Difference between revisions of "General gameplay tips/Basics"
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{{:Damage Types}} | {{:Damage Types}} | ||
+ | ===Attacks=== | ||
+ | |||
+ | There are two categories of attacks, '''Direct''' and '''Indirect'''. | ||
+ | |||
+ | '''Direct''' attacks are ones that are actively initiated by the attacker. They can be: | ||
+ | |||
+ | * '''Melee''' attacks affect a single target with a range of 5m. Typically these are physical damage types, but also include spells like [[Fire Breath]] and [[Chill]] | ||
+ | * '''Projectile''' attacks are ranged attacks of any damage type. This is not just arrows and thrown knives, but spells like [[Fireball]] and [[Necromancy]]'s [[Death's Hold]]. | ||
+ | * '''Burst''' attacks are typically magical area of effect (AoE) attacks that can strike 2+ targets at the same time. Spells like [[Ice Nova]] or [[Battle Chemistry]] bomb attacks are burst attacks. | ||
+ | * '''Indirect''' attacks are ones that either do damage over time (DoTs) or are the result of reflected damage. For example, [[Fire Breath]] does direct damage to a target, but also applies a DoT, doing damage every two seconds for 12 seconds. That DoT is indirect damage. | ||
+ | |||
+ | Another source of indirect damage are abilities that damage a melee attacker, such as [[Druid]]'s [[Brambleskin]] or [[Fire Magic]]'s [[Molten Veins]]. These do damage to a melee attacker when the they strike you. Some, like [[Molten Veins]], even have a DoT component as well, but all the damage applied is indirect. Note that these will not react to a burst or projectile attack unless otherwise stated. | ||
+ | |||
+ | * Often with physical attacks, if the target is being made to bleed for a period of time as a DoT, the damage is Trauma. | ||
+ | * The environment of [[Kur Mountains]] and [[Gazluk]] is considered indirect cold damage, and gear/potions/abilities that give a bonus against indirect cold damage will slow the loss of body heat in those zones. | ||
+ | |||
+ | ===Evasion and Accuracy=== | ||
+ | |||
+ | Some monsters possess the ability to sometimes evade direct attacks. There are also abilities and gear that can provide this protection to characters. Monsters tend to have a general evasion stat that is applied to all types of direct attacks. Character gear and abilities tend to be restricted to one category of direct attack, so melee evasion, projectile evasion or burst evasion. | ||
+ | |||
+ | Being stunned negates any evasion for the duration of the stun. | ||
+ | |||
+ | Another way to circumvent evasion is accuracy. Some gear or abilities provide general accuracy, applicable to any type of direct attack. Others only provide a bonus for one kind of direct attack. | ||
+ | |||
+ | Indirect damage is not affected by evasion. If a DoT is tied to a direct attack, the direct attack needs to hit first before the DoT can be applied, but evasion is not applied to each tick of the DoT. Similarly reflected damage hits a melee attacker regardless of any evasion that they possess. | ||
+ | |||
===Levels & Skills=== | ===Levels & Skills=== | ||
*A short explanation: (see [[Level]] for a thorough walk-through) | *A short explanation: (see [[Level]] for a thorough walk-through) |
Revision as of 17:30, 1 July 2019
User Interface
- Note: In this picture you can also see a players Inventory(top right), party window(bottom right), and player Chat on the left.
For the current User Interface a player has 3 main panels.
These are Main UI Bar, Equipped Skills, and your Special Abilities.
- Main UI Bar
- The Equipped Skills bars, at the bottom of the screen, are where you can see your currently equipped skills, be they combat, animal, performance ect.
The default controls for a player's Equipped Skills are:- For the top bar: numbers 1⇒6.
- For the bottom bar: Ctrl+1⇒6.
- The Special Abilities bar, far left of the screen, holds special action skills such as First Aid, Armor Patching, and even items from your inventory, allowing you to use items instantly.
- These generally have a longer cooldown times and have better long term effects special in that some cannot be used.
- Note: Players cannot switch armor or weapons if they are currently in combat!
To the left and the right of the Equipped Skills are two additional buttons:
Pets |
Shows the players current pet(s). |
Loadouts |
Shows the player's available Loadouts. |
Controls
- For a complete listing see Controls.
