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		<summary type="html">&lt;p&gt;Anoobis: /* Looting enemies! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
This page is meant to be an introduction to combat mechanics in Project: Gorgon.&lt;br /&gt;
&lt;br /&gt;
==Armor, Health, and Power==&lt;br /&gt;
All can be replenished by Combat Refresh, Potions, and Abilities.&lt;br /&gt;
[[File:Armor Health and Rage indicators.jpg|thumb|center|673px|Armor, Health and Power bars as of the alpha build]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Armor===&lt;br /&gt;
Incoming damage will affect both health and armor while each are available.  Some enemies and many player skills can bypass armor entirely.  Many sources of Acid damage deal ONLY armor damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; mitigates 1 point of damage for every 25 points of armor remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Armor&#039;&#039;&#039; instead mitigates 1 point of damage for every 20 points of armor remaining.  Found on enemies, as a [[Shield]] Treasure Effect, by drinking a [[Thick Armor Potion]], or even as a special attribute on a pet [[Graz]].&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more on armor types found in the game. &lt;br /&gt;
&lt;br /&gt;
===[[Health]]===&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is your lifeline for continued existence.  Reaching 0 results in turning into a corpse, with respawn options.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is consumed to use most abilities, flying, and running in combat.  Most basic attacks have no &#039;&#039;&#039;Power&#039;&#039;&#039; requirement, intended to provide a default attack, however, the cost can be augmented by Treasure Effects, enemy debuffs (most notably Broken Bones), and buffs.  Power is used for ALL abilities, martial, magical, mental, or otherwise.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; is split into many subtypes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Direct Damage===&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; is the upfront, &amp;quot;I bonk enemy,&amp;quot; type of damage.&lt;br /&gt;
&lt;br /&gt;
Direct Damage Calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Base Damage + Skill|Generic Added Damage) * (1 + Sum of all % Skill|Generic Damage Modifiers) + Base Damage * (Sum of all % Base Damage Multiplier - 1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately arranged, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
(Base Damage) * (1 + Sum of % Base, Skill, and Generic Damage Modifiers) &amp;lt;br&amp;gt;&lt;br /&gt;
+ &amp;lt;br&amp;gt;&lt;br /&gt;
(Sum of Skill and Generic Added Damage) * (1 + Sum of % Skill and Generic Damage Modifiers)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This results in the Base Damage Multiplier being outclassed by Added Damage Modifiers for most scenarios, as the base damage of most abilities are quite weak.  Effectiveness changes the higher the base damage is ([[Crossbow]] and Epic Attacks receive the most benefit) as well as the more damage types the skill uses; skills such as [[Battle Chemistry]] with four base damage types will find more value in Base Damage than a skill like [[Hammer]] which will generally be specialized in either Crushing or Lightning damage.&lt;br /&gt;
&lt;br /&gt;
Triggered Abilities such as &lt;br /&gt;
*[[Bard]]&#039;s Song of Discord&lt;br /&gt;
*[[Archery]]&#039;s Treasure Effect for Acid Burst on Crit&lt;br /&gt;
*[[Vampirism]]&#039;s Treasure Effects that make Blood Mist deal AoE bursts&lt;br /&gt;
*[[Mentalism]]&#039;s Mindworm Treasure Effect that attacks a secondary target&lt;br /&gt;
*[[Priest]]&#039;s Treasure Effects for retaliatory Flamestrike&lt;br /&gt;
generally deal &#039;&#039;&#039;Direct Damage&#039;&#039;&#039; unless it is a Damage-over-Time effect (like [[Archery]]&#039;s Treasure Effect for Poison on Crit).&lt;br /&gt;
&lt;br /&gt;
===Indirect Damage===&lt;br /&gt;
&#039;&#039;&#039;Indirect Damage&#039;&#039;&#039; is everything else, Damage-over-Time effects, Delayed Damage, Reflect, etc.&lt;br /&gt;
&lt;br /&gt;
Damage-over-Time Calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Damage per Tick + Added Damage per Tick) * (1 + Sum of all % Skill|Generic Indirect Damage Modifiers))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Citan {{Quote|source=[https://discord.com/channels/592041654677012480/592049120097599519/1476811924527386675] &amp;lt;small&amp;gt;Feb 26, 2026&amp;lt;/small&amp;gt;|&lt;br /&gt;
re: indirect damage, internally all indirect damage is &amp;quot;per tick&amp;quot;. Even something like mentalism&#039;s bubble -- that&#039;s just one tick of sudden damage. So per-tick modifiers always apply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[https://discord.com/channels/592041654677012480/592049120097599519/1476812738746646680] &amp;lt;small&amp;gt;Feb 26, 2026&amp;lt;/small&amp;gt;|&lt;br /&gt;
that is, &amp;quot;+1 Indirect Nature Damage&amp;quot; and &amp;quot;+1 Nature Damage per Tick&amp;quot; are the same thing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For most Damage-over-Time, the &#039;&#039;&#039;Tick Rate&#039;&#039;&#039; is every 2 seconds.  [[Battle Chemistry]] breaks this mold by dealing damage every second as well as [[Spirit Fox]]&#039;s Cinderstorm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delayed Damage&#039;&#039;&#039;, most notably from [[Hammer]]&#039;s Latent Charge and [[Rabbit]] Abilities, use a tick rate of the delayed damage time to deal one instance of indirect damage at a later time.&lt;br /&gt;
&lt;br /&gt;
Reflect abilities such as [[Shield]]&#039;s Fire Shield, [[Fire Magic]]&#039;s Molten Veins, [[Druid]]&#039;s Brambleskin, [[Warden]]&#039;s Privacy Field, and [[Survival Instincts]]&#039; Poison Flesh all deal &#039;&#039;&#039;Indirect Damage&#039;&#039;&#039;.  Passives (such as the Scorpion armor set), [[Unarmed]]&#039;s Treasure Effects that mitigate, accumulate, and add that damage to the next Punch/Kick, [[Shield]] Wax that makes enemies take acid damage, the [[Fire Shield Potion]] and [[Acid Shield Potion]], all deal &#039;&#039;&#039;Indirect Damage&#039;&#039;&#039;.  Reflect damage is an instant tick rate response.&lt;br /&gt;
 &lt;br /&gt;
===Targeted Damage===&lt;br /&gt;
&#039;&#039;&#039;Direct&#039;&#039;&#039; and &#039;&#039;&#039;Indirect&#039;&#039;&#039; damage can also be Targeted toward specific stats.&lt;br /&gt;
&lt;br /&gt;
Armor damage will directly attack Armor; Acid and Nature damage are the most common sources of this, however, skills like [[Unarmed]] and [[Shield]] have abilities or can be modded to deal additional armor damage with attacks.  Stripping an enemy of their armor will reduce the mitigation they have, however, once armor is depleted, armor damage does nothing.&lt;br /&gt;
&lt;br /&gt;
Health damage will bypass armor entirely; Psychic damage is the most common source of this, however, many other damage types have the opportunity to deal Health only damage.&lt;br /&gt;
&lt;br /&gt;
Currently, there are no known attacks that are able to deal damage to Power, however, there are numerous debuffs that enemies can inflict that accomplish the same function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; is split into five Categories, &#039;&#039;&#039;Physical&#039;&#039;&#039;, &#039;&#039;&#039;Elemental&#039;&#039;&#039;, &#039;&#039;&#039;Body&#039;&#039;&#039;, &#039;&#039;&#039;Esoteric&#039;&#039;&#039;, and &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical&#039;&#039;&#039;: Slashing, Piercing, and Crushing&lt;br /&gt;
*&#039;&#039;&#039;Elemental&#039;&#039;&#039;: Fire, Cold, and Electricity&lt;br /&gt;
*&#039;&#039;&#039;Body&#039;&#039;&#039;: Trauma, Psychic, and Poison&lt;br /&gt;
*&#039;&#039;&#039;Esoteric&#039;&#039;&#039;: Acid, Nature, and Darkness&lt;br /&gt;
*&#039;&#039;&#039;Other&#039;&#039;&#039;: Demonic, Nothingness, and Taunt&lt;br /&gt;
&lt;br /&gt;
Nothingness is equivalent to &amp;quot;True&amp;quot; damage, as it should not be mitigated by anything, simply adds or subtracts health.  Generally not seen  by the player except for those cruel masters that torture undead servants or perform animal cruelty.&lt;br /&gt;
&lt;br /&gt;
For further information, a list of damage conversions, and a skill breakdown of damage types used, see [[Damage Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Many mechanics go into hitting your enemy and sometimes, more importantly, how you hit them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Accuracy and Chance to Miss===&lt;br /&gt;
By default, players have 100 &#039;&#039;&#039;Accuracy&#039;&#039;&#039; and an attack will always hit.  However, players, monsters, and many pets can have the ability to evade attacks, at which point the attacker&#039;s &#039;&#039;&#039;Accuracy&#039;&#039;&#039; and the defender&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039; are pitted against each other.  Different &#039;&#039;&#039;Attack Types&#039;&#039;&#039; can have different Evasion ratings.  &#039;&#039;&#039;The stunned condition completely removes chance to evade.&#039;&#039;&#039; Do Note: Mesmerized is not a stun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chance to Miss&#039;&#039;&#039; is rolled separately from Accuracy and cannot be mitigated.  Most notable sources are from [[Dark Chapel]]&#039;s Darkness (which affects enemies as well) and Alcohol Buffs.&lt;br /&gt;
&lt;br /&gt;
===Critical Hit===&lt;br /&gt;
Some abilities have a chance to critically hit the enemy, by either exploiting a targets mind, knowing where to hit for maximum damage, or just by being the best pet around.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Phrenology Based Crit====&lt;br /&gt;
[[Psychology]] and [[Mentalism]] use [[Phrenology]] to understand how sentient creatures think and feel, and then exploit their insecurities or vulnerabilities to deal more damage.  This limits &#039;&#039;&#039;Phrenology Based Crits&#039;&#039;&#039; to only thinking and feeling beings, and requires the corresponding [[Phrenology]] sub-skill to be leveled to at least level 6 to have a 1% chance and an 8% chance when fully leveled.&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Phrenology Based Crits&#039;&#039;&#039; only have a damage multiplier of 1.25, however, when using both [[Psychology]] and [[Mentalism]] together and fully modded for Crits with L100 gear, that damage multiplier becomes 5.05, which can still be further boosted by higher gear and potions.&lt;br /&gt;
&lt;br /&gt;
====Anatomy Based Crit====&lt;br /&gt;
[[Archery]], [[Crossbow]], and [[Knife Fighting]] (modded) utilize [[Anatomy]] to identify the best place to strike and deal maximum damage.  All creatures fall under some sub-skill of [[Anatomy]], thereby letting &#039;&#039;&#039;Anatomy Based Crits&#039;&#039;&#039; to be used on anything.  Requires a minimum of level 8 in the corresponding [[Anatomy]] sub-skill to have a 1% chance and a 6% chance when fully leveled.  [[Archery]] can get crit chance through mods, allowing it to score critical hits with no [[Anatomy]] levels needed.&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Anatomy Based Crits&#039;&#039;&#039; have a damage multiplier of 1.5.  [[Archery]] can boost this to ~2 at L100 and can be further boosted by higher gear, potions, and weapon honing.  [[Knife]] can only boost itself with potions and weapon honing, although using [[Knife]]/[[Archery]] will allow [[Knife]] to get the [[Archery]] boost, at the cost of losing the ability to critically strike with melee (Duelist&#039;s Slash requires dual wielding knives).  [[Crossbow]] can only be boosted by potions.&lt;br /&gt;
&lt;br /&gt;
====Pet Crits====&lt;br /&gt;
&#039;&#039;&#039;Needs review&#039;&#039;&#039;&lt;br /&gt;
Your pet, can critically strike.  The mechanics need testing.&lt;br /&gt;
&lt;br /&gt;
====Enemy Crits====&lt;br /&gt;
Elites and bosses have a crit chance based on their level and adjusted by type and boss tier. Their crits deal +25% damage by default, though there are exceptions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Taunt===&lt;br /&gt;
Dealing damage &#039;&#039;&#039;Taunts&#039;&#039;&#039; the enemy, and the enemy will attempt to attack the target with the highest amount.  Flat modifiers to taunt are generally more effective than percent modifiers to taunt, as +1000 taunt will make an ability that deals 10 damage have the enemy believe it was dealt 1010 damage, whereas a 100% modifier to taunt would make it only believe it was dealt 20 damage.  Furthermore, flat modifiers to taunt can work on enemies immune to the damage of the hit.  Using both will greatly increase your presence on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
Attacks can be categorized into tags, with the main three being mutually exclusive of each other; &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, and &#039;&#039;&#039;Burst&#039;&#039;&#039;.&lt;br /&gt;
An attack can also be a &#039;&#039;&#039;Projectile&#039;&#039;&#039; attack, currently, there are no known &#039;&#039;&#039;Melee Projectile&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
For example, [[Fire Magic]]&#039;s Fire Ball is both a &#039;&#039;&#039;Ranged&#039;&#039;&#039; and &#039;&#039;&#039;Projectile&#039;&#039;&#039; attack, while [[Psychology]]&#039;s Mock is, at base, only a &#039;&#039;&#039;Ranged&#039;&#039;&#039; attack, but can be modded to be a &#039;&#039;&#039;Burst&#039;&#039;&#039; attack centered on an enemy.&lt;br /&gt;
&lt;br /&gt;
Weather Witching skills can currently be the most complicated, with several of its abilities being able to be modded with &amp;quot;If target is more than 10 meters away, [Ability] hits all enemies within 7 meters of target&amp;quot; resulting in an ability that is a &#039;&#039;&#039;Ranged&#039;&#039;&#039; (possibly &#039;&#039;&#039;Projectile&#039;&#039;&#039;) attack below 10m, then transitioning to a &#039;&#039;&#039;Burst&#039;&#039;&#039; (possibly &#039;&#039;&#039;Projectile&#039;&#039;&#039;) attack centered on the enemy.  A &#039;&#039;&#039;Burst Projectile&#039;&#039;&#039; attack will create a projectile for each target, from the player, even if it&#039;s centered on an enemy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Melee====&lt;br /&gt;
The most common attack type for enemies.  &lt;br /&gt;
&lt;br /&gt;
Melee attacks are single target and limited to 8m and below, with most of the exceptions going towards enemies of larger size and the only player exception being [[Weather Witching]]&#039;s Shocking Grasp modded with &amp;quot;Shocking Grasp Damage +X%. Range is increased +7 meters (but is still a Melee attack).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
Ranged attacks are... ranged (anything greater than 8m)!  From the shortest ranged attack of 10m belonging to [[Battle Chemistry]]&#039;s basic attack, Toxic Irritant, to the furthest ranged attack of 48m belonging to [[Bard]]&#039;s Horn abilities (fully modded for +15 range and a [[Destiny Horn]] for an additional +3), Ranged attacks allow you to hit most melee enemies from further away than they can hit you.  Despite this, kiting is not generally recommended as the power cost of running while in combat will rapidly deplete your reserves.&lt;br /&gt;
&lt;br /&gt;
====Burst====&lt;br /&gt;
Burst attacks are almost anything that hit multiple enemies, exceptions to this are the Treasure Effects that cause you to trigger an internal ability that hits a separate enemy like [[Mentalism]]&#039;s Mindworm and [[Archery]]&#039;s Extra Fire Arrow/Extra Mangling Arrow.  Damage that is dealt with Burst attacks (both direct and indirect) will deal full damage to up to three targets.  If there are more than three enemies, damage is reduced for every enemy beyond the third, down to a cap of ten enemies.  Any enemy beyond the tenth will receive damage as if there were only ten.  &#039;&#039;&#039;This applies to both players and enemies!&#039;&#039;&#039; Players and any summons count toward the cap, so when fighting a boss that has a nasty AoE rage attack, it is sometimes better to have everyone get hit rather than just the tank.&lt;br /&gt;
&lt;br /&gt;
====Projectile====&lt;br /&gt;
Projectile attacks are any attack that throw, shoot, or otherwise fling something at an enemy.  Projectile attacks have the unfortunate (or fortunate) attribute of travel time to the target.  This can result in the player firing the killing shot at an enemy, dying to the enemy, and then the attack hitting.  On the flip side, this also allows the player to see a projectile, heal before it hits them, and potentially save themself from dying.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ability Tags===&lt;br /&gt;
Some abilities are classified as &amp;quot;Basic Attack&amp;quot;, &amp;quot;Nice Attack&amp;quot;, &amp;quot;Core Attack&amp;quot;, &amp;quot;Epic Attack&amp;quot;, &amp;quot;Signature Debuff&amp;quot;, &amp;quot;Minor Heal&amp;quot;, or &amp;quot;Major Heal&amp;quot;.  These keywords determine when certain effects apply.  For example, there is a Sword Treasure Effect &amp;quot;For 6 seconds after using Precision Pierce, your Nice Attacks deal +X damage,&amp;quot; this will boost the damage of all abilities which are tagged as &amp;quot;Nice Attacks&amp;quot; (this will affect Nice Attacks from any skill, not only Sword&#039;s Nice Attacks).&lt;br /&gt;
&lt;br /&gt;
Within each category there are some similarities.  For example Epic Attacks tend to have high damage and long cooldowns.  However, there is no gameplay effect for any category other than as keywords to determine when  effects will proc.  The only exception is the &amp;quot;Basic Attack&amp;quot; keyword, which will trigger a [[Combat Refresh]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mitigation and Resistances==&lt;br /&gt;
The ability to reduce or resist incoming damage through various means.  &#039;&#039;&#039;Reading the verbiage of the ability/mod/buff must be done to understand whether it is increasing damage (modifying mitigation) or reducing resistance/increasing vulnerability (modifying resistance).&#039;&#039;&#039;  It is unknown which calculation happens first, but modifying enemy resistance is generally more powerful as it can make a previously immune enemy begin to take damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Mitigation===&lt;br /&gt;
Most of the mitigation found in the game is in the form of flat damage reduction, typically from Armor, Treasure Effects, Abilities, and/or Buffs.  Mitigation can be as specific as &amp;quot;take 1 less damage from each tick of poison damage&amp;quot; (Indirect Poison damage) to as general as Universal Damage Mitigation which, as the name implies, reduces the damage of anything (except Nothingness damage).  Flat damage reduction is most effective on smaller, faster hits, and if enough is stacked, can completely mitigate the hit to &amp;quot;No Damage.&amp;quot; (You cannot heal from the damage if your mitigation would reduce it below 0)&lt;br /&gt;
&lt;br /&gt;
[[Unarmed]] receives the most percentage-based mitigation through mods.  Percentage damage reduction is most effective when paired with flat damage reduction, as it will allow the latter to operate on even larger hits.&lt;br /&gt;
&lt;br /&gt;
Mitigation can be negative or act as a multiplier!  Abilities like [[Druid]]&#039;s Rotskin, [[Weather Witching]]&#039;s Treasure Effects such as &amp;quot;Dampen deals Cold damage and debuffs the target so that it takes +15% damage from future Cold attacks for 10 seconds,&amp;quot; and [[Rabbit]]&#039;s &amp;quot;Play Dead Area of Effect +5 meters, and victims suffer -174 direct mitigation for 30 seconds&amp;quot; all act against the targets mitigation.  However, mitigation cannot overcome resistances.  Using any of the above while using Cold Damage against a [[Cold Elemental]] immune to cold damage will still deal &amp;quot;No Damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
Resistances, and conversely, Vulnerabilities when greater than 100%, are damage multipliers for a particular &#039;&#039;&#039;Damage Type&#039;&#039;&#039; or even &#039;&#039;&#039;Attack Type&#039;&#039;&#039;.  More testing is needed to determine if &#039;&#039;&#039;Damage Type&#039;&#039;&#039; and &#039;&#039;&#039;Attack Type&#039;&#039;&#039; resistance/vulnerability is additive or multiplicative. ([[The Fog]] for instance, is resistant to all physical damage types, but vulnerable to burst attacks).&lt;br /&gt;
&lt;br /&gt;
When viewing an enemy, if your anatomy is high enough, you&#039;ll be able to see roughly what damage types the enemy has Resistance/Vulnerability to:&lt;br /&gt;
*Very Effective: 126% and above&lt;br /&gt;
*Effective: 101%-125%&lt;br /&gt;
*Ineffective: 99%-75%&lt;br /&gt;
*Very Ineffective: 74% and below&lt;br /&gt;
*Immune: 0%&lt;br /&gt;
&lt;br /&gt;
Many Treasure Effects can increase the vulnerability of enemies, though none so notably as [[Archery]] modded for poison damage being able to take a [[Poison Slug]] from Immune to Very Effective damage.&lt;br /&gt;
&lt;br /&gt;
There is no known cap to how vulnerable an enemy can be to a damage type.&lt;br /&gt;
&lt;br /&gt;
Player Resistance is most easily acquired through Treasure Effects and [[Meditation]].  Raksasha can also use a Racial Jewelry to get a permanent 10% resistance to Nature damage by wearing [[Rattail-Ring of Screeching]].&lt;br /&gt;
&lt;br /&gt;
Currently, the only damage Players can become immune to with 100% uptime is Indirect Poison, utilizing [[Battle Chemistry]]&#039;s L30 Treasure Effect &amp;quot;Your Extra Heart mutation grants you -50% Indirect Poison Vulnerability and randomly repairs broken bones over time&amp;quot; paired with [[Druid]]&#039;s L125 Treasure Effect &amp;quot;Fill With Bile reduces target&#039;s Indirect Poison Vulnerability and Indirect Acid Vulnerability -50% for 3 minutes. (This effect does not stack with itself.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Using [[Ice Magic]]&#039;s Cryogenic Freeze and a combination of armor, potions, treasure effects, and other reductions can result in the player being temporarily Immune to Crushing, Slashing, Piercing, Cold, Electricity, Fire, Poison, and/or Trauma.  This comes at the cost of freezing yourself and being unable to take any direct actions, although reflect damage and potions will still work.&lt;br /&gt;
&lt;br /&gt;
Players can nearly become immune to Darkness damage (7% damage taken) by utilizing [[Sword]]&#039;s Flashing Strike modded with &amp;quot;Flashing Strike deals +35% damage and gives you 50% resistance to Darkness damage for 7 seconds,&amp;quot; [[Meditation]] #63 for 25% Resistance, and an [[Umrad Coat]] for 18% Resistance.&lt;br /&gt;
&lt;br /&gt;
Elite Resistance reduces the damage you take from elite enemies.  Further testing needs to be done to see if it is Additive or Multiplicative with normal resistances.  If it is additive, players can theoretically become permanently Darkness immune against [[Mien of Quietus]] by utilizing Dwarven Plate armor and a [[Hobgoblin Peacemaster Sword]] for no downtime on the Flashing Strike buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recovery==&lt;br /&gt;
Sitting does not accelerate your out-of-combat regeneration unlike in some veteran MMOs. You&#039;ll want to find various foods, drinks and snacks to top up your Health and Power between fights.&lt;br /&gt;
&lt;br /&gt;
Eating food and receiving a (by default) 1 hour food buff is the intended way to &lt;br /&gt;
A meal and a snack can be consumed simultaneously, eating multiple meals or snacks will result in only the highest food buff of each type being active, although all others will still be active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Combat Refresh===&lt;br /&gt;
The simplest way to recover Armor, Health, and Power; it is most often found from Food buffs, Equipment, and Treasure Effects.&lt;br /&gt;
&lt;br /&gt;
Food Buffs, Armor, and Treasure Effects all contribute to what and how much is recovered.  Food (past Meal/Snack level 5) will restore Health and Power every &#039;&#039;&#039;Combat Refresh&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Armor contribution will vary depending on what kind of armor it is.&lt;br /&gt;
*Cloth: Health/Power&lt;br /&gt;
*Leather: Health/Armor/Power&lt;br /&gt;
*Metal: Armor/Power&lt;br /&gt;
*Organic: Health/Armor/Power&lt;br /&gt;
For a full breakdown, as well as the positives, negatives, and armor set bonuses, see [[Armor]]&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Combat Refresh&#039;&#039;&#039; has a 15 second cooldown which can be modified by Treasure Effects or by wearing three or more pieces of Organic Armor which will set the default to an 8 second cooldown.&lt;br /&gt;
&lt;br /&gt;
===Restoration===&lt;br /&gt;
Abilities, potions, and buffs can restore Armor, Health, and Power while in combat.&lt;br /&gt;
*Potions or Instant Snack foods will require some amount of Metabolism to use and can restore Health, Armor, and/or Power.&lt;br /&gt;
*[[First Aid]], [[Armor Patching]], and [[Survival Instincts]] are all Sidebar skills (can be used with almost anything), and can restore Health and Armor, but generally require power to use.&lt;br /&gt;
*[[Dig Deep]] is one of the few skills that cost 0 power and restores power.&lt;br /&gt;
*Minor and Major Heals from Skills will restore health, and possibly armor and/or power.&lt;br /&gt;
*Many Treasure Effects will grant abilities restorative powers, ranging from healing on every kick, to restoring power when you kill with a hammer.&lt;br /&gt;
*[[Hoplology]] will cause all [[Staff]] attacks to restore armor.&lt;br /&gt;
&lt;br /&gt;
===In-Combat Regeneration===&lt;br /&gt;
In-combat regeneration from foods or drinks is a rarer commodity. There are in-combat Power or Health regeneration potions that can be bought from NPCs or crafted. They tend to be very pricey, and of course have a fairly limited duration.&lt;br /&gt;
&lt;br /&gt;
Many abilities can be modded for In-combat regeneration, ranging from permanent uptime such as [[Mentalism]]&#039;s Health/Armor/Power Wave and [[Priest]]&#039;s Treasure Effect that gives power regeneration as long as you haven&#039;t been attacked in the last 15 seconds to temporary regeneration such as from Treasure Effects like [[Knife]]&#039;s restorative backstab and Heal-over-Time effects on Minor/Major Heals.&lt;br /&gt;
&lt;br /&gt;
===Out-of-Combat Regeneration===&lt;br /&gt;
Regeneration appears to &amp;quot;tick&amp;quot; once every four seconds (so if a food says &amp;quot;+5 Health per update&amp;quot; it means +5 Health every 4 seconds).&lt;br /&gt;
&lt;br /&gt;
[[Mentalism]]&#039;s Health/Armor/Power Wave also work out of combat as does [[Priest]]&#039;s power regeneration as long as you haven&#039;t been attacked in the last 15 seconds.  Another notable Treasure Effect is [[Battle Chemistry]]&#039;s &amp;quot;Your Extra Heart mutation causes the target to regain +X Power every 8 seconds&amp;quot; which can completely negate the cost of flying so long as you&#039;re not in combat and high enough level.&lt;br /&gt;
&lt;br /&gt;
If you &amp;quot;mezz&amp;quot; a creature for long enough (eg. [[Psychology|Tell Me About Your Mother]]), the &amp;quot;In combat&amp;quot; indicator will disappear and one update of out of combat regeneration will happen, even though the creature is still aggressive.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entity States, Status Effects, Buffs, and Debuffs==&lt;br /&gt;
&#039;&#039;&#039;Entity State&#039;&#039;&#039;s are generally boolean flags like &amp;quot;In Water,&amp;quot; &amp;quot;In Air,&amp;quot; and most importantly, &amp;quot;In Combat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both enemies and players receive tenacity to the same status effect the more it is inflicted on them (enemies tenacity seems to rise faster than player tenacity).&lt;br /&gt;
&lt;br /&gt;
In the same vein as &#039;&#039;&#039;Status Effects&#039;&#039;&#039;, allies and enemies may inflict buffs and debuffs on your character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Entity States===&lt;br /&gt;
A few &#039;&#039;&#039;Entity States&#039;&#039;&#039; may be viewed in the Debugging portion of your Persona, however many are hidden and only some pertain to combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====In Combat====&lt;br /&gt;
The most important one for Combat, while you are &#039;&#039;&#039;In Combat&#039;&#039;&#039;, as expected, you lose all of your &amp;quot;Out of Combat&amp;quot; modifiers and trigger all of your &amp;quot;In Combat&amp;quot; modifiers.  Certain [[Endurance]] Treasure Effects grant Health/Armor/Power regen only while &#039;&#039;&#039;In Combat&#039;&#039;&#039;.  Being attacked will put you &#039;&#039;&#039;In Combat&#039;&#039;&#039;, but there is some form of grace period when an enemy notices you and begins pathing to you.  Very important for body pulling!&lt;br /&gt;
&lt;br /&gt;
====Alarmed====&lt;br /&gt;
When a player attacks an enemy, the target will attempt to call out to any allies.  Call range varies by mob and only mobs that are allied with the target will be care.  &amp;quot;Body pulling,&amp;quot; (attempting to attract an enemy by walking into their aggro range and then leading them away from the pack) is recommended if you are not confident in taking on multiple mobs simultaneously.  Some mobs will &#039;&#039;&#039;Alarm&#039;&#039;&#039; if they see you, generally alerting the entire room.&lt;br /&gt;
&lt;br /&gt;
====Boosting Allies====&lt;br /&gt;
When engaging more than 3 enemies at once, there is a chance a mob will attempt to boost itself and allies, depicted by a channeled green arrow rising from its head.  With enough Anatomy, one can view what the boost provided by enemies are.  Stunning, Knocking Back/Pulling, or Mesmerizing an enemy attempting to boost will cancel the ability (killing it works too).&lt;br /&gt;
&lt;br /&gt;
====Frightened====&lt;br /&gt;
Currently only able to be inflicted on enemies, a frightened enemy will attempt to run away from the player that inflicted the frightened status.  A double-edged sword, while it will temporarily relieve you of an enemy, if the enemy runs into another room and a projectile, pet, or ignorant player attacks them, the frightened enemy will still &#039;&#039;&#039;Alarm&#039;&#039;&#039; and potentially pull MORE enemies into combat!&lt;br /&gt;
&lt;br /&gt;
====In Air, In Water, Is Flying, and Submerged====&lt;br /&gt;
These various states will disable some abilities, most notably, being &#039;&#039;&#039;In Water&#039;&#039;&#039; (even a toe) will disable most fire and electric spells as well as many projectile based attacks.  &#039;&#039;&#039;In Air&#039;&#039;&#039; will also disable many abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is Flying&#039;&#039;&#039; while &#039;&#039;&#039;In Combat&#039;&#039;&#039; will drastically increase the power cost per second of Flying, and appears to scale with the number of enemies targeting you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submerged&#039;&#039;&#039; appears to be synonymous with &#039;&#039;&#039;In Water&#039;&#039;&#039; for combat, unable to find an ability that works while touching water, but not fully submerged.  Being &#039;&#039;&#039;Submerged&#039;&#039;&#039; will begin depleting your Air, once the bar is gone, you will begin taking health damage as you drown!&lt;br /&gt;
