Combat

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Ever wish that you could play a fighter-tank-mage-ninja? Who hasn’t? And now, you can…

With the new way of character customization that Epic Frontiers introduces, a whole new range of combat options become available to the player! Instead of being stuck in the boring and arbitrary class archectypes that are forced upon the player only to be “nerfed” later on due to inherent imbalances, Epic Frontiers offers a unified “Action System” where truly diverse fighters can be created.

Aside from a basic set of fighting skills that all characters have at the beginning of the game, you will be able to travel the world in search of instruction in diverse and exotic forms of fighting arts. From unarmed martial arts to weapons techniques to the offensive and defensive magical spells, a fighter can develop a wide variety of options to use against an equally wide variety of opponents.

And whether it’s the School of the Nine-Pointed Star on Chi’Hamak that teaches intermediate unarmed techniques, or the secretive House of Ropes located off-world that teaches an exotic weapon style, the determining factor of combat will be how well you know your skills versus how well the other player knows theirs. While there is a slight disadvantage to encountering an unfamiliar fighting style, continued exposure to that style will increase your familiarity with it, simultaneously decreasing your disadvantage.

Do you have a combination of moves that you would like to execute in style? Make it a macro, and then use it in combat on your enemies. The Macro Editor allows you to drag and drop any action into a series and then save it for later use- or trade it with friends who have the same skills as you do, so you can help each other improve your combat efficiency!

And even if you don’t use the Macro Editor, you can still take advantage of the Action Queue system to “stack” actions. If your fighter-tank-mage-ninja is in the middle of casting a stun spell on a Shendolin warrior, and you decide you want to immediately follow-up with a kick to that Shendolin’s rather bulky chin, go ahead and click your high-kick action’s button, and it will queue up behind your spell in the Action Queue. Wait, changed your mind? No worries, just right-click the icon sitting in the queue before it executes and it will drop from the queue, moving up any other actions you’ve queued up behind it. You can even queue up macros and single actions!
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