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Combat

797 bytes added, 06:58, 17 September 2014
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This page is meant to be an introduction to combat mechanics in Project: Gorgon.
==Armor, Health and RagePower==[[File:Armor Health and Rage indicators.jpg|thumb|right|300px673px|Armor, Health and Rage indicators 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====
Combat abilities also can heal over time (see [[Mentalism]]) or heal by a flat amount.
====RagePower==== ==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 [[Psychology|Psychoanalyse]] will slow down the rate at which the enemy builds rage, while [[Sword|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).
[[File:Foe using Special Ability (Rage).jpg|thumb|right|300px]]
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. [[Psychology|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.
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