&lt;br /&gt;
====On Fire====&lt;br /&gt;
Important for disabling the regenerative properties of Trolls, stepping &#039;&#039;&#039;In Water&#039;&#039;&#039; will nullify the &#039;&#039;&#039;On Fire&#039;&#039;&#039; state and remove any associated debuffs!&lt;br /&gt;
&lt;br /&gt;
====On a Mount====&lt;br /&gt;
Riding near enemies will generate Anxiety; attacked while mounted will generate even more Anxiety based on the damage of the hit; once your bar is full, you will be dismounted!&lt;br /&gt;
&lt;br /&gt;
====Mesmerized====&lt;br /&gt;
Currently only able to be inflicted on enemies, mesmerizing an enemy will stop it from attacking the player as long as it is not attacked itself.  Mesmerizing an enemy will not cause it to Alarm, although, when it ends, it will alarm and hunt down the player.&lt;br /&gt;
&lt;br /&gt;
====Vulnerable====&lt;br /&gt;
Occasionally, an enemy will feel vulnerable, indicated by a purple aura and an audio notification.  Abilities that deal extra damage to vulnerable enemies will consume the vulnerable status effect to deal extra damage for one attack.  Some skills, like [[Staff]] can be modded to force vulnerability.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Status Effects===&lt;br /&gt;
Categorized here are all the effects that appear to have some form of tenacity applied to them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Stun====&lt;br /&gt;
When enemies or players are stunned, they lose all evasion chance and they are unable to use any abilities (unless the ability is modded to be &amp;quot;Able to be Used While Stunned&amp;quot;).  However, potions and instant food can still be used!&lt;br /&gt;
&lt;br /&gt;
====Rooted and Slowed====&lt;br /&gt;
&#039;&#039;&#039;Rooted&#039;&#039;&#039; will set speed to 0 modified by the entities current tenacity modifier while &#039;&#039;&#039;Slowed&#039;&#039;&#039; will adjust the entities speed by a %.&lt;br /&gt;
&lt;br /&gt;
Multiple slows will stack multiplicatively, enough of them will effectively become a root.&lt;br /&gt;
&lt;br /&gt;
====Knocked Back and Pulled====&lt;br /&gt;
Knockback sends enemy or player away from attacker while pulls bring enemy or player closer.  It is assumed that they are just positive and negative values in the back end, as [[Scorpion]]&#039;s &amp;quot;Nigh Invulnerable until Knocked Back&amp;quot; can be accomplished with either a knockback or a pull.  While the player is being knocked back or pulled, they are considered &amp;quot;In Air,&amp;quot; which disables many abilities.  Tenacity appears to lessen the distance the entity is moved (needs more testing).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buffs and Debuffs===&lt;br /&gt;
In addition to all the various states and statuses an entity can have, buffs and debuffs are the majority of combat!&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Buffs====&lt;br /&gt;
The most important buffs are Food Buffs!  You may have one Meal and on Snack buff active at a time, giving you increased Health, Power, Recovery, and Damage Mitigation.&lt;br /&gt;
&lt;br /&gt;
Combat Buffs from drugs generally do not stack, with only the strongest effect applying at a time such as when using the various tiers of [[Cranium Powder]].  One notable exception to this is [[Thunderclap Potion]], where you can gamble at 4:1 odds to either get a stacking +15 Electricity Damage or receive a debuff that makes you deal 0 Electricity Damage for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Ability Buffs are inconsistent on whether they stack or not, although most will stack unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
====Debuffs====&lt;br /&gt;
The most harrowing debuffs are [[Disease]]s.  The vast majority are Permanent until cured; they range from [[Lice]] giving you a -1 Max Power and -1 Hygiene, to [[Broken Bone]]s making your abilities cost 1 more power, stacking up to 100 broken bones!&lt;br /&gt;
&lt;br /&gt;
Next in line are [[Curse]]s!  Received from dying to a boss or, for most bosses, being struck by the boss&#039; rage attack.  Permanent until you kill the boss that gave it to you, although a few have an expiration due to the boss being part of a time limited event (which would make you unable to clear the curse until the next event!  Or forcing you to drink a [[Minor Panacea]]).  Animal Forms are also a curse, removing your ability to use your hands for many tasks/skills, as well as cursing the server with your [[Beast Speech]] and fursona.&lt;br /&gt;
&lt;br /&gt;
Lastly are all the debuffs that you can receive (and give to enemies) while in combat.  Debuffs on enemies generally fall into Damage over Time, Mitigation/Resistance Reduction, Rage Manipulation, or Damage Reduction.  Debuffs on players can range from inflicting Minor Power Drain and Damage over Time effects to Halving the Player&#039;s Max Armor (stacking), Temporarily Disabling All Abilities (potentially forever if you have enough enemies that do this), and Increasing the Cooldown of Abilities.  Almost all debuffs from enemies are inflicted when the enemy performs their special &#039;&#039;&#039;Rage Attack&#039;&#039;&#039;, manage rage accordingly!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rage and Special attacks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage&#039;&#039;&#039; 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, they use their &#039;&#039;&#039;Rage Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Many player skills, like [[Sword]] and [[Psychology]], have abilities that 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&#039;s rage by a flat amount.  There are also drugs and gear that will reduce the amount of rage generated in an enemy!&lt;br /&gt;
&lt;br /&gt;
Conversely, Fire Damage of any kind will generate twice the amount of rage!  [[Hammer]] also has Treasure Effects that increase the amount of rage generated from attacks.  If that weren&#039;t punishing enough, you can also take drugs to generate even more rage within your enemies!&lt;br /&gt;
&lt;br /&gt;
An enemy&#039;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).&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] &amp;lt;small&amp;gt;May 13, 2014&amp;lt;/small&amp;gt;|&lt;br /&gt;
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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Some monsters also have &#039;&#039;&#039;Special&#039;&#039;&#039; Attacks that are separate from &#039;&#039;&#039;Rage&#039;&#039;&#039; Attacks and occur on a cooldown.  Many enemies have a special ranged attack that slows, roots, stuns or gives otherwise melee only mobs a way to hit you from range.  There is currently no way (outside of stunning) to prevent a monster from using its alternate attacks, although if you engage in melee range, most melee enemies seem to honor the brawl.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Movement and kiting==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
In a game like this, where you can find all kinds of clever ways to stack speed buffs, it’s possible to run extremely fast. This is a problem in a combat, where the players can be much more mobile than the monsters.&lt;br /&gt;
&lt;br /&gt;
One way the game currently addresses this is that you can not “sprint” backwards, just walk backwards. So if you want to get away quickly, you have to turn around.&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] &amp;lt;small&amp;gt;May 13, 2014&amp;lt;/small&amp;gt;|&lt;br /&gt;
But that change by itself doesn’t solve anything, because the game doesn’t force you to face your target to attack things right now. This means you can turn away from the monster, run down the hall at high speed, and keep shooting arrows — the arrows would go through your head and hit the monster behind you. This is silly and bizarre.}}&lt;br /&gt;
&lt;br /&gt;
Kiting is something the devs want to address eventually, although it is intended to allow some amount of kiting — &amp;quot;archers should be able to move and get a few extra attacks in&amp;quot;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Looting enemies!==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
Loot appears at the top of the loot window and can be picked up via either double-clicking the icon, or by using the Loot All button. Not all creatures will have loot.&lt;br /&gt;
&lt;br /&gt;
If you have the right equipment, you may also have the option to perform an autopsy, skin, butcher, extract a skull, and bury the creature. Some creatures can be skinned but not butchered, and vice versa. To have a chance (20%) of extracting an organ, you will need an Organ Knife.&lt;br /&gt;
&lt;br /&gt;
Note that to skin or butcher an animal, you will need to have a free inventory space, even if the yielded item is stackable and already present in your inventory.&lt;br /&gt;
&lt;br /&gt;
Also note that the butchering knife and skinning knife are distinct items, and do not overlap in features. You must have both in your inventory. There is a &amp;quot;multi-purpose&amp;quot; knife, but it has less bonuses than the highest quality butcher and skinning knives.&lt;br /&gt;
&lt;br /&gt;
When an enemy is slain and it drops special loot ( &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Exceptional&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;Epic&amp;lt;/span&amp;gt; / &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;Legendary&amp;lt;/span&amp;gt; ), there is a distinctive sound and a particle effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=275836</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=275836"/>
		<updated>2026-05-04T22:51:33Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: /* Looting enemies! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
This page is meant to be an introduction to combat mechanics in Project: Gorgon.&lt;br /&gt;
&lt;br /&gt;
==Armor, Health, and Power==&lt;br /&gt;
All can be replenished by Combat Refresh, Potions, and Abilities.&lt;br /&gt;
[[File:Armor Health and Rage indicators.jpg|thumb|center|673px|Armor, Health and Power bars as of the alpha build]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Armor===&lt;br /&gt;
Incoming damage will affect both health and armor while each are available.  Some enemies and many player skills can bypass armor entirely.  Many sources of Acid damage deal ONLY armor damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; mitigates 1 point of damage for every 25 points of armor remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Armor&#039;&#039;&#039; instead mitigates 1 point of damage for every 20 points of armor remaining.  Found on enemies, as a [[Shield]] Treasure Effect, by drinking a [[Thick Armor Potion]], or even as a special attribute on a pet [[Graz]].&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more on armor types found in the game. &lt;br /&gt;
&lt;br /&gt;
===[[Health]]===&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is your lifeline for continued existence.  Reaching 0 results in turning into a corpse, with respawn options.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is consumed to use most abilities, flying, and running in combat.  Most basic attacks have no &#039;&#039;&#039;Power&#039;&#039;&#039; requirement, intended to provide a default attack, however, the cost can be augmented by Treasure Effects, enemy debuffs (most notably Broken Bones), and buffs.  Power is used for ALL abilities, martial, magical, mental, or otherwise.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; is split into many subtypes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Direct Damage===&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; is the upfront, &amp;quot;I bonk enemy,&amp;quot; type of damage.&lt;br /&gt;
&lt;br /&gt;
Direct Damage Calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Base Damage + Skill|Generic Added Damage) * (1 + Sum of all % Skill|Generic Damage Modifiers) + Base Damage * (Sum of all % Base Damage Multiplier - 1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately arranged, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
(Base Damage) * (1 + Sum of % Base, Skill, and Generic Damage Modifiers) &amp;lt;br&amp;gt;&lt;br /&gt;
+ &amp;lt;br&amp;gt;&lt;br /&gt;
(Sum of Skill and Generic Added Damage) * (1 + Sum of % Skill and Generic Damage Modifiers)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This results in the Base Damage Multiplier being outclassed by Added Damage Modifiers for most scenarios, as the base damage of most abilities are quite weak.  Effectiveness changes the higher the base damage is ([[Crossbow]] and Epic Attacks receive the most benefit) as well as the more damage types the skill uses; skills such as [[Battle Chemistry]] with four base damage types will find more value in Base Damage than a skill like [[Hammer]] which will generally be specialized in either Crushing or Lightning damage.&lt;br /&gt;
&lt;br /&gt;
Triggered Abilities such as &lt;br /&gt;
*[[Bard]]&#039;s Song of Discord&lt;br /&gt;
*[[Archery]]&#039;s Treasure Effect for Acid Burst on Crit&lt;br /&gt;
*[[Vampirism]]&#039;s Treasure Effects that make Blood Mist deal AoE bursts&lt;br /&gt;
*[[Mentalism]]&#039;s Mindworm Treasure Effect that attacks a secondary target&lt;br /&gt;
*[[Priest]]&#039;s Treasure Effects for retaliatory Flamestrike&lt;br /&gt;
generally deal &#039;&#039;&#039;Direct Damage&#039;&#039;&#039; unless it is a Damage-over-Time effect (like [[Archery]]&#039;s Treasure Effect for Poison on Crit).&lt;br /&gt;
&lt;br /&gt;
===Indirect Damage===&lt;br /&gt;
&#039;&#039;&#039;Indirect Damage&#039;&#039;&#039; is everything else, Damage-over-Time effects, Delayed Damage, Reflect, etc.&lt;br /&gt;
&lt;br /&gt;
Damage-over-Time Calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Damage per Tick + Added Damage per Tick) * (1 + Sum of all % Skill|Generic Indirect Damage Modifiers))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Citan {{Quote|source=[https://discord.com/channels/592041654677012480/592049120097599519/1476811924527386675] &amp;lt;small&amp;gt;Feb 26, 2026&amp;lt;/small&amp;gt;|&lt;br /&gt;
re: indirect damage, internally all indirect damage is &amp;quot;per tick&amp;quot;. Even something like mentalism&#039;s bubble -- that&#039;s just one tick of sudden damage. So per-tick modifiers always apply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[https://discord.com/channels/592041654677012480/592049120097599519/1476812738746646680] &amp;lt;small&amp;gt;Feb 26, 2026&amp;lt;/small&amp;gt;|&lt;br /&gt;
that is, &amp;quot;+1 Indirect Nature Damage&amp;quot; and &amp;quot;+1 Nature Damage per Tick&amp;quot; are the same thing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For most Damage-over-Time, the &#039;&#039;&#039;Tick Rate&#039;&#039;&#039; is every 2 seconds.  [[Battle Chemistry]] breaks this mold by dealing damage every second as well as [[Spirit Fox]]&#039;s Cinderstorm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delayed Damage&#039;&#039;&#039;, most notably from [[Hammer]]&#039;s Latent Charge and [[Rabbit]] Abilities, use a tick rate of the delayed damage time to deal one instance of indirect damage at a later time.&lt;br /&gt;
&lt;br /&gt;
Reflect abilities such as [[Shield]]&#039;s Fire Shield, [[Fire Magic]]&#039;s Molten Veins, [[Druid]]&#039;s Brambleskin, [[Warden]]&#039;s Privacy Field, and [[Survival Instincts]]&#039; Poison Flesh all deal &#039;&#039;&#039;Indirect Damage&#039;&#039;&#039;.  Passives (such as the Scorpion armor set), [[Unarmed]]&#039;s Treasure Effects that mitigate, accumulate, and add that damage to the next Punch/Kick, [[Shield]] Wax that makes enemies take acid damage, the [[Fire Shield Potion]] and [[Acid Shield Potion]], all deal &#039;&#039;&#039;Indirect Damage&#039;&#039;&#039;.  Reflect damage is an instant tick rate response.&lt;br /&gt;
 &lt;br /&gt;
===Targeted Damage===&lt;br /&gt;
&#039;&#039;&#039;Direct&#039;&#039;&#039; and &#039;&#039;&#039;Indirect&#039;&#039;&#039; damage can also be Targeted toward specific stats.&lt;br /&gt;
&lt;br /&gt;
Armor damage will directly attack Armor; Acid and Nature damage are the most common sources of this, however, skills like [[Unarmed]] and [[Shield]] have abilities or can be modded to deal additional armor damage with attacks.  Stripping an enemy of their armor will reduce the mitigation they have, however, once armor is depleted, armor damage does nothing.&lt;br /&gt;
&lt;br /&gt;
Health damage will bypass armor entirely; Psychic damage is the most common source of this, however, many other damage types have the opportunity to deal Health only damage.&lt;br /&gt;
&lt;br /&gt;
Currently, there are no known attacks that are able to deal damage to Power, however, there are numerous debuffs that enemies can inflict that accomplish the same function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; is split into five Categories, &#039;&#039;&#039;Physical&#039;&#039;&#039;, &#039;&#039;&#039;Elemental&#039;&#039;&#039;, &#039;&#039;&#039;Body&#039;&#039;&#039;, &#039;&#039;&#039;Esoteric&#039;&#039;&#039;, and &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical&#039;&#039;&#039;: Slashing, Piercing, and Crushing&lt;br /&gt;
*&#039;&#039;&#039;Elemental&#039;&#039;&#039;: Fire, Cold, and Electricity&lt;br /&gt;
*&#039;&#039;&#039;Body&#039;&#039;&#039;: Trauma, Psychic, and Poison&lt;br /&gt;
*&#039;&#039;&#039;Esoteric&#039;&#039;&#039;: Acid, Nature, and Darkness&lt;br /&gt;
*&#039;&#039;&#039;Other&#039;&#039;&#039;: Demonic, Nothingness, and Taunt&lt;br /&gt;
&lt;br /&gt;
Nothingness is equivalent to &amp;quot;True&amp;quot; damage, as it should not be mitigated by anything, simply adds or subtracts health.  Generally not seen  by the player except for those cruel masters that torture undead servants or perform animal cruelty.&lt;br /&gt;
&lt;br /&gt;
For further information, a list of damage conversions, and a skill breakdown of damage types used, see [[Damage Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Many mechanics go into hitting your enemy and sometimes, more importantly, how you hit them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Accuracy and Chance to Miss===&lt;br /&gt;
By default, players have 100 &#039;&#039;&#039;Accuracy&#039;&#039;&#039; and an attack will always hit.  However, players, monsters, and many pets can have the ability to evade attacks, at which point the attacker&#039;s &#039;&#039;&#039;Accuracy&#039;&#039;&#039; and the defender&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039; are pitted against each other.  Different &#039;&#039;&#039;Attack Types&#039;&#039;&#039; can have different Evasion ratings.  &#039;&#039;&#039;The stunned condition completely removes chance to evade.&#039;&#039;&#039; Do Note: Mesmerized is not a stun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chance to Miss&#039;&#039;&#039; is rolled separately from Accuracy and cannot be mitigated.  Most notable sources are from [[Dark Chapel]]&#039;s Darkness (which affects enemies as well) and Alcohol Buffs.&lt;br /&gt;
&lt;br /&gt;
===Critical Hit===&lt;br /&gt;
Some abilities have a chance to critically hit the enemy, by either exploiting a targets mind, knowing where to hit for maximum damage, or just by being the best pet around.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Phrenology Based Crit====&lt;br /&gt;
[[Psychology]] and [[Mentalism]] use [[Phrenology]] to understand how sentient creatures think and feel, and then exploit their insecurities or vulnerabilities to deal more damage.  This limits &#039;&#039;&#039;Phrenology Based Crits&#039;&#039;&#039; to only thinking and feeling beings, and requires the corresponding [[Phrenology]] sub-skill to be leveled to at least level 6 to have a 1% chance and an 8% chance when fully leveled.&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Phrenology Based Crits&#039;&#039;&#039; only have a damage multiplier of 1.25, however, when using both [[Psychology]] and [[Mentalism]] together and fully modded for Crits with L100 gear, that damage multiplier becomes 5.05, which can still be further boosted by higher gear and potions.&lt;br /&gt;
&lt;br /&gt;
====Anatomy Based Crit====&lt;br /&gt;
[[Archery]], [[Crossbow]], and [[Knife Fighting]] (modded) utilize [[Anatomy]] to identify the best place to strike and deal maximum damage.  All creatures fall under some sub-skill of [[Anatomy]], thereby letting &#039;&#039;&#039;Anatomy Based Crits&#039;&#039;&#039; to be used on anything.  Requires a minimum of level 8 in the corresponding [[Anatomy]] sub-skill to have a 1% chance and a 6% chance when fully leveled.  [[Archery]] can get crit chance through mods, allowing it to score critical hits with no [[Anatomy]] levels needed.&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Anatomy Based Crits&#039;&#039;&#039; have a damage multiplier of 1.5.  [[Archery]] can boost this to ~2 at L100 and can be further boosted by higher gear, potions, and weapon honing.  [[Knife]] can only boost itself with potions and weapon honing, although using [[Knife]]/[[Archery]] will allow [[Knife]] to get the [[Archery]] boost, at the cost of losing the ability to critically strike with melee (Duelist&#039;s Slash requires dual wielding knives).  [[Crossbow]] can only be boosted by potions.&lt;br /&gt;
&lt;br /&gt;
====Pet Crits====&lt;br /&gt;
&#039;&#039;&#039;Needs review&#039;&#039;&#039;&lt;br /&gt;
Your pet, can critically strike.  The mechanics need testing.&lt;br /&gt;
&lt;br /&gt;
====Enemy Crits====&lt;br /&gt;
Elites and bosses have a crit chance based on their level and adjusted by type and boss tier. Their crits deal +25% damage by default, though there are exceptions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Taunt===&lt;br /&gt;
Dealing damage &#039;&#039;&#039;Taunts&#039;&#039;&#039; the enemy, and the enemy will attempt to attack the target with the highest amount.  Flat modifiers to taunt are generally more effective than percent modifiers to taunt, as +1000 taunt will make an ability that deals 10 damage have the enemy believe it was dealt 1010 damage, whereas a 100% modifier to taunt would make it only believe it was dealt 20 damage.  Furthermore, flat modifiers to taunt can work on enemies immune to the damage of the hit.  Using both will greatly increase your presence on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
Attacks can be categorized into tags, with the main three being mutually exclusive of each other; &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, and &#039;&#039;&#039;Burst&#039;&#039;&#039;.&lt;br /&gt;
An attack can also be a &#039;&#039;&#039;Projectile&#039;&#039;&#039; attack, currently, there are no known &#039;&#039;&#039;Melee Projectile&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
For example, [[Fire Magic]]&#039;s Fire Ball is both a &#039;&#039;&#039;Ranged&#039;&#039;&#039; and &#039;&#039;&#039;Projectile&#039;&#039;&#039; attack, while [[Psychology]]&#039;s Mock is, at base, only a &#039;&#039;&#039;Ranged&#039;&#039;&#039; attack, but can be modded to be a &#039;&#039;&#039;Burst&#039;&#039;&#039; attack centered on an enemy.&lt;br /&gt;
&lt;br /&gt;
Weather Witching skills can currently be the most complicated, with several of its abilities being able to be modded with &amp;quot;If target is more than 10 meters away, [Ability] hits all enemies within 7 meters of target&amp;quot; resulting in an ability that is a &#039;&#039;&#039;Ranged&#039;&#039;&#039; (possibly &#039;&#039;&#039;Projectile&#039;&#039;&#039;) attack below 10m, then transitioning to a &#039;&#039;&#039;Burst&#039;&#039;&#039; (possibly &#039;&#039;&#039;Projectile&#039;&#039;&#039;) attack centered on the enemy.  A &#039;&#039;&#039;Burst Projectile&#039;&#039;&#039; attack will create a projectile for each target, from the player, even if it&#039;s centered on an enemy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Melee====&lt;br /&gt;
The most common attack type for enemies.  &lt;br /&gt;
&lt;br /&gt;
Melee attacks are single target and limited to 8m and below, with most of the exceptions going towards enemies of larger size and the only player exception being [[Weather Witching]]&#039;s Shocking Grasp modded with &amp;quot;Shocking Grasp Damage +X%. Range is increased +7 meters (but is still a Melee attack).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
Ranged attacks are... ranged (anything greater than 8m)!  From the shortest ranged attack of 10m belonging to [[Battle Chemistry]]&#039;s basic attack, Toxic Irritant, to the furthest ranged attack of 48m belonging to [[Bard]]&#039;s Horn abilities (fully modded for +15 range and a [[Destiny Horn]] for an additional +3), Ranged attacks allow you to hit most melee enemies from further away than they can hit you.  Despite this, kiting is not generally recommended as the power cost of running while in combat will rapidly deplete your reserves.&lt;br /&gt;
&lt;br /&gt;
====Burst====&lt;br /&gt;
Burst attacks are almost anything that hit multiple enemies, exceptions to this are the Treasure Effects that cause you to trigger an internal ability that hits a separate enemy like [[Mentalism]]&#039;s Mindworm and [[Archery]]&#039;s Extra Fire Arrow/Extra Mangling Arrow.  Damage that is dealt with Burst attacks (both direct and indirect) will deal full damage to up to three targets.  If there are more than three enemies, damage is reduced for every enemy beyond the third, down to a cap of ten enemies.  Any enemy beyond the tenth will receive damage as if there were only ten.  &#039;&#039;&#039;This applies to both players and enemies!&#039;&#039;&#039; Players and any summons count toward the cap, so when fighting a boss that has a nasty AoE rage attack, it is sometimes better to have everyone get hit rather than just the tank.&lt;br /&gt;
&lt;br /&gt;
====Projectile====&lt;br /&gt;
Projectile attacks are any attack that throw, shoot, or otherwise fling something at an enemy.  Projectile attacks have the unfortunate (or fortunate) attribute of travel time to the target.  This can result in the player firing the killing shot at an enemy, dying to the enemy, and then the attack hitting.  On the flip side, this also allows the player to see a projectile, heal before it hits them, and potentially save themself from dying.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ability Tags===&lt;br /&gt;
Some abilities are classified as &amp;quot;Basic Attack&amp;quot;, &amp;quot;Nice Attack&amp;quot;, &amp;quot;Core Attack&amp;quot;, &amp;quot;Epic Attack&amp;quot;, &amp;quot;Signature Debuff&amp;quot;, &amp;quot;Minor Heal&amp;quot;, or &amp;quot;Major Heal&amp;quot;.  These keywords determine when certain effects apply.  For example, there is a Sword Treasure Effect &amp;quot;For 6 seconds after using Precision Pierce, your Nice Attacks deal +X damage,&amp;quot; this will boost the damage of all abilities which are tagged as &amp;quot;Nice Attacks&amp;quot; (this will affect Nice Attacks from any skill, not only Sword&#039;s Nice Attacks).&lt;br /&gt;
&lt;br /&gt;
Within each category there are some similarities.  For example Epic Attacks tend to have high damage and long cooldowns.  However, there is no gameplay effect for any category other than as keywords to determine when  effects will proc.  The only exception is the &amp;quot;Basic Attack&amp;quot; keyword, which will trigger a [[Combat Refresh]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mitigation and Resistances==&lt;br /&gt;
The ability to reduce or resist incoming damage through various means.  &#039;&#039;&#039;Reading the verbiage of the ability/mod/buff must be done to understand whether it is increasing damage (modifying mitigation) or reducing resistance/increasing vulnerability (modifying resistance).&#039;&#039;&#039;  It is unknown which calculation happens first, but modifying enemy resistance is generally more powerful as it can make a previously immune enemy begin to take damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Mitigation===&lt;br /&gt;
Most of the mitigation found in the game is in the form of flat damage reduction, typically from Armor, Treasure Effects, Abilities, and/or Buffs.  Mitigation can be as specific as &amp;quot;take 1 less damage from each tick of poison damage&amp;quot; (Indirect Poison damage) to as general as Universal Damage Mitigation which, as the name implies, reduces the damage of anything (except Nothingness damage).  Flat damage reduction is most effective on smaller, faster hits, and if enough is stacked, can completely mitigate the hit to &amp;quot;No Damage.&amp;quot; (You cannot heal from the damage if your mitigation would reduce it below 0)&lt;br /&gt;
&lt;br /&gt;
[[Unarmed]] receives the most percentage-based mitigation through mods.  Percentage damage reduction is most effective when paired with flat damage reduction, as it will allow the latter to operate on even larger hits.&lt;br /&gt;
&lt;br /&gt;
Mitigation can be negative or act as a multiplier!  Abilities like [[Druid]]&#039;s Rotskin, [[Weather Witching]]&#039;s Treasure Effects such as &amp;quot;Dampen deals Cold damage and debuffs the target so that it takes +15% damage from future Cold attacks for 10 seconds,&amp;quot; and [[Rabbit]]&#039;s &amp;quot;Play Dead Area of Effect +5 meters, and victims suffer -174 direct mitigation for 30 seconds&amp;quot; all act against the targets mitigation.  However, mitigation cannot overcome resistances.  Using any of the above while using Cold Damage against a [[Cold Elemental]] immune to cold damage will still deal &amp;quot;No Damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
Resistances, and conversely, Vulnerabilities when greater than 100%, are damage multipliers for a particular &#039;&#039;&#039;Damage Type&#039;&#039;&#039; or even &#039;&#039;&#039;Attack Type&#039;&#039;&#039;.  More testing is needed to determine if &#039;&#039;&#039;Damage Type&#039;&#039;&#039; and &#039;&#039;&#039;Attack Type&#039;&#039;&#039; resistance/vulnerability is additive or multiplicative. ([[The Fog]] for instance, is resistant to all physical damage types, but vulnerable to burst attacks).&lt;br /&gt;
&lt;br /&gt;
When viewing an enemy, if your anatomy is high enough, you&#039;ll be able to see roughly what damage types the enemy has Resistance/Vulnerability to:&lt;br /&gt;
*Very Effective: 126% and above&lt;br /&gt;
*Effective: 101%-125%&lt;br /&gt;
*Ineffective: 99%-75%&lt;br /&gt;
*Very Ineffective: 74% and below&lt;br /&gt;
*Immune: 0%&lt;br /&gt;
&lt;br /&gt;
Many Treasure Effects can increase the vulnerability of enemies, though none so notably as [[Archery]] modded for poison damage being able to take a [[Poison Slug]] from Immune to Very Effective damage.&lt;br /&gt;
&lt;br /&gt;
There is no known cap to how vulnerable an enemy can be to a damage type.&lt;br /&gt;
&lt;br /&gt;
Player Resistance is most easily acquired through Treasure Effects and [[Meditation]].  Raksasha can also use a Racial Jewelry to get a permanent 10% resistance to Nature damage by wearing [[Rattail-Ring of Screeching]].&lt;br /&gt;
&lt;br /&gt;
