|
In Free Realms, there are several combat jobs that allow you to fight in battle dungeons and encounters. Two of those jobs (Brawler and Ninja) are available to everyone, while the other four (Archer, Medic, Warrior, and Wizard) are restricted to membership-only accounts. Each combat job shares the same basic "fight" ability, and from there they get their own special abilities!
Which combat job best suits a play-style will be up to each person to determine. Enjoy aiding those in need? You should be a Medic! Like to stalk your prey, striking when most opportune? Then check out the secretive life of a Ninja! Chances are, there's a job (or two, or three...) that will suit everyone.
| Contents [hide] |
When you start a Battle, the Objectives screen that displays while the Battle is loading also displays a Difficulty: Easy, Medium or Hard. As you might expect, the easier the Battle, the less experience, coins and stardust you will get from defeating it.
| Difficulty | Description |
|---|---|
| | Easy. Recommended for everyone. |
| | Medium. Recommended for levels 5 and higher. |
| | Hard. Recommended for levels 10 and higher. |
Combat is riddled with what some would call "button mashing". While it may not seem strategic offhand, as you grow in your job and fight more difficult creatures, you will find that a well-timed Rock Toss from a Brawler or a massive Kick from a Warrior can be what saves you! Every job gets specialized abilities that will enhance and mold their form of combat. Some of these abilities are able to be reused quickly, while others take longer to be used again. One of the most important part of a combat job is figuring out when the best time to use your abilities is!
For every combat job, the "fight" key is mapped to the "1" key on your keyboard. From there, it depends on what your specialized attacks are, and your level, but by level 15, you will have keys "2" through "5" available for use!
Power-ups are items that drop off of enemies during combat. A symbol will float in the air above their unconscious body. Some quests will make power-ups appear, such as Speed Boost, to help you. To use a power-up, click it or walk into it.
Occasionally in combat, you will encounter an enemy who can put a detrimental effect on you. So far, the known detrimental effects are Sleep, Silence, Stun, Knockback, Confuse and Poison. Do not despair--some jobs have abilities that will stun an enemy, and there are also orbs and spheres (see below) that can put a nasty creature in its place!
So what do these effects do? Here's a quick summary...
Detrimental effects can help you a lot if you're the one assailing an enemy with them, but you can quickly lose a battle if you're unprepared. Remembering which creatures do these detrimental effects can turn the tide of battle (yeah, I'm talking to you, Elder Bats!).
The potion belt allows players to have extra healing and damage on the fly. With a total of four slots (keyed on numbers "6" through "9" on your keyboard), you can add energy (mana), health, replenishment (mana and health) vials and potions, as well as spheres, orbs, and food to these potion belt slots. Food has various benefits, while the spheres and orbs normally have effects such as confuse, stun, sleep, root, knockback, or simply inflict damage upon an enemy.
Unfortunately, you won't always win a fight. Sometimes you might just run a little bit too close to the wrong group of creatures, or just into an encounter that you're not quite strong enough for. In these cases, you'll usually find that you've been "knocked out". This happens whenever an enemy makes you lose enough health that you fall unconscious! After ten seconds of waiting, you will be able to "recover", and will briefly be invulnerable, as well as come back at full health and mana.
Usually the enemy will wander off when you are knocked out, but if not, use that time of invulnerability to back off from them! If you feel you are prepared to jump back into the fray, you can immediately attack instead, but you will lose that invulnerability quicker.
Inside dungeons, you have five knockouts allowed before losing the instance; in wilderness encounters, there are a total of three knockouts allowed.
Grouping usually gives players the advantage in battle; you have the advantage of more damage being dealt as you work your way through an encounter. However, when you group on Free Realms, encounters will tend to be somewhat harder, and there is a major player disadvantage: shared knockouts. Any group member who is knocked out will detract from everyone's total allowed inside the battle instance, so you will still want to be careful not to overwhelm yourself!
Boss encounters are usually special named creatures (example: The Bat King) who are significantly harder than other creatures you will find in an instance. You can tell when a creature is considered to be a boss encounter by a shaft of light illuminating them. These creatures will usually have several specialized attacks, and sometimes will call other creatures to their aid. Some boss encounters, such as the Grave Lord in Briarwood, will use items to make them difficult or impossible to deal damage to until that item is destroyed (in the Grave Lord instance, that would be skulls on the ground). Ensure you are well stocked on potions and special items for particularly difficult boss encounters!
Whenever you complete the primary objective in a combat instance, an exit door will appear. Clicking on this door will make you invulnerable (just in case any other creatures remained behind to deal damage to you), and bring up a screen that displays your score. You can also use the arrow on the right side of the score screen to see any rewards you picked up, such as new armor! Once you click the checkmark on the score screen, you leave the combat instance.