temples, warehouses, ships or in private homes. Thus the pyramids are Ankrahmun protection areas that can not be grasped by someone with a block protection zone. Your character will not receive a block of protected area during the attack a member of your party or when fighting back after someone attacked you.
Special Protection Areas are areas of bathing the tibia. Once you jump into the water, your character will be cleaned of all individual circumstances. You can not use "Invisible" or "Creature Illusion "or the" Chameleon "was released, nor stealth rings in the water. Moreover, it is impossible to use the safe trade option while enjoying a swim in the sea Tibian.
Players can seek refuge in areas of coverage at any time, provided they are not affected by block protection zone, and they can stay as long as they want. Note that although the characters may be pushed into areas normally protection, it is impossible to push them out of the protection zones.
Thank you for reading, hope this guide can help you learn more about the fight mcuh knowledge works against the tibia and enjoy playing your game Tibia!
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