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Combat

1,907 bytes added, 16:43, 6 July 2021
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Link Health.
[[File:Armor Health and Rage indicators.jpg|thumb|right|673px|Armor, Health and Power bars as of the alpha build]]
===[[Armor]]===
'''Armor''' mitigates 1 point of damage for every 25 points of armor remaining.
===[[Health]]===
'''Health''' can be topped up with Potions during combat.
In-combat regeneration from foods or drinks is a rarer commodity. There are in-combat Power or Health regeneration potions that can be bought from NPCs or crafted. They tend to be very pricey, and of course have a fairly limited duration.
If you "mezz" a creature for long enough (eg. [[Psychology|Tell Me About Your Mother]]), the "In combat" indicator will disappear and one update of out of combat regeneration will happen, even though the creature is still aggressive.
===Foods===
Most types of '''regenerative foods and drinks''' are crafted or bought. Exceptions are the '''Mogyar Mild Cheddar Cheese''' which drops from Giant Rat, and Milk which can be obtained from the Cows in Serbule with an empty bottle. These are non-negligible sources of Power regeneration which can be very helpful to new players.
===Buffs===Typically one food, or drink can stack with one snack, one drink, and one flower can be stacked. However this is still very much in development. It seems that foods provide Health and Power, while drinks provide only Power. Both can be stacked. Flowers provide a max power bonus (right-click them). For people specialised in [[Sword]] combat, the [[Calligraphy]] skill offers a temporary effects that allows for special combinations. Similarly the [[Meditation]] skill offers temporary effects for people specialised in [[Unarmed]] combat.
==Rage and special attacks==
A big red glowing thing happens when the monster is vulnerable, plus it makes a sound.
An icon flashes over the monster’s head when they’re vulnerable, and the tutorial cave [[Anagoge]] Island has an explanatory tip about this (when you get your first Sword ability that does extra vuln vulnerable damage).
==Looting enemies!==
(blurb about skinning, butchering, burying)
Loot appears at the top of the loot window and can be picked up via either double-clicking the icon, or by using the Loot All button. Not all creatures will have loot. If you have the right equipment, you may also have the option to perform an autopsy, skin, butcher, extract a skull, and bury the creature. Some creatures can be skinned but not butchered, and vice versa. To have a chance (20%) of extracting an organ, you will need an Organ Knife. Note that to skin or butcher an animal, you will need to have a free inventory space, even if the yielded item is stackable and already present in your inventory. Also note that the butchering knife and skinning knife are distinct items, and do not overlap in features. You must have both in your inventory. There is a "multi-purpose" knife, but it has less bonuses than the highest quality butcher and skinning knives. When an enemy is slain and it drops special loot (cyan, yellow, purple colour), there is a distinctive sound and a particle effect. ==Ability Tags==Some abilities are classified as "Nice Attack", "Core Attack", "Epic Attack", or "Signature Debuff". These keywords determine when certain effects apply. For example there is a Sword Treasure Effect "For 6 seconds after using Precision Pierce, your Nice Attacks deal +64 damage". This will boost the damage of all abilities which are tagged as "Nice Attacks" (this will affect Nice Attacks from any skill, not only Sword's Nice Attacks. Within each category there are some similarities. For example Epic Attacks tend to have high damage and long cooldowns. However, there is no gameplay effect for any category other than as keywords to determine when effects will proc. The only exception is the "Basic Attack" keyword, which will trigger a [[Combat Refresh]]. 
[[Category:Mechanics]]
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