Currently, the only damage Players can become immune to with 100% uptime is Indirect Poison, utilizing [[Battle Chemistry]]&#039;s L30 Treasure Effect &amp;quot;Your Extra Heart mutation grants you -50% Indirect Poison Vulnerability and randomly repairs broken bones over time&amp;quot; paired with [[Druid]]&#039;s L125 Treasure Effect &amp;quot;Fill With Bile reduces target&#039;s Indirect Poison Vulnerability and Indirect Acid Vulnerability -50% for 3 minutes. (This effect does not stack with itself.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Using [[Ice Magic]]&#039;s Cryogenic Freeze and a combination of armor, potions, treasure effects, and other reductions can result in the player being temporarily Immune to Crushing, Slashing, Piercing, Cold, Electricity, Fire, Poison, and/or Trauma.  This comes at the cost of freezing yourself and being unable to take any direct actions, although reflect damage and potions will still work.&lt;br /&gt;
&lt;br /&gt;
Players can nearly become immune to Darkness damage (7% damage taken) by utilizing [[Sword]]&#039;s Flashing Strike modded with &amp;quot;Flashing Strike deals +35% damage and gives you 50% resistance to Darkness damage for 7 seconds,&amp;quot; [[Meditation]] #63 for 25% Resistance, and an [[Umrad Coat]] for 18% Resistance.&lt;br /&gt;
&lt;br /&gt;
Elite Resistance reduces the damage you take from elite enemies.  Further testing needs to be done to see if it is Additive or Multiplicative with normal resistances.  If it is additive, players can theoretically become permanently Darkness immune against [[Mien of Quietus]] by utilizing Dwarven Plate armor and a [[Hobgoblin Peacemaster Sword]] for no downtime on the Flashing Strike buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recovery==&lt;br /&gt;
Sitting does not accelerate your out-of-combat regeneration unlike in some veteran MMOs. You&#039;ll want to find various foods, drinks and snacks to top up your Health and Power between fights.&lt;br /&gt;
&lt;br /&gt;
Eating food and receiving a (by default) 1 hour food buff is the intended way to &lt;br /&gt;
A meal and a snack can be consumed simultaneously, eating multiple meals or snacks will result in only the highest food buff of each type being active, although all others will still be active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Combat Refresh===&lt;br /&gt;
The simplest way to recover Armor, Health, and Power; it is most often found from Food buffs, Equipment, and Treasure Effects.&lt;br /&gt;
&lt;br /&gt;
Food Buffs, Armor, and Treasure Effects all contribute to what and how much is recovered.  Food (past Meal/Snack level 5) will restore Health and Power every &#039;&#039;&#039;Combat Refresh&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Armor contribution will vary depending on what kind of armor it is.&lt;br /&gt;
*Cloth: Health/Power&lt;br /&gt;
*Leather: Health/Armor/Power&lt;br /&gt;
*Metal: Armor/Power&lt;br /&gt;
*Organic: Health/Armor/Power&lt;br /&gt;
For a full breakdown, as well as the positives, negatives, and armor set bonuses, see [[Armor]]&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Combat Refresh&#039;&#039;&#039; has a 15 second cooldown which can be modified by Treasure Effects or by wearing three or more pieces of Organic Armor which will set the default to an 8 second cooldown.&lt;br /&gt;
&lt;br /&gt;
===Restoration===&lt;br /&gt;
Abilities, potions, and buffs can restore Armor, Health, and Power while in combat.&lt;br /&gt;
*Potions or Instant Snack foods will require some amount of Metabolism to use and can restore Health, Armor, and/or Power.&lt;br /&gt;
*[[First Aid]], [[Armor Patching]], and [[Survival Instincts]] are all Sidebar skills (can be used with almost anything), and can restore Health and Armor, but generally require power to use.&lt;br /&gt;
*[[Dig Deep]] is one of the few skills that cost 0 power and restores power.&lt;br /&gt;
*Minor and Major Heals from Skills will restore health, and possibly armor and/or power.&lt;br /&gt;
*Many Treasure Effects will grant abilities restorative powers, ranging from healing on every kick, to restoring power when you kill with a hammer.&lt;br /&gt;
*[[Hoplology]] will cause all [[Staff]] attacks to restore armor.&lt;br /&gt;
&lt;br /&gt;
===In-Combat Regeneration===&lt;br /&gt;
In-combat regeneration from foods or drinks is a rarer commodity. There are in-combat Power or Health regeneration potions that can be bought from NPCs or crafted. They tend to be very pricey, and of course have a fairly limited duration.&lt;br /&gt;
&lt;br /&gt;
Many abilities can be modded for In-combat regeneration, ranging from permanent uptime such as [[Mentalism]]&#039;s Health/Armor/Power Wave and [[Priest]]&#039;s Treasure Effect that gives power regeneration as long as you haven&#039;t been attacked in the last 15 seconds to temporary regeneration such as from Treasure Effects like [[Knife]]&#039;s restorative backstab and Heal-over-Time effects on Minor/Major Heals.&lt;br /&gt;
&lt;br /&gt;
===Out-of-Combat Regeneration===&lt;br /&gt;
Regeneration appears to &amp;quot;tick&amp;quot; once every four seconds (so if a food says &amp;quot;+5 Health per update&amp;quot; it means +5 Health every 4 seconds).&lt;br /&gt;
&lt;br /&gt;
[[Mentalism]]&#039;s Health/Armor/Power Wave also work out of combat as does [[Priest]]&#039;s power regeneration as long as you haven&#039;t been attacked in the last 15 seconds.  Another notable Treasure Effect is [[Battle Chemistry]]&#039;s &amp;quot;Your Extra Heart mutation causes the target to regain +X Power every 8 seconds&amp;quot; which can completely negate the cost of flying so long as you&#039;re not in combat and high enough level.&lt;br /&gt;
&lt;br /&gt;
If you &amp;quot;mezz&amp;quot; a creature for long enough (eg. [[Psychology|Tell Me About Your Mother]]), the &amp;quot;In combat&amp;quot; indicator will disappear and one update of out of combat regeneration will happen, even though the creature is still aggressive.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entity States, Status Effects, Buffs, and Debuffs==&lt;br /&gt;
&#039;&#039;&#039;Entity State&#039;&#039;&#039;s are generally boolean flags like &amp;quot;In Water,&amp;quot; &amp;quot;In Air,&amp;quot; and most importantly, &amp;quot;In Combat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both enemies and players receive tenacity to the same status effect the more it is inflicted on them (enemies tenacity seems to rise faster than player tenacity).&lt;br /&gt;
&lt;br /&gt;
In the same vein as &#039;&#039;&#039;Status Effects&#039;&#039;&#039;, allies and enemies may inflict buffs and debuffs on your character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Entity States===&lt;br /&gt;
A few &#039;&#039;&#039;Entity States&#039;&#039;&#039; may be viewed in the Debugging portion of your Persona, however many are hidden and only some pertain to combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====In Combat====&lt;br /&gt;
The most important one for Combat, while you are &#039;&#039;&#039;In Combat&#039;&#039;&#039;, as expected, you lose all of your &amp;quot;Out of Combat&amp;quot; modifiers and trigger all of your &amp;quot;In Combat&amp;quot; modifiers.  Certain [[Endurance]] Treasure Effects grant Health/Armor/Power regen only while &#039;&#039;&#039;In Combat&#039;&#039;&#039;.  Being attacked will put you &#039;&#039;&#039;In Combat&#039;&#039;&#039;, but there is some form of grace period when an enemy notices you and begins pathing to you.  Very important for body pulling!&lt;br /&gt;
&lt;br /&gt;
====Alarmed====&lt;br /&gt;
When a player attacks an enemy, the target will attempt to call out to any allies.  Call range varies by mob and only mobs that are allied with the target will be care.  &amp;quot;Body pulling,&amp;quot; (attempting to attract an enemy by walking into their aggro range and then leading them away from the pack) is recommended if you are not confident in taking on multiple mobs simultaneously.  Some mobs will &#039;&#039;&#039;Alarm&#039;&#039;&#039; if they see you, generally alerting the entire room.&lt;br /&gt;
&lt;br /&gt;
====Boosting Allies====&lt;br /&gt;
When engaging more than 3 enemies at once, there is a chance a mob will attempt to boost itself and allies, depicted by a channeled green arrow rising from its head.  With enough Anatomy, one can view what the boost provided by enemies are.  Stunning, Knocking Back/Pulling, or Mesmerizing an enemy attempting to boost will cancel the ability (killing it works too).&lt;br /&gt;
&lt;br /&gt;
====Frightened====&lt;br /&gt;
Currently only able to be inflicted on enemies, a frightened enemy will attempt to run away from the player that inflicted the frightened status.  A double-edged sword, while it will temporarily relieve you of an enemy, if the enemy runs into another room and a projectile, pet, or ignorant player attacks them, the frightened enemy will still &#039;&#039;&#039;Alarm&#039;&#039;&#039; and potentially pull MORE enemies into combat!&lt;br /&gt;
&lt;br /&gt;
====In Air, In Water, Is Flying, and Submerged====&lt;br /&gt;
These various states will disable some abilities, most notably, being &#039;&#039;&#039;In Water&#039;&#039;&#039; (even a toe) will disable most fire and electric spells as well as many projectile based attacks.  &#039;&#039;&#039;In Air&#039;&#039;&#039; will also disable many abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is Flying&#039;&#039;&#039; while &#039;&#039;&#039;In Combat&#039;&#039;&#039; will drastically increase the power cost per second of Flying, and appears to scale with the number of enemies targeting you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submerged&#039;&#039;&#039; appears to be synonymous with &#039;&#039;&#039;In Water&#039;&#039;&#039; for combat, unable to find an ability that works while touching water, but not fully submerged.  Being &#039;&#039;&#039;Submerged&#039;&#039;&#039; will begin depleting your Air, once the bar is gone, you will begin taking health damage as you drown!&lt;br /&gt;
&lt;br /&gt;
====On Fire====&lt;br /&gt;
Important for disabling the regenerative properties of Trolls, stepping &#039;&#039;&#039;In Water&#039;&#039;&#039; will nullify the &#039;&#039;&#039;On Fire&#039;&#039;&#039; state and remove any associated debuffs!&lt;br /&gt;
&lt;br /&gt;
====On a Mount====&lt;br /&gt;
Riding near enemies will generate Anxiety; attacked while mounted will generate even more Anxiety based on the damage of the hit; once your bar is full, you will be dismounted!&lt;br /&gt;
&lt;br /&gt;
====Mesmerized====&lt;br /&gt;
Currently only able to be inflicted on enemies, mesmerizing an enemy will stop it from attacking the player as long as it is not attacked itself.  Mesmerizing an enemy will not cause it to Alarm, although, when it ends, it will alarm and hunt down the player.&lt;br /&gt;
&lt;br /&gt;
====Vulnerable====&lt;br /&gt;
Occasionally, an enemy will feel vulnerable, indicated by a purple aura and an audio notification.  Abilities that deal extra damage to vulnerable enemies will consume the vulnerable status effect to deal extra damage for one attack.  Some skills, like [[Staff]] can be modded to force vulnerability.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Status Effects===&lt;br /&gt;
Categorized here are all the effects that appear to have some form of tenacity applied to them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Stun====&lt;br /&gt;
When enemies or players are stunned, they lose all evasion chance and they are unable to use any abilities (unless the ability is modded to be &amp;quot;Able to be Used While Stunned&amp;quot;).  However, potions and instant food can still be used!&lt;br /&gt;
&lt;br /&gt;
====Rooted and Slowed====&lt;br /&gt;
&#039;&#039;&#039;Rooted&#039;&#039;&#039; will set speed to 0 modified by the entities current tenacity modifier while &#039;&#039;&#039;Slowed&#039;&#039;&#039; will adjust the entities speed by a %.&lt;br /&gt;
&lt;br /&gt;
Multiple slows will stack multiplicatively, enough of them will effectively become a root.&lt;br /&gt;
&lt;br /&gt;
====Knocked Back and Pulled====&lt;br /&gt;
Knockback sends enemy or player away from attacker while pulls bring enemy or player closer.  It is assumed that they are just positive and negative values in the back end, as [[Scorpion]]&#039;s &amp;quot;Nigh Invulnerable until Knocked Back&amp;quot; can be accomplished with either a knockback or a pull.  While the player is being knocked back or pulled, they are considered &amp;quot;In Air,&amp;quot; which disables many abilities.  Tenacity appears to lessen the distance the entity is moved (needs more testing).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buffs and Debuffs===&lt;br /&gt;
In addition to all the various states and statuses an entity can have, buffs and debuffs are the majority of combat!&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Buffs====&lt;br /&gt;
The most important buffs are Food Buffs!  You may have one Meal and on Snack buff active at a time, giving you increased Health, Power, Recovery, and Damage Mitigation.&lt;br /&gt;
&lt;br /&gt;
Combat Buffs from drugs generally do not stack, with only the strongest effect applying at a time such as when using the various tiers of [[Cranium Powder]].  One notable exception to this is [[Thunderclap Potion]], where you can gamble at 4:1 odds to either get a stacking +15 Electricity Damage or receive a debuff that makes you deal 0 Electricity Damage for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Ability Buffs are inconsistent on whether they stack or not, although most will stack unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
====Debuffs====&lt;br /&gt;
The most harrowing debuffs are [[Disease]]s.  The vast majority are Permanent until cured; they range from [[Lice]] giving you a -1 Max Power and -1 Hygiene, to [[Broken Bone]]s making your abilities cost 1 more power, stacking up to 100 broken bones!&lt;br /&gt;
&lt;br /&gt;
Next in line are [[Curse]]s!  Received from dying to a boss or, for most bosses, being struck by the boss&#039; rage attack.  Permanent until you kill the boss that gave it to you, although a few have an expiration due to the boss being part of a time limited event (which would make you unable to clear the curse until the next event!  Or forcing you to drink a [[Minor Panacea]]).  Animal Forms are also a curse, removing your ability to use your hands for many tasks/skills, as well as cursing the server with your [[Beast Speech]] and fursona.&lt;br /&gt;
&lt;br /&gt;
Lastly are all the debuffs that you can receive (and give to enemies) while in combat.  Debuffs on enemies generally fall into Damage over Time, Mitigation/Resistance Reduction, Rage Manipulation, or Damage Reduction.  Debuffs on players can range from inflicting Minor Power Drain and Damage over Time effects to Halving the Player&#039;s Max Armor (stacking), Temporarily Disabling All Abilities (potentially forever if you have enough enemies that do this), and Increasing the Cooldown of Abilities.  Almost all debuffs from enemies are inflicted when the enemy performs their special &#039;&#039;&#039;Rage Attack&#039;&#039;&#039;, manage rage accordingly!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rage and Special attacks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage&#039;&#039;&#039; 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, they use their &#039;&#039;&#039;Rage Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Many player skills, like [[Sword]] and [[Psychology]], have abilities that 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&#039;s rage by a flat amount.  There are also drugs and gear that will reduce the amount of rage generated in an enemy!&lt;br /&gt;
&lt;br /&gt;
Conversely, Fire Damage of any kind will generate twice the amount of rage!  [[Hammer]] also has Treasure Effects that increase the amount of rage generated from attacks.  If that weren&#039;t punishing enough, you can also take drugs to generate even more rage within your enemies!&lt;br /&gt;
&lt;br /&gt;
An enemy&#039;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).&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] &amp;lt;small&amp;gt;May 13, 2014&amp;lt;/small&amp;gt;|&lt;br /&gt;
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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Some monsters also have &#039;&#039;&#039;Special&#039;&#039;&#039; Attacks that are separate from &#039;&#039;&#039;Rage&#039;&#039;&#039; Attacks and occur on a cooldown.  Many enemies have a special ranged attack that slows, roots, stuns or gives otherwise melee only mobs a way to hit you from range.  There is currently no way (outside of stunning) to prevent a monster from using its alternate attacks, although if you engage in melee range, most melee enemies seem to honor the brawl.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Movement and kiting==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
In a game like this, where you can find all kinds of clever ways to stack speed buffs, it’s possible to run extremely fast. This is a problem in a combat, where the players can be much more mobile than the monsters.&lt;br /&gt;
&lt;br /&gt;
One way the game currently addresses this is that you can not “sprint” backwards, just walk backwards. So if you want to get away quickly, you have to turn around.&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] &amp;lt;small&amp;gt;May 13, 2014&amp;lt;/small&amp;gt;|&lt;br /&gt;
But that change by itself doesn’t solve anything, because the game doesn’t force you to face your target to attack things right now. This means you can turn away from the monster, run down the hall at high speed, and keep shooting arrows — the arrows would go through your head and hit the monster behind you. This is silly and bizarre.}}&lt;br /&gt;
&lt;br /&gt;
Kiting is something the devs want to address eventually, although it is intended to allow some amount of kiting — &amp;quot;archers should be able to move and get a few extra attacks in&amp;quot;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Looting enemies!==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
Loot appears at the top of the loot window and can be picked up via either double-clicking the icon, or by using the Loot All button. Not all creatures will have loot.&lt;br /&gt;
&lt;br /&gt;
If you have the right equipment, you may also have the option to perform an autopsy, skin, butcher, extract a skull, and bury the creature. Some creatures can be skinned but not butchered, and vice versa. To have a chance (20%) of extracting an organ, you will need an Organ Knife.&lt;br /&gt;
&lt;br /&gt;
Note that to skin or butcher an animal, you will need to have a free inventory space, even if the yielded item is stackable and already present in your inventory.&lt;br /&gt;
&lt;br /&gt;
Also note that the butchering knife and skinning knife are distinct items, and do not overlap in features. You must have both in your inventory. There is a &amp;quot;multi-purpose&amp;quot; knife, but it has less bonuses than the highest quality butcher and skinning knives.&lt;br /&gt;
&lt;br /&gt;
When an enemy is slain and it drops special loot ( red / purple / yellow ), there is a distinctive sound and a particle effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=275835</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=275835"/>
		<updated>2026-05-04T22:51:07Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: /* Looting enemies! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
This page is meant to be an introduction to combat mechanics in Project: Gorgon.&lt;br /&gt;
&lt;br /&gt;
==Armor, Health, and Power==&lt;br /&gt;
All can be replenished by Combat Refresh, Potions, and Abilities.&lt;br /&gt;
[[File:Armor Health and Rage indicators.jpg|thumb|center|673px|Armor, Health and Power bars as of the alpha build]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Armor===&lt;br /&gt;
Incoming damage will affect both health and armor while each are available.  Some enemies and many player skills can bypass armor entirely.  Many sources of Acid damage deal ONLY armor damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; mitigates 1 point of damage for every 25 points of armor remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Armor&#039;&#039;&#039; instead mitigates 1 point of damage for every 20 points of armor remaining.  Found on enemies, as a [[Shield]] Treasure Effect, by drinking a [[Thick Armor Potion]], or even as a special attribute on a pet [[Graz]].&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more on armor types found in the game. &lt;br /&gt;
&lt;br /&gt;
===[[Health]]===&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is your lifeline for continued existence.  Reaching 0 results in turning into a corpse, with respawn options.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is consumed to use most abilities, flying, and running in combat.  Most basic attacks have no &#039;&#039;&#039;Power&#039;&#039;&#039; requirement, intended to provide a default attack, however, the cost can be augmented by Treasure Effects, enemy debuffs (most notably Broken Bones), and buffs.  Power is used for ALL abilities, martial, magical, mental, or otherwise.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; is split into many subtypes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Direct Damage===&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; is the upfront, &amp;quot;I bonk enemy,&amp;quot; type of damage.&lt;br /&gt;
&lt;br /&gt;
Direct Damage Calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Base Damage + Skill|Generic Added Damage) * (1 + Sum of all % Skill|Generic Damage Modifiers) + Base Damage * (Sum of all % Base Damage Multiplier - 1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately arranged, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
(Base Damage) * (1 + Sum of % Base, Skill, and Generic Damage Modifiers) &amp;lt;br&amp;gt;&lt;br /&gt;
+ &amp;lt;br&amp;gt;&lt;br /&gt;
(Sum of Skill and Generic Added Damage) * (1 + Sum of % Skill and Generic Damage Modifiers)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This results in the Base Damage Multiplier being outclassed by Added Damage Modifiers for most scenarios, as the base damage of most abilities are quite weak.  Effectiveness changes the higher the base damage is ([[Crossbow]] and Epic Attacks receive the most benefit) as well as the more damage types the skill uses; skills such as [[Battle Chemistry]] with four base damage types will find more value in Base Damage than a skill like [[Hammer]] which will generally be specialized in either Crushing or Lightning damage.&lt;br /&gt;
&lt;br /&gt;
Triggered Abilities such as &lt;br /&gt;
*[[Bard]]&#039;s Song of Discord&lt;br /&gt;
*[[Archery]]&#039;s Treasure Effect for Acid Burst on Crit&lt;br /&gt;
*[[Vampirism]]&#039;s Treasure Effects that make Blood Mist deal AoE bursts&lt;br /&gt;
*[[Mentalism]]&#039;s Mindworm Treasure Effect that attacks a secondary target&lt;br /&gt;
*[[Priest]]&#039;s Treasure Effects for retaliatory Flamestrike&lt;br /&gt;
generally deal &#039;&#039;&#039;Direct Damage&#039;&#039;&#039; unless it is a Damage-over-Time effect (like [[Archery]]&#039;s Treasure Effect for Poison on Crit).&lt;br /&gt;
&lt;br /&gt;
===Indirect Damage===&lt;br /&gt;
&#039;&#039;&#039;Indirect Damage&#039;&#039;&#039; is everything else, Damage-over-Time effects, Delayed Damage, Reflect, etc.&lt;br /&gt;
&lt;br /&gt;
Damage-over-Time Calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Damage per Tick + Added Damage per Tick) * (1 + Sum of all % Skill|Generic Indirect Damage Modifiers))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Citan {{Quote|source=[https://discord.com/channels/592041654677012480/592049120097599519/1476811924527386675] &amp;lt;small&amp;gt;Feb 26, 2026&amp;lt;/small&amp;gt;|&lt;br /&gt;
re: indirect damage, internally all indirect damage is &amp;quot;per tick&amp;quot;. Even something like mentalism&#039;s bubble -- that&#039;s just one tick of sudden damage. So per-tick modifiers always apply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[https://discord.com/channels/592041654677012480/592049120097599519/1476812738746646680] &amp;lt;small&amp;gt;Feb 26, 2026&amp;lt;/small&amp;gt;|&lt;br /&gt;
that is, &amp;quot;+1 Indirect Nature Damage&amp;quot; and &amp;quot;+1 Nature Damage per Tick&amp;quot; are the same thing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For most Damage-over-Time, the &#039;&#039;&#039;Tick Rate&#039;&#039;&#039; is every 2 seconds.  [[Battle Chemistry]] breaks this mold by dealing damage every second as well as [[Spirit Fox]]&#039;s Cinderstorm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delayed Damage&#039;&#039;&#039;, most notably from [[Hammer]]&#039;s Latent Charge and [[Rabbit]] Abilities, use a tick rate of the delayed damage time to deal one instance of indirect damage at a later time.&lt;br /&gt;
&lt;br /&gt;
Reflect abilities such as [[Shield]]&#039;s Fire Shield, [[Fire Magic]]&#039;s Molten Veins, [[Druid]]&#039;s Brambleskin, [[Warden]]&#039;s Privacy Field, and [[Survival Instincts]]&#039; Poison Flesh all deal &#039;&#039;&#039;Indirect Damage&#039;&#039;&#039;.  Passives (such as the Scorpion armor set), [[Unarmed]]&#039;s Treasure Effects that mitigate, accumulate, and add that damage to the next Punch/Kick, [[Shield]] Wax that makes enemies take acid damage, the [[Fire Shield Potion]] and [[Acid Shield Potion]], all deal &#039;&#039;&#039;Indirect Damage&#039;&#039;&#039;.  Reflect damage is an instant tick rate response.&lt;br /&gt;
 &lt;br /&gt;
===Targeted Damage===&lt;br /&gt;
&#039;&#039;&#039;Direct&#039;&#039;&#039; and &#039;&#039;&#039;Indirect&#039;&#039;&#039; damage can also be Targeted toward specific stats.&lt;br /&gt;
&lt;br /&gt;
Armor damage will directly attack Armor; Acid and Nature damage are the most common sources of this, however, skills like [[Unarmed]] and [[Shield]] have abilities or can be modded to deal additional armor damage with attacks.  Stripping an enemy of their armor will reduce the mitigation they have, however, once armor is depleted, armor damage does nothing.&lt;br /&gt;
&lt;br /&gt;
Health damage will bypass armor entirely; Psychic damage is the most common source of this, however, many other damage types have the opportunity to deal Health only damage.&lt;br /&gt;
&lt;br /&gt;
Currently, there are no known attacks that are able to deal damage to Power, however, there are numerous debuffs that enemies can inflict that accomplish the same function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; is split into five Categories, &#039;&#039;&#039;Physical&#039;&#039;&#039;, &#039;&#039;&#039;Elemental&#039;&#039;&#039;, &#039;&#039;&#039;Body&#039;&#039;&#039;, &#039;&#039;&#039;Esoteric&#039;&#039;&#039;, and &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical&#039;&#039;&#039;: Slashing, Piercing, and Crushing&lt;br /&gt;
*&#039;&#039;&#039;Elemental&#039;&#039;&#039;: Fire, Cold, and Electricity&lt;br /&gt;
*&#039;&#039;&#039;Body&#039;&#039;&#039;: Trauma, Psychic, and Poison&lt;br /&gt;
*&#039;&#039;&#039;Esoteric&#039;&#039;&#039;: Acid, Nature, and Darkness&lt;br /&gt;
*&#039;&#039;&#039;Other&#039;&#039;&#039;: Demonic, Nothingness, and Taunt&lt;br /&gt;
&lt;br /&gt;
Nothingness is equivalent to &amp;quot;True&amp;quot; damage, as it should not be mitigated by anything, simply adds or subtracts health.  Generally not seen  by the player except for those cruel masters that torture undead servants or perform animal cruelty.&lt;br /&gt;
&lt;br /&gt;
For further information, a list of damage conversions, and a skill breakdown of damage types used, see [[Damage Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Many mechanics go into hitting your enemy and sometimes, more importantly, how you hit them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Accuracy and Chance to Miss===&lt;br /&gt;
By default, players have 100 &#039;&#039;&#039;Accuracy&#039;&#039;&#039; and an attack will always hit.  However, players, monsters, and many pets can have the ability to evade attacks, at which point the attacker&#039;s &#039;&#039;&#039;Accuracy&#039;&#039;&#039; and the defender&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039; are pitted against each other.  Different &#039;&#039;&#039;Attack Types&#039;&#039;&#039; can have different Evasion ratings.  &#039;&#039;&#039;The stunned condition completely removes chance to evade.&#039;&#039;&#039; Do Note: Mesmerized is not a stun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chance to Miss&#039;&#039;&#039; is rolled separately from Accuracy and cannot be mitigated.  Most notable sources are from [[Dark Chapel]]&#039;s Darkness (which affects enemies as well) and Alcohol Buffs.&lt;br /&gt;
&lt;br /&gt;
===Critical Hit===&lt;br /&gt;
Some abilities have a chance to critically hit the enemy, by either exploiting a targets mind, knowing where to hit for maximum damage, or just by being the best pet around.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Phrenology Based Crit====&lt;br /&gt;
[[Psychology]] and [[Mentalism]] use [[Phrenology]] to understand how sentient creatures think and feel, and then exploit their insecurities or vulnerabilities to deal more damage.  This limits &#039;&#039;&#039;Phrenology Based Crits&#039;&#039;&#039; to only thinking and feeling beings, and requires the corresponding [[Phrenology]] sub-skill to be leveled to at least level 6 to have a 1% chance and an 8% chance when fully leveled.&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Phrenology Based Crits&#039;&#039;&#039; only have a damage multiplier of 1.25, however, when using both [[Psychology]] and [[Mentalism]] together and fully modded for Crits with L100 gear, that damage multiplier becomes 5.05, which can still be further boosted by higher gear and potions.&lt;br /&gt;
&lt;br /&gt;
====Anatomy Based Crit====&lt;br /&gt;
[[Archery]], [[Crossbow]], and [[Knife Fighting]] (modded) utilize [[Anatomy]] to identify the best place to strike and deal maximum damage.  All creatures fall under some sub-skill of [[Anatomy]], thereby letting &#039;&#039;&#039;Anatomy Based Crits&#039;&#039;&#039; to be used on anything.  Requires a minimum of level 8 in the corresponding [[Anatomy]] sub-skill to have a 1% chance and a 6% chance when fully leveled.  [[Archery]] can get crit chance through mods, allowing it to score critical hits with no [[Anatomy]] levels needed.&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Anatomy Based Crits&#039;&#039;&#039; have a damage multiplier of 1.5.  [[Archery]] can boost this to ~2 at L100 and can be further boosted by higher gear, potions, and weapon honing.  [[Knife]] can only boost itself with potions and weapon honing, although using [[Knife]]/[[Archery]] will allow [[Knife]] to get the [[Archery]] boost, at the cost of losing the ability to critically strike with melee (Duelist&#039;s Slash requires dual wielding knives).  [[Crossbow]] can only be boosted by potions.&lt;br /&gt;
&lt;br /&gt;
====Pet Crits====&lt;br /&gt;
&#039;&#039;&#039;Needs review&#039;&#039;&#039;&lt;br /&gt;
Your pet, can critically strike.  The mechanics need testing.&lt;br /&gt;
&lt;br /&gt;
====Enemy Crits====&lt;br /&gt;
Elites and bosses have a crit chance based on their level and adjusted by type and boss tier. Their crits deal +25% damage by default, though there are exceptions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Taunt===&lt;br /&gt;
