Difference between revisions of "Combat Refresh"

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m (only collapse table on transclusion, also add a tip then.)
(Page Reogonization)
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**[[:Category:Cloth Armor|Cloth]] ⇒ power and
 
**[[:Category:Cloth Armor|Cloth]] ⇒ power and
 
**Organic (crafted) ⇒ a small amount of armor, power and health.
 
**Organic (crafted) ⇒ a small amount of armor, power and health.
*[[File:Chicken power level.jpg|thumb|right|150px|A chicken's Stats]]Armor mitigates 1 point of damage for every 25 points of armor remaining.
 
*Health is the current health of your character. Can be healed with potions and specific skills.
 
*Power is consumed by using abilities that have a Power cost (most skills, like emergency abilities, that have no Power requirement, 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.
 
*<u>Running while in combat '''will''' drain power.</u>
 
*[[File:Foe using Special Ability (Rage).jpg|thumb|right|130px|This goblin is in ''vulnerable'' state as indicated by the overhead icon.]]Rage is the energy source that powers monsters’ 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 monsters periodically go into this vulnerable state, and 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.<includeonly>
 
*Click on Expand in the table below to see the current combat skills available.
 
</includeonly>
 
{| class="wikitable mw-collapsible <includeonly>mw-collapsed</includeonly>" style="text-align:left;border-color:#eee;"
 
!  style="text-align:left;width:10%;" | Skill
 
! style="text-align:left;width:50%;" |Description
 
! style="text-align:left;width:30%;" |How to obtain
 
|-
 
|[[Archery]] || Expertise with using bows to hunt and kill. || Learned by new characters automatically, however you need to find the bow and arrows in a dilapidated chest in the [[Tutorial Cave]] near the Alchemy Book before you can use it.
 
|-
 
| [[Animal Handling]] || The art of taming animals and teaching them to fight alongside you. || Learned from a Shrine outside [[Serbule Crypt]]
 
|-
 
|[[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 affects of all types. Advanced Practitioners can also ingest their formulae directly to take on new combat personalities. Masters can even create homunculi to serve them in battle. || A Test NPC in Marna's shop teaches this for now, but the intended functionality is that you need an Alchemy of 50.
 
|-
 
|[[Druid]] || Druidin' || Use the Druid Shrine in [[Sun Vale]]
 
|-
 
|[[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.  || Talk with [[Velkort]]
 
|-
 
|[[Hammer]] || Mastery of the user of hammer and clubs in combat. Hammers are generally considered the least versatile, least complex combat weapon, best suited to violent brutes. There are few abilities to learn, since it's so simple. Power consumption is higher than average, but so is damage. This is a weapon for crushing enemies, no more and no less. || Reach a higher Favor level with [[Agrashab]].
 
|-
 
|[[Mentalism]] || The power of mind over matter: psychic powers! This combat ability focuses on recovery and restoration, but it also has multiple damaging abilities. || Reach Friends Favor level with [[Echur]]
 
|-
 
|[[Necromancy]] || Necromancy is control over the undead, along with other powers that triffle with mortality. To use necromantic abilities, you must be wielding or wearing a necromancy gem. You can often find these on weapons, and less often on pieces of armor. (If you are in a beast form, necromancy gems in weapons won't work, but ones in armor will.) ((Subskill: [[Corpse Talking]]) || Use the Necromancy Shrine in [[Serbule Crypt]] Level 2.
 
|-
 
|[[Psychology]] || Understanding the mind of sentient creatures. Also, using that knowledge in combat and other stressful situations. || Discover Psychology in the [[Tutorial Cave]].
 
|-
 
|[[Shield]] || Expertise in the use of a shield, both as a weapon and as a defensive tool. || Reach Friends favor level with [[Tyler Green]]
 
|-
 
|[[Staff]] || Mastery of the staff as a martial weapon. Staff fighting has a mix of both offensive and defensive abilities. || Raise favor level with [[Hogan]].
 
|-
 
|[[Sword]] || Expertise with swords, rapiers and the like. Swords are very damaging, and can reduce an enemy's Rage. || Learned by new characters automatically, but you must find a sword in the [[Tutorial Cave]].
 
|-
 
|[[Unarmed]] || Mastery of the martial arts. Not especially damaging, but with great controlling and stunning abilities. Generally requires one or both hands to be empty, although you can use kicks even with other items wielded. || Learned by new characters automatically in the [[Tutorial Cave]].
 
|}
 

Revision as of 16:37, 16 May 2016

Combat Refresh is the system used to restore power while in-combat.(It will not auto refill 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.

  • Wearing different types of armor will boost the effects that combat refresh can give.
    • Metal ⇒ armor bonuses.
    • Leather ⇒ health and power,
    • Cloth ⇒ power and
    • Organic (crafted) ⇒ a small amount of armor, power and health.