Player Controls
Default player Controls | ||
---|---|---|
Command | Key | Alternate Key |
Turn Left | ← | A |
Turn Right | → | D |
Strafe Left | Q | None |
Strafe Right | E | None |
Move Forward | ↑ | W |
Move Backwards | ↓ | S |
Jump | Space | None |
Run | Left-Shift | Right-Shift |
Toggle Run/Walk | ' | None |
Use Ability 1⇒6 | 1⇒6 | None |
Use Ability 7⇒12 | Ctrl+1⇒6 | None |
- Default Movement Controls
- Standard WASD or Arrows Movement
- Holding RMB + LMB will make your character move forward.
GUI Controls
Default GUI Controls | ||
---|---|---|
Command | Key | Alternate Key |
Show Inventory Window | I | Ctrl+I |
Show Chat Window | C | Ctrl+C |
Show Persona Screen | P | None |
Show Quest Screen | None | None |
Show Config Screen | Shift+O | None |
Show Map Window | M | Ctrl+M |
Close Last Panel Can also open options menu. |
Escape | None |
Select Next Enemy | Tab | None |
Zoom Camera In | Numeric Keypad:+ | Scroll Wheel ⇑ |
Zoom Camera Out | Numeric Keypad:- | Scroll Wheel ⇓ |
Select Next Non-Combatant | None | None |
Use Selected | U | None |
Screenshot | Ctrl+P | None |
Screenshot: High-Res | None | None |
Turn On/Off GUI Windows | = | None |
- At the bottom of the options panel, the player can see their current Ping, FPS, and Game Version.
- Typing "/wiki chicken" in the game chat will open an internet browser and search this wiki for 'chicken', quite helpful when first starting. (Yes, there is a chicken page.)
- Select Next Non-Combatant is Useful for selecting ground items, especially if they are hidden in foliage. Highly Recommended
- Use Selected is Handy to use in tandem with Select Next/Previous Non-Combatant, to quickly loot ground items,
or shuffle through a pile of dead mobs. - For High-Res Screenshots F12 is suggested.
- For capturing screenshots in general and in particular screen portions Lightshot is highly adviced.
- Especially with it's default PRT-SCR key-usage.
Combat
Short and sweet version here check out Combat for a full run through of all buffs/equipment/effects.
Above, you can see your characters Health (Red), Armor (Yellow), and Power (Blue) as shown in-game. These are the players main resources while in combat, used to stay alive, protect health, and use player skills, respectively. They can be regained through five diffrent ways: out-of-combat regain, in-combat regain, combat refresh, player skills, and consumable buffs. These diffrent types of in/out of combat are especially important to pay attention to as they have very diffrent rates.
- Out-of-Combat, is the regain when the player is not currently fighting any mobs. It is quite high compared to the other states, and it's free!
- In-Combat is a markedly lower regain of stats state while the player is fighting enemies. It's low regain makes it necessary for players to efficiently use their Combat Refresh while fighting. *Some player skills are healing skills or can be modified to give heals when they are used.
- Consumables are the food, flower, statue, meditation, ect... They require a item to be (surprise!) consumed or used to gain their buff, the better the item the better the buff, usually.
- Combat Refresh is the system used to restore armor, health, and power while in-combat. Activating a skill's basic attack will activate this, on a 10 second cool down, not all skills have basic attacks that will activate this however. See page for details.
Armor, as a resource, plays an important but subtle function in combat, it mitigates 1 point of damage for every 25 points of armor remaining and is lost when mitigating damage. So then armored becomes more effective per point, the more you have of it.
Power is consumed by most skills but there are some skills, like emergency abilities, that have no Power requirement, and typically have a longer cooldown. The amount of Power available and your ability to recover Power between encounters is very important if you hope to take on more than one enemy at once, or even solo dungeons. But be aware! Running while in combat will drain power.
Rage is a special resource used by monsters to activate their special attacks. As you hit monsters or they hit you, they gather Rage, and when their meter is full (an orange looking hand), they user their super power. There are some skills that "manage rage', as they decrease a mobs rage or slow its ability to produce rage somehow.Vulnerability is another special mechanic for monsters, they periodically go into this vulnerable state and some abilities have a chance to cause it. Some attacks do extra damage against vulnerable monsters, so it’s sort of a whack-a-mole mechanic — you use your vuln-boost ability when you see the monster flashing vulnerable.
