Tab Target or Action?
Astaria uses a hybrid between tab target and action based elements. All classes can manually attack or block to a degree based on their class. Skills may either be skill shots or targeted skills. In a future update, Astaria will move closer to an action combat system.
Tiers of Combat
- Solo - Players may progress to level 10 in the first region playing alone. In order to progress higher, players will have to seek others to fight the increasing difficulty. [1 player]
- Combo System - In order to be efficient at combat, players have to activate combos off each other. The combo system requires two players activating conditions. A single player may not activate a combo effect. [2 or more players]
- Parties - The basis of Astaria is to form parties of different classes to fight normal threats across the land. Parties rely on class synergy and group cohesion in order to properly dispose enemies. [2 to 6 players]
- Astaria uses Tank, DPS and Healer classes to synergize.
- It is recommended to party in Astaria in order to accomplish most tasks and defeat up to Champion Rank monsters.
- Raids - Parties may form raids to defeat greater challenges throughout the world. Raids rely on positioning, tactics and strategy in order to effectively combat the enemy. [2 to 5 parties]
- It is recommended to form FULL raids when fighting the Darkness or up to Demon General Rank monster.
- Battalions - Battalions are used when multiple raids need to coordinate themselves against threats that require raid coordination and logistical support in order to effectively combat the enemy. [Up to 4 raids]
- It is recommended to form Battalions when fighting the Darkness or up to Demon Lord Rank monster.
- Unified - The community is encouraged to be unified in order to defeat the Darkness through grand strategy for control over territories and regions against the Darkness (who is controlled by a Developer). [All Players]
- All players are always unified.
- Physical - Different weapons deal different damage types. Skills and hybrid weapons may deal damage differently.
- Blunt - Below average damage output, normal cost to craft/maintain, and attacks may inflict stuns or reduce armor.
- Slashing - High damage output, expensive to craft/maintain slashing weapons.
- Piercing - Average damage output, cheap to craft/maintain and has an extended range (Spear/Bow).
- Magic - Magic damage can be inflicted through magic scrolls, spells, buffs or weapon enchants.
- Frost - Medium damage, small amounts of crowd control.
- Fire - Medium damage with damage over time burns.
- Lightning - High burst damage. Spells are generally area of effect.
- Nature - Light crowd control (Root, Sleep), heal over time spells.
- Shadow - Low damage output that causes debuffs and generates no aggro. Fast or instant cast time.
- Holy - Effective against undead. Burst healing and damage prevention.
- Chaotic - Damage that leaves stacking debuff to deal more chaotic damage.
Conditions - Certain monsters have a specific condition to be filled in order to kill them. These monsters can be unkillable without that condition.