Dealing damage &#039;&#039;&#039;Taunts&#039;&#039;&#039; the enemy, and the enemy will attempt to attack the target with the highest amount.  Flat modifiers to taunt are generally more effective than percent modifiers to taunt, as +1000 taunt will make an ability that deals 10 damage have the enemy believe it was dealt 1010 damage, whereas a 100% modifier to taunt would make it only believe it was dealt 20 damage.  Furthermore, flat modifiers to taunt can work on enemies immune to the damage of the hit.  Using both will greatly increase your presence on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
Attacks can be categorized into tags, with the main three being mutually exclusive of each other; &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, and &#039;&#039;&#039;Burst&#039;&#039;&#039;.&lt;br /&gt;
An attack can also be a &#039;&#039;&#039;Projectile&#039;&#039;&#039; attack, currently, there are no known &#039;&#039;&#039;Melee Projectile&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
For example, [[Fire Magic]]&#039;s Fire Ball is both a &#039;&#039;&#039;Ranged&#039;&#039;&#039; and &#039;&#039;&#039;Projectile&#039;&#039;&#039; attack, while [[Psychology]]&#039;s Mock is, at base, only a &#039;&#039;&#039;Ranged&#039;&#039;&#039; attack, but can be modded to be a &#039;&#039;&#039;Burst&#039;&#039;&#039; attack centered on an enemy.&lt;br /&gt;
&lt;br /&gt;
Weather Witching skills can currently be the most complicated, with several of its abilities being able to be modded with &amp;quot;If target is more than 10 meters away, [Ability] hits all enemies within 7 meters of target&amp;quot; resulting in an ability that is a &#039;&#039;&#039;Ranged&#039;&#039;&#039; (possibly &#039;&#039;&#039;Projectile&#039;&#039;&#039;) attack below 10m, then transitioning to a &#039;&#039;&#039;Burst&#039;&#039;&#039; (possibly &#039;&#039;&#039;Projectile&#039;&#039;&#039;) attack centered on the enemy.  A &#039;&#039;&#039;Burst Projectile&#039;&#039;&#039; attack will create a projectile for each target, from the player, even if it&#039;s centered on an enemy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Melee====&lt;br /&gt;
The most common attack type for enemies.  &lt;br /&gt;
&lt;br /&gt;
Melee attacks are single target and limited to 8m and below, with most of the exceptions going towards enemies of larger size and the only player exception being [[Weather Witching]]&#039;s Shocking Grasp modded with &amp;quot;Shocking Grasp Damage +X%. Range is increased +7 meters (but is still a Melee attack).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
Ranged attacks are... ranged (anything greater than 8m)!  From the shortest ranged attack of 10m belonging to [[Battle Chemistry]]&#039;s basic attack, Toxic Irritant, to the furthest ranged attack of 48m belonging to [[Bard]]&#039;s Horn abilities (fully modded for +15 range and a [[Destiny Horn]] for an additional +3), Ranged attacks allow you to hit most melee enemies from further away than they can hit you.  Despite this, kiting is not generally recommended as the power cost of running while in combat will rapidly deplete your reserves.&lt;br /&gt;
&lt;br /&gt;
====Burst====&lt;br /&gt;
Burst attacks are almost anything that hit multiple enemies, exceptions to this are the Treasure Effects that cause you to trigger an internal ability that hits a separate enemy like [[Mentalism]]&#039;s Mindworm and [[Archery]]&#039;s Extra Fire Arrow/Extra Mangling Arrow.  Damage that is dealt with Burst attacks (both direct and indirect) will deal full damage to up to three targets.  If there are more than three enemies, damage is reduced for every enemy beyond the third, down to a cap of ten enemies.  Any enemy beyond the tenth will receive damage as if there were only ten.  &#039;&#039;&#039;This applies to both players and enemies!&#039;&#039;&#039; Players and any summons count toward the cap, so when fighting a boss that has a nasty AoE rage attack, it is sometimes better to have everyone get hit rather than just the tank.&lt;br /&gt;
&lt;br /&gt;
====Projectile====&lt;br /&gt;
Projectile attacks are any attack that throw, shoot, or otherwise fling something at an enemy.  Projectile attacks have the unfortunate (or fortunate) attribute of travel time to the target.  This can result in the player firing the killing shot at an enemy, dying to the enemy, and then the attack hitting.  On the flip side, this also allows the player to see a projectile, heal before it hits them, and potentially save themself from dying.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ability Tags===&lt;br /&gt;
Some abilities are classified as &amp;quot;Basic Attack&amp;quot;, &amp;quot;Nice Attack&amp;quot;, &amp;quot;Core Attack&amp;quot;, &amp;quot;Epic Attack&amp;quot;, &amp;quot;Signature Debuff&amp;quot;, &amp;quot;Minor Heal&amp;quot;, or &amp;quot;Major Heal&amp;quot;.  These keywords determine when certain effects apply.  For example, there is a Sword Treasure Effect &amp;quot;For 6 seconds after using Precision Pierce, your Nice Attacks deal +X damage,&amp;quot; this will boost the damage of all abilities which are tagged as &amp;quot;Nice Attacks&amp;quot; (this will affect Nice Attacks from any skill, not only Sword&#039;s Nice Attacks).&lt;br /&gt;
&lt;br /&gt;
Within each category there are some similarities.  For example Epic Attacks tend to have high damage and long cooldowns.  However, there is no gameplay effect for any category other than as keywords to determine when  effects will proc.  The only exception is the &amp;quot;Basic Attack&amp;quot; keyword, which will trigger a [[Combat Refresh]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mitigation and Resistances==&lt;br /&gt;
The ability to reduce or resist incoming damage through various means.  &#039;&#039;&#039;Reading the verbiage of the ability/mod/buff must be done to understand whether it is increasing damage (modifying mitigation) or reducing resistance/increasing vulnerability (modifying resistance).&#039;&#039;&#039;  It is unknown which calculation happens first, but modifying enemy resistance is generally more powerful as it can make a previously immune enemy begin to take damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Mitigation===&lt;br /&gt;
Most of the mitigation found in the game is in the form of flat damage reduction, typically from Armor, Treasure Effects, Abilities, and/or Buffs.  Mitigation can be as specific as &amp;quot;take 1 less damage from each tick of poison damage&amp;quot; (Indirect Poison damage) to as general as Universal Damage Mitigation which, as the name implies, reduces the damage of anything (except Nothingness damage).  Flat damage reduction is most effective on smaller, faster hits, and if enough is stacked, can completely mitigate the hit to &amp;quot;No Damage.&amp;quot; (You cannot heal from the damage if your mitigation would reduce it below 0)&lt;br /&gt;
&lt;br /&gt;
[[Unarmed]] receives the most percentage-based mitigation through mods.  Percentage damage reduction is most effective when paired with flat damage reduction, as it will allow the latter to operate on even larger hits.&lt;br /&gt;
&lt;br /&gt;
Mitigation can be negative or act as a multiplier!  Abilities like [[Druid]]&#039;s Rotskin, [[Weather Witching]]&#039;s Treasure Effects such as &amp;quot;Dampen deals Cold damage and debuffs the target so that it takes +15% damage from future Cold attacks for 10 seconds,&amp;quot; and [[Rabbit]]&#039;s &amp;quot;Play Dead Area of Effect +5 meters, and victims suffer -174 direct mitigation for 30 seconds&amp;quot; all act against the targets mitigation.  However, mitigation cannot overcome resistances.  Using any of the above while using Cold Damage against a [[Cold Elemental]] immune to cold damage will still deal &amp;quot;No Damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
Resistances, and conversely, Vulnerabilities when greater than 100%, are damage multipliers for a particular &#039;&#039;&#039;Damage Type&#039;&#039;&#039; or even &#039;&#039;&#039;Attack Type&#039;&#039;&#039;.  More testing is needed to determine if &#039;&#039;&#039;Damage Type&#039;&#039;&#039; and &#039;&#039;&#039;Attack Type&#039;&#039;&#039; resistance/vulnerability is additive or multiplicative. ([[The Fog]] for instance, is resistant to all physical damage types, but vulnerable to burst attacks).&lt;br /&gt;
&lt;br /&gt;
When viewing an enemy, if your anatomy is high enough, you&#039;ll be able to see roughly what damage types the enemy has Resistance/Vulnerability to:&lt;br /&gt;
*Very Effective: 126% and above&lt;br /&gt;
*Effective: 101%-125%&lt;br /&gt;
*Ineffective: 99%-75%&lt;br /&gt;
*Very Ineffective: 74% and below&lt;br /&gt;
*Immune: 0%&lt;br /&gt;
&lt;br /&gt;
Many Treasure Effects can increase the vulnerability of enemies, though none so notably as [[Archery]] modded for poison damage being able to take a [[Poison Slug]] from Immune to Very Effective damage.&lt;br /&gt;
&lt;br /&gt;
There is no known cap to how vulnerable an enemy can be to a damage type.&lt;br /&gt;
&lt;br /&gt;
Player Resistance is most easily acquired through Treasure Effects and [[Meditation]].  Raksasha can also use a Racial Jewelry to get a permanent 10% resistance to Nature damage by wearing [[Rattail-Ring of Screeching]].&lt;br /&gt;
&lt;br /&gt;
Currently, the only damage Players can become immune to with 100% uptime is Indirect Poison, utilizing [[Battle Chemistry]]&#039;s L30 Treasure Effect &amp;quot;Your Extra Heart mutation grants you -50% Indirect Poison Vulnerability and randomly repairs broken bones over time&amp;quot; paired with [[Druid]]&#039;s L125 Treasure Effect &amp;quot;Fill With Bile reduces target&#039;s Indirect Poison Vulnerability and Indirect Acid Vulnerability -50% for 3 minutes. (This effect does not stack with itself.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Using [[Ice Magic]]&#039;s Cryogenic Freeze and a combination of armor, potions, treasure effects, and other reductions can result in the player being temporarily Immune to Crushing, Slashing, Piercing, Cold, Electricity, Fire, Poison, and/or Trauma.  This comes at the cost of freezing yourself and being unable to take any direct actions, although reflect damage and potions will still work.&lt;br /&gt;
&lt;br /&gt;
Players can nearly become immune to Darkness damage (7% damage taken) by utilizing [[Sword]]&#039;s Flashing Strike modded with &amp;quot;Flashing Strike deals +35% damage and gives you 50% resistance to Darkness damage for 7 seconds,&amp;quot; [[Meditation]] #63 for 25% Resistance, and an [[Umrad Coat]] for 18% Resistance.&lt;br /&gt;
&lt;br /&gt;
Elite Resistance reduces the damage you take from elite enemies.  Further testing needs to be done to see if it is Additive or Multiplicative with normal resistances.  If it is additive, players can theoretically become permanently Darkness immune against [[Mien of Quietus]] by utilizing Dwarven Plate armor and a [[Hobgoblin Peacemaster Sword]] for no downtime on the Flashing Strike buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recovery==&lt;br /&gt;
Sitting does not accelerate your out-of-combat regeneration unlike in some veteran MMOs. You&#039;ll want to find various foods, drinks and snacks to top up your Health and Power between fights.&lt;br /&gt;
&lt;br /&gt;
Eating food and receiving a (by default) 1 hour food buff is the intended way to &lt;br /&gt;
A meal and a snack can be consumed simultaneously, eating multiple meals or snacks will result in only the highest food buff of each type being active, although all others will still be active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Combat Refresh===&lt;br /&gt;
The simplest way to recover Armor, Health, and Power; it is most often found from Food buffs, Equipment, and Treasure Effects.&lt;br /&gt;
&lt;br /&gt;
Food Buffs, Armor, and Treasure Effects all contribute to what and how much is recovered.  Food (past Meal/Snack level 5) will restore Health and Power every &#039;&#039;&#039;Combat Refresh&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Armor contribution will vary depending on what kind of armor it is.&lt;br /&gt;
*Cloth: Health/Power&lt;br /&gt;
*Leather: Health/Armor/Power&lt;br /&gt;
*Metal: Armor/Power&lt;br /&gt;
*Organic: Health/Armor/Power&lt;br /&gt;
For a full breakdown, as well as the positives, negatives, and armor set bonuses, see [[Armor]]&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Combat Refresh&#039;&#039;&#039; has a 15 second cooldown which can be modified by Treasure Effects or by wearing three or more pieces of Organic Armor which will set the default to an 8 second cooldown.&lt;br /&gt;
&lt;br /&gt;
===Restoration===&lt;br /&gt;
Abilities, potions, and buffs can restore Armor, Health, and Power while in combat.&lt;br /&gt;
*Potions or Instant Snack foods will require some amount of Metabolism to use and can restore Health, Armor, and/or Power.&lt;br /&gt;
*[[First Aid]], [[Armor Patching]], and [[Survival Instincts]] are all Sidebar skills (can be used with almost anything), and can restore Health and Armor, but generally require power to use.&lt;br /&gt;
*[[Dig Deep]] is one of the few skills that cost 0 power and restores power.&lt;br /&gt;
*Minor and Major Heals from Skills will restore health, and possibly armor and/or power.&lt;br /&gt;
*Many Treasure Effects will grant abilities restorative powers, ranging from healing on every kick, to restoring power when you kill with a hammer.&lt;br /&gt;
*[[Hoplology]] will cause all [[Staff]] attacks to restore armor.&lt;br /&gt;
&lt;br /&gt;
===In-Combat Regeneration===&lt;br /&gt;
In-combat regeneration from foods or drinks is a rarer commodity. There are in-combat Power or Health regeneration potions that can be bought from NPCs or crafted. They tend to be very pricey, and of course have a fairly limited duration.&lt;br /&gt;
&lt;br /&gt;
Many abilities can be modded for In-combat regeneration, ranging from permanent uptime such as [[Mentalism]]&#039;s Health/Armor/Power Wave and [[Priest]]&#039;s Treasure Effect that gives power regeneration as long as you haven&#039;t been attacked in the last 15 seconds to temporary regeneration such as from Treasure Effects like [[Knife]]&#039;s restorative backstab and Heal-over-Time effects on Minor/Major Heals.&lt;br /&gt;
&lt;br /&gt;
===Out-of-Combat Regeneration===&lt;br /&gt;
Regeneration appears to &amp;quot;tick&amp;quot; once every four seconds (so if a food says &amp;quot;+5 Health per update&amp;quot; it means +5 Health every 4 seconds).&lt;br /&gt;
&lt;br /&gt;
[[Mentalism]]&#039;s Health/Armor/Power Wave also work out of combat as does [[Priest]]&#039;s power regeneration as long as you haven&#039;t been attacked in the last 15 seconds.  Another notable Treasure Effect is [[Battle Chemistry]]&#039;s &amp;quot;Your Extra Heart mutation causes the target to regain +X Power every 8 seconds&amp;quot; which can completely negate the cost of flying so long as you&#039;re not in combat and high enough level.&lt;br /&gt;
&lt;br /&gt;
If you &amp;quot;mezz&amp;quot; a creature for long enough (eg. [[Psychology|Tell Me About Your Mother]]), the &amp;quot;In combat&amp;quot; indicator will disappear and one update of out of combat regeneration will happen, even though the creature is still aggressive.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entity States, Status Effects, Buffs, and Debuffs==&lt;br /&gt;
&#039;&#039;&#039;Entity State&#039;&#039;&#039;s are generally boolean flags like &amp;quot;In Water,&amp;quot; &amp;quot;In Air,&amp;quot; and most importantly, &amp;quot;In Combat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both enemies and players receive tenacity to the same status effect the more it is inflicted on them (enemies tenacity seems to rise faster than player tenacity).&lt;br /&gt;
&lt;br /&gt;
In the same vein as &#039;&#039;&#039;Status Effects&#039;&#039;&#039;, allies and enemies may inflict buffs and debuffs on your character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Entity States===&lt;br /&gt;
A few &#039;&#039;&#039;Entity States&#039;&#039;&#039; may be viewed in the Debugging portion of your Persona, however many are hidden and only some pertain to combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====In Combat====&lt;br /&gt;
The most important one for Combat, while you are &#039;&#039;&#039;In Combat&#039;&#039;&#039;, as expected, you lose all of your &amp;quot;Out of Combat&amp;quot; modifiers and trigger all of your &amp;quot;In Combat&amp;quot; modifiers.  Certain [[Endurance]] Treasure Effects grant Health/Armor/Power regen only while &#039;&#039;&#039;In Combat&#039;&#039;&#039;.  Being attacked will put you &#039;&#039;&#039;In Combat&#039;&#039;&#039;, but there is some form of grace period when an enemy notices you and begins pathing to you.  Very important for body pulling!&lt;br /&gt;
&lt;br /&gt;
====Alarmed====&lt;br /&gt;
When a player attacks an enemy, the target will attempt to call out to any allies.  Call range varies by mob and only mobs that are allied with the target will be care.  &amp;quot;Body pulling,&amp;quot; (attempting to attract an enemy by walking into their aggro range and then leading them away from the pack) is recommended if you are not confident in taking on multiple mobs simultaneously.  Some mobs will &#039;&#039;&#039;Alarm&#039;&#039;&#039; if they see you, generally alerting the entire room.&lt;br /&gt;
&lt;br /&gt;
====Boosting Allies====&lt;br /&gt;
When engaging more than 3 enemies at once, there is a chance a mob will attempt to boost itself and allies, depicted by a channeled green arrow rising from its head.  With enough Anatomy, one can view what the boost provided by enemies are.  Stunning, Knocking Back/Pulling, or Mesmerizing an enemy attempting to boost will cancel the ability (killing it works too).&lt;br /&gt;
&lt;br /&gt;
====Frightened====&lt;br /&gt;
Currently only able to be inflicted on enemies, a frightened enemy will attempt to run away from the player that inflicted the frightened status.  A double-edged sword, while it will temporarily relieve you of an enemy, if the enemy runs into another room and a projectile, pet, or ignorant player attacks them, the frightened enemy will still &#039;&#039;&#039;Alarm&#039;&#039;&#039; and potentially pull MORE enemies into combat!&lt;br /&gt;
&lt;br /&gt;
====In Air, In Water, Is Flying, and Submerged====&lt;br /&gt;
These various states will disable some abilities, most notably, being &#039;&#039;&#039;In Water&#039;&#039;&#039; (even a toe) will disable most fire and electric spells as well as many projectile based attacks.  &#039;&#039;&#039;In Air&#039;&#039;&#039; will also disable many abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is Flying&#039;&#039;&#039; while &#039;&#039;&#039;In Combat&#039;&#039;&#039; will drastically increase the power cost per second of Flying, and appears to scale with the number of enemies targeting you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submerged&#039;&#039;&#039; appears to be synonymous with &#039;&#039;&#039;In Water&#039;&#039;&#039; for combat, unable to find an ability that works while touching water, but not fully submerged.  Being &#039;&#039;&#039;Submerged&#039;&#039;&#039; will begin depleting your Air, once the bar is gone, you will begin taking health damage as you drown!&lt;br /&gt;
&lt;br /&gt;
====On Fire====&lt;br /&gt;
Important for disabling the regenerative properties of Trolls, stepping &#039;&#039;&#039;In Water&#039;&#039;&#039; will nullify the &#039;&#039;&#039;On Fire&#039;&#039;&#039; state and remove any associated debuffs!&lt;br /&gt;
&lt;br /&gt;
====On a Mount====&lt;br /&gt;
Riding near enemies will generate Anxiety; attacked while mounted will generate even more Anxiety based on the damage of the hit; once your bar is full, you will be dismounted!&lt;br /&gt;
&lt;br /&gt;
====Mesmerized====&lt;br /&gt;
Currently only able to be inflicted on enemies, mesmerizing an enemy will stop it from attacking the player as long as it is not attacked itself.  Mesmerizing an enemy will not cause it to Alarm, although, when it ends, it will alarm and hunt down the player.&lt;br /&gt;
&lt;br /&gt;
====Vulnerable====&lt;br /&gt;
Occasionally, an enemy will feel vulnerable, indicated by a purple aura and an audio notification.  Abilities that deal extra damage to vulnerable enemies will consume the vulnerable status effect to deal extra damage for one attack.  Some skills, like [[Staff]] can be modded to force vulnerability.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Status Effects===&lt;br /&gt;
Categorized here are all the effects that appear to have some form of tenacity applied to them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Stun====&lt;br /&gt;
When enemies or players are stunned, they lose all evasion chance and they are unable to use any abilities (unless the ability is modded to be &amp;quot;Able to be Used While Stunned&amp;quot;).  However, potions and instant food can still be used!&lt;br /&gt;
&lt;br /&gt;
====Rooted and Slowed====&lt;br /&gt;
&#039;&#039;&#039;Rooted&#039;&#039;&#039; will set speed to 0 modified by the entities current tenacity modifier while &#039;&#039;&#039;Slowed&#039;&#039;&#039; will adjust the entities speed by a %.&lt;br /&gt;
&lt;br /&gt;
Multiple slows will stack multiplicatively, enough of them will effectively become a root.&lt;br /&gt;
&lt;br /&gt;
====Knocked Back and Pulled====&lt;br /&gt;
Knockback sends enemy or player away from attacker while pulls bring enemy or player closer.  It is assumed that they are just positive and negative values in the back end, as [[Scorpion]]&#039;s &amp;quot;Nigh Invulnerable until Knocked Back&amp;quot; can be accomplished with either a knockback or a pull.  While the player is being knocked back or pulled, they are considered &amp;quot;In Air,&amp;quot; which disables many abilities.  Tenacity appears to lessen the distance the entity is moved (needs more testing).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buffs and Debuffs===&lt;br /&gt;
In addition to all the various states and statuses an entity can have, buffs and debuffs are the majority of combat!&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Buffs====&lt;br /&gt;
The most important buffs are Food Buffs!  You may have one Meal and on Snack buff active at a time, giving you increased Health, Power, Recovery, and Damage Mitigation.&lt;br /&gt;
&lt;br /&gt;
Combat Buffs from drugs generally do not stack, with only the strongest effect applying at a time such as when using the various tiers of [[Cranium Powder]].  One notable exception to this is [[Thunderclap Potion]], where you can gamble at 4:1 odds to either get a stacking +15 Electricity Damage or receive a debuff that makes you deal 0 Electricity Damage for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Ability Buffs are inconsistent on whether they stack or not, although most will stack unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
====Debuffs====&lt;br /&gt;
The most harrowing debuffs are [[Disease]]s.  The vast majority are Permanent until cured; they range from [[Lice]] giving you a -1 Max Power and -1 Hygiene, to [[Broken Bone]]s making your abilities cost 1 more power, stacking up to 100 broken bones!&lt;br /&gt;
&lt;br /&gt;
Next in line are [[Curse]]s!  Received from dying to a boss or, for most bosses, being struck by the boss&#039; rage attack.  Permanent until you kill the boss that gave it to you, although a few have an expiration due to the boss being part of a time limited event (which would make you unable to clear the curse until the next event!  Or forcing you to drink a [[Minor Panacea]]).  Animal Forms are also a curse, removing your ability to use your hands for many tasks/skills, as well as cursing the server with your [[Beast Speech]] and fursona.&lt;br /&gt;
&lt;br /&gt;
Lastly are all the debuffs that you can receive (and give to enemies) while in combat.  Debuffs on enemies generally fall into Damage over Time, Mitigation/Resistance Reduction, Rage Manipulation, or Damage Reduction.  Debuffs on players can range from inflicting Minor Power Drain and Damage over Time effects to Halving the Player&#039;s Max Armor (stacking), Temporarily Disabling All Abilities (potentially forever if you have enough enemies that do this), and Increasing the Cooldown of Abilities.  Almost all debuffs from enemies are inflicted when the enemy performs their special &#039;&#039;&#039;Rage Attack&#039;&#039;&#039;, manage rage accordingly!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rage and Special attacks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage&#039;&#039;&#039; 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, they use their &#039;&#039;&#039;Rage Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Many player skills, like [[Sword]] and [[Psychology]], have abilities that 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&#039;s rage by a flat amount.  There are also drugs and gear that will reduce the amount of rage generated in an enemy!&lt;br /&gt;
&lt;br /&gt;
Conversely, Fire Damage of any kind will generate twice the amount of rage!  [[Hammer]] also has Treasure Effects that increase the amount of rage generated from attacks.  If that weren&#039;t punishing enough, you can also take drugs to generate even more rage within your enemies!&lt;br /&gt;
&lt;br /&gt;
An enemy&#039;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).&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] &amp;lt;small&amp;gt;May 13, 2014&amp;lt;/small&amp;gt;|&lt;br /&gt;
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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Some monsters also have &#039;&#039;&#039;Special&#039;&#039;&#039; Attacks that are separate from &#039;&#039;&#039;Rage&#039;&#039;&#039; Attacks and occur on a cooldown.  Many enemies have a special ranged attack that slows, roots, stuns or gives otherwise melee only mobs a way to hit you from range.  There is currently no way (outside of stunning) to prevent a monster from using its alternate attacks, although if you engage in melee range, most melee enemies seem to honor the brawl.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Movement and kiting==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
In a game like this, where you can find all kinds of clever ways to stack speed buffs, it’s possible to run extremely fast. This is a problem in a combat, where the players can be much more mobile than the monsters.&lt;br /&gt;
&lt;br /&gt;
One way the game currently addresses this is that you can not “sprint” backwards, just walk backwards. So if you want to get away quickly, you have to turn around.&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] &amp;lt;small&amp;gt;May 13, 2014&amp;lt;/small&amp;gt;|&lt;br /&gt;
But that change by itself doesn’t solve anything, because the game doesn’t force you to face your target to attack things right now. This means you can turn away from the monster, run down the hall at high speed, and keep shooting arrows — the arrows would go through your head and hit the monster behind you. This is silly and bizarre.}}&lt;br /&gt;
&lt;br /&gt;
Kiting is something the devs want to address eventually, although it is intended to allow some amount of kiting — &amp;quot;archers should be able to move and get a few extra attacks in&amp;quot;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Looting enemies!==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
Loot appears at the top of the loot window and can be picked up via either double-clicking the icon, or by using the Loot All button. Not all creatures will have loot.&lt;br /&gt;
&lt;br /&gt;
If you have the right equipment, you may also have the option to perform an autopsy, skin, butcher, extract a skull, and bury the creature. Some creatures can be skinned but not butchered, and vice versa. To have a chance (20%) of extracting an organ, you will need an Organ Knife.&lt;br /&gt;
&lt;br /&gt;
Note that to skin or butcher an animal, you will need to have a free inventory space, even if the yielded item is stackable and already present in your inventory.&lt;br /&gt;
&lt;br /&gt;
Also note that the butchering knife and skinning knife are distinct items, and do not overlap in features. You must have both in your inventory. There is a &amp;quot;multi-purpose&amp;quot; knife, but it has less bonuses than the highest quality butcher and skinning knives.&lt;br /&gt;
&lt;br /&gt;
When an enemy is slain and it drops special loot ( {{ font color | red | Exceptional }} / purple / yellow ), there is a distinctive sound and a particle effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=275817</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=275817"/>
		<updated>2026-05-03T18:21:12Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: /* Looting enemies! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
This page is meant to be an introduction to combat mechanics in Project: Gorgon.&lt;br /&gt;
&lt;br /&gt;
==Armor, Health, and Power==&lt;br /&gt;
All can be replenished by Combat Refresh, Potions, and Abilities.&lt;br /&gt;
[[File:Armor Health and Rage indicators.jpg|thumb|center|673px|Armor, Health and Power bars as of the alpha build]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Armor===&lt;br /&gt;
Incoming damage will affect both health and armor while each are available.  Some enemies and many player skills can bypass armor entirely.  Many sources of Acid damage deal ONLY armor damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; mitigates 1 point of damage for every 25 points of armor remaining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Armor&#039;&#039;&#039; instead mitigates 1 point of damage for every 20 points of armor remaining.  Found on enemies, as a [[Shield]] Treasure Effect, by drinking a [[Thick Armor Potion]], or even as a special attribute on a pet [[Graz]].&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more on armor types found in the game. &lt;br /&gt;
&lt;br /&gt;
===[[Health]]===&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is your lifeline for continued existence.  Reaching 0 results in turning into a corpse, with respawn options.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
&#039;&#039;&#039;Power&#039;&#039;&#039; is consumed to use most abilities, flying, and running in combat.  Most basic attacks have no &#039;&#039;&#039;Power&#039;&#039;&#039; requirement, intended to provide a default attack, however, the cost can be augmented by Treasure Effects, enemy debuffs (most notably Broken Bones), and buffs.  Power is used for ALL abilities, martial, magical, mental, or otherwise.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; is split into many subtypes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Direct Damage===&lt;br /&gt;
&#039;&#039;&#039;Direct Damage&#039;&#039;&#039; is the upfront, &amp;quot;I bonk enemy,&amp;quot; type of damage.&lt;br /&gt;
&lt;br /&gt;
Direct Damage Calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Base Damage + Skill|Generic Added Damage) * (1 + Sum of all % Skill|Generic Damage Modifiers) + Base Damage * (Sum of all % Base Damage Multiplier - 1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately arranged, &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
(Base Damage) * (1 + Sum of % Base, Skill, and Generic Damage Modifiers) &amp;lt;br&amp;gt;&lt;br /&gt;
+ &amp;lt;br&amp;gt;&lt;br /&gt;
