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Chestnut Whitepaper
  • CHESTNUT
  • πŸ•ΉοΈGameplay
  • πŸͺ™Play-to-Earn
  • βš”οΈCombat system
  • 🎭NFT collection
  • πŸ’°Funding and monetization
  • πŸ—ΊοΈRoadmap
  • 🏠Community
  • πŸ«‚Team
  • πŸ’»Technology
  • 🐦Official channels
  • πŸŽ₯Media
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On this page
  • Example playstyles
  • The Farmer
  • The ambusher
  • The escapist
  • Player stats
  • Player equipment
  • Damage types
  • Arrow types
  • Abilities
  • Items

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Combat system

PreviousPlay-to-EarnNextNFT collection

Last updated 1 year ago

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Combat in Chestnut takes place in real-time, is fast and chaotic, and revolves primarily around ranged attacks performed with your bow (with some exceptions, see below).

The better you perform in combat, the higher your crypto gains will be, so pay attention to the information on this page!

TL;DR: Several arrow types and consumable items (potions or even throwable bombs) are available, allowing players to explore different strategies depending on the situation, like dealing damage to multiple opponents, incurring status effects to make retreat easier or even affecting the terrain to make it dangerous to everyone. Some abilities, consuming a resource called sap, complement this by allowing the player to shield themselves or dash out of danger.

Example playstyles

The different gameplay components described in the rest of the page can be combined in different playstyles, some examples of which are given here to give an idea of how Chestnut PvP and PvE will look in practice!

The Farmer

As described in , players get a share of the loot based on their damage contribution. One strategy could be to focus on dealing some damage to many opponents and then retreat to safety, awaiting for them to be finished off by someone else to get your share of the loot, therefore collecting many small shares from many enemies.

This can be achieved by dealing lots of area-of-effect damage (think explosions) in a crowd of opponents, possibly setting the terrain on fire to keep damaging more and more opponents over time, and then waiting it out using a combination of stealth options (such as invisibility potions, smoke bombs or blinding enemies).

The ambusher

If the map offers choke points through which many players will pass, a player can elect to set traps to ambush passing players. After the traps are sprung and to make sure to finish off escaping players, arrows dealing damage-over-time sur as fire arrows or poison arrows can be used on top.

The escapist

Another strategy can be to engage opponents in a classical way (head-on into the fray) in order to contribute the most part to a few kills, and to maximize a toolkit enabling to exit the situation once your gains are high enough in order not to loose them. This can be achieved by maximizing sap, sap regeneration and sap steal to be able to sustain shields and dashes to safety.

Player stats

Players and monsters all share the following stats impacting their performance in combat:

  • Health: the amount of damage you can take before dying.

  • Sap: a magic resource that allows you to use special abilities.

  • Sap regen rate: the speed at which your sap regenerates naturally.

  • Attack: determines how much damage you deal.

  • Defense: reduces the damage you are dealt.

  • Movement speed: how fast your character moves around.

  • Attack speed: how often can your character shoot their bow.

  • Accuracy: how closely your arrows will travel to your target.

  • Poison resistance: resistance of your character to poison effects.

  • Fire resistance: resistance of your character to fire and explosion damage.

As more equipment is rolled out into the game affecting these stats, some of the formulas involving these stats will be added to this page!

Player equipment

Several equipment pieces can improve the stats listed above or offer new possibilities. The only way to permanently increase your character stats is via equipment (in opposition to temporary boosts using consumables). Equipment will ultimately be owned in the form of NFTs from the Chestnut NFT collection. Their effects will be determined when minted. Equipment can be changed in the equipment menu when on the Haven map.

  • Bow: your main weapon to deal damage; improves attack and may imbue arrows with special effects.

  • Hat, gloves, boots and armor: can improve various stats depending on the specific piece of equipment.

  • Belt: determines how many quickslots are at your disposal. The bigger the belt, the more quickslots, and the more items you can use in combat!

  • Quiver belt: determines how many quivers you can carry. Carrying multiple quivers allows you to swap between different arrow types in combat!

