Combat

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Revision as of 06:58, 17 September 2014 by Gorgonzola (talk | contribs)
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This page is meant to be an introduction to combat mechanics in Project: Gorgon.

Armor, Health and Power

Armor, Health and Power bars as of the alpha build

Armor

Armor currently appears to reduce the damage taken.

Armor can be topped up during combat with Armor Potions, though it seems to make barely a difference when in trouble.

Health

Health can be topped up with Potions during combat.

Combat abilities also can heal over time (see Mentalism) or heal by a flat amount.

Power

Rage and Special Attacks

Rage is displayed in game by the little gauntlet icon. When the Rage meter is full, the enemy is able to use a special attack.

Many combat abilities allow controlling the enemy's rage build up. For example Psychoanalyse will slow down the rate at which the enemy builds rage, while Sword Parry will reduce the enemy's rage by a flat amount.

An enemy's special attacks will be revealed to the player in the target window when the relevant Anatomy skill is of sufficient level (ie. by fighting this type of creature long enough).

Foe using Special Ability (Rage).jpg

You can tell when an enemy uses a special attack by the overhead icon.

Vulnerability

When is a creature "vulnerable", and what does it mean? (please edit)

A creature is vulnerable when his armor runs out (to be confirmed).

Many combat abilities have additional effects on vulnerable foes.

Regeneration In and Out of Combat

(about regeneration available from skills such as Mentalism, note that it is quite low like 4 Health every 4 seconds)

(about regeneration available from potions)

Interestingly if you "mezz" a creature for long enough (eg. Tell Me About Your Mother, the "In combat" indicator will disappear and one tick (?) of out of combat regeneration will happen, even though the creature is still aggressive.