(Sum of Skill and Generic Added Damage) * (1 + Sum of % Skill and Generic Damage Modifiers)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This results in the Base Damage Multiplier being outclassed by Added Damage Modifiers for most scenarios, as the base damage of most abilities are quite weak.  Effectiveness changes the higher the base damage is ([[Crossbow]] and Epic Attacks receive the most benefit) as well as the more damage types the skill uses; skills such as [[Battle Chemistry]] with four base damage types will find more value in Base Damage than a skill like [[Hammer]] which will generally be specialized in either Crushing or Lightning damage.&lt;br /&gt;
&lt;br /&gt;
Triggered Abilities such as &lt;br /&gt;
*[[Bard]]&#039;s Song of Discord&lt;br /&gt;
*[[Archery]]&#039;s Treasure Effect for Acid Burst on Crit&lt;br /&gt;
*[[Vampirism]]&#039;s Treasure Effects that make Blood Mist deal AoE bursts&lt;br /&gt;
*[[Mentalism]]&#039;s Mindworm Treasure Effect that attacks a secondary target&lt;br /&gt;
*[[Priest]]&#039;s Treasure Effects for retaliatory Flamestrike&lt;br /&gt;
generally deal &#039;&#039;&#039;Direct Damage&#039;&#039;&#039; unless it is a Damage-over-Time effect (like [[Archery]]&#039;s Treasure Effect for Poison on Crit).&lt;br /&gt;
&lt;br /&gt;
===Indirect Damage===&lt;br /&gt;
&#039;&#039;&#039;Indirect Damage&#039;&#039;&#039; is everything else, Damage-over-Time effects, Delayed Damage, Reflect, etc.&lt;br /&gt;
&lt;br /&gt;
Damage-over-Time Calculation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;((Damage per Tick + Added Damage per Tick) * (1 + Sum of all % Skill|Generic Indirect Damage Modifiers))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Per Citan {{Quote|source=[https://discord.com/channels/592041654677012480/592049120097599519/1476811924527386675] &amp;lt;small&amp;gt;Feb 26, 2026&amp;lt;/small&amp;gt;|&lt;br /&gt;
re: indirect damage, internally all indirect damage is &amp;quot;per tick&amp;quot;. Even something like mentalism&#039;s bubble -- that&#039;s just one tick of sudden damage. So per-tick modifiers always apply&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[https://discord.com/channels/592041654677012480/592049120097599519/1476812738746646680] &amp;lt;small&amp;gt;Feb 26, 2026&amp;lt;/small&amp;gt;|&lt;br /&gt;
that is, &amp;quot;+1 Indirect Nature Damage&amp;quot; and &amp;quot;+1 Nature Damage per Tick&amp;quot; are the same thing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
For most Damage-over-Time, the &#039;&#039;&#039;Tick Rate&#039;&#039;&#039; is every 2 seconds.  [[Battle Chemistry]] breaks this mold by dealing damage every second as well as [[Spirit Fox]]&#039;s Cinderstorm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Delayed Damage&#039;&#039;&#039;, most notably from [[Hammer]]&#039;s Latent Charge and [[Rabbit]] Abilities, use a tick rate of the delayed damage time to deal one instance of indirect damage at a later time.&lt;br /&gt;
&lt;br /&gt;
Reflect abilities such as [[Shield]]&#039;s Fire Shield, [[Fire Magic]]&#039;s Molten Veins, [[Druid]]&#039;s Brambleskin, [[Warden]]&#039;s Privacy Field, and [[Survival Instincts]]&#039; Poison Flesh all deal &#039;&#039;&#039;Indirect Damage&#039;&#039;&#039;.  Passives (such as the Scorpion armor set), [[Unarmed]]&#039;s Treasure Effects that mitigate, accumulate, and add that damage to the next Punch/Kick, [[Shield]] Wax that makes enemies take acid damage, the [[Fire Shield Potion]] and [[Acid Shield Potion]], all deal &#039;&#039;&#039;Indirect Damage&#039;&#039;&#039;.  Reflect damage is an instant tick rate response.&lt;br /&gt;
 &lt;br /&gt;
===Targeted Damage===&lt;br /&gt;
&#039;&#039;&#039;Direct&#039;&#039;&#039; and &#039;&#039;&#039;Indirect&#039;&#039;&#039; damage can also be Targeted toward specific stats.&lt;br /&gt;
&lt;br /&gt;
Armor damage will directly attack Armor; Acid and Nature damage are the most common sources of this, however, skills like [[Unarmed]] and [[Shield]] have abilities or can be modded to deal additional armor damage with attacks.  Stripping an enemy of their armor will reduce the mitigation they have, however, once armor is depleted, armor damage does nothing.&lt;br /&gt;
&lt;br /&gt;
Health damage will bypass armor entirely; Psychic damage is the most common source of this, however, many other damage types have the opportunity to deal Health only damage.&lt;br /&gt;
&lt;br /&gt;
Currently, there are no known attacks that are able to deal damage to Power, however, there are numerous debuffs that enemies can inflict that accomplish the same function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage Types===&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; is split into five Categories, &#039;&#039;&#039;Physical&#039;&#039;&#039;, &#039;&#039;&#039;Elemental&#039;&#039;&#039;, &#039;&#039;&#039;Body&#039;&#039;&#039;, &#039;&#039;&#039;Esoteric&#039;&#039;&#039;, and &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical&#039;&#039;&#039;: Slashing, Piercing, and Crushing&lt;br /&gt;
*&#039;&#039;&#039;Elemental&#039;&#039;&#039;: Fire, Cold, and Electricity&lt;br /&gt;
*&#039;&#039;&#039;Body&#039;&#039;&#039;: Trauma, Psychic, and Poison&lt;br /&gt;
*&#039;&#039;&#039;Esoteric&#039;&#039;&#039;: Acid, Nature, and Darkness&lt;br /&gt;
*&#039;&#039;&#039;Other&#039;&#039;&#039;: Demonic, Nothingness, and Taunt&lt;br /&gt;
&lt;br /&gt;
Nothingness is equivalent to &amp;quot;True&amp;quot; damage, as it should not be mitigated by anything, simply adds or subtracts health.  Generally not seen  by the player except for those cruel masters that torture undead servants or perform animal cruelty.&lt;br /&gt;
&lt;br /&gt;
For further information, a list of damage conversions, and a skill breakdown of damage types used, see [[Damage Types]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
Many mechanics go into hitting your enemy and sometimes, more importantly, how you hit them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Accuracy and Chance to Miss===&lt;br /&gt;
By default, players have 100 &#039;&#039;&#039;Accuracy&#039;&#039;&#039; and an attack will always hit.  However, players, monsters, and many pets can have the ability to evade attacks, at which point the attacker&#039;s &#039;&#039;&#039;Accuracy&#039;&#039;&#039; and the defender&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039; are pitted against each other.  Different &#039;&#039;&#039;Attack Types&#039;&#039;&#039; can have different Evasion ratings.  &#039;&#039;&#039;The stunned condition completely removes chance to evade.&#039;&#039;&#039; Do Note: Mesmerized is not a stun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chance to Miss&#039;&#039;&#039; is rolled separately from Accuracy and cannot be mitigated.  Most notable sources are from [[Dark Chapel]]&#039;s Darkness (which affects enemies as well) and Alcohol Buffs.&lt;br /&gt;
&lt;br /&gt;
===Critical Hit===&lt;br /&gt;
Some abilities have a chance to critically hit the enemy, by either exploiting a targets mind, knowing where to hit for maximum damage, or just by being the best pet around.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Phrenology Based Crit====&lt;br /&gt;
[[Psychology]] and [[Mentalism]] use [[Phrenology]] to understand how sentient creatures think and feel, and then exploit their insecurities or vulnerabilities to deal more damage.  This limits &#039;&#039;&#039;Phrenology Based Crits&#039;&#039;&#039; to only thinking and feeling beings, and requires the corresponding [[Phrenology]] sub-skill to be leveled to at least level 6 to have a 1% chance and an 8% chance when fully leveled.&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Phrenology Based Crits&#039;&#039;&#039; only have a damage multiplier of 1.25, however, when using both [[Psychology]] and [[Mentalism]] together and fully modded for Crits with L100 gear, that damage multiplier becomes 5.05, which can still be further boosted by higher gear and potions.&lt;br /&gt;
&lt;br /&gt;
====Anatomy Based Crit====&lt;br /&gt;
[[Archery]], [[Crossbow]], and [[Knife Fighting]] (modded) utilize [[Anatomy]] to identify the best place to strike and deal maximum damage.  All creatures fall under some sub-skill of [[Anatomy]], thereby letting &#039;&#039;&#039;Anatomy Based Crits&#039;&#039;&#039; to be used on anything.  Requires a minimum of level 8 in the corresponding [[Anatomy]] sub-skill to have a 1% chance and a 6% chance when fully leveled.  [[Archery]] can get crit chance through mods, allowing it to score critical hits with no [[Anatomy]] levels needed.&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Anatomy Based Crits&#039;&#039;&#039; have a damage multiplier of 1.5.  [[Archery]] can boost this to ~2 at L100 and can be further boosted by higher gear, potions, and weapon honing.  [[Knife]] can only boost itself with potions and weapon honing, although using [[Knife]]/[[Archery]] will allow [[Knife]] to get the [[Archery]] boost, at the cost of losing the ability to critically strike with melee (Duelist&#039;s Slash requires dual wielding knives).  [[Crossbow]] can only be boosted by potions.&lt;br /&gt;
&lt;br /&gt;
====Pet Crits====&lt;br /&gt;
&#039;&#039;&#039;Needs review&#039;&#039;&#039;&lt;br /&gt;
Your pet, can critically strike.  The mechanics need testing.&lt;br /&gt;
&lt;br /&gt;
====Enemy Crits====&lt;br /&gt;
Elites and bosses have a crit chance based on their level and adjusted by type and boss tier. Their crits deal +25% damage by default, though there are exceptions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Taunt===&lt;br /&gt;
Dealing damage &#039;&#039;&#039;Taunts&#039;&#039;&#039; the enemy, and the enemy will attempt to attack the target with the highest amount.  Flat modifiers to taunt are generally more effective than percent modifiers to taunt, as +1000 taunt will make an ability that deals 10 damage have the enemy believe it was dealt 1010 damage, whereas a 100% modifier to taunt would make it only believe it was dealt 20 damage.  Furthermore, flat modifiers to taunt can work on enemies immune to the damage of the hit.  Using both will greatly increase your presence on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
Attacks can be categorized into tags, with the main three being mutually exclusive of each other; &#039;&#039;&#039;Melee&#039;&#039;&#039;, &#039;&#039;&#039;Ranged&#039;&#039;&#039;, and &#039;&#039;&#039;Burst&#039;&#039;&#039;.&lt;br /&gt;
An attack can also be a &#039;&#039;&#039;Projectile&#039;&#039;&#039; attack, currently, there are no known &#039;&#039;&#039;Melee Projectile&#039;&#039;&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
For example, [[Fire Magic]]&#039;s Fire Ball is both a &#039;&#039;&#039;Ranged&#039;&#039;&#039; and &#039;&#039;&#039;Projectile&#039;&#039;&#039; attack, while [[Psychology]]&#039;s Mock is, at base, only a &#039;&#039;&#039;Ranged&#039;&#039;&#039; attack, but can be modded to be a &#039;&#039;&#039;Burst&#039;&#039;&#039; attack centered on an enemy.&lt;br /&gt;
&lt;br /&gt;
Weather Witching skills can currently be the most complicated, with several of its abilities being able to be modded with &amp;quot;If target is more than 10 meters away, [Ability] hits all enemies within 7 meters of target&amp;quot; resulting in an ability that is a &#039;&#039;&#039;Ranged&#039;&#039;&#039; (possibly &#039;&#039;&#039;Projectile&#039;&#039;&#039;) attack below 10m, then transitioning to a &#039;&#039;&#039;Burst&#039;&#039;&#039; (possibly &#039;&#039;&#039;Projectile&#039;&#039;&#039;) attack centered on the enemy.  A &#039;&#039;&#039;Burst Projectile&#039;&#039;&#039; attack will create a projectile for each target, from the player, even if it&#039;s centered on an enemy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Melee====&lt;br /&gt;
The most common attack type for enemies.  &lt;br /&gt;
&lt;br /&gt;
Melee attacks are single target and limited to 8m and below, with most of the exceptions going towards enemies of larger size and the only player exception being [[Weather Witching]]&#039;s Shocking Grasp modded with &amp;quot;Shocking Grasp Damage +X%. Range is increased +7 meters (but is still a Melee attack).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
Ranged attacks are... ranged (anything greater than 8m)!  From the shortest ranged attack of 10m belonging to [[Battle Chemistry]]&#039;s basic attack, Toxic Irritant, to the furthest ranged attack of 48m belonging to [[Bard]]&#039;s Horn abilities (fully modded for +15 range and a [[Destiny Horn]] for an additional +3), Ranged attacks allow you to hit most melee enemies from further away than they can hit you.  Despite this, kiting is not generally recommended as the power cost of running while in combat will rapidly deplete your reserves.&lt;br /&gt;
&lt;br /&gt;
====Burst====&lt;br /&gt;
Burst attacks are almost anything that hit multiple enemies, exceptions to this are the Treasure Effects that cause you to trigger an internal ability that hits a separate enemy like [[Mentalism]]&#039;s Mindworm and [[Archery]]&#039;s Extra Fire Arrow/Extra Mangling Arrow.  Damage that is dealt with Burst attacks (both direct and indirect) will deal full damage to up to three targets.  If there are more than three enemies, damage is reduced for every enemy beyond the third, down to a cap of ten enemies.  Any enemy beyond the tenth will receive damage as if there were only ten.  &#039;&#039;&#039;This applies to both players and enemies!&#039;&#039;&#039; Players and any summons count toward the cap, so when fighting a boss that has a nasty AoE rage attack, it is sometimes better to have everyone get hit rather than just the tank.&lt;br /&gt;
&lt;br /&gt;
====Projectile====&lt;br /&gt;
Projectile attacks are any attack that throw, shoot, or otherwise fling something at an enemy.  Projectile attacks have the unfortunate (or fortunate) attribute of travel time to the target.  This can result in the player firing the killing shot at an enemy, dying to the enemy, and then the attack hitting.  On the flip side, this also allows the player to see a projectile, heal before it hits them, and potentially save themself from dying.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ability Tags===&lt;br /&gt;
Some abilities are classified as &amp;quot;Basic Attack&amp;quot;, &amp;quot;Nice Attack&amp;quot;, &amp;quot;Core Attack&amp;quot;, &amp;quot;Epic Attack&amp;quot;, &amp;quot;Signature Debuff&amp;quot;, &amp;quot;Minor Heal&amp;quot;, or &amp;quot;Major Heal&amp;quot;.  These keywords determine when certain effects apply.  For example, there is a Sword Treasure Effect &amp;quot;For 6 seconds after using Precision Pierce, your Nice Attacks deal +X damage,&amp;quot; this will boost the damage of all abilities which are tagged as &amp;quot;Nice Attacks&amp;quot; (this will affect Nice Attacks from any skill, not only Sword&#039;s Nice Attacks).&lt;br /&gt;
&lt;br /&gt;
Within each category there are some similarities.  For example Epic Attacks tend to have high damage and long cooldowns.  However, there is no gameplay effect for any category other than as keywords to determine when  effects will proc.  The only exception is the &amp;quot;Basic Attack&amp;quot; keyword, which will trigger a [[Combat Refresh]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mitigation and Resistances==&lt;br /&gt;
The ability to reduce or resist incoming damage through various means.  &#039;&#039;&#039;Reading the verbiage of the ability/mod/buff must be done to understand whether it is increasing damage (modifying mitigation) or reducing resistance/increasing vulnerability (modifying resistance).&#039;&#039;&#039;  It is unknown which calculation happens first, but modifying enemy resistance is generally more powerful as it can make a previously immune enemy begin to take damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Mitigation===&lt;br /&gt;
Most of the mitigation found in the game is in the form of flat damage reduction, typically from Armor, Treasure Effects, Abilities, and/or Buffs.  Mitigation can be as specific as &amp;quot;take 1 less damage from each tick of poison damage&amp;quot; (Indirect Poison damage) to as general as Universal Damage Mitigation which, as the name implies, reduces the damage of anything (except Nothingness damage).  Flat damage reduction is most effective on smaller, faster hits, and if enough is stacked, can completely mitigate the hit to &amp;quot;No Damage.&amp;quot; (You cannot heal from the damage if your mitigation would reduce it below 0)&lt;br /&gt;
&lt;br /&gt;
[[Unarmed]] receives the most percentage-based mitigation through mods.  Percentage damage reduction is most effective when paired with flat damage reduction, as it will allow the latter to operate on even larger hits.&lt;br /&gt;
&lt;br /&gt;
Mitigation can be negative or act as a multiplier!  Abilities like [[Druid]]&#039;s Rotskin, [[Weather Witching]]&#039;s Treasure Effects such as &amp;quot;Dampen deals Cold damage and debuffs the target so that it takes +15% damage from future Cold attacks for 10 seconds,&amp;quot; and [[Rabbit]]&#039;s &amp;quot;Play Dead Area of Effect +5 meters, and victims suffer -174 direct mitigation for 30 seconds&amp;quot; all act against the targets mitigation.  However, mitigation cannot overcome resistances.  Using any of the above while using Cold Damage against a [[Cold Elemental]] immune to cold damage will still deal &amp;quot;No Damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
Resistances, and conversely, Vulnerabilities when greater than 100%, are damage multipliers for a particular &#039;&#039;&#039;Damage Type&#039;&#039;&#039; or even &#039;&#039;&#039;Attack Type&#039;&#039;&#039;.  More testing is needed to determine if &#039;&#039;&#039;Damage Type&#039;&#039;&#039; and &#039;&#039;&#039;Attack Type&#039;&#039;&#039; resistance/vulnerability is additive or multiplicative. ([[The Fog]] for instance, is resistant to all physical damage types, but vulnerable to burst attacks).&lt;br /&gt;
&lt;br /&gt;
When viewing an enemy, if your anatomy is high enough, you&#039;ll be able to see roughly what damage types the enemy has Resistance/Vulnerability to:&lt;br /&gt;
*Very Effective: 126% and above&lt;br /&gt;
*Effective: 101%-125%&lt;br /&gt;
*Ineffective: 99%-75%&lt;br /&gt;
*Very Ineffective: 74% and below&lt;br /&gt;
*Immune: 0%&lt;br /&gt;
&lt;br /&gt;
Many Treasure Effects can increase the vulnerability of enemies, though none so notably as [[Archery]] modded for poison damage being able to take a [[Poison Slug]] from Immune to Very Effective damage.&lt;br /&gt;
&lt;br /&gt;
There is no known cap to how vulnerable an enemy can be to a damage type.&lt;br /&gt;
&lt;br /&gt;
Player Resistance is most easily acquired through Treasure Effects and [[Meditation]].  Raksasha can also use a Racial Jewelry to get a permanent 10% resistance to Nature damage by wearing [[Rattail-Ring of Screeching]].&lt;br /&gt;
&lt;br /&gt;
Currently, the only damage Players can become immune to with 100% uptime is Indirect Poison, utilizing [[Battle Chemistry]]&#039;s L30 Treasure Effect &amp;quot;Your Extra Heart mutation grants you -50% Indirect Poison Vulnerability and randomly repairs broken bones over time&amp;quot; paired with [[Druid]]&#039;s L125 Treasure Effect &amp;quot;Fill With Bile reduces target&#039;s Indirect Poison Vulnerability and Indirect Acid Vulnerability -50% for 3 minutes. (This effect does not stack with itself.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Using [[Ice Magic]]&#039;s Cryogenic Freeze and a combination of armor, potions, treasure effects, and other reductions can result in the player being temporarily Immune to Crushing, Slashing, Piercing, Cold, Electricity, Fire, Poison, and/or Trauma.  This comes at the cost of freezing yourself and being unable to take any direct actions, although reflect damage and potions will still work.&lt;br /&gt;
&lt;br /&gt;
Players can nearly become immune to Darkness damage (7% damage taken) by utilizing [[Sword]]&#039;s Flashing Strike modded with &amp;quot;Flashing Strike deals +35% damage and gives you 50% resistance to Darkness damage for 7 seconds,&amp;quot; [[Meditation]] #63 for 25% Resistance, and an [[Umrad Coat]] for 18% Resistance.&lt;br /&gt;
&lt;br /&gt;
Elite Resistance reduces the damage you take from elite enemies.  Further testing needs to be done to see if it is Additive or Multiplicative with normal resistances.  If it is additive, players can theoretically become permanently Darkness immune against [[Mien of Quietus]] by utilizing Dwarven Plate armor and a [[Hobgoblin Peacemaster Sword]] for no downtime on the Flashing Strike buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recovery==&lt;br /&gt;
Sitting does not accelerate your out-of-combat regeneration unlike in some veteran MMOs. You&#039;ll want to find various foods, drinks and snacks to top up your Health and Power between fights.&lt;br /&gt;
&lt;br /&gt;
Eating food and receiving a (by default) 1 hour food buff is the intended way to &lt;br /&gt;
A meal and a snack can be consumed simultaneously, eating multiple meals or snacks will result in only the highest food buff of each type being active, although all others will still be active.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Combat Refresh===&lt;br /&gt;
The simplest way to recover Armor, Health, and Power; it is most often found from Food buffs, Equipment, and Treasure Effects.&lt;br /&gt;
&lt;br /&gt;
Food Buffs, Armor, and Treasure Effects all contribute to what and how much is recovered.  Food (past Meal/Snack level 5) will restore Health and Power every &#039;&#039;&#039;Combat Refresh&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Armor contribution will vary depending on what kind of armor it is.&lt;br /&gt;
*Cloth: Health/Power&lt;br /&gt;
*Leather: Health/Armor/Power&lt;br /&gt;
*Metal: Armor/Power&lt;br /&gt;
*Organic: Health/Armor/Power&lt;br /&gt;
For a full breakdown, as well as the positives, negatives, and armor set bonuses, see [[Armor]]&lt;br /&gt;
&lt;br /&gt;
By default, &#039;&#039;&#039;Combat Refresh&#039;&#039;&#039; has a 15 second cooldown which can be modified by Treasure Effects or by wearing three or more pieces of Organic Armor which will set the default to an 8 second cooldown.&lt;br /&gt;
&lt;br /&gt;
===Restoration===&lt;br /&gt;
Abilities, potions, and buffs can restore Armor, Health, and Power while in combat.&lt;br /&gt;
*Potions or Instant Snack foods will require some amount of Metabolism to use and can restore Health, Armor, and/or Power.&lt;br /&gt;
*[[First Aid]], [[Armor Patching]], and [[Survival Instincts]] are all Sidebar skills (can be used with almost anything), and can restore Health and Armor, but generally require power to use.&lt;br /&gt;
*[[Dig Deep]] is one of the few skills that cost 0 power and restores power.&lt;br /&gt;
*Minor and Major Heals from Skills will restore health, and possibly armor and/or power.&lt;br /&gt;
*Many Treasure Effects will grant abilities restorative powers, ranging from healing on every kick, to restoring power when you kill with a hammer.&lt;br /&gt;
*[[Hoplology]] will cause all [[Staff]] attacks to restore armor.&lt;br /&gt;
&lt;br /&gt;
===In-Combat Regeneration===&lt;br /&gt;
In-combat regeneration from foods or drinks is a rarer commodity. There are in-combat Power or Health regeneration potions that can be bought from NPCs or crafted. They tend to be very pricey, and of course have a fairly limited duration.&lt;br /&gt;
&lt;br /&gt;
Many abilities can be modded for In-combat regeneration, ranging from permanent uptime such as [[Mentalism]]&#039;s Health/Armor/Power Wave and [[Priest]]&#039;s Treasure Effect that gives power regeneration as long as you haven&#039;t been attacked in the last 15 seconds to temporary regeneration such as from Treasure Effects like [[Knife]]&#039;s restorative backstab and Heal-over-Time effects on Minor/Major Heals.&lt;br /&gt;
&lt;br /&gt;
===Out-of-Combat Regeneration===&lt;br /&gt;
Regeneration appears to &amp;quot;tick&amp;quot; once every four seconds (so if a food says &amp;quot;+5 Health per update&amp;quot; it means +5 Health every 4 seconds).&lt;br /&gt;
&lt;br /&gt;
[[Mentalism]]&#039;s Health/Armor/Power Wave also work out of combat as does [[Priest]]&#039;s power regeneration as long as you haven&#039;t been attacked in the last 15 seconds.  Another notable Treasure Effect is [[Battle Chemistry]]&#039;s &amp;quot;Your Extra Heart mutation causes the target to regain +X Power every 8 seconds&amp;quot; which can completely negate the cost of flying so long as you&#039;re not in combat and high enough level.&lt;br /&gt;
&lt;br /&gt;
If you &amp;quot;mezz&amp;quot; a creature for long enough (eg. [[Psychology|Tell Me About Your Mother]]), the &amp;quot;In combat&amp;quot; indicator will disappear and one update of out of combat regeneration will happen, even though the creature is still aggressive.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entity States, Status Effects, Buffs, and Debuffs==&lt;br /&gt;
&#039;&#039;&#039;Entity State&#039;&#039;&#039;s are generally boolean flags like &amp;quot;In Water,&amp;quot; &amp;quot;In Air,&amp;quot; and most importantly, &amp;quot;In Combat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both enemies and players receive tenacity to the same status effect the more it is inflicted on them (enemies tenacity seems to rise faster than player tenacity).&lt;br /&gt;
&lt;br /&gt;
In the same vein as &#039;&#039;&#039;Status Effects&#039;&#039;&#039;, allies and enemies may inflict buffs and debuffs on your character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
===Entity States===&lt;br /&gt;
A few &#039;&#039;&#039;Entity States&#039;&#039;&#039; may be viewed in the Debugging portion of your Persona, however many are hidden and only some pertain to combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====In Combat====&lt;br /&gt;
The most important one for Combat, while you are &#039;&#039;&#039;In Combat&#039;&#039;&#039;, as expected, you lose all of your &amp;quot;Out of Combat&amp;quot; modifiers and trigger all of your &amp;quot;In Combat&amp;quot; modifiers.  Certain [[Endurance]] Treasure Effects grant Health/Armor/Power regen only while &#039;&#039;&#039;In Combat&#039;&#039;&#039;.  Being attacked will put you &#039;&#039;&#039;In Combat&#039;&#039;&#039;, but there is some form of grace period when an enemy notices you and begins pathing to you.  Very important for body pulling!&lt;br /&gt;
&lt;br /&gt;
====Alarmed====&lt;br /&gt;
When a player attacks an enemy, the target will attempt to call out to any allies.  Call range varies by mob and only mobs that are allied with the target will be care.  &amp;quot;Body pulling,&amp;quot; (attempting to attract an enemy by walking into their aggro range and then leading them away from the pack) is recommended if you are not confident in taking on multiple mobs simultaneously.  Some mobs will &#039;&#039;&#039;Alarm&#039;&#039;&#039; if they see you, generally alerting the entire room.&lt;br /&gt;
&lt;br /&gt;
====Boosting Allies====&lt;br /&gt;
When engaging more than 3 enemies at once, there is a chance a mob will attempt to boost itself and allies, depicted by a channeled green arrow rising from its head.  With enough Anatomy, one can view what the boost provided by enemies are.  Stunning, Knocking Back/Pulling, or Mesmerizing an enemy attempting to boost will cancel the ability (killing it works too).&lt;br /&gt;
&lt;br /&gt;
====Frightened====&lt;br /&gt;
Currently only able to be inflicted on enemies, a frightened enemy will attempt to run away from the player that inflicted the frightened status.  A double-edged sword, while it will temporarily relieve you of an enemy, if the enemy runs into another room and a projectile, pet, or ignorant player attacks them, the frightened enemy will still &#039;&#039;&#039;Alarm&#039;&#039;&#039; and potentially pull MORE enemies into combat!&lt;br /&gt;
&lt;br /&gt;
====In Air, In Water, Is Flying, and Submerged====&lt;br /&gt;
These various states will disable some abilities, most notably, being &#039;&#039;&#039;In Water&#039;&#039;&#039; (even a toe) will disable most fire and electric spells as well as many projectile based attacks.  &#039;&#039;&#039;In Air&#039;&#039;&#039; will also disable many abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is Flying&#039;&#039;&#039; while &#039;&#039;&#039;In Combat&#039;&#039;&#039; will drastically increase the power cost per second of Flying, and appears to scale with the number of enemies targeting you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submerged&#039;&#039;&#039; appears to be synonymous with &#039;&#039;&#039;In Water&#039;&#039;&#039; for combat, unable to find an ability that works while touching water, but not fully submerged.  Being &#039;&#039;&#039;Submerged&#039;&#039;&#039; will begin depleting your Air, once the bar is gone, you will begin taking health damage as you drown!&lt;br /&gt;
&lt;br /&gt;
====On Fire====&lt;br /&gt;
Important for disabling the regenerative properties of Trolls, stepping &#039;&#039;&#039;In Water&#039;&#039;&#039; will nullify the &#039;&#039;&#039;On Fire&#039;&#039;&#039; state and remove any associated debuffs!&lt;br /&gt;
&lt;br /&gt;
====On a Mount====&lt;br /&gt;
Riding near enemies will generate Anxiety; attacked while mounted will generate even more Anxiety based on the damage of the hit; once your bar is full, you will be dismounted!&lt;br /&gt;
&lt;br /&gt;
====Mesmerized====&lt;br /&gt;
Currently only able to be inflicted on enemies, mesmerizing an enemy will stop it from attacking the player as long as it is not attacked itself.  Mesmerizing an enemy will not cause it to Alarm, although, when it ends, it will alarm and hunt down the player.&lt;br /&gt;
&lt;br /&gt;
====Vulnerable====&lt;br /&gt;
Occasionally, an enemy will feel vulnerable, indicated by a purple aura and an audio notification.  Abilities that deal extra damage to vulnerable enemies will consume the vulnerable status effect to deal extra damage for one attack.  Some skills, like [[Staff]] can be modded to force vulnerability.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Status Effects===&lt;br /&gt;
Categorized here are all the effects that appear to have some form of tenacity applied to them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Stun====&lt;br /&gt;
When enemies or players are stunned, they lose all evasion chance and they are unable to use any abilities (unless the ability is modded to be &amp;quot;Able to be Used While Stunned&amp;quot;).  However, potions and instant food can still be used!&lt;br /&gt;
&lt;br /&gt;
====Rooted and Slowed====&lt;br /&gt;
&#039;&#039;&#039;Rooted&#039;&#039;&#039; will set speed to 0 modified by the entities current tenacity modifier while &#039;&#039;&#039;Slowed&#039;&#039;&#039; will adjust the entities speed by a %.&lt;br /&gt;
&lt;br /&gt;
Multiple slows will stack multiplicatively, enough of them will effectively become a root.&lt;br /&gt;
&lt;br /&gt;
====Knocked Back and Pulled====&lt;br /&gt;
Knockback sends enemy or player away from attacker while pulls bring enemy or player closer.  It is assumed that they are just positive and negative values in the back end, as [[Scorpion]]&#039;s &amp;quot;Nigh Invulnerable until Knocked Back&amp;quot; can be accomplished with either a knockback or a pull.  While the player is being knocked back or pulled, they are considered &amp;quot;In Air,&amp;quot; which disables many abilities.  Tenacity appears to lessen the distance the entity is moved (needs more testing).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Buffs and Debuffs===&lt;br /&gt;
