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Not yet implemented Tactical Party Combat, including abilities is something we are currently working on.
Check The Roadmap for details.
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While we work on this page, find more information on what we are planning on X.
https://x.com/EVRL00T/status/1846964106634350831
Up to three Characters form a Party. Evrloot is shifting from a single-character-only focus to parties of up to three, including free-to-play Warborn. The composition of party members and your ability to react to new challenges becomes crucial for success. This change encourages players to think strategically about balancing roles, abilities, and tactics across multiple characters, creating a more dynamic gameplay experience.
When attacking with a standard hit, characters typically target the front row of the enemy party. Passive Stances and abilities form exceptions crucial to knocking out threats in the enemy's back row.
There are three schools common for all classes. Each of them defines a sub-class playstyle of this class.
The Discipline tree of the Ranger, as opposed to the more Burst-damage-heavy Aggression tree, focuses on preventing enemy attacks by increasing miss chance.
The Utility Alchemist is best equipped to increase the party's effectiveness with a range of Potion Buffs. With a full Aggression Playstyle, he converts to an Area Damage Menace.
The character's school influences 2 things. The Passive and the Abilities.
#1 The School ...
Lets go through them one-by-one.
Each character is born with one of three class Passives. These cannot be changed and stay the same throughout the characters career.
An Aggression Berserker has access to the Passive "Infuriated"
An Aggression Berserker has access to the Passive "Infuriated"
#2 Active Abilities trigger with energy, which fills up as characters hit or get hit. These Abilities typically define the playstyle of the character more than the passive.
Once the bar is filled for a Character, the selected Ability is triggered
Once the bar is filled for a Character, the selected Ability is triggered
Active Abilities can be selected from a Pool of unlocked Abilities before going into a new encounter.
The fact that you have access to an array of abilities introduces dynamic pacing and strategic decision-making, rewarding both aggressive and defensive playstyles. This mechanic adds depth, especially during key moments in combat.
Here are two exemplary abilities for the Ranger Class
[Aggression] Piercing Arrow: Fires a shot that pierces through enemies, dealing 50% damage on each subsequent enemy in a line
[Discipline] Aim for the Knee: Significantly increases backline enemy miss chance and decreases initiative to 0 for 2 rounds
#3 Your Sub-Class (School) slightly influences your Abilities. A Discipline Sorcerer character will benefit from a bonus in the range of 5-15% to the effectiveness of all Discipline Abilities. Together with the unchangeable passive, this gives the sub-class a distinct identity, without restricting Characters from building into flexible setups, required for numerous enemy encounters.
One Cookie Cutter build won't do it!
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