Click on Expand to view currently available non-animal combat skills. Individual skill pages provide information on discovering these skills!
Skill | Description |
---|---|
Animal Handling | The art of taming animals and teaching them to fight alongside you. |
Archery | Expertise with using bows to hunt and kill. |
Bard | Bardin' |
Battle Chemistry | Using alchemical concoctions in the heat of battle. Not for the faint of heart, or the particularly sane, this combat style specializes in area-effects of all types. Advanced practitioners can also ingest their formulae directly to take on new combat personalities. Masters can even create homonculi to serve them in battle. |
Cow | Cows are fast and furious! |
Crossbow | Pew pew pew. |
Deer | A majestic deer hanging out in town. |
Druid | Druidin' |
Fairy Magic | A sub-skill of Mentalism that focuses on psychic links to the fae realms. |
Fire Magic | Using Fire to destroy your enemies. This is a very potent offensive skill, including long-range and area-effect attacks, and even some Cold attacks for versatility. However, there are drawbacks: Fire Magic is extremely Power-intensive; all creatures generate extra Rage when they are burned; and many creatures have some resistance to fire. |
Giant Bat | Spooky, but vaguely adorable. |
Hammer | If I had a hammer... |
Ice Magic | A specialization of Fire Magic that focuses entirely upon lowering temperature instead of raising it. It has protective and controlling abilities as well as offensive abilities. |
Knife Fighting | Using daggers and thrown knives in combat. Knife combat is extremely damaging, relying on traumatic injuries, poison, and subterfuge. |
Lycanthropy | Skill in fighting as a wolf beast. Also indicates your ability to control and suppress the beast mode. |
Mentalism | The power of mind over matter: psychic powers! This combat skill focuses on recovery and restoration, but also has multiple damaging abilities. |
Necromancy | Necromancy is control over the undead, along with other powers that trifle with mortality. To use necromantic abilities, you must be wielding or wearing a necromancy gem. |
Pig | An example of a player pig. |
Priest | Officially the 'Priest of Arisetsu' skill, this represents your attunement with Arisetsu, the goddess of Warmth and Hope. When fighting alongside allies, you can bring hope to even the most impossible battles... but you cannot do it alone. |
Psychology | Understanding the mind of sentient creatures. Also, using that knowledge in combat and other stressful situations. |
Rabbit | The art of living and fighting as a rabbit or hare. Note: rabbits are not known for their ferocity, so sentient rabbits should carefully consider their choice of secondary skill. |
Shield | Expertise in the use of a shield, both as a weapon and as a defensive tool. |
Spider | Ew, they're icky! |
Spirit Fox | Mastery of the techniques of the spirit fox: an awakened fox with supernatural powers. |
Staff | Mastery of the staff as a martial weapon. Staff fighting has a mix of both offensive and defensive abilities. |
Sword | Expertise with swords, rapiers, and the like. Swords are very damaging and can reduce an opponent's rage. |
Unarmed | The skill of fighting with your body and minimal weapons. |
Warden | Skill in using the secret powers of the Wardens. |
Weather Witching | A rigorous magical discipline focusing on manipulating and engaging with the environment around you. Elves are the undisputed experts of the field, which causes some races to view it negatively. It is also sometimes mistaken for (illegal) Chaos Magic due to its chaotic and dangerous nature. |
General tips for choosing between the combat skills:
- As a newer player consider having 1 primary combat skill and choose a support skill (e.g. Psychology or Mentalism) as your secondary. That will give much better ways to heal up during combat. There is also chart to indicate which combat skills can be used together.
- As a newer player the Archery and Fire Magic can be very expensive to level in above level 10. (Archery requires specialized higher quality arrows for the higher level abilities. Those arrows are generally not available to be bought from vendors. You would have to also level Carpentry and Fletching to be able to make your own arrows.)