In addition to all the various states and statuses an entity can have, buffs and debuffs are the majority of combat!&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
====Buffs====&lt;br /&gt;
The most important buffs are Food Buffs!  You may have one Meal and on Snack buff active at a time, giving you increased Health, Power, Recovery, and Damage Mitigation.&lt;br /&gt;
&lt;br /&gt;
Combat Buffs from drugs generally do not stack, with only the strongest effect applying at a time such as when using the various tiers of [[Cranium Powder]].  One notable exception to this is [[Thunderclap Potion]], where you can gamble at 4:1 odds to either get a stacking +15 Electricity Damage or receive a debuff that makes you deal 0 Electricity Damage for 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Ability Buffs are inconsistent on whether they stack or not, although most will stack unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
====Debuffs====&lt;br /&gt;
The most harrowing debuffs are [[Disease]]s.  The vast majority are Permanent until cured; they range from [[Lice]] giving you a -1 Max Power and -1 Hygiene, to [[Broken Bone]]s making your abilities cost 1 more power, stacking up to 100 broken bones!&lt;br /&gt;
&lt;br /&gt;
Next in line are [[Curse]]s!  Received from dying to a boss or, for most bosses, being struck by the boss&#039; rage attack.  Permanent until you kill the boss that gave it to you, although a few have an expiration due to the boss being part of a time limited event (which would make you unable to clear the curse until the next event!  Or forcing you to drink a [[Minor Panacea]]).  Animal Forms are also a curse, removing your ability to use your hands for many tasks/skills, as well as cursing the server with your [[Beast Speech]] and fursona.&lt;br /&gt;
&lt;br /&gt;
Lastly are all the debuffs that you can receive (and give to enemies) while in combat.  Debuffs on enemies generally fall into Damage over Time, Mitigation/Resistance Reduction, Rage Manipulation, or Damage Reduction.  Debuffs on players can range from inflicting Minor Power Drain and Damage over Time effects to Halving the Player&#039;s Max Armor (stacking), Temporarily Disabling All Abilities (potentially forever if you have enough enemies that do this), and Increasing the Cooldown of Abilities.  Almost all debuffs from enemies are inflicted when the enemy performs their special &#039;&#039;&#039;Rage Attack&#039;&#039;&#039;, manage rage accordingly!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rage and Special attacks==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rage&#039;&#039;&#039; 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, they use their &#039;&#039;&#039;Rage Attack&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Many player skills, like [[Sword]] and [[Psychology]], have abilities that 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&#039;s rage by a flat amount.  There are also drugs and gear that will reduce the amount of rage generated in an enemy!&lt;br /&gt;
&lt;br /&gt;
Conversely, Fire Damage of any kind will generate twice the amount of rage!  [[Hammer]] also has Treasure Effects that increase the amount of rage generated from attacks.  If that weren&#039;t punishing enough, you can also take drugs to generate even more rage within your enemies!&lt;br /&gt;
&lt;br /&gt;
An enemy&#039;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).&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] &amp;lt;small&amp;gt;May 13, 2014&amp;lt;/small&amp;gt;|&lt;br /&gt;
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.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Some monsters also have &#039;&#039;&#039;Special&#039;&#039;&#039; Attacks that are separate from &#039;&#039;&#039;Rage&#039;&#039;&#039; Attacks and occur on a cooldown.  Many enemies have a special ranged attack that slows, roots, stuns or gives otherwise melee only mobs a way to hit you from range.  There is currently no way (outside of stunning) to prevent a monster from using its alternate attacks, although if you engage in melee range, most melee enemies seem to honor the brawl.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Movement and kiting==&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
In a game like this, where you can find all kinds of clever ways to stack speed buffs, it’s possible to run extremely fast. This is a problem in a combat, where the players can be much more mobile than the monsters.&lt;br /&gt;
&lt;br /&gt;
One way the game currently addresses this is that you can not “sprint” backwards, just walk backwards. So if you want to get away quickly, you have to turn around.&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] &amp;lt;small&amp;gt;May 13, 2014&amp;lt;/small&amp;gt;|&lt;br /&gt;
But that change by itself doesn’t solve anything, because the game doesn’t force you to face your target to attack things right now. This means you can turn away from the monster, run down the hall at high speed, and keep shooting arrows — the arrows would go through your head and hit the monster behind you. This is silly and bizarre.}}&lt;br /&gt;
&lt;br /&gt;
Kiting is something the devs want to address eventually, although it is intended to allow some amount of kiting — &amp;quot;archers should be able to move and get a few extra attacks in&amp;quot;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Looting enemies!==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left: 2em&amp;quot;&amp;gt;&lt;br /&gt;
Loot appears at the top of the loot window and can be picked up via either double-clicking the icon, or by using the Loot All button. Not all creatures will have loot.&lt;br /&gt;
&lt;br /&gt;
If you have the right equipment, you may also have the option to perform an autopsy, skin, butcher, extract a skull, and bury the creature. Some creatures can be skinned but not butchered, and vice versa. To have a chance (20%) of extracting an organ, you will need an Organ Knife.&lt;br /&gt;
&lt;br /&gt;
Note that to skin or butcher an animal, you will need to have a free inventory space, even if the yielded item is stackable and already present in your inventory.&lt;br /&gt;
&lt;br /&gt;
Also note that the butchering knife and skinning knife are distinct items, and do not overlap in features. You must have both in your inventory. There is a &amp;quot;multi-purpose&amp;quot; knife, but it has less bonuses than the highest quality butcher and skinning knives.&lt;br /&gt;
&lt;br /&gt;
When an enemy is slain and it drops special loot ( red / purple / yellow ), there is a distinctive sound and a particle effect.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Amutasa/Small_talk&amp;diff=203888</id>
		<title>Amutasa/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Amutasa/Small_talk&amp;diff=203888"/>
		<updated>2025-12-01T16:59:44Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Loves [[Maximized Obsidian]] {{Hint|+59}}&lt;br /&gt;
* Loves [[:Category:Items/SnailShell|Snail Shells]] {{Hint|Giant Snail Shell: 3.5, Perfect Giant Snail Shell: 20, Demonic Giant Snail Shell: 42}}&lt;br /&gt;
* Loves [[Headgear with Hammer Prerequisites]] {{Hint|Good option if you have Tailoring or Leatherworking.  Level 40 gear gives between 30-70 favor for green/blue/pink gear.  Higher for Purple and Yellow}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Poe/Small_talk&amp;diff=203806</id>
		<title>Poe/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Poe/Small_talk&amp;diff=203806"/>
		<updated>2025-11-07T03:51:07Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Mushrooms {{Hint|Parasol +0.5, Mycena +1, Boletus +1.5, Field +2, Blusher +2.5, Milk Cap +3, Coral +5, Iocaine +6.5, Wizard&#039;s +40}}&lt;br /&gt;
* Loves Flowers {{Hint|Winterhue +25.9, Poppy +26.5, Elven Lilly +44.}}&lt;br /&gt;
* Loves Ores and Unrefined Metals {{Hint|Pyrite +2, Silver +6.5, Iridium +17.5.}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Mnemosyne&amp;diff=203805</id>
		<title>Mnemosyne</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Mnemosyne&amp;diff=203805"/>
		<updated>2025-11-06T23:39:32Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{ITEM infobox&lt;br /&gt;
|name = Mnemosyne&lt;br /&gt;
|description = A weird container made of crystal. Inside is the essence of knowledge in liquid form. Used by the most advanced crafters.&lt;br /&gt;
|value = 500&lt;br /&gt;
|extra = {{Spoiler|&lt;br /&gt;
|{{ITEM EXTRA infobox&lt;br /&gt;
 | stack = ?&lt;br /&gt;
 | keywords = {{KW|Mnemosyne}}&lt;br /&gt;
}}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Add a brief description of the item. This can be anything as long as it is relevant, but mentioning skills might be a good idea. You can just add the in-game description here until something else is written! --&amp;gt;&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
&amp;lt;!-- Include any general information about obtaining the item here. If there is a single extremely standard method of obtaining an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Grow from an [[Onion Seedling]] via [[Gardening]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Producing with Recipes===&lt;br /&gt;
&lt;br /&gt;
=== Obtaining through Bartering ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Barter {{Item|Fire Dust}} x1 to [[Gretchen Salas]] for {{Item|Oak Wood}} x4.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Purchasing ===&lt;br /&gt;
&amp;lt;!-- Add as much information as you have available.  Include incomplete information.&lt;br /&gt;
Example line:&lt;br /&gt;
*[[Sammie Grimspine]] in [[Serbule Hills]] for 75 councils. Requires {{Favor|Close Friends}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&amp;lt;!-- Include items dropped from monsters, as well as those obtained through skinning, butchering, skull extraction, etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Olugax The Ever-Pudding]]&lt;br /&gt;
=== Gathering ===&lt;br /&gt;
&amp;lt;!-- Include items obtained from ground spawns such as fruit&lt;br /&gt;
 trees, mushroom patches, ice blocks, serbule crypt urns&lt;br /&gt;
Example line:&lt;br /&gt;
* Randomly from [[Kur]] ice blocks.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&lt;br /&gt;
=== Other Ways to Obtain === &amp;lt;!-- Add a subsection for any How to Obtain info not included above. Some possible subsections are&lt;br /&gt;
==== Winter Holiday Gifts ====&lt;br /&gt;
or&lt;br /&gt;
==== Hang Outs ====&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;!-- Include any general information about using the item here. If there is a single extremely standard use for an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Place and harvest after 1 minute to receive {{Item|Beginner&#039;s Arrow Shafts}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Using in Recipes===&lt;br /&gt;
&lt;br /&gt;
===Gifting===&lt;br /&gt;
&lt;br /&gt;
=== Bartering Uses ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Give 3-4x {{Item|Brain Bug Lobe}}, along with 2-3x {{Item|Brain}} to [[Zeratak]] in exchange for a choice of equipment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Selling ===&lt;br /&gt;
&amp;lt;!-- Include information for npcs who buy this item at full value with sufficient favor. Do not list general vendors; instead include the line {{General Buyers}} at the bottom of the list.&lt;br /&gt;
Example:&lt;br /&gt;
Purchased at full value by:&lt;br /&gt;
* [[Sir Coth]]&lt;br /&gt;
{{General Buyers}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Consumption===&lt;br /&gt;
====Direct Consumption====&lt;br /&gt;
&amp;lt;!-- Include this section if an item can be consumed, and document the effects providing as much information as possible.&lt;br /&gt;
Example:&lt;br /&gt;
Drinking a Healing Potion instantly restores 75 health and consumes 25 metabolism.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====Ability Consumption====&lt;br /&gt;
&lt;br /&gt;
===Quest Fulfillment===&lt;br /&gt;
&lt;br /&gt;
=== Other Uses ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any uses that don&#039;t fit in above sections.&lt;br /&gt;
====Example Subsection Heading====&lt;br /&gt;
Example subsection.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;!-- Add quotes or any other in-game lore that mentions the item.&lt;br /&gt;
Example:&lt;br /&gt;
{{Quote|source=[[Velkort]]|Ah yes. The secretions of fire elementals and other fiery beasts. Quite valuable. I will part with some of mine if you complete a few favors for me. Beyond that, you can obtain it by seeking out creatures that are naturally on fire. For instance, look for fire spiders in the Eltibule region.}}&lt;br /&gt;
{{Quote|source=[[Work Order for Fire Dust]]|Rumor has it that Fire Dust can be found all over the place in Serbule and Eltibule. You are very lucky! It is not so common here in Verta.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--Category tags are added automatically by the ITEM infobox--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Mnemosyne&amp;diff=203804</id>
		<title>Mnemosyne</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Mnemosyne&amp;diff=203804"/>
		<updated>2025-11-06T23:26:34Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: Created page with &amp;quot;__NOTOC__  {{ITEM infobox |name =  |quality =  |skillreqs =  |description =  |basemods = {{Attribute|MAX_ARMOR|+25}}&amp;lt;br&amp;gt; |value =  |extra = {{Spoiler| |{{ITEM EXTRA infobox  |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
{{ITEM infobox&lt;br /&gt;
|name = &lt;br /&gt;
|quality = &lt;br /&gt;
|skillreqs = &lt;br /&gt;
|description = &lt;br /&gt;
|basemods = {{Attribute|MAX_ARMOR|+25}}&amp;lt;br&amp;gt;&lt;br /&gt;
|value = &lt;br /&gt;
|extra = {{Spoiler|&lt;br /&gt;
|{{ITEM EXTRA infobox&lt;br /&gt;
 | craftpoints = &lt;br /&gt;
 | equipslot = &lt;br /&gt;
 | stack =  &lt;br /&gt;
 | keywords = {{KW|}}&lt;br /&gt;
}}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Add a brief description of the item. This can be anything as long as it is relevant, but mentioning skills might be a good idea. You can just add the in-game description here until something else is written! --&amp;gt;&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
&amp;lt;!-- Include any general information about obtaining the item here. If there is a single extremely standard method of obtaining an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Grow from an [[Onion Seedling]] via [[Gardening]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Producing with Recipes===&lt;br /&gt;
&lt;br /&gt;
=== Obtaining through Bartering ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Barter {{Item|Fire Dust}} x1 to [[Gretchen Salas]] for {{Item|Oak Wood}} x4.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Purchasing ===&lt;br /&gt;
&amp;lt;!-- Add as much information as you have available.  Include incomplete information.&lt;br /&gt;
Example line:&lt;br /&gt;
*[[Sammie Grimspine]] in [[Serbule Hills]] for 75 councils. Requires {{Favor|Close Friends}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&amp;lt;!-- Include items dropped from monsters, as well as those obtained through skinning, butchering, skull extraction, etc.&lt;br /&gt;
Example section:&lt;br /&gt;
;[[Eltibule]]&lt;br /&gt;
* [[Fire Rat]], sometimes drops 1 [[Fire Dust]]&lt;br /&gt;
* [[Fire Spider]], often drops as much as 3-5 [[Fire Dust]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Gathering ===&lt;br /&gt;
&amp;lt;!-- Include items obtained from ground spawns such as fruit&lt;br /&gt;
 trees, mushroom patches, ice blocks, serbule crypt urns&lt;br /&gt;
Example line:&lt;br /&gt;
* Randomly from [[Kur]] ice blocks.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&lt;br /&gt;
=== Other Ways to Obtain === &amp;lt;!-- Add a subsection for any How to Obtain info not included above. Some possible subsections are&lt;br /&gt;
==== Winter Holiday Gifts ====&lt;br /&gt;
or&lt;br /&gt;
==== Hang Outs ====&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;!-- Include any general information about using the item here. If there is a single extremely standard use for an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Place and harvest after 1 minute to receive {{Item|Beginner&#039;s Arrow Shafts}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Using in Recipes===&lt;br /&gt;
&lt;br /&gt;
===Gifting===&lt;br /&gt;
&lt;br /&gt;
=== Bartering Uses ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Give 3-4x {{Item|Brain Bug Lobe}}, along with 2-3x {{Item|Brain}} to [[Zeratak]] in exchange for a choice of equipment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Selling ===&lt;br /&gt;
&amp;lt;!-- Include information for npcs who buy this item at full value with sufficient favor. Do not list general vendors; instead include the line {{General Buyers}} at the bottom of the list.&lt;br /&gt;
Example:&lt;br /&gt;
Purchased at full value by:&lt;br /&gt;
* [[Sir Coth]]&lt;br /&gt;
{{General Buyers}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Consumption===&lt;br /&gt;
====Direct Consumption====&lt;br /&gt;
&amp;lt;!-- Include this section if an item can be consumed, and document the effects providing as much information as possible.&lt;br /&gt;
Example:&lt;br /&gt;
Drinking a Healing Potion instantly restores 75 health and consumes 25 metabolism.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====Ability Consumption====&lt;br /&gt;
&lt;br /&gt;
===Quest Fulfillment===&lt;br /&gt;
&lt;br /&gt;
=== Other Uses ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any uses that don&#039;t fit in above sections.&lt;br /&gt;
====Example Subsection Heading====&lt;br /&gt;
Example subsection.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;!-- Add quotes or any other in-game lore that mentions the item.&lt;br /&gt;
Example:&lt;br /&gt;
{{Quote|source=[[Velkort]]|Ah yes. The secretions of fire elementals and other fiery beasts. Quite valuable. I will part with some of mine if you complete a few favors for me. Beyond that, you can obtain it by seeking out creatures that are naturally on fire. For instance, look for fire spiders in the Eltibule region.}}&lt;br /&gt;
{{Quote|source=[[Work Order for Fire Dust]]|Rumor has it that Fire Dust can be found all over the place in Serbule and Eltibule. You are very lucky! It is not so common here in Verta.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--Category tags are added automatically by the ITEM infobox--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Ukorga&amp;diff=203624</id>
		<title>Ukorga</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Ukorga&amp;diff=203624"/>
		<updated>2025-10-19T19:32:03Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
|title            = Ukorga&lt;br /&gt;
|image            = [[File:Ukorga (npc).jpg|300px]]&lt;br /&gt;
|caption          = A little drunk, but in a good mood.&lt;br /&gt;
|zone             = Kur Mountains&lt;br /&gt;
|town             = Northwestern Outpost&lt;br /&gt;
|location         = [[Ukorga]]&#039;s Inn&lt;br /&gt;
|anatomy = Rakshasa&lt;br /&gt;
|species = Rakshasa&lt;br /&gt;
|beastspeak       = No&lt;br /&gt;
|skilltrainer     = [[Leatherworking]], (ice) [[Fishing]]&lt;br /&gt;
|vendor           = Yes&lt;br /&gt;
|consignment = Yes&lt;br /&gt;
|barter = Yes&lt;br /&gt;
|storage = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&lt;br /&gt;
Well, well, look what the snow blew in.&lt;br /&gt;
}}&lt;br /&gt;
[[Ukorga]] is a Rakshasa merchant found in the outpost in the Northwestern area of the Kur mountains. He offers [[Storage]] and [[Consignment]]. He buys valuable items such as weapons, shields and amulets. The nearby Teleportation Circle makes [[Ukorga]] a valuable merchant to invest in. He also trains ice fishing recipes.&lt;br /&gt;
{{Quote|&lt;br /&gt;
After Lem died, I just started wandering. Eventually here I am! Now I just make shoes and coats and things to keep busy. I used to be a leather-worker in Ral, but that place is just not the same anymore, not with Lem gone.&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&lt;br /&gt;
This Inn was owned by a bitchy old elf woman, but on an impulse I bought it from her and kicked her out. Used up all my savings! And now I just let people crash here for free, mostly. I&#039;m not really good at business.&lt;br /&gt;
}}&lt;br /&gt;
== Location ==&lt;br /&gt;
; [[Kur Mountains]]&lt;br /&gt;
: [[Northwestern Outpost]] Ukorga&#039;s Inn.&lt;br /&gt;
== Shopkeeper ==&lt;br /&gt;
{{Vendor items sold}}&lt;br /&gt;
{{Vendor_purchase_info}}&lt;br /&gt;
== Favor ==&lt;br /&gt;
=== Small Talk [[{{msg:BASEPAGENAME}}/Small_talk|&amp;lt;span style=&amp;quot;font-size:50%&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;[view/edit]&amp;lt;/sup&amp;gt;&amp;lt;/span&amp;gt;]]===&lt;br /&gt;
{{:{{msg:BASEPAGENAME}}/Small_talk}}&lt;br /&gt;
[[Category:Favor/Small Talk]]&lt;br /&gt;
=== Favor Rewards ===&lt;br /&gt;
[[Category:Favor/Rewards]]&lt;br /&gt;
: [[Ukorga]] offers [[Storage]] at {{Favor|Comfortable}}.&lt;br /&gt;
: [[Ukorga]] offers [[Consignment]] at {{Favor|Friends}}.&lt;br /&gt;
&lt;br /&gt;
=== Hang Outs ===&lt;br /&gt;
[[Category:Favor/Hang Outs]]&lt;br /&gt;
{{Spoiler|{{repeatable}} Help butcher sheep for meals (3 hours)|&lt;br /&gt;
{{Quote|We make quite a pair, you and I. You should come work for me. I&#039;d pay you in meat. Like this! Think it over.}}&lt;br /&gt;
* 27 favor with Ukorga&lt;br /&gt;
* 300 Butchering XP&lt;br /&gt;
* 1 Mutton&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|{{repeatable}} Help shovel snow off the nearby road (4 hours) - Resets every ? (week maybe?)|&lt;br /&gt;
{{Quote|Yep, that&#039;ll keep the road visible for another couple of days.}}&lt;br /&gt;
* 35 favor with Ukorga&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|{{repeatable}} Tan skins and discuss politics (4 hours) - Resets every week|&lt;br /&gt;
{{Quote|And that&#039;s why it&#039;s unfair to make me pay taxes! Yes, the Council cleared this so-called &#039;road&#039;, but there&#039;s not been a guard through here in months! Oh here, thanks for the help! If you&#039;re still here in a week, come back and help again. I&#039;d appreciate it!}}&lt;br /&gt;
* 35 favor with Ukorga&lt;br /&gt;
* 3 Decent Leather Rolls&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
:{| class = &amp;quot;sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | [[Carpentry]]&lt;br /&gt;
! Unlock&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Basic Campfire&lt;br /&gt;
 |skilllevel=10&lt;br /&gt;
 |cost=466&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{| class = &amp;quot;sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | [[Fishing]]&lt;br /&gt;
! Unlock&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Ice Fishing Gear (30m)&lt;br /&gt;
 |skilllevel=18&lt;br /&gt;
 |cost=1066&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Ice Fishing Gear (2h)&lt;br /&gt;
 |skilllevel=25&lt;br /&gt;
 |cost=1633&lt;br /&gt;
 |favor=Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Ice Fishing Gear (4h)&lt;br /&gt;
 |skilllevel=35&lt;br /&gt;
 |cost=2966&lt;br /&gt;
 |favor=Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Ice Fishing Gear (8h)&lt;br /&gt;
 |skilllevel=45&lt;br /&gt;
 |cost=4633&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{| class = &amp;quot;sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | [[Leatherworking]]&lt;br /&gt;
! Unlock&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Boots (Enchanted)&lt;br /&gt;
 |skilllevel=27&lt;br /&gt;
 |cost=1700&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Boots (Max-Enchanted)&lt;br /&gt;
 |skilllevel=27&lt;br /&gt;
 |cost=1700&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Gloves (Enchanted)&lt;br /&gt;
 |skilllevel=27&lt;br /&gt;
 |cost=1700&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Gloves (Max-Enchanted)&lt;br /&gt;
 |skilllevel=27&lt;br /&gt;
 |cost=1700&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Pants (Enchanted)&lt;br /&gt;
 |skilllevel=28&lt;br /&gt;
 |cost=1733&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Pants (Max-Enchanted)&lt;br /&gt;
 |skilllevel=28&lt;br /&gt;
 |cost=1733&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Hood (Enchanted)&lt;br /&gt;
 |skilllevel=29&lt;br /&gt;
 |cost=1766&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Hood (Max-Enchanted)&lt;br /&gt;
 |skilllevel=29&lt;br /&gt;
 |cost=1766&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Coat (Enchanted)&lt;br /&gt;
 |skilllevel=29&lt;br /&gt;
 |cost=1766&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Decent Winter Coat (Max-Enchanted)&lt;br /&gt;
 |skilllevel=29&lt;br /&gt;
 |cost=1766&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Boots (Enchanted)&lt;br /&gt;
 |skilllevel=37&lt;br /&gt;
 |cost=3033&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Boots (Max-Enchanted)&lt;br /&gt;
 |skilllevel=37&lt;br /&gt;
 |cost=3033&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Gloves (Enchanted)&lt;br /&gt;
 |skilllevel=37&lt;br /&gt;
 |cost=3033&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Gloves (Max-Enchanted)&lt;br /&gt;
 |skilllevel=37&lt;br /&gt;
 |cost=3033&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Pants (Enchanted)&lt;br /&gt;
 |skilllevel=38&lt;br /&gt;
 |cost=3066&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Pants (Max-Enchanted)&lt;br /&gt;
 |skilllevel=38&lt;br /&gt;
 |cost=3066&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Hood (Enchanted)&lt;br /&gt;
 |skilllevel=39&lt;br /&gt;
 |cost=3100&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Hood (Max-Enchanted)&lt;br /&gt;
 |skilllevel=39&lt;br /&gt;
 |cost=3100&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Coat (Enchanted)&lt;br /&gt;
 |skilllevel=39&lt;br /&gt;
 |cost=3100&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Winter Coat (Max-Enchanted)&lt;br /&gt;
 |skilllevel=39&lt;br /&gt;
 |cost=3100&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Boots (Enchanted)&lt;br /&gt;
 |skilllevel=47&lt;br /&gt;
 |cost=4700&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Boots (Max-Enchanted)&lt;br /&gt;
 |skilllevel=47&lt;br /&gt;
 |cost=4700&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Gloves (Enchanted)&lt;br /&gt;
 |skilllevel=47&lt;br /&gt;
 |cost=4700&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Gloves (Max-Enchanted)&lt;br /&gt;
 |skilllevel=47&lt;br /&gt;
 |cost=4700&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Pants (Enchanted)&lt;br /&gt;
 |skilllevel=48&lt;br /&gt;
 |cost=4733&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Pants (Max-Enchanted)&lt;br /&gt;
 |skilllevel=48&lt;br /&gt;
 |cost=4733&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Hood (Enchanted)&lt;br /&gt;
 |skilllevel=49&lt;br /&gt;
 |cost=4766&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Hood (Max-Enchanted)&lt;br /&gt;
 |skilllevel=49&lt;br /&gt;
 |cost=4766&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Coat (Enchanted)&lt;br /&gt;
 |skilllevel=49&lt;br /&gt;
 |cost=4766&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Winter Coat (Max-Enchanted)&lt;br /&gt;
 |skilllevel=49&lt;br /&gt;
 |cost=4766&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Boots (Enchanted)&lt;br /&gt;
 |skilllevel=57&lt;br /&gt;
 |cost=7700&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Boots (Max-Enchanted)&lt;br /&gt;
 |skilllevel=57&lt;br /&gt;
 |cost=7700&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Gloves (Enchanted)&lt;br /&gt;
 |skilllevel=57&lt;br /&gt;
 |cost=7700&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Gloves (Max-Enchanted)&lt;br /&gt;
 |skilllevel=57&lt;br /&gt;
 |cost=7700&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Pants (Enchanted)&lt;br /&gt;
 |skilllevel=58&lt;br /&gt;
 |cost=7733&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Pants (Max-Enchanted)&lt;br /&gt;
 |skilllevel=58&lt;br /&gt;
 |cost=7733&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Hood (Enchanted)&lt;br /&gt;
 |skilllevel=59&lt;br /&gt;
 |cost=7766&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Hood (Max-Enchanted)&lt;br /&gt;
 |skilllevel=59&lt;br /&gt;
 |cost=7766&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Coat (Enchanted)&lt;br /&gt;
 |skilllevel=59&lt;br /&gt;
 |cost=7766&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Great Winter Coat (Max-Enchanted)&lt;br /&gt;
 |skilllevel=59&lt;br /&gt;
 |cost=7766&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Boots (Enchanted)&lt;br /&gt;
 |skilllevel=67&lt;br /&gt;
 |cost=11366&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Boots (Max-Enchanted)&lt;br /&gt;
 |skilllevel=67&lt;br /&gt;
 |cost=11366&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Gloves (Enchanted)&lt;br /&gt;
 |skilllevel=67&lt;br /&gt;
 |cost=11366&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Gloves (Max-Enchanted)&lt;br /&gt;
 |skilllevel=67&lt;br /&gt;
 |cost=11366&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Pants (Enchanted)&lt;br /&gt;
 |skilllevel=68&lt;br /&gt;
 |cost=11400&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Pants (Max-Enchanted)&lt;br /&gt;
 |skilllevel=68&lt;br /&gt;
 |cost=11400&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Hood (Enchanted)&lt;br /&gt;
 |skilllevel=69&lt;br /&gt;
 |cost=11433&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Hood (Max-Enchanted)&lt;br /&gt;
 |skilllevel=69&lt;br /&gt;
 |cost=11433&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Coat (Enchanted)&lt;br /&gt;
 |skilllevel=69&lt;br /&gt;
 |cost=11433&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Amazing Winter Coat (Max-Enchanted)&lt;br /&gt;
 |skilllevel=69&lt;br /&gt;
 |cost=11433&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:{| class = &amp;quot;sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | [[Tanning]]&lt;br /&gt;
! Unlock&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Rawhide Liner&lt;br /&gt;
 |skilllevel=30&lt;br /&gt;
 |cost=1800&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Ukorga&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 1&lt;br /&gt;
include = #Prerequisites,#Requirements&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
== Services ==&lt;br /&gt;
==== Consignment ====&lt;br /&gt;
; Ukorga offers [[Consignment]] at {{Favor|Friends}}.&lt;br /&gt;
: Mark-up fee of 20% plus 200 Councils, stocking fee of 100 Councils.&lt;br /&gt;
: Max 3 active consignments (Equipment).&lt;br /&gt;
: Max 3 consignments per week.&lt;br /&gt;
&lt;br /&gt;
==== Bartering ====&lt;br /&gt;
Ukorga will barter a crossbow as well as various winter gear (Level 45 {{ItemRarity|Rare}} Equipment), in exchange for the player&#039;s choice of [[Tuft of Fur|Tufts of Fur]], [[Winterhue Seeds]], or [[Silver Ore]].&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Give&lt;br /&gt;
!Receive &lt;br /&gt;
|-&lt;br /&gt;
| rowspan = &amp;quot;6&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | {{Item|Tuft of Fur}} x3&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;{{Item|Winterhue Seeds}} x3&amp;lt;br&amp;gt;OR&amp;lt;br&amp;gt;{{Item|Silver Ore}} x3 || {{Item|Insulated Coat}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Insulated Pants}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Insulated Gloves}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Insulated Hood}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Insulated Boots}}&lt;br /&gt;
