Open main menu

Project: Gorgon Wiki β

Changes

General gameplay tips/Basics

2,830 bytes added, 14:30, 1 September 2022
Basics
</includeonly>
===User Interface ===
[[File:PlayerUiScreenshot.png|center|500x500px|InGame]]*Note: In this picture , you can also see a players player's Inventory(top right), party window(bottom right), and player Chat on the left.<br>[[File:PlayerUiScreenshot.png|500x500px|InGame]]<br><br>
For the current [[User Interface]] a player has 3 main panels.<br/>
These are <b><i>Main UI Bar</i></b>, <b><i>Equipped Skills</i></b>, and your <b><i>Special Abilities</i></b>.
|-
| style="text-align:right;" | Turn On/Off GUI Windows || <kbd>=</kbd> || None
|-
| style="text-align:right;" | Show Label Above Interactibles || <kbd>Alt</kbd> || None
|}
*At the bottom of the options panel, the player can see their current [[wikipedia:Ping (video gaming)|<dfn><abbr title="Network delay">Ping</abbr></dfn>]], [[wikipedia:Frame rate|<dfn><abbr title="Frames Per Second">FPS</abbr></dfn>]], and [[Game updates|Game Version]].
*<i>Use Selected</i> is Handy to use in tandem with Select Next/Previous Non-Combatant, to quickly loot ground items,<br> or shuffle through a pile of dead mobs.
*For High-Res Screenshots <kbd>F12</kbd> is suggested.
*<b>For capturing screenshots in general and in particular <u>screen portions</u> [http://app.prntscr.com/ Lightshot] is highly advicedadvised.</b>
*:Especially with it's default <kbd>PRT-SCR</kbd> key-usage.
{{-}}
[[File:Armor Health and Rage indicators.jpg||700px|Armor, Health and Power bars as of Beta Testing.]]
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, stay alive, 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.
- 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 [[Skill Compatibility Chart|chart to indicate which combat skills can be used together]].<br>
- 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}}
===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===
137
edits