Damage Types
Physical
Slashing is a common physical damage type, often used by both combat skill abilities and creatures. Sword and Knife Fighting have many abilities that deal Slashing damage. Canines, Felines, and Rodents tend to use Slashing attacks. | |
Piercing is a common physical damage type, often used by both combat skill abilities and creatures. Archery, Staff, and Knife Fighting have abilities that deal Piercing damage. Humanoid species like Rakshasa, and some Dinosaurs tend to use Piercing attacks. | |
Crushing is a common physical damage type, often used by both combat skill abilities and creatures. Staff, Hammer, Cow, and Unarmed have many abilities that deal Crushing damage. Canines, Giants, and Ruminants tend to deal Crushing damage. |
Elemental
Fire is a type of elemental damage commonly seen in combat skills, although some creatures posses Fire attacks. Fire Magic and Priest have abilities that deal Fire damage. Elementals,Crone-Kin, and humanoid mages tend to use Fire attacks. | |
Cold is a type of elemental damage uncommonly seen in combat skills. Creatures in colder regions or dungeons are more likely to have Cold attacks. Ice Magic and Fire Magic have abilities that deal Cold damage. Fungoids and Elementals tend to use Cold attacks. | |
Electricity is a type of elemental damage commonly seen in combat skills, and rarely seen in creatures. Hammer, Mentalism, Necromancy, and Warden have abilities that deal Electricity damage. Dinosaurs and Elementals sometimes use Electricity attacks. |
Internal
Trauma is a common internal damage type, often used by both combat skill abilities and creatures. Sword, Bard, and Psychology have abilities that deal Trauma damage. Plants and Arthropods tend to use Trauma attacks. | |
Poison is a type of internal damage, more common to creature attacks than combat skill abilities. Battle Chemistry, Druid, and Knife Fighting have abilities that deal Poison damage. Aberrations, Arthropods, and Plants tend to use Poison attacks. | |
Psychic is a type of internal damage, often used by both combat skill abilities and creatures across Alharth. Psychology, Priest, and Mentalism have abilities that deal Psychic damage. Arthropods tend to use Psychic attacks. |
Esoteric
Acid is an unusual type of damage. Battle Chemistry has abilities that deal Acid damage. Fungoids, Arthropods, Fish and Snails, and Aberrations tend to use Acid attacks. | |
Nature is a wild type of damage, tamed by only a few combat skills. Druid, Bard, Cow, and Giant Bat have abilities that deal Nature damage. Plants and Elementals tend to use Nature attacks. | |
Darkness is an unusual type of damage rarely seen in the light of day. Necromancy and Spirit Fox have abilities that deal Darkness damage. Crone-Kins and Incorporeal Creatures tend to use Darkness attacks. |
Damage Types by Skill
The following table displays the damage types of each skill in Project Gorgon. Primary damage types are those that make up a bulk of the skill's damage, or are present on a large number of abilities. Other damage dealt by the skill's abilities is considered secondary. The primary and secondary labels are subjective. (TE) indicates the damage type is only accessible for that skill through a Treasure Effect. Last updated for v341.
Items Which Alter Damage Type
Some items have implicit modifiers which can alter an ability's damage type:
Item | Skill | Abilities Affected | New Damage Type |
---|---|---|---|
Hammer | Pound, Pound to Slag, Leaping Smash, Rib Shatter, Reckless Slam, Seismic Impact | Piercing | |
Staff | Staff Abilities that deal Crushing Damage | Slashing | |
Staff | Staff Abilities that deal Crushing Damage | Slashing | |
Sword | Sword Slash, Riposte, Windstrike, Finishing Blow | Fire | |
Knife | Knife abilities that normally deal Slashing damage | Cold | |
Knife | Knife abilities that normally deal Slashing damage | Cold |
Attacks
There are two categories of attacks, Direct and Indirect.
Direct attacks are ones that are actively initiated by the attacker. They can be:
- Melee attacks affect a single target with a range of 5m. Typically these are physical damage types, but also include spells like Fire Breath and Chill
- Projectile attacks are ranged attacks of any damage type. This is not just arrows and thrown knives, but spells like Fireball and Necromancy's Death's Hold.
- Burst attacks are typically magical area of effect (AoE) attacks that can strike 2+ targets at the same time. Spells like Ice Nova or Battle Chemistry bomb attacks are burst attacks.