|-&lt;br /&gt;
|  {{Item|Stock Crossbow}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Storage]] ====&lt;br /&gt;
{{NPC STORAGE&lt;br /&gt;
|npcname = Ukorga&lt;br /&gt;
|favorrestriction =Comfortable&lt;br /&gt;
|itemrestriction =&lt;br /&gt;
|neutral =0&lt;br /&gt;
|comfortable =16&lt;br /&gt;
|friends =24&lt;br /&gt;
|closefriends =32&lt;br /&gt;
|bestfriends =40&lt;br /&gt;
|likefamily =46&lt;br /&gt;
|soulmates =56&lt;br /&gt;
}}&lt;br /&gt;
== Events ==&lt;br /&gt;
===== Winter Celebration =====&lt;br /&gt;
{{HOLIDAY&lt;br /&gt;
|RiShin Friends = {{Item|Nice Winter Coat}} (Lv 40), {{Item|Nice Winter Leggings}} (Lv 40)&lt;br /&gt;
|RiShin Family = {{Item|Nice Winter Coat}} (Lv 40), {{Item|Nice Winter Leggings}} (Lv 40)&lt;br /&gt;
}}&lt;br /&gt;
== Conversations ==&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Otis/Small_talk&amp;diff=203579</id>
		<title>Otis/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Otis/Small_talk&amp;diff=203579"/>
		<updated>2025-10-15T15:28:02Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Loves Meat-Heavy Prepared Meals {{Hint|Bacon +2.1, Honey Ham +3, Bacon Basket +23, Stuffed Squash +20.1, Drummond&#039;s Special Jerky +53}}&lt;br /&gt;
* Loves Clubs {{Hint|Yellow +24.0% value}}&lt;br /&gt;
* Loves Hammers {{Hint|Yellow +20.0% value}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203539</id>
		<title>Ragabir/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203539"/>
		<updated>2025-10-11T15:47:25Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Alchemy Recipes&lt;br /&gt;
* Likes Bones {{Hint|Femur +2.52, Impressive Skulls +7.5, Evil Bone +9.1, Astonishing Skulls +15, Demonic Skull +22.8, Impressive Demonic Skull +109.4}}&lt;br /&gt;
* Likes Alchemy Ingredients {{Hint|Wool +0.4, Rabbit Foot +0.9, Porcini Mushroom +2.6; Shark Fin +6.8, Sulfur +9.1, skulls are a cost effective option}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203538</id>
		<title>Ragabir/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203538"/>
		<updated>2025-10-11T15:45:46Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Alchemy Recipes&lt;br /&gt;
* Likes Bones {{Hint|Femur +2.52, Impressive Skulls +7.5, Evil Bone +9.1, Astonishing Skulls +15, Demonic Skull +22.8}}&lt;br /&gt;
* Likes Alchemy Ingredients {{Hint|Wool +0.4, Rabbit Foot +0.9, Porcini Mushroom +2.6; Shark Fin +6.8, Sulfur +9.1, skulls are a cost effective option}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203537</id>
		<title>Ragabir/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203537"/>
		<updated>2025-10-11T15:44:21Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Alchemy Recipes&lt;br /&gt;
* Likes Bones {{Hint|Femur +2.52, Impressive Skulls +7.5, Evil Bone +9.1, Astonishing Skulls +15}}&lt;br /&gt;
* Likes Alchemy Ingredients {{Hint|Wool +0.4, Rabbit Foot +0.9, Porcini Mushroom +2.6; Shark Fin +6.8, Sulfur +9.1, skulls are a cost effective option}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Event:_Small_Box_of_Space&amp;diff=203529</id>
		<title>Event: Small Box of Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Event:_Small_Box_of_Space&amp;diff=203529"/>
		<updated>2025-10-08T19:16:16Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{ITEM infobox&lt;br /&gt;
|name = Event: Small Box of Space&lt;br /&gt;
|description = Teaches you how to deploy a special storage box.&lt;br /&gt;
|value = 0&lt;br /&gt;
|extra = {{Spoiler|&lt;br /&gt;
|{{ITEM EXTRA infobox&lt;br /&gt;
 | stack = 1&lt;br /&gt;
 | keywords = &amp;lt;p&amp;gt;{{KW|AbilityRecipe}}{{KW|Book}}{{KW|Consumable}}{{KW|Document}}&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;{{KW|Recipe}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Add a brief description of the item. This can be anything as long as it is relevant, but mentioning skills might be a good idea. You can just add the in-game description here until something else is written! --&amp;gt;&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
&amp;lt;!-- Include any general information about obtaining the item here. If there is a single extremely standard method of obtaining an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Grow from an [[Onion Seedling]] via [[Gardening]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Producing with Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining through Bartering ===&lt;br /&gt;
&lt;br /&gt;
* Prior to [[Game_updates/2021-05-24#Other_Changes_and_Fixes|the May 24, 2021 game update]] it was possible to Barter 75x [[Live Event Credit|Live Event Tokens]] with [[Riston]] to obtain this.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing ===&lt;br /&gt;
&amp;lt;!-- Add as much information as you have available. Include incomplete information.&lt;br /&gt;
Example line:&lt;br /&gt;
*[[Sammie Grimspine]] in [[Serbule Hills]] for 75 councils. Requires {{Favor|Close Friends}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Riston]] in the [[Casino]] for 75 Live Event Credits. Attunes on purchase.&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&amp;lt;!-- To add drops, modify the relevant mob page and it will automatically be added to the following table. --&amp;gt;&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
noresultsheader = This item has not been submitted by an editor as loot, or may not exist as loot&lt;br /&gt;
category = Loot/Event: Small Box of Space&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 1&lt;br /&gt;
include = {MOB Location}:area&lt;br /&gt;
table = class=&amp;quot;wikitable mw-collapsible mw-collapsed sortable&amp;quot;, Monster, Location&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
=== Gathering ===&lt;br /&gt;
&amp;lt;!-- Include items obtained from ground spawns such as fruit trees, mushroom patches, ice blocks, serbule crypt urnsExample line:&lt;br /&gt;
* Randomly from [[Kur]] ice blocks.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Ways to Obtain ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any How to Obtain info not included above. Some possible subsections are&lt;br /&gt;
==== Winter Holiday Gifts ====&lt;br /&gt;
or&lt;br /&gt;
==== Hang Outs ====&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;!-- Include any general information about using the item here. If there is a single extremely standard use for an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Place and harvest after 1 minute to receive {{Item|Beginner&#039;s Arrow Shafts}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#ffe6b6;&amp;quot;&lt;br /&gt;
|&amp;lt;b&amp;gt;Storage&amp;lt;/b&amp;gt;&lt;br /&gt;
|20 slots&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;b&amp;gt;Cooldown&amp;lt;/b&amp;gt;&lt;br /&gt;
|90 minutes&lt;br /&gt;
|}&lt;br /&gt;
===Using in Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Gifting===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Bartering Uses ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Give 3-4x {{Item|Brain Bug Lobe}}, along with 2-3x {{Item|Brain}} to [[Zeratak]] in exchange for a choice of equipment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Selling ===&lt;br /&gt;
&amp;lt;!-- Include information for npcs who buy this item at full value with sufficient favor. Do not list general vendors; instead include the line {{General Buyers}} at the bottom of the list.&lt;br /&gt;
Example:&lt;br /&gt;
Purchased at full value by:&lt;br /&gt;
* [[Sir Coth]]&lt;br /&gt;
{{General Buyers}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Consumption===&lt;br /&gt;
====Direct Consumption====&lt;br /&gt;
&amp;lt;!-- Include this section if an item can be consumed, and document the effects providing as much information as possible.&lt;br /&gt;
Example:&lt;br /&gt;
Drinking a Healing Potion instantly restores 75 health and consumes 25 metabolism.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====Ability Consumption====&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Quest Fulfillment===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Uses ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any uses that don&#039;t fit in above sections.&lt;br /&gt;
====Example Subsection Heading====&lt;br /&gt;
Example subsection.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;!-- Add quotes or any other in-game lore that mentions the item.&lt;br /&gt;
Example:&lt;br /&gt;
{{Quote|source=[[Velkort]]|Ah yes. The secretions of fire elementals and other fiery beasts. Quite valuable. I will part with some of mine if you complete a few favors for me. Beyond that, you can obtain it by seeking out creatures that are naturally on fire. For instance, look for fire spiders in the Eltibule region.}}&lt;br /&gt;
{{Quote|source=[[Work Order for Fire Dust]]|Rumor has it that Fire Dust can be found all over the place in Serbule and Eltibule. You are very lucky! It is not so common here in Verta.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--Category tags are added automatically by the ITEM infobox--&amp;gt;&lt;br /&gt;
[[Category:Items/PlayerItems]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Kalaba/Small_talk&amp;diff=203528</id>
		<title>Kalaba/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Kalaba/Small_talk&amp;diff=203528"/>
		<updated>2025-10-08T15:31:42Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Gauntlets and Gloves {{Hint|a few pairs can drop from the goblins inside the nearby dungeon}}&lt;br /&gt;
* Loves [[:Category:Items/Brass|Brass Items]] {{Hint|Brass Figurine +40, Brass Gear +16, Brass Nail +7.}}&lt;br /&gt;
* Loves [[:Category:Items/Fish|Raw Fish]] {{Hint|Crab +0.7, Crab Meat +2.1, Clownfish +0.7, Clownfish Fillet +1, Grapefish +1, Grapefish Fillet +2.8, Perch +1.4, Perch Fillet +1.8, Shark Fillet +4.0}}&lt;br /&gt;
{{Spoiler|Additional Info at Higher Favor&lt;br /&gt;
|Hates [[:Category:Items/Citrus|Citrus]] {{Favor|Comfortable}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Event:_Small_Box_of_Space&amp;diff=203527</id>
		<title>Event: Small Box of Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Event:_Small_Box_of_Space&amp;diff=203527"/>
		<updated>2025-10-08T14:55:16Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{ITEM infobox&lt;br /&gt;
|name = Event: Small Box of Space&lt;br /&gt;
|description = Teaches you how to deploy a special storage box.&lt;br /&gt;
|value = 0&lt;br /&gt;
|extra = {{Spoiler|&lt;br /&gt;
|{{ITEM EXTRA infobox&lt;br /&gt;
 | stack = 1&lt;br /&gt;
 | keywords = &amp;lt;p&amp;gt;{{KW|AbilityRecipe}}{{KW|Book}}{{KW|Consumable}}{{KW|Document}}&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;{{KW|Recipe}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Add a brief description of the item. This can be anything as long as it is relevant, but mentioning skills might be a good idea. You can just add the in-game description here until something else is written! --&amp;gt;&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
&amp;lt;!-- Include any general information about obtaining the item here. If there is a single extremely standard method of obtaining an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Grow from an [[Onion Seedling]] via [[Gardening]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Producing with Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining through Bartering ===&lt;br /&gt;
&lt;br /&gt;
* Prior to [[Game_updates/2021-05-24#Other_Changes_and_Fixes|the May 24, 2021 game update]] it was possible to Barter 75x [[Live Event Credit|Live Event Tokens]] with [[Riston]] to obtain this.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing ===&lt;br /&gt;
&amp;lt;!-- Add as much information as you have available. Include incomplete information.&lt;br /&gt;
Example line:&lt;br /&gt;
*[[Sammie Grimspine]] in [[Serbule Hills]] for 75 councils. Requires {{Favor|Close Friends}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Riston]] in the [[Casino]] for 75 Live Event Credits. Attunes on purchase.&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&amp;lt;!-- To add drops, modify the relevant mob page and it will automatically be added to the following table. --&amp;gt;&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
noresultsheader = This item has not been submitted by an editor as loot, or may not exist as loot&lt;br /&gt;
category = Loot/Event: Small Box of Space&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 1&lt;br /&gt;
include = {MOB Location}:area&lt;br /&gt;
table = class=&amp;quot;wikitable mw-collapsible mw-collapsed sortable&amp;quot;, Monster, Location&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
=== Gathering ===&lt;br /&gt;
&amp;lt;!-- Include items obtained from ground spawns such as fruit trees, mushroom patches, ice blocks, serbule crypt urnsExample line:&lt;br /&gt;
* Randomly from [[Kur]] ice blocks.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Ways to Obtain ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any How to Obtain info not included above. Some possible subsections are&lt;br /&gt;
==== Winter Holiday Gifts ====&lt;br /&gt;
or&lt;br /&gt;
==== Hang Outs ====&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;!-- Include any general information about using the item here. If there is a single extremely standard use for an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Place and harvest after 1 minute to receive {{Item|Beginner&#039;s Arrow Shafts}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#ffe6b6;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|&amp;lt;b&amp;gt;Storage:&amp;lt;/b&amp;gt;&lt;br /&gt;
|20 slots&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|&amp;lt;b&amp;gt;Cooldown:&amp;lt;/b&amp;gt;&lt;br /&gt;
|90 minutes&lt;br /&gt;
|}&lt;br /&gt;
===Using in Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Gifting===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Bartering Uses ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Give 3-4x {{Item|Brain Bug Lobe}}, along with 2-3x {{Item|Brain}} to [[Zeratak]] in exchange for a choice of equipment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Selling ===&lt;br /&gt;
&amp;lt;!-- Include information for npcs who buy this item at full value with sufficient favor. Do not list general vendors; instead include the line {{General Buyers}} at the bottom of the list.&lt;br /&gt;
Example:&lt;br /&gt;
Purchased at full value by:&lt;br /&gt;
* [[Sir Coth]]&lt;br /&gt;
{{General Buyers}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Consumption===&lt;br /&gt;
====Direct Consumption====&lt;br /&gt;
&amp;lt;!-- Include this section if an item can be consumed, and document the effects providing as much information as possible.&lt;br /&gt;
Example:&lt;br /&gt;
Drinking a Healing Potion instantly restores 75 health and consumes 25 metabolism.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====Ability Consumption====&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Quest Fulfillment===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Uses ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any uses that don&#039;t fit in above sections.&lt;br /&gt;
====Example Subsection Heading====&lt;br /&gt;
Example subsection.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;!-- Add quotes or any other in-game lore that mentions the item.&lt;br /&gt;
Example:&lt;br /&gt;
{{Quote|source=[[Velkort]]|Ah yes. The secretions of fire elementals and other fiery beasts. Quite valuable. I will part with some of mine if you complete a few favors for me. Beyond that, you can obtain it by seeking out creatures that are naturally on fire. For instance, look for fire spiders in the Eltibule region.}}&lt;br /&gt;
{{Quote|source=[[Work Order for Fire Dust]]|Rumor has it that Fire Dust can be found all over the place in Serbule and Eltibule. You are very lucky! It is not so common here in Verta.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--Category tags are added automatically by the ITEM infobox--&amp;gt;&lt;br /&gt;
[[Category:Items/PlayerItems]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Event:_Small_Box_of_Space&amp;diff=203526</id>
		<title>Event: Small Box of Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Event:_Small_Box_of_Space&amp;diff=203526"/>
		<updated>2025-10-08T14:46:43Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{ITEM infobox&lt;br /&gt;
|name = Event: Small Box of Space&lt;br /&gt;
|description = Teaches you how to deploy a special storage box.&lt;br /&gt;
|value = 0&lt;br /&gt;
|extra = {{Spoiler|&lt;br /&gt;
|{{ITEM EXTRA infobox&lt;br /&gt;
 | stack = 1&lt;br /&gt;
 | keywords = &amp;lt;p&amp;gt;{{KW|AbilityRecipe}}{{KW|Book}}{{KW|Consumable}}{{KW|Document}}&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;{{KW|Recipe}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Add a brief description of the item. This can be anything as long as it is relevant, but mentioning skills might be a good idea. You can just add the in-game description here until something else is written! --&amp;gt;&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
&amp;lt;!-- Include any general information about obtaining the item here. If there is a single extremely standard method of obtaining an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Grow from an [[Onion Seedling]] via [[Gardening]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Producing with Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining through Bartering ===&lt;br /&gt;
&lt;br /&gt;
* Prior to [[Game_updates/2021-05-24#Other_Changes_and_Fixes|the May 24, 2021 game update]] it was possible to Barter 75x [[Live Event Credit|Live Event Tokens]] with [[Riston]] to obtain this.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing ===&lt;br /&gt;
&amp;lt;!-- Add as much information as you have available. Include incomplete information.&lt;br /&gt;
Example line:&lt;br /&gt;
*[[Sammie Grimspine]] in [[Serbule Hills]] for 75 councils. Requires {{Favor|Close Friends}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Riston]] in the [[Casino]] for 75 Live Event Credits. Attunes on purchase.&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&amp;lt;!-- To add drops, modify the relevant mob page and it will automatically be added to the following table. --&amp;gt;&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
noresultsheader = This item has not been submitted by an editor as loot, or may not exist as loot&lt;br /&gt;
category = Loot/Event: Small Box of Space&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 1&lt;br /&gt;
include = {MOB Location}:area&lt;br /&gt;
table = class=&amp;quot;wikitable mw-collapsible mw-collapsed sortable&amp;quot;, Monster, Location&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
=== Gathering ===&lt;br /&gt;
&amp;lt;!-- Include items obtained from ground spawns such as fruit trees, mushroom patches, ice blocks, serbule crypt urnsExample line:&lt;br /&gt;
* Randomly from [[Kur]] ice blocks.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Ways to Obtain ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any How to Obtain info not included above. Some possible subsections are&lt;br /&gt;
==== Winter Holiday Gifts ====&lt;br /&gt;
or&lt;br /&gt;
==== Hang Outs ====&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;!-- Include any general information about using the item here. If there is a single extremely standard use for an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Place and harvest after 1 minute to receive {{Item|Beginner&#039;s Arrow Shafts}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|&amp;lt;b&amp;gt;Storage:&amp;lt;/b&amp;gt;&lt;br /&gt;
|20 slots&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|&amp;lt;b&amp;gt;Cooldown:&amp;lt;/b&amp;gt;&lt;br /&gt;
|90 minutes&lt;br /&gt;
|}&lt;br /&gt;
===Using in Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Gifting===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Bartering Uses ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Give 3-4x {{Item|Brain Bug Lobe}}, along with 2-3x {{Item|Brain}} to [[Zeratak]] in exchange for a choice of equipment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Selling ===&lt;br /&gt;
&amp;lt;!-- Include information for npcs who buy this item at full value with sufficient favor. Do not list general vendors; instead include the line {{General Buyers}} at the bottom of the list.&lt;br /&gt;
Example:&lt;br /&gt;
Purchased at full value by:&lt;br /&gt;
* [[Sir Coth]]&lt;br /&gt;
{{General Buyers}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Consumption===&lt;br /&gt;
====Direct Consumption====&lt;br /&gt;
&amp;lt;!-- Include this section if an item can be consumed, and document the effects providing as much information as possible.&lt;br /&gt;
Example:&lt;br /&gt;
Drinking a Healing Potion instantly restores 75 health and consumes 25 metabolism.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====Ability Consumption====&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Quest Fulfillment===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Uses ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any uses that don&#039;t fit in above sections.&lt;br /&gt;
====Example Subsection Heading====&lt;br /&gt;
Example subsection.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;!-- Add quotes or any other in-game lore that mentions the item.&lt;br /&gt;
Example:&lt;br /&gt;
{{Quote|source=[[Velkort]]|Ah yes. The secretions of fire elementals and other fiery beasts. Quite valuable. I will part with some of mine if you complete a few favors for me. Beyond that, you can obtain it by seeking out creatures that are naturally on fire. For instance, look for fire spiders in the Eltibule region.}}&lt;br /&gt;
{{Quote|source=[[Work Order for Fire Dust]]|Rumor has it that Fire Dust can be found all over the place in Serbule and Eltibule. You are very lucky! It is not so common here in Verta.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--Category tags are added automatically by the ITEM infobox--&amp;gt;&lt;br /&gt;
[[Category:Items/PlayerItems]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Event:_Small_Box_of_Space&amp;diff=203525</id>
		<title>Event: Small Box of Space</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Event:_Small_Box_of_Space&amp;diff=203525"/>
		<updated>2025-10-08T14:29:51Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{ITEM infobox&lt;br /&gt;
|name = Event: Small Box of Space&lt;br /&gt;
|description = Teaches you how to deploy a special storage box.&lt;br /&gt;
|value = 0&lt;br /&gt;
|extra = {{Spoiler|&lt;br /&gt;
|{{ITEM EXTRA infobox&lt;br /&gt;
 | stack = 1&lt;br /&gt;
 | keywords = &amp;lt;p&amp;gt;{{KW|AbilityRecipe}}{{KW|Book}}{{KW|Consumable}}{{KW|Document}}&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;{{KW|Recipe}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Add a brief description of the item. This can be anything as long as it is relevant, but mentioning skills might be a good idea. You can just add the in-game description here until something else is written! --&amp;gt;&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
&amp;lt;!-- Include any general information about obtaining the item here. If there is a single extremely standard method of obtaining an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Grow from an [[Onion Seedling]] via [[Gardening]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Producing with Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining through Bartering ===&lt;br /&gt;
&lt;br /&gt;
* Prior to [[Game_updates/2021-05-24#Other_Changes_and_Fixes|the May 24, 2021 game update]] it was possible to Barter 75x [[Live Event Credit|Live Event Tokens]] with [[Riston]] to obtain this.&lt;br /&gt;
&lt;br /&gt;
=== Purchasing ===&lt;br /&gt;
&amp;lt;!-- Add as much information as you have available. Include incomplete information.&lt;br /&gt;
Example line:&lt;br /&gt;
*[[Sammie Grimspine]] in [[Serbule Hills]] for 75 councils. Requires {{Favor|Close Friends}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
[[Riston]] in the [[Casino]] for 75 Live Event Credits. Attunes on purchase.&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&amp;lt;!-- To add drops, modify the relevant mob page and it will automatically be added to the following table. --&amp;gt;&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
noresultsheader = This item has not been submitted by an editor as loot, or may not exist as loot&lt;br /&gt;
category = Loot/Event: Small Box of Space&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 1&lt;br /&gt;
include = {MOB Location}:area&lt;br /&gt;
table = class=&amp;quot;wikitable mw-collapsible mw-collapsed sortable&amp;quot;, Monster, Location&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
=== Gathering ===&lt;br /&gt;
&amp;lt;!-- Include items obtained from ground spawns such as fruit trees, mushroom patches, ice blocks, serbule crypt urnsExample line:&lt;br /&gt;
* Randomly from [[Kur]] ice blocks.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Ways to Obtain ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any How to Obtain info not included above. Some possible subsections are&lt;br /&gt;
==== Winter Holiday Gifts ====&lt;br /&gt;
or&lt;br /&gt;
==== Hang Outs ====&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;!-- Include any general information about using the item here. If there is a single extremely standard use for an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Place and harvest after 1 minute to receive {{Item|Beginner&#039;s Arrow Shafts}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Storage Space: 20 slots&lt;br /&gt;
Cooldown: 90 minutes&lt;br /&gt;
===Using in Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Gifting===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Bartering Uses ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Give 3-4x {{Item|Brain Bug Lobe}}, along with 2-3x {{Item|Brain}} to [[Zeratak]] in exchange for a choice of equipment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Selling ===&lt;br /&gt;
&amp;lt;!-- Include information for npcs who buy this item at full value with sufficient favor. Do not list general vendors; instead include the line {{General Buyers}} at the bottom of the list.&lt;br /&gt;
Example:&lt;br /&gt;
Purchased at full value by:&lt;br /&gt;
* [[Sir Coth]]&lt;br /&gt;
{{General Buyers}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Consumption===&lt;br /&gt;
====Direct Consumption====&lt;br /&gt;
&amp;lt;!-- Include this section if an item can be consumed, and document the effects providing as much information as possible.&lt;br /&gt;
Example:&lt;br /&gt;
Drinking a Healing Potion instantly restores 75 health and consumes 25 metabolism.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====Ability Consumption====&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Quest Fulfillment===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Uses ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any uses that don&#039;t fit in above sections.&lt;br /&gt;
====Example Subsection Heading====&lt;br /&gt;
Example subsection.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;!-- Add quotes or any other in-game lore that mentions the item.&lt;br /&gt;
Example:&lt;br /&gt;
{{Quote|source=[[Velkort]]|Ah yes. The secretions of fire elementals and other fiery beasts. Quite valuable. I will part with some of mine if you complete a few favors for me. Beyond that, you can obtain it by seeking out creatures that are naturally on fire. For instance, look for fire spiders in the Eltibule region.}}&lt;br /&gt;
{{Quote|source=[[Work Order for Fire Dust]]|Rumor has it that Fire Dust can be found all over the place in Serbule and Eltibule. You are very lucky! It is not so common here in Verta.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--Category tags are added automatically by the ITEM infobox--&amp;gt;&lt;br /&gt;
[[Category:Items/PlayerItems]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Mox_Warcut/Small_talk&amp;diff=203524</id>
		<title>Mox Warcut/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Mox_Warcut/Small_talk&amp;diff=203524"/>
		<updated>2025-10-07T15:28:46Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Equipment with Battle Chemistry prerequisites {{Hint| Yellow +15.0%, Purple +10.5%}}&lt;br /&gt;
* Loves Resistance Potions (any damage type) {{Hint| +3.7 for Fire, Cold, Psychic Resistance potions}}, {{Hint|POTENT: Cold Resistance Potion +5.3}}&lt;br /&gt;
* Likes Alchemy Recipes {{Hint|3.6% of sale value}}&lt;br /&gt;
* Likes Mummy Wrappings {{Hint| +6.11}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203512</id>
		<title>Mandibles/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203512"/>
		<updated>2025-10-06T14:15:21Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Cooking Recipe Scrolls {{Hint|5% of scroll value}}&lt;br /&gt;
* Likes Cooking Ingredients {{Hint|Bacon +0.8, Butter +1.3, Butter Muslin +2.2, Porcini Mushroom +2.34, Green Pepper +2.8, Red Pepper +3.2, Corn + 3.6, Firkin +4.5, Shark Fin +6.2, Fine Cheese Cloth +7.8, Tundra Lichen +8, Lemon 1.9, Peach 2.6, Giant Mantis Claw +1.08 (3.6%)}} {{Hint|Low Durability Firkins and Kilderkins that can no longer be used for Cheesemaking.}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203511</id>
		<title>Ragabir/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203511"/>
		<updated>2025-10-06T14:01:34Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Alchemy Recipes&lt;br /&gt;
* Likes Bones {{Hint|Femur +2.52, Impressive Skulls +7.5, Astonishing Skulls +15}}&lt;br /&gt;
* Likes Alchemy Ingredients {{Hint|Wool +0.4, Rabbit Foot +0.9, Porcini Mushroom +2.6; Shark Fin +6.8, Sulfur +9.1, skulls are a cost effective option}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203510</id>
		<title>Ragabir/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Ragabir/Small_talk&amp;diff=203510"/>
		<updated>2025-10-06T14:00:27Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Alchemy Recipes&lt;br /&gt;
* Likes Bones {{Hint|Femur +2.52, Impressive Skulls +7.5, Astonishing Skulls +15}}&lt;br /&gt;
* Likes Alchemy Ingredients {{Hint|Wool +0.4, Rabbit Foot +0.9, Porcini Mushroom +2.6; Sulfur +9.1, skulls are a cost effective option}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Kib_the_Unkillable/Small_talk&amp;diff=203509</id>
		<title>Kib the Unkillable/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Kib_the_Unkillable/Small_talk&amp;diff=203509"/>
		<updated>2025-10-05T20:56:09Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Swords {{Hint|Yellow +20.0% value}}&lt;br /&gt;
* Likes Shields {{Hint|Yellow +20.0% value, Purple +14.0% value, Red +10.0% value}}&lt;br /&gt;
* Likes Fire Staves {{Hint|Blue +7.4% value}}&lt;br /&gt;
* Likes Trophy Animal Hides {{Hint|TROPHY: Deinonychus Skin +16.1, Pig Skin +26.82, Tiger Skin +32.1, Bear Skin +40.1, Wolf Skin +40.1, Panther Skin +64.2, Rhino Hide +96.4}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Kelim/Small_talk&amp;diff=203508</id>
		<title>Kelim/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Kelim/Small_talk&amp;diff=203508"/>
		<updated>2025-10-05T18:32:39Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Monster Corpse Trophies {{Hint|Giant Hairball +0.5, Giant Spider Leg +0.9, Impressive Skulls +1, Treant Leaf +1, Giant Mantis Claw +1.4, Typical Animal Fat +1.6, Rubbery Tongue/Ogre Stomach/Troll Flesh +2, Rhino Hide Trophy +7, Magic Tooth +10.4, Stack of 99 spider legs +23, Ivory Horn +24}}&lt;br /&gt;
