Battle Chemistry/Abilities

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Level Name Description Special Damage Stats Gear Required
1 Toxin Bomb Fling deadly toxins into the air all around you (10m radius).
This is a Core Attack.
Damage: 12 Poison Power Cost: 14
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
2 Mycotoxin Formula Fling deadly fungal toxins into the air all around you (10m radius). Damage: 12 Nature Power Cost: 13
Range: 10
Cooldown: 16
AoE: 10
ChemistryEquipment
3 Acid Bomb Fling armor-dissolving acids into the air all around you (10m radius).
This is a Nice Attack.
Damage Armor: 12 Acid Power Cost: 11
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
4 Freezing Mist Toss instant-freeze chemicals all around yourself to slow enemy movement (10m radius). Damage: 9 Cold Power Cost: 21
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
4 Healing Injection Inject healing chemicals into yourself or an ally. This has the side-effect of canceling any active Mutation in the target. (But a mutation can be re-applied immediately.)
This is a Minor Heal.
Restore 25 Health. Power Cost: 13
Range: 10
Cooldown: 15
ChemistryEquipment
4 Healing Mist Fling restorative chemicals onto yourself and nearby allies. Restore 25 Health to you and nearby allies. Power Cost: 15
Range: 10
Cooldown: 30
AoE: 10
ChemistryEquipment
6 Mutation: Knee Spikes Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) Kicks deal +3 damage. Power Cost: 11
Range: 10
Cooldown: 10
Can Be On Sidebar
None
7 Mutation: Extra Skin Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) Universal Mitigation +1. Power Cost: 12
Range: 10
Cooldown: 10
Can Be On Sidebar
None
8 Mutation: Extra Heart You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) In-Combat Power Regeneration +1, Out-Of-Combat Power Regeneration +3. Power Cost: 12
Range: 10
Cooldown: 10
Can Be On Sidebar
None
9 Mutation: Extra Toes You grow numerous additional toes on your feet, giving you slightly better purchase on the ground. You can sprint faster. (You can only have one Mutation active at a time.) Sprint +2. Power Cost: 13
Range: 10
Cooldown: 10
Can Be On Sidebar
None
10 Toxin Bomb 2 Fling deadly toxins into the air all around you (10m radius).
This is a Core Attack.
Damage: 26 Poison Power Cost: 19
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
11 Create Primitive Golem You concoct an automaton that can be given one command. Power Cost: 50
Range: 0
Cooldown: 90
Can Be On Sidebar
None
12 Mycotoxin Formula 2 Fling deadly fungal toxins into the air all around you (10m radius). Damage: 24 Nature Power Cost: 17
Range: 10
Cooldown: 16
AoE: 10
ChemistryEquipment
13 Acid Bomb 2 Fling armor-dissolving acids into the air all around you (10m radius).
This is a Nice Attack.
Damage Armor: 24 Acid Power Cost: 14
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
14 Freezing Mist 2 Toss instant-freeze chemicals all around yourself to slow enemy movement (10m radius). Damage: 22 Cold Power Cost: 29
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
14 Healing Injection 2 Inject healing chemicals into yourself or an ally. This has the side-effect of canceling any active Mutation in the target. (But a mutation can be re-applied immediately.)
This is a Minor Heal.
Restore 35 Health. Power Cost: 17
Range: 10
Cooldown: 15
ChemistryEquipment
14 Healing Mist 2 Fling restorative chemicals onto yourself and nearby allies. Restore 35 Health to you and nearby allies. Power Cost: 21
Range: 10
Cooldown: 30
AoE: 10
ChemistryEquipment
15 Haste Concoction Disperse chemicals that let you and your allies run at high speed for a short time. Sprint Speed +6 for 6 seconds. Power Cost: 10
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
16 Mutation: Knee Spikes 2 Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) Kicks deal +5 damage. Power Cost: 15
Range: 10
Cooldown: 10
Can Be On Sidebar
None
17 Mutation: Extra Skin 2 Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) Universal Mitigation +2. Power Cost: 16
Range: 10
Cooldown: 10
Can Be On Sidebar
None
18 Mutation: Extra Heart 2 You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) In-Combat Power Regeneration +2, Out-Of-Combat Power Regeneration +5. Power Cost: 16
Range: 10
Cooldown: 10
Can Be On Sidebar
None
19 Mutation: Stretchy Spine Your spine becomes flexible like rubber. You are highly resistant to physical trauma. (You can only have one Mutation active at a time.) Trauma Mitigation +10. Power Cost: 16
Range: 10
Cooldown: 10
Can Be On Sidebar
None
20 Toxin Bomb 3 Fling deadly toxins into the air all around you (10m radius).
This is a Core Attack.
Damage: 41 Poison Power Cost: 24
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
22 Mycotoxin Formula 3 Fling deadly fungal toxins into the air all around you (10m radius). Damage: 36 Nature Power Cost: 21
Range: 10
Cooldown: 16
AoE: 10
ChemistryEquipment
23 Acid Bomb 3 Fling armor-dissolving acids into the air all around you (10m radius).
This is a Nice Attack.