- Indirect attacks are ones that either do damage over time (DoTs) or are the result of reflected damage. For example, Fire Breath does direct damage to a target, but also applies a DoT, doing damage every two seconds for 12 seconds. That DoT is indirect damage.
Another source of indirect damage are abilities that damage a melee attacker, such as Druid's Brambleskin or Fire Magic's Molten Veins. These do damage to a melee attacker when the they strike you. Some, like Molten Veins, even have a DoT component as well, but all the damage applied is indirect. Note that these will not react to a burst or projectile attack unless otherwise stated.
- Often with physical attacks, if the target is being made to bleed for a period of time as a DoT, the damage is Trauma.
- The environment of Kur Mountains and Gazluk is considered indirect cold damage, and gear/potions/abilities that give a bonus against indirect cold damage will slow the loss of body heat in those zones.
Evasion and Accuracy
Some monsters possess the ability to sometimes evade direct attacks. There are also abilities and gear that can provide this protection to characters. Monsters tend to have a general evasion stat that is applied to all types of direct attacks. Character gear and abilities tend to be restricted to one category of direct attack, so melee evasion, projectile evasion or burst evasion.
Being stunned negates any evasion for the duration of the stun.
Another way to circumvent evasion is accuracy. Some gear or abilities provide general accuracy, applicable to any type of direct attack. Others only provide a bonus for one kind of direct attack.
Indirect damage is not affected by evasion. If a DoT is tied to a direct attack, the direct attack needs to hit first before the DoT can be applied, but evasion is not applied to each tick of the DoT. Similarly reflected damage hits a melee attacker regardless of any evasion that they possess.
Levels & Skills
- A short explanation: (see Level for a thorough walk-through)
- Most MMORPGs use a numeric Level system to indicate the power of players, NPCs, and mobs. Project Gorgon does not do this. Skills begin at level 0, and do not show in the player's skill panel. To get level 1 (and a usable skill), the player will need to find the appropriate NPC/quest or item that teaches/gives the skill they desire.
- Skills
- These are what players use as abilities/skill/attributes that allows them to accomplish things in the game world. See:skills
- In Project Gorgon skills are increased by using them, so the more a player uses a specific skill the higher their level will be in that skill.
- It is important to note that if active skill levels are too far apart (more than 25 levels), abilities that are above the 25 level difference are grayed out on the skill bars and unavailable for use. The player simply needs to select lower level abilities in the skill in order to use the same abilities.
- To change active skills (archery, sword, necro, etc) click the arrow button that is on the left side of the skill bar you would like to change.
- Combat Level:
- A player has two combat-abilities they can bring to a fight, each with their own skill level, as well as the armor items that the player has equipped, this leads to a, hmm, 'hazy' view on what the effective level a player really is in combat. Generally players are considered on the levels of their two currently equipped skills with the assumption that they have equipment that is reasonably close to their skill's levels. NPC Foes are judged on a case-by-case basis, with none really having at true 'level', the player will have to make an educated guess by looking at the mob's stats, again see Level for complete details.
- First time's the charm
- Most events in the game reward bonus XP the first time you complete them. This applies to using recipes in various Trade Skills, to eating all types of foods (Gourmand), slaying foes (both common and bosses), dying in different ways, and even Binding yourself to a Teleportation Circle!
Death
- Death is a unique and new experience in PG for most experienced MMO players for a few reasons.
- Death is a skill, as in, each death is unique and each time a player dies they get experience in the Death skill that does in fact give bonuses to some attributes and other useful abilities...
- The game does have a Death Penalty, but only when fighting bosses. When a player falls in combat to a boss they will be cursed with that boss' unique curse, and the curses effects vary, from mildly amusing to being downright unpleasant. The player is then stuck with the curse until they defeat or find some other way to remove the curse.
- Otherwise when a player just dies, for whatever reason, they respawn at the entrance to the zone that they are in.
- One last Note on Death, it is possible for there to be a Death Penalty at all times, players who enjoy this type of play style can check out Hardcore Mode.
- To activate a player must interact with the sign in Serbule Keep, and it is 100% voluntary.