* Likes Fish Meals {{Hint| Fried Clownfish +1.4, Pickled Fish +2, Grapefish Steak +5, Super Fishy Surprise +8.3, Breaded Perch with Onions +10, Orange Perch +13, Crab Roll +14.4, Eel Stir-Fry +9.65, Maple Smoked Shark +14.1, Grapefish Nigiri +11, Flounder Nigiri +23, Vexfish Lettuce Wrap +30}} {{Hint|Check Rugen&#039;s &#039;Buy Used&#039; tab for Sushi. }}&lt;br /&gt;
* Loves Dirt {{Hint| Strange Dirt +3}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203507</id>
		<title>Mandibles/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203507"/>
		<updated>2025-10-05T16:14:48Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Cooking Recipe Scrolls {{Hint|5% of scroll value}}&lt;br /&gt;
* Likes Cooking Ingredients {{Hint|Bacon +0.8, Butter +1.3, Butter Muslin +2.2, Porcini Mushroom +2.34, Green Pepper +2.8, Red Pepper +3.2, Corn + 3.6, Firkin +4.5, Fine Cheese Cloth +7.8, Tundra Lichen +8, Lemon 1.9, Peach 2.6, Giant Mantis Claw +1.08 (3.6%)}} {{Hint|Low Durability Firkins and Kilderkins that can no longer be used for Cheesemaking.}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203500</id>
		<title>Mandibles/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203500"/>
		<updated>2025-10-05T02:46:37Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Cooking Recipe Scrolls {{Hint|5% of scroll value}}&lt;br /&gt;
* Likes Cooking Ingredients {{Hint|Bacon +0.8, Butter +1.3, Butter Muslin +2.2, Porcini Mushroom +2.34, Green Pepper +2.8, Red Pepper +3.2, Corn + 3.6, Fine Cheese Cloth +7.8, Tundra Lichen +8, Lemon 1.9, Peach 2.6, Giant Mantis Claw +1.08 (3.6%)}} {{Hint|Low Durability Firkins and Kilderkins that can no longer be used for Cheesemaking.}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203499</id>
		<title>Mandibles/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203499"/>
		<updated>2025-10-05T02:43:46Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Cooking Recipe Scrolls {{Hint|5% of scroll value}}&lt;br /&gt;
* Likes Cooking Ingredients {{Hint|Bacon +0.8, Butter +1.3, Butter Muslin +2.2, Porcini Mushroom +2.34, Green Pepper +2.8, Red Pepper +3.2, Corn + 3.6, Tundra Lichen +8, Lemon 1.9, Peach 2.6, Giant Mantis Claw +1.08 (3.6%)}} {{Hint|Low Durability Firkins and Kilderkins that can no longer be used for Cheesemaking.}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203498</id>
		<title>Mandibles/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Mandibles/Small_talk&amp;diff=203498"/>
		<updated>2025-10-05T02:43:25Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Likes Cooking Recipe Scrolls {{Hint|5% of scroll value}}&lt;br /&gt;
* Likes Cooking Ingredients {{Hint|Bacon +0.8, Butter +1.3, Butter Muslin +2.2, Porcini Mushroom +2.34, Green Pepper +2.8, Red Pepper +3.2, Corn + 3.6, Fine Cheese Cloth +7.8, Tundra Lichen +8, Lemon 1.9, Peach 2.6, Giant Mantis Claw +1.08 (3.6%)}} {{Hint|Low Durability Firkins and Kilderkins that can no longer be used for Cheesemaking.}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=War_Caches&amp;diff=203494</id>
		<title>War Caches</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=War_Caches&amp;diff=203494"/>
		<updated>2025-10-04T02:23:57Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center; padding:1em 0 0; color:#c80000;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warning: Doing War Caches as a hardcore character is extremely dangerous, as you will not be able to easily get help retrieving your gear. Also, dying in a war cache as a fairy will still send you to Fae Realm unless you have a [[Fairy Soul Anchor]]. Given this information, doing War Caches as a hardcore fairy player without a lot of preparation means you will likely effectively permanently lose your gear.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{DUNGEON infobox&lt;br /&gt;
| name = War Caches&lt;br /&gt;
| connects = [[Ilmari]]&lt;br /&gt;
| arealevel= 50 - 60&lt;br /&gt;
}}&lt;br /&gt;
[[War Caches]] are small dungeons found in the [[Ilmari]] Desert that can be reached by taking quests given by [[Sir Johnson]].&lt;br /&gt;
&lt;br /&gt;
Each unique War Cache will have a code identifier in the quest log. (e.g. &amp;quot;S-2&amp;quot; or &amp;quot;T-1&amp;quot;)&lt;br /&gt;
* Drug (D) War Caches usually contain [[Rakshasa]].&lt;br /&gt;
* Flood (F) War Caches often have partial or completely flooded floors. [[Fire Magic|Fire Mages]] may find their spells mostly useless here.&lt;br /&gt;
* Mummy (M) War Caches are known to have the [[Undead]] Mummy creatures inside.&lt;br /&gt;
* Scorpion (S) War Caches often contain [[Smallish Scorpion]]s. These arthropods are &#039;&#039;Nigh Invulnerable Until Knocked Back.&#039;&#039;&lt;br /&gt;
* Tornado (T) War Caches often have wind-related monsters inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time a player visits a War Cache, the map will appear fogged, and no Cartography experience will be given for exploration. However, each War Cache will have the same map layout and location of chests, bosses, and rune clues.&lt;br /&gt;
&lt;br /&gt;
To begin another War Cache you must wait 20 minutes from when you received the previous map.&lt;br /&gt;
&lt;br /&gt;
After receiving a War Cache map from Sir Johnson, choosing to abort the quest will delete the map from the player&#039;s inventory. War cache maps that are dropped on ground are unusable except for by the original owner.&lt;br /&gt;
&lt;br /&gt;
== Ilmari War Cache Dungeons ==&lt;br /&gt;
&lt;br /&gt;
=== War Cache D-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Here&#039;s your next map. A new gang of bandits moved into the area, so make yourself useful and figure out what they&#039;re up to. And get my xedrite too, obviously.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache D-1|&lt;br /&gt;
[[File:War Cache D-1.jpg|400px]]&lt;br /&gt;
:•	[[Drug Chemist]], [[Guard Cat]], [[Chopjaw]], [[Rathla the Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache D-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Remember those drug-manufacturing rakkies you found? Well, I&#039;ve been hearing more rumors about it. It sounds powerful. Could be an alchemical recipe we could use in the Council military. Here&#039;s a map to a hole without any Xedrite in it. But it&#039;s in the same general area as that gang. I&#039;m guessing it&#039;ll be swarming with the kitties, so be careful. Get in there and steal me a clean sample of the drug.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache D-2|&lt;br /&gt;
[[File:War Cache D-2.jpg|400px]]&lt;br /&gt;
:Disclaimer: Other people in the cache with you can mess up the sequence&lt;br /&gt;
:•	[[Drug-Test Animal (Cow)]], [[Drug-Test Animal (Deer)]], [[Drug Chemist]], [[Remeka the Compassionate]]&lt;br /&gt;
:•	The combined Tooth/Eye gate at entry will be the last one you do – some of the gates are already open on entry&lt;br /&gt;
:•	Run through the open vase 1 to the NE room, get the rune and recall beginnings&lt;br /&gt;
:•	Run WNW, get the 2 runes and deal with Remeka if desired&lt;br /&gt;
:•	Use the vase lever to open vase gate 2 (and closing vase gate 1) – get the rune in SW room – recall beginnings&lt;br /&gt;
:•	Run W then SE through the (open) vase and eye gates (W and S from entry)&lt;br /&gt;
:•	Run E through to get the next rune and use the eye lever – recall beginnings&lt;br /&gt;
:•	Head W then S back through the vase gate and use the tooth lever to open the tooth/eye gate. Recall beginnings and the last room should be open&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache D-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Here&#039;s the map for your next assignment. And you might want to hurry, I&#039;ve had reports of smoke, screams, and commotion coming from there today.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache D-3|&lt;br /&gt;
[[File:War Cache D-3.jpg|400px]]&lt;br /&gt;
:•	[[Mutated Test Subject (Cow)]], [[Mutated Test Subject (Deer)]], [[Drug-Infused Super Slime]]&lt;br /&gt;
}}&lt;br /&gt;
Drinking from the cauldron will cause an Obedient Acid Slime pet to incubate, required for slaying the [[Mutated Test Subject (Deer)|Mutated Test Subject]]s found inside.&lt;br /&gt;
&lt;br /&gt;
=== War Cache D-4 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|So the drug you found out there, that Telka&#039;s Tits or whatever... it&#039;s garbage. Only works on rakkies! Most worthless drug since I got my hands on &#039;bounceweed&#039;. But there&#039;s good news: the stuff is made from the silk of the rare giant sand worm, and we think other, better drugs could be made from the same stuff. And I have a lead on a cache infested with &#039;em! If we&#039;re lucky, you can get some samples of their silk while you&#039;re getting my xedrite. Before you leave, go see if the Sand Seer has any advice for ya on Sand Worm killin&#039;. Or just take my advice: use archery. But no, no, the elf woman&#039;s gotta make it more complicated than that!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache D-4|&lt;br /&gt;
[[File:War Cache D-4.jpg|400px]]&lt;br /&gt;
:•	[[Drug Chemist]], [[Drug-Test Animal (Cow)]], [[Drug-Test Animal (Deer)]], [[Sand Worm]]&lt;br /&gt;
:•	Head north from entry through the (open) eye gate. Ignore the eye lever. Grab the 2 NW runes then use the tooth lever – recall beginnings&lt;br /&gt;
:•	Run through the tooth gate to use the vase lever – recall beginnings&lt;br /&gt;
:•	Head N again thru the (open) eye gate to the open vase gate - catch the remaining runes, xedrite and sand worms&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache F-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|I&#039;ve got a nice easy one for you. Here&#039;s the map to the war cache. We believe the cache was originally located in a Crone military city called [[New Argolis]]. Well, not really a city, more like a recreational area for off-duty Hegemony troops. Should be pretty safe. The report says there&#039;s some weird animals in there, but no bandits. Follow the map, get in, find the Weaponized Xedrite, and get out. Don&#039;t screw up! You&#039;ve only got one chance -- you won&#039;t be able to get back in a second time.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache F-1|&lt;br /&gt;
[[File:War Cache F-1.jpg|400px]]&lt;br /&gt;
:•	[[Angry Giant Bat]], [[Deinonychus]], [[Viper]], [[Xedrite-Sickened Cave Hippo]]&lt;br /&gt;
:•	Angry Giant Bats in this cache can infect you with [[Fevered Trismus]]&lt;br /&gt;
:•	Occasionally you&#039;ll be stunned from unseen critters in the ceiling&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache F-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|We&#039;ve found another war cache in the region that used to be &#039;[[New Argolis]]&#039;. It wasn&#039;t on the front lines. Hegemony troops went there for booze and whores. So there shouldn&#039;t be any spike traps or death beams or anything. Nice and easy! In fact, I almost gave this job to my second-best finder, [[Kella]], so I could save you for the hard ones. But she declined it... so it&#039;s all yours. She said the area is full of snakes, and she&#039;s afraid of snakes. Whoever heard of a rakkie that&#039;s afraid of snakes? What is this world coming to, I ask you? Anyway, I guess she might know what she&#039;s talking about. Bring some antivenom.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache F-2|&lt;br /&gt;
[[File:War Cache F-2.jpg|400px]]&lt;br /&gt;
:[[Viper]], [[Waterlogged Skeleton Sentinel]], [[Impregnesnail]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache F-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|I&#039;ve got a real easy one for you! This one&#039;s in the remains of &#039;[[New Argolis]]&#039;, the old R&amp;amp;R camp for Hegemony soldiers during the war. The Seer didn&#039;t go in, of course, but she said it smells like beer in there. I can&#039;t imagine it&#039;s still drinkable, though. Remember: wine ages, but beer just goes bad after a few decades. Don&#039;t make yourself sick!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache F-3|&lt;br /&gt;
[[File:War Cache F-3.jpg|400px]]&lt;br /&gt;
:[[Drunk Sewer Rat]], [[Drunk Viper]], [[Drunk Scray]], [[Beer-Embittered Scray]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache F-4 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Here&#039;s the map to your next mission. It used to be a holding cell for war prisoners. It sounds like it&#039;s been flooded for a while, which means the bandits will have moved on, but I&#039;m sure there&#039;s snakes and other dumb animals in there. Oh, and ghosts. Ghosts always show up in military prisons... you&#039;re not scared of ghosts, are you? I just give &#039;em a stunning bash with my shield. That shuts &#039;em up.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache F-4|&lt;br /&gt;
[[File:War Cache F-4.jpg|400px]]&lt;br /&gt;
:The xedrite chests and runes are behind the numbered gates (19, 30, 26). &lt;br /&gt;
:•	[[Viper]], [[Megatriffid]], [[Ghostly Prisoner]]&lt;br /&gt;
:•	South Gate 19: Use the first set of levers. From left to right - pull 2nd lever once and 3rd lever once. Get the xedrite and rune and recall beginnings &lt;br /&gt;
:•	Reset levers to zero: still showing 19 – pull 3rd then 2nd levers to reset to zero&lt;br /&gt;
:•	West Gate 30: head to the east levers and pull: 2nd, 4th, 3rd (should come up 30), recall beginnings and do the 30 gate area – recall beginnings&lt;br /&gt;
:•	North Gate 26: head back to levers at the entry – should still be showing 30. Pull 4th and then 3rd lever. Should come up as 26.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache M-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|I hope you&#039;re not afraid of mummies. I need you to go into a mummy-infested hole and get some xedrite. My other finders have chickened out, but you&#039;re better than them! You&#039;ve got this! Here&#039;s the map!&lt;br /&gt;
&lt;br /&gt;
Oh, better have the Sand Seer brief you on mummies first. It&#039;s good to refresh the brain!}}&lt;br /&gt;
{{Spoiler| The Sand Seer&#039;s Comment|&lt;br /&gt;
He wants me to brief you on MUMMIES? I&#039;m not a mummy expert! But I can repeat what I&#039;ve read in books, I guess.&lt;br /&gt;
&lt;br /&gt;
Mummies are nasty undead that are supposedly not being created anymore... although I&#039;m pretty sure that&#039;s untrue. Anyway, the mummies you&#039;ll be facing are very old, and they have old diseases that your body has few protections against. So try not to inhale near them.&lt;br /&gt;
&lt;br /&gt;
Their organs are removed during the creation process, so don&#039;t bother trying to poison them, bludgeon them, or make them bleed. Their thick bandages give them protection against blades and arrows, too. Fire is the classic weapon of choice, but acid and lightning also work well, and I&#039;ve heard they&#039;re even susceptible to psychic blasts, which is unusual for undead.&lt;br /&gt;
&lt;br /&gt;
That&#039;s about all I can remember about mummies, aside from historical info. Good luck.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache M-1|&lt;br /&gt;
[[File:War Cache M-1.png|400px]]&lt;br /&gt;
:[[Mummy Rotter]], [[Mummy Wrapper]], [[Gaz-Urak]], [[Ancient Hook Beast]], [[Arbulekh]]&lt;br /&gt;
:Gates are timed so you may have to run through the buttons more than once&lt;br /&gt;
:Door 1 (2 gates): Press the button on the N wall, then 2nd button is in the open store room directly across. After going thru the open gates, a button there opens them again if you need it&lt;br /&gt;
:Door 2 (3 gates) – facing N:&lt;br /&gt;
:   o	Button 6 on the left opens 1 gate&lt;br /&gt;
:   o	Button 2 on the right opens 1 gate&lt;br /&gt;
:   o	Button 7 on the right opens 1 gate&lt;br /&gt;
:Door 3 (4 gates):&lt;br /&gt;
:   o	After getting the 4th rune, head north to get the 5th rune and deal with Arbulekh (northern most room) if desired&lt;br /&gt;
:   o	Run back to the E/W hallway facing W. &lt;br /&gt;
:   o	Facing W there is an open arch with a crypt leaning on the left and a skull button on the right. Ignore that button – go past the open arch, turn around (facing E) and use that button&lt;br /&gt;
:   o	In the main part of the adjacent room, press the S button. &lt;br /&gt;
:   o	Turn back to the W and run around to the open arch, using the left button opens 1 gate&lt;br /&gt;
:   o	Straight ahead to door 3 and the right button opens remaining gates (sometimes it may just open 1 gate – have to hit all these buttons quickly)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache M-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Got a big ole&#039; mummy-infested deathtrap for ya. Lots of xedrite though! I&#039;ve already sent someone into this one and she came back empty-handed, sayin&#039; it was too dangerous. So I tell ya what, I&#039;ll throw in a little something extra if you can get all three pieces. Just don&#039;t die over it! }}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache M-2|&lt;br /&gt;
[[File:War Cache M-2.png|400px]]&lt;br /&gt;
:•	[[Mummy Wrapper]], [[Mummy Rotter]], [[Snow Leaper]], [[Ghoul]], [[Ghoul Smasher]], [[Explosion Trap]]&lt;br /&gt;
:•	Skull Buttons with flame results are not the right ones and will reset the doors&lt;br /&gt;
:•	Buttons with glowy results are correct&lt;br /&gt;
:•	The gates will close after a short time in this cache&lt;br /&gt;
:•	The buttons also seem to be timed, may have to run through a sequence more than once&lt;br /&gt;
:•	Once you pass through a gate, all doors have a button to open it again on the back&lt;br /&gt;
:•	If someone else is in the cache, it may be best to log and wait until you’re alone&lt;br /&gt;
:Door 1 (W and S from entry) – four buttons:&lt;br /&gt;
:•	R top, R bottom, L bottom, L top&lt;br /&gt;
:•	Get the 1st rune&lt;br /&gt;
:Door 2 (E from first door) – four buttons to open this door. The buttons for this door seem to be timed:&lt;br /&gt;
:•	From the 1st rune - the first button is dead ahead by an open gate (should be facing east)&lt;br /&gt;
:•	Second button is by the 2nd rune&lt;br /&gt;
:•	Third button is left of door 2 (should be facing north) (you can ignore the right button by door 2)&lt;br /&gt;
:•	For the last button run west from door 2, then south – button is by the open arch&lt;br /&gt;
:•	Get the xedrite and recall beginnings&lt;br /&gt;
:Door 3 (full W from entry) – opens in this order (can ignore all the E and W buttons):&lt;br /&gt;
:•	Right button on the S wall&lt;br /&gt;
:•	Right button on the N wall&lt;br /&gt;
:•	Left button on the N wall&lt;br /&gt;
:•	Left button on the S wall&lt;br /&gt;
:•	Get the xedrite and recall beginnings&lt;br /&gt;
:Door 4 (N from entry) – only 1 button to deal with - opens easily without any sequencing or button combos.Ignore the skull buttons in this room.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache M-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|This hole&#039;s near the other mummy-pits, so be on your guard. Could be mummies or other nasty undead. }}&lt;br /&gt;
{{Spoiler| Warning about monsters in M-3|&lt;br /&gt;
Inside this War Cache, [[Visage of Demise]] are encountered.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache M-3|&lt;br /&gt;
[[File:War Cache M-3.png|400px]]&lt;br /&gt;
:Warning: Visage of Demise possible starting after door 2. Watch for green mist. Hook beasts and mummies will call them for help so deal with the Visage first.&lt;br /&gt;
:•	[[Visage of Demise]], [[Mummy Rotter]], [[Mummy Wrapper]], [[Ancient Hook Beast]], [[Sand Dog]]&lt;br /&gt;
:Door 1 (2 doors) – this sequence opens both doors: &lt;br /&gt;
:•	top right button&lt;br /&gt;
:•	bottom right&lt;br /&gt;
:•	top left&lt;br /&gt;
:•	bottom left&lt;br /&gt;
:Door 2 (two doors separated by a short hallway). You’ll need to open the first door and probably stay in the hallway until it closes. You can open again from the 3 buttons on the other side (top-middle-bottom). Then do the door at the end of the hallway&lt;br /&gt;
:•	First door – &lt;br /&gt;
:   o	red button on right of door&lt;br /&gt;
:   o	N red button&lt;br /&gt;
:   o	S white button&lt;br /&gt;
:   o	bottom left button by the doors&lt;br /&gt;
:   o	top left&lt;br /&gt;
:   o	wait in the hallway until the door closes (or close the door – 1st button), then open it again and do the sequence for the 2nd door&lt;br /&gt;
:•	Second door: You can lure mobs into the hallway if necessary so you can stay in the hallway. With the first door open – &lt;br /&gt;
:   o	In the room - Red button right of the door that just opened&lt;br /&gt;
:   o	N red button in the room and run back through the still open doors&lt;br /&gt;
:   o	Lone red button in the hallway to open the 2nd door 2.&lt;br /&gt;
:Door 3:&lt;br /&gt;
:•	White button by door&lt;br /&gt;
:•	White W button&lt;br /&gt;
:•	Red E button&lt;br /&gt;
:•	Red S button&lt;br /&gt;
:•	Green E button&lt;br /&gt;
:•	Green S button&lt;br /&gt;
:•	White button by the door&lt;br /&gt;
:•	White W button&lt;br /&gt;
:•	Other south white button (not by the door though)&lt;br /&gt;
:•	(has 3 buttons on the other side to open it again – top, middle, bottom)&lt;br /&gt;
:Door 4 (two doors)(red and green buttons). You’ll need to keep door 3 open – or open again (1st, 2nd, 3rd button):&lt;br /&gt;
:•	Red E button (in the previous room)&lt;br /&gt;
:•	Red button by door 3&lt;br /&gt;
:•	Red button by door 4 (opens 1 door)&lt;br /&gt;
:•	Green E in previous room&lt;br /&gt;
:•	Green S in previous room&lt;br /&gt;
:•	Green button by door 4 (opens the 2nd door)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache S-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Let&#039;s get right to work. The Sand Seer has located a new war cache entrance. Follow this map. Remember: the entrance isn&#039;t stable. You should be able to get inside and back out again, but don&#039;t expect to be able to go back a second time! The hole will collapse quickly. So you have one shot to get my Weaponized Xedrite! This seems like a pretty straightforward one. Just get in, get my Xedrite, and get out without being buried in the sand.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache S-1|&lt;br /&gt;
[[File:War Cache S-1.jpg|400px]]&lt;br /&gt;
:[[Sand Dog]], [[Fearless Sewer Rat]], [[Smallish Scorpion]], [[The Forgotten Accountant]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache S-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|I&#039;ve talked with my informants about those scorpions you found. And they WERE keeping secrets from me! Apparently scorpion poison is very valuable on the rakkie bandit market, so they&#039;ve been keeping their existence secret from me. Like I give a fuck about poison glands! I just want the weaponized xedrite. Working with me should be a win-win! Why are they hiding this?! I convinced them to give me the location of another scorpion-filled pit. You&#039;re the only agent I trust in this desert -- aside from the Seer, of course -- so this one&#039;s all yours. There are two objectives this time: get my xedrite, and also get me a sample from one of these scorpions. Look for a decently scary-looking one, kill it, and bring back... well, just bring the whole thing back, I guess. The Seer wants to examine it. You should expect scorpions, of course, but I wouldn&#039;t be surprised if there were bandits in there, too. Be ready for anything! Here&#039;s the map. Get me my xedrite!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache S-2|&lt;br /&gt;
[[File:War Cache S-2.jpg|400px]]&lt;br /&gt;
:•	[[Tired Bandit]], [[Rakshasa Skirmisher]], [[Smallish Scorpion]], [[Decently-Scary Scorpion]], [[Vagreef the Flameproof]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache S-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|The Sand Seer examined the scorpion remains you brought back, and she found something interesting. That scorpion&#039;s carapace was infused with xedrite! She thinks xedrite dust got into their shells or something. I don&#039;t buy it. We need a lot more information. It took some bribery, but I got the location of another scorpion-filled pit for you. There&#039;s no xedrite in this one. Just go in, kill every scorpion, and bring me back those carapaces.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache S-3|&lt;br /&gt;
[[File:War Cache S-3.jpg|400px]]&lt;br /&gt;
:•	[[Brain Beast]], [[Smallish Scorpion]], [[Utimak The Introverted]]&lt;br /&gt;
:•	On entry both doors are shut&lt;br /&gt;
:•	Go north to use lever 1 to open that gate – recall beginnings&lt;br /&gt;
:•	At entry, the right gate is now open to allow you to use lever 2 to open the other gate – recall beginnings&lt;br /&gt;
:•	Once both gates are open, they remain open unless you pull their levers again.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache S-4 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Remember those xedrite-laced scorpion corpses you brought back? Well, that xedrite is useless. It&#039;s just raw metal infused into their shells. I need weapons-grade xedrite! However, the Seer thinks there&#039;s weaponized xedrite involved. She asked for an agent to undergo an extremely dangerous assignment. So I told her you&#039;d be right over! Here&#039;s your map. See her for further briefing.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache S-4|&lt;br /&gt;
[[File:War Cache S-4.jpg|400px]]&lt;br /&gt;
:•	[[Smallish Scorpion]], [[Sand Dog]], [[Mama Scorpion]]&lt;br /&gt;
:•	Three numbered gates (9,15,24)&lt;br /&gt;
:•	The levers should show 0 on entry to the dungeon. &lt;br /&gt;
:•	Best to do gate 15 last since that route has most of what you want to finish.&lt;br /&gt;
:•	As you open a gate, others close; but none of the gates are timed&lt;br /&gt;
:Door 9: pull to equal 9 (from left to right - 4th lever, 3rd, 2nd, 1st will equal 9)&lt;br /&gt;
:Door 24: 9 should still be showing – pull the 5th lever, then 2nd lever (24 should be showing now) – get the rune and recall beginnings&lt;br /&gt;
:Door 15: 24 should still be showing – pull 3rd, 5th, then 2nd&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache T-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|This one might be tricky. The Sand Seer insists this area of the desert has &amp;quot;unusual isolated weather patterns&amp;quot;. What kind of patterns, you ask? Wind storms. Wind storms! Those are completely natural for the Ilmari! But she&#039;s an elf. They&#039;re supposed to be sensitive to nature, or whatever. Anyway I hired her for her expertise, so I&#039;d be a fool to ignore her. Here&#039;s the map. The Seer will brief you further. We&#039;ve detected a lot of xedrite in this one, so do whatever it takes!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache T-1|&lt;br /&gt;
[[File:War Cache T-1.jpg|400px]]&lt;br /&gt;
:•	[[Acid Sigil]], [[Tornado Spider]], [[Wind-Addled Archer]], [[Tornado]], [[Nature Elemental]], [[Biggish Tornado Spider]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache T-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|We&#039;ve got another war cache in that problematic spider area. The Sand Seer wants you to collect some legs from those wind spiders while you&#039;re in there. Here&#039;s the map. Remember: spider legs are great and all, but don&#039;t leave without my Weaponized Xedrite!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache T-2|&lt;br /&gt;
[[File:War Cache T-2.jpg|400px]]&lt;br /&gt;
:•	[[Tornado Spider]], [[Nature Elemental]], [[Tornado]], [[Wind Crawler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache T-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Got another spider-hole for you. No xedrite detected, though, so you&#039;re not going in for that. You&#039;re going in because the Sand Seer needs more spider legs or something. I&#039;m starting to regret listening to her about this... but she says it might be a huge crisis, so now I can&#039;t just tell her to ignore it! Do whatever she needs, and try to be quick about it. We&#039;ve got xedrite to find!}}&lt;br /&gt;
{{Spoiler| The Sand Seer&#039;s Comment|&lt;br /&gt;
He assigned you again? Good. I&#039;ve got bad news and worse news. The bad news is those spiders you found are definitely tornado spiders, and the infestation is already too deep. There&#039;s no hope of really being rid of them, but maybe we can keep them contained to a small part of the desert.&lt;br /&gt;
&lt;br /&gt;
Now here&#039;s the worse news: tornado spiders are the weak ones. When an infestation of tornado spiders gets large enough, they somehow spontaneously start laying eggs for the REAL dangerous spiders, the Hurricane Spiders. And those eggs have been spotted in the hole you&#039;re headed to.&lt;br /&gt;
&lt;br /&gt;
Go in and burn those eggs. And I mean that literally: you should be prepared to burn them! They&#039;re very difficult to damage with weapons, and they regenerate health like crazy unless they&#039;re on fire. If you can&#039;t manage any other type of fire, I noticed the fairy has some Trollbane Oil for sale in the &#039;commissary&#039;. That will at least keep them from regenerating! Good luck.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache T-3|&lt;br /&gt;
[[File:War Cache T-3.png|400px]]&lt;br /&gt;
:•	[[Tornado]], [[Tornado Spider]], [[Big Egg]], [[Wind-Addled Archer]], [[Nature Elemental]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache T-4 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|You&#039;re finally back. Been saving this one for you! I sent my second-best xedrite-finder in already, and she came back empty-handed and mostly-dead. So it&#039;s time to show &#039;em why you&#039;re the best! There&#039;s xedrite in there, plus some big bug the Sand Seer wants killed. Go talk to her first.}}&lt;br /&gt;
{{Spoiler| The Sand Seer&#039;s Comment|&lt;br /&gt;
Remember how I told you that &#039;tornado spiders&#039; are the weak ones, and it was very important to destroy all the giant eggs before they became much bigger problems? Well, we found another cave where an egg already hatched, and we&#039;ve got a much bigger problem. But it&#039;s still an adolescent, so there might be time left to kill it!&lt;br /&gt;
&lt;br /&gt;
It will have extreme regeneration, just as it did in the egg: you&#039;ll need to light it on fire to prevent that. Fortunately, weapons work better than they do on the egg, but there&#039;s an extra complication: this spider has a very venomous bite!&lt;br /&gt;
&lt;br /&gt;
Kella was sent in before you and nearly died. Don&#039;t underestimate this one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache T-4|&lt;br /&gt;
[[File:War Cache T-4.png|400px]]&lt;br /&gt;
:•	[[Wind-Addled Archer]], [[Tornado Spider]], [[Tornado]], [[Nature Elemental]], [[Adolescent Storm Spider]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
==== Minotaur Vault ====&lt;br /&gt;
Each War Cache contains one [[Minotaur Vault]], a special type of chest that may be opened by solving a code breaking puzzle. See [[Safecracking]] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Rune Clues ====&lt;br /&gt;
There are 12 possible runes for the Minotaur Vault, but only six will be used for a given puzzle. These are labeled on wall decorations. The rune clues and vault solution are instanced per player. See [[Safecracking]] for more information.