Damage Armor: 40 Acid Power Cost: 18
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
24 Freezing Mist 3 Toss instant-freeze chemicals all around yourself to slow enemy movement (10m radius). Damage: 38 Cold Power Cost: 36
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
24 Healing Injection 3 Inject healing chemicals into yourself or an ally. This has the side-effect of canceling any active Mutation in the target. (But a mutation can be re-applied immediately.)
This is a Minor Heal.
Restore 45 Health. Power Cost: 22
Range: 10
Cooldown: 15
ChemistryEquipment
24 Healing Mist 3 Fling restorative chemicals onto yourself and nearby allies. Restore 45 Health to you and nearby allies. Power Cost: 26
Range: 10
Cooldown: 30
AoE: 10
ChemistryEquipment
25 Create Simple Golem You concoct an automaton that can be given two commands. Power Cost: 50
Range: 0
Cooldown: 90
Can Be On Sidebar
None
26 Mutation: Knee Spikes 3 Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) Kicks deal +7 damage. Power Cost: 19
Range: 10
Cooldown: 10
Can Be On Sidebar
None
27 Mutation: Extra Skin 3 Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) Universal Mitigation +3. Power Cost: 19
Range: 10
Cooldown: 10
Can Be On Sidebar
None
28 Mutation: Extra Heart 3 You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) In-Combat Power Regeneration +3, Out-Of-Combat Power Regeneration +7. Power Cost: 19
Range: 10
Cooldown: 10
Can Be On Sidebar
None
29 Mutation: Extra Toes 2 You grow numerous additional toes on your feet, giving you slightly better purchase on the ground. You can sprint faster. (You can only have one Mutation active at a time.) Sprint +3. Power Cost: 20
Range: 10
Cooldown: 10
Can Be On Sidebar
None
30 Toxin Bomb 4 Fling deadly toxins into the air all around you (10m radius).
This is a Core Attack.
Damage: 62 Poison Power Cost: 29
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
30 Trigger Golem This ability does nothing on its own. It is possible to program golems to behave differently when this ability is active, however. (Use the ability again to turn the trigger off.) Power Cost: 0
Range: 0
Cooldown: 1
Can Be On Sidebar
None
31 Create Basic Golem You concoct an automaton that can be given three commands. Power Cost: 50
Range: 0
Cooldown: 90
Can Be On Sidebar
None
32 Mycotoxin Formula 4 Fling deadly fungal toxins into the air all around you (10m radius). Damage: 55 Nature Power Cost: 25
Range: 10
Cooldown: 16
AoE: 10
ChemistryEquipment
33 Acid Bomb 4 Fling armor-dissolving acids into the air all around you (10m radius).
This is a Nice Attack.
Damage Armor: 57 Acid Power Cost: 21
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
34 Freezing Mist 4 Toss instant-freeze chemicals all around yourself to slow enemy movement (10m radius). Damage: 59 Cold Power Cost: 42
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
34 Healing Injection 4 Inject healing chemicals into yourself or an ally. This has the side-effect of canceling any active Mutation in the target. (But a mutation can be re-applied immediately.)
This is a Minor Heal.
Restore 55 Health. Power Cost: 26
Range: 10
Cooldown: 15
ChemistryEquipment
34 Healing Mist 4 Fling restorative chemicals onto yourself and nearby allies. Restore 60 Health to you and nearby allies. Power Cost: 31
Range: 10
Cooldown: 30
AoE: 10
ChemistryEquipment
35 Haste Concoction 2 Disperse chemicals that let you and your allies run at high speed for a short time. Sprint Speed +8 for 8 seconds. Power Cost: 15
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
Requires Meditation 25 to learn
36 Mutation: Knee Spikes 4 Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) Kicks deal +9 damage. Power Cost: 22
Range: 10
Cooldown: 10
Can Be On Sidebar
None
36 Mutation: Stretchy Spine 2 Your spine becomes flexible like rubber. You are highly resistant to physical trauma. (You can only have one Mutation active at a time.) Trauma Mitigation +20. Occasionally cures broken bones. Power Cost: 22
Range: 10
Cooldown: 10
Can Be On Sidebar
None
37 Mutation: Extra Skin 4 Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) Universal Mitigation +4. Power Cost: 22
Range: 10
Cooldown: 10
Can Be On Sidebar
None
38 Mutation: Extra Heart 4 You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) In-Combat Power Regeneration +4, Out-Of-Combat Power Regeneration +9. Power Cost: 22
Range: 10
Cooldown: 10
Can Be On Sidebar
None
39 Create Standard Golem You concoct an automaton that can be given four commands. Power Cost: 50
Range: 0
Cooldown: 90
Can Be On Sidebar
None
40 Create Armored Standard Golem You concoct an automaton that can be given four commands. It is extra-armored against attack. Power Cost: 50
Range: 0
Cooldown: 90
Can Be On Sidebar
None
40 Toxin Bomb 5 Fling deadly toxins into the air all around you (10m radius).
This is a Core Attack.
Damage: 93 Poison Power Cost: 33
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
42 Mycotoxin Formula 5 Fling deadly fungal toxins into the air all around you (10m radius). Damage: 85 Nature Power Cost: 28
Range: 10
Cooldown: 16
AoE: 10
ChemistryEquipment
43 Acid Bomb 5 Fling armor-dissolving acids into the air all around you (10m radius).
This is a Nice Attack.
Damage Armor: 88 Acid Power Cost: 23
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
44 Freezing Mist 5 Toss instant-freeze chemicals all around yourself to slow enemy movement (10m radius). Damage: 92 Cold Power Cost: 46
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
44 Healing Injection 5 Inject healing chemicals into yourself or an ally. This has the side-effect of canceling any active Mutation in the target. (But a mutation can be re-applied immediately.)
This is a Minor Heal.
Restore 65 Health. Power Cost: 28
Range: 10
Cooldown: 15
ChemistryEquipment
44 Healing Mist 5 Fling restorative chemicals onto yourself and nearby allies. Restore 70 Health to you and nearby allies. Power Cost: 34
Range: 10
Cooldown: 30
AoE: 10
ChemistryEquipment
45 Haste Concoction 3 Disperse chemicals that let you and your allies run at high speed for a short time. Sprint Speed +10 for 10 seconds. Power Cost: 16
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
46 Mutation: Knee Spikes 5 Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) Kicks deal +11 damage. Power Cost: 24
Range: 10
Cooldown: 10
Can Be On Sidebar
None
47 Mutation: Extra Skin 5 Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) Universal Mitigation +5. Power Cost: 24
Range: 10
Cooldown: 10
Can Be On Sidebar
None
48 Mutation: Extra Heart 5 You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) In-Combat Power Regeneration +5, Out-Of-Combat Power Regeneration +11. Power Cost: 24
Range: 10
Cooldown: 10
Can Be On Sidebar
None
49 Mutation: Extra Toes 3 You grow numerous additional toes on your feet, giving you slightly better purchase on the ground. You can sprint faster. (You can only have one Mutation active at a time.) Sprint +4. Power Cost: 24
Range: 10
Cooldown: 10
Can Be On Sidebar
None
50 Mutation: Stretchy Spine 3 Your spine becomes flexible like rubber. You are highly resistant to physical trauma. (You can only have one Mutation active at a time.) Trauma Mitigation +35. Randomly cures broken bones. Power Cost: 24
Range: 10
Cooldown: 10
Can Be On Sidebar
None
50 Toxin Bomb 6 Fling deadly toxins into the air all around you (10m radius).
This is a Core Attack.
Damage: 144 Poison Power Cost: 35
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
51 Create Improved Golem You concoct an automaton that can be given five commands. Power Cost: 50
Range: 0
Cooldown: 90
Can Be On Sidebar
None
52 Mycotoxin Formula 6 Fling deadly fungal toxins into the air all around you (10m radius). Damage: 128 Nature Power Cost: 30
Range: 10
Cooldown: 16
AoE: 10
ChemistryEquipment
53 Acid Bomb 6 Fling armor-dissolving acids into the air all around you (10m radius).
This is a Nice Attack.
Damage Armor: 132 Acid Power Cost: 25
Range: 10
Cooldown: 15
AoE: 10
ChemistryEquipment
54 Freezing Mist 6 Toss instant-freeze chemicals all around yourself to slow enemy movement (10m radius). Damage: 137 Cold Power Cost: 50
Range: 10
Cooldown: 45
AoE: 10
ChemistryEquipment
54 Healing Injection 6 Inject healing chemicals into yourself or an ally. This has the side-effect of canceling any active Mutation in the target. (But a mutation can be re-applied immediately.)
This is a Minor Heal.
Restore 75 Health. Power Cost: 30
Range: 10
Cooldown: 15
ChemistryEquipment
54 Healing Mist 6 Fling restorative chemicals onto yourself and nearby allies. Restore 80 Health to you and nearby allies. Power Cost: 36
Range: 10
Cooldown: 30
AoE: 10
ChemistryEquipment
56 Mutation: Knee Spikes 6 Sharp spikes grow out of your knees, causing all Kick attacks to deal extra damage. (You can only have one Mutation active at a time.) Kicks deal +18 damage. Power Cost: 25
Range: 10
Cooldown: 10
Can Be On Sidebar
None
57 Mutation: Extra Skin 6 Your skin thickens and coarsens. You take less damage from attacks. (You can only have one Mutation active at a time.) Universal Mitigation +6. Power Cost: 26
Range: 10
Cooldown: 10
Can Be On Sidebar
None
58 Mutation: Extra Heart 6 You grow a small ancillary heart inside your ribcage. You regenerate power quicker. (You can only have one Mutation active at a time.) In-Combat Power Regeneration +6, Out-Of-Combat Power Regeneration +13. Power Cost: 26
Range: 10
Cooldown: 10
Can Be On Sidebar
None