Combat in
Sword Coast Legends. This is a description of how combat is executed in the game.
Note: Damage of abilities is often connected with DC 13 checks by the target. This also is the case for all kinds of spells that are meant to paralyze or deal damage indirectly. It is important to know that these checks are normally passed by enemies. Even low level enemies rarely fail at dexterity, wisdom or constitution checks.
Combat Information
- Combat takes place in real time, but can be paused to queue up abilities for a deeper tactical approach. Co-op play will also be in real time, with a few pause options the party can choose from.
- Every combat round is 2 seconds long. This is relevant for the effect of some spells if they have a effect each round during a certain duration.
- To understand the calculations to hit and damage, simply open the dialog box in the bottom left corner. Under the tag "Combat" is a log file and it is possible to hover with the mouse cursor over the entries to see the calculations of the game.
Damage Types/Resistances
Note: Damage of abilities is often connected with DC 13 checks by the target. This also is the case for all kinds of spells that are meant to paralyze or deal damage indirectly. It is important to know that these checks are normally passed by enemies. Even low level enemies rarely fail at dexterity, wisdom or constitution checks.
- Physical
- Slashing is the most common type of physical damage. Some enemies, like slimes, are immune to slashing damage, but nearly no enemies are vulnerable to it.
- Bludgeon weapons have usually a bit less damage one handed. This is balanced by some enemies, such as skeletons, being highly vulnerable to bludgeon damage.
- Piercing damage is often the choice of rouges and ranged weapon characters. This can by challenging since some monsters, such as some slime, are immune to it.
- Radiant
- Undead enemies and some fiends are highly vulnerable to radiant damage. Radiant damage is rarely dealt by enemies.
- Necrotic
- Necrotic damage is dealt by dark mages and undead enemies. Those are also often partially immune to it. Vulnerabilities against necrotic damage are very rare.
- Poison
- Poison resistant enemies are common. Poison damage over time can be devastating, so some potions or spells might be useful to cancel the effect.
- Fire
- Immunity against fire damage is not uncommon among enemies, but also is vulnerability to fire. Entirely focusing on fire damage is therefore not recommended.
- Thunder
- Some enemies are immune to thunder damage, but but nearly none are vulnerable to it.
- Lightning
- Very few enemies are immune to lightning damage, but also are nearly none vulnerable to it.
- Frost
- Immunity against frost damage is not uncommon among enemies, but also is vulnerability to frost. Besides the direct damage, frost often comes with secondary effects of slowing or freezing.
- Psychic
- Psychic damage is relatively rare. The monsters that deal psychic damage are also often immune to it.
- Bane
- Bane damage only affects undead creatures. This damage type normally comes in high numbers as bonuses on items.
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