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Skill Template

1,742 bytes removed, 06:38, 22 September 2014
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==Overview==
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(Gorgonzola:) Here I propose to cover the mechanics of the skill, along with citing specific Abilities, this gives the player a good overview of what the skill can do, and how it works.  For example if a skill has "Punch 1", "Punch 2", "Punch 3" .. do we really want to document it all? A lot of this skill data is going to continue to change during the alpha, and I am guessing if/when the game goes beta.. much of the final data can be flat out replaced by the devs from their database.  So instead I would prefer to document just abilities of the skill that are really representative of what it does, and any abilities that have specific mechanics (such as dots, damage shields, rage control, etc).See Talk Page
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* Means of controlling the enemy's Rage ('''Foo Ability''', '''Bar Ability''')
==Advanced==
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How do we call non-level up rewards (ones you have to earn in the world?).  Idea here would be to list the special abilities that we can earn through quests, favor, dungeons...  Note this is SPOILER material so we may consider adding spoiler tags?See Talk Page
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'''Decapitate''' & '''Heartpiercer''' : can be bought from Goblins inside [[Hogan's Keep]] (requires favor with Hogan, plus Goblinese?).
 
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==Level Up Rewards==
 
(Gorgonzola:) I originally used "Abilities" here, but to distinguish from the special abilities above,
and to use the same term with non-combat skills, maybe we can just call it "Level Up Rewards" ?
 
That said as explained above.. do we really want to edit super long tables that's going to be in a state
of flux during alpha?
 
Some arguments against documenting level up rewards:
 
* Takes ton of time to manually edit long tables.
 
* All skills can potentially still change a lot during alpha, or even be removed for balance reasons.
 
* It's somewhat covered in the game Skills window (you can see upcoming rewards), and above (overview).
 
* It's somewhat spoiler material too.. let players enjoy discovering the level up skills.
 
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