游戏机制

更新日期: 2024-04-17  最新编辑:玩家U_138389291

Topics to explain more about:

  • The Ranking system, how the system matches you against other players' builds, draw-wins
  • Item activation rules, e.g for Goobert, how Spiked Shield activates on thorn creation and not on each block, and how other items work
  • Miss
  • Temporary debuffs (like from Lightsaber can be reflected etc),
  • Stamina, passive gain, out of stamina
  • Dark Reflection
  • RNG in the game; damage, item activation speed, ...
  • Combat Log explained
  • Other frequently asked questions from the discord?
  • Some mention of Game Modes? In another page than Game Mechanics though

Inventory Mechanics

  • The whole inventory can be moved using the arrow keys.
  • Bags can be placed onto other filled bags, swapping items that are inside and throwing those out that don't fit
  • Multiple bags can be selected, moved, and rotated by drawing a box.

Shop Mechanics

After you start a game and after every round that you fight (until you've either won 10 rounds or lost 5, in that case your game is over and you return to the starting screen) you enter the Shop. Every time you enter the Shop you receive a certain amount of Gold, depending on which round you are in and the number of Piggybanks in your inventory. Additionally, "left-over gold transfers to the next round".

Gold received upon entering the Shop and starting Health for each possible round
Round 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Gold 12 9 9 9 10 10 11 11 + 10* 12 12 13 13 14 14 15 15 15 15
Health 25 35 45 55 70 85 100 115 130 150 170 190 210 230 260 290 320 350

* +10 gold in round 8 is special and is for the unique class selection shop

When you enter the Shop it always has five items on offer. Hovering over an item on the shelves reveals its tooltip, an outline of the spaces it occupies in the inventory and any Star or Diamond the item might have. The price of the item is shown next to it on a card.

There is a 10% chance for items to be on sale, this is marked by a red sign next to the item in question. Items on sale cost half their regular price, rounded up (an item that regularly costs 11 gold costs 6 when on sale). The on-sale-price is also shown.

To buy an item you simply have to drag it from its place on the shelve into either a fitting spot in your inventory or into your storage, which is located at the bottom of the middle of the Shop-screen. You can freely swap between any items in your inventory and your storage. Items that are in your storage will have no effects (neither in your battles, nor when entering the Shop (see Piggybank)). (The actual purchase of an item happens when you let go of the left mouse button while dragging an item over your inventory or storage. This means that if you change your mind while dragging an item from the shop you can drag it back to the shop before releasing the button, and no gold will be spent.)

The Shop renews the items it offers at the beginning of each round, i.e. when you first start a game and every time you come back to the Shop after you've finished a battle. Additionally you can pull on the rope next to the "Start Backpack Battle"-Sign to reroll the items on offer. Each pull costs 1 Gold (increases to 2 Gold after an (insert) amount of pulls). If you want to safe an item from being removed from the shelves due to a reroll or because you've entered the Shop again, you can reserve it. For this you simply have to click on its price tag, or right-click the item. You can keep any number of items reserved for any length of time.

You can sell any item that you have in either your inventory or storage. You simply have to drag it to the (Mimic-)chest in front of the shopkeeper and drop it. You will always get half the price of the item rounded up back. That means you can sell Stones and any item you bought while it was on sale and recoup all the Gold you spent.

Unique items can show up in the shop from round 4. There is a 2% chance for Unique item to appear on shop enter, but not on reroll. You can have only 1 Unique item at a time, so if you have 1 already, the 2% chance will be reduced to 0%.

Shop Item Chances (%) for each possible round
Round 1 2 3 4 5 6 7 8 9 10 11 12-18
Common 90 84 75 64 45 29 20 20 20 20 20 20
Rare 10 15 20 25 35 40 35 30 28 25 23 20
Epic 0 1 5 10 15 20 25 25 25 25 23 20
Legendary 0 0 0 1 5 10 15 15 15 15 17 20
Godly 0 0 0 0 0 1 5 10 12 15 17 20

Combat Mechanics

Attacking

Accuracy: Determines whether an attack hits or misses.

Cooldown: Represents time interval between item activations.

Critical hits: Deal double their usual damage.

Star/Diamond item activations

Many items have a special effect that happens depending on items around it. For example Food, Steel Goobert and Flute. Diamond Diamond works just like Star Star, it's just used when an item has two different effects. Usually an item can only fill one star of another item, and one diamond.

Buffs

Empower Empower: Weapon damage is increased by 1 per stack.

Heat Heat: All items trigger 2% faster per stack.

Luck Luck: Increases accuracy by 5% per stack.

Mana Mana: Resource used by Magic items.

Regeneration Regeneration: Regenerate 1 health per stack every 2 seconds.

Spikes Spikes: Deals 1 damage per stack when hit with a Melee weapon (up to 100% of the damage).

Vampirism Vampirism: Heals 1 health per stack when hitting with a Melee weapon (up to 100% of the damage).

Debuffs

Blind Blind: Decreases accuracy by 5% per stack.

Cold Cold: All items trigger 2% slower per stack.

Poison Poison: Deals 1 damage per stack every 2 seconds.

Other

Battle Rage: Unique mechanic for Berserker. This is a state, when Berserker is stronger.

Block Block: Absorbs 1 damage per stack. Some damage sources bypass armor and deal damage directly to health.

Heal: Gain health.

Fatigue: Deals increasing amount of damage to both players. Begins at nightfall.

Invulnerability: Prevents receiving any damage during a certain amount of time.

Nullify: Prevents a buff to be gained.

Reflect: Inflicts the next debuff to your opponent instead of you.

Reincarnate: Instead of dying player restores health and combat continues.

Resist: Prevents a debuff to be inflicted.

Stun: Pauses all cooldowns for a certain amount of time.