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Power can be topped up with potions, which is relatively useful in some situations. It can also be topped up with the general ability (insert name) which as a long reuse time. Lastly Power regeneration can be enhanced in combat through Mentalism abilities.
==Rage and Special Attacks==
'''Rage''' is displayed in game by the little gauntlet iconenergy source that powers monsters’ special attacks. When the As you hit monsters or they hit you, they gather Rage , and when their meter is full(an orange looking hand), the enemy is able to use a '''special attack'''they user their super power.
Many combat player skills, like [[Sword]] and [[Psychology]], have abilities allow controlling the enemy's rage build upthat hamper monster Rage. 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|This goblin has both the '''Rage''' icon and the '''Vulnerability''' red glow going on.]]
You can tell when an enemy uses a special attack by the overhead icon.
{{Quote|
I’m leaving the Rage system alone for now, until we have more players grouping up. Looking at the stats for small group combat, it looks like groups use rage-depletion a little more often. So it may be that I can tailor Rage to be a more compelling group-combat mechanic, where one person in the group has the “rage-keeper” role. That could be interesting.
}}
==Vulnerability==
A creature big red glowing thing happens when the monster is ''vulnerable'' when his armor runs out (to be confirmed), plus it makes a sound.
==Regeneration In and Out of Combat==