  • Quivers: each quiver can contain a certain amount of arrows to use in combat (the normal arrows quiver contains infinitely many arrows). Having multiple quivers and arrow types can increase your versatility in combat!

Damage types

Several types of damage can be caused to opponents:

  • Direct damage: caused by a direct hit, e.g. an arrow in the face.

  • Damage over Time (DoT): makes the opponent lose health over time (which counts as damage inflicted by you when computing loot rewards).

  • Area-of-Effect damage (AoE): indirect damage affecting everyone (including whoever caused it) within a certain radius (e.g. an explosion). All damage caused, except to self, counts as damage inflicted by you when computing loot rewards.

  • Terrain damage: if the terrain is dangerous (e.g. the grass has been set on fire), walking on it will cause damage to everyone going over it. All damage caused, except to self, counts as damage inflicted by you when computing loot rewards.

Arrow types

As described above, different quivers containing different arrow types can be swapped in combat (if you own mutliple quivers, that is!). The different arrow types and their effects are the following:

  • Normal arrows: always available to you, they have no particular effect.

  • Poison arrows: can poison the enemy if not resistant and cause DoT.

  • Fire arrows: can set the enemy on fire if not resistant and cause DoT. Can also set the environment on fire and create fire hazards which cause terrain damage to everyone.

  • Blinding arrows: briefly blinds the opponent. Monsters will temporarily stop shooting, while other players may keep shooting or perform other actions but won't be able to see the environment well enough to do so effectively.

  • Health-steal arrows: cause direct damage, a portion of which is added to the shooter as recovered health.

  • Sap-stealing damage: make the target loose sap instead of health, and make the shooter recover some amount of it for themselves.

  • Piercing arrows: can pierce shields or monster carapaces to deal direct damage when no other arrow type can.

Abilities

Abilities can be triggered at any time during combat by pressing the corresponding key, and consume sap. When sap is depleted, abilities can't be used anymore, but sap slowly regenerates over time (and can be replenished by items).

All players have the following abilities at their disposal:

  • Shield: blocks all incoming direct or AoE damage (except piercing damage) while active. Protects from being affected by new DoT effects but doesn't interrupt ongoing DoT. Doesn't protect against terrain damage.

  • Dash: allows to blink a certain distance in the direction of the pointer, much faster than normal movement. Ignores terrain damage on the way to the destination.

Items

Items are consumables that can be purchased in the shop and placed in the belt quickslots. It is not possible to carry more items than you have quickslots. All players start with 2 quickslots but can have more by acquiring bigger belts.

Items are not NFTs, as they are meant to be consumed quickly and massively; only fixed equipment will be underlied by NFTs.

A non-exhaustive list of consumables and their effects is presented below (??? denotes items whose names haven't been set yet):

  • Acorns: restore some amount of health.

  • Sapfruits: restore some amount of sap.

  • ???: increases sap regen rate for a certain duration.

  • ???: stops fire DoT and raises fire resistance for a short duration.

  • Antidotes: stops poison DoT and raises poison resistance for a short duration.

  • ???: cures blindness and prevents it for a short duration.

  • ???: causes the player to slowly regenerate health for a certain duration.

  • Various booster for each of the Player stats.

  • Smoke bombs: cover an area with smoke, hiding everyone in it (note that the thrower of the bomb won't be able too see anything in it either).

  • Traps: can be placed on the ground and triggered when stepping on them. They are invisible to all, except to the player who set them and to players under the effect of a sight potion. Note that the player who set the trap can be damaged by their own traps if they step on them.

  • Invisibility potions: make the player invisibile to everyone (except players under the effect of a sight potion) for a certain duration.

  • Sight potions: Cures blindness, prevents it for a short duration, increase accuracy and allows to see invisible players and traps for a certain duration.

βš”οΈ
Rewards distribution
The hearts represent your health; hearts can be full, half full or empty!
Preview of the shield ability
Preview of the dash ability
Quickslots with one item in them
A player in he process of healing