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NOTE: Spellcasting alone does not initiate combat, meaning it does not put you in initiative rounds. Outside of initiative, you have a half second delay (IRL time) between spells.\\ | NOTE: Spellcasting alone does not initiate combat, meaning it does not put you in initiative rounds. Outside of initiative, you have a half second delay (IRL time) between spells.\\ | ||
NOTE: If you attempt to cast an offensive spell, the game interprets that you are attempting to attack and so will cause you to enter auto-combat (drawing a weapon if you have a readied sheath/ | NOTE: If you attempt to cast an offensive spell, the game interprets that you are attempting to attack and so will cause you to enter auto-combat (drawing a weapon if you have a readied sheath/ | ||
- | NOTE: Successfully dealing damage with a spell //does// initiate combat.\\ | ||
NOTE: Mobs can become alarmed if they notice your spellcasting. A higher magic rating and a lower spell force makes the spellcasting harder to notice, but a lower spell force is also easier to resist.\\ | NOTE: Mobs can become alarmed if they notice your spellcasting. A higher magic rating and a lower spell force makes the spellcasting harder to notice, but a lower spell force is also easier to resist.\\ | ||
NOTE: In combat, spell casting is queued. Each time you send a CAST command, your spell is added to the queue. On your action in the combat loop, if there' | NOTE: In combat, spell casting is queued. Each time you send a CAST command, your spell is added to the queue. On your action in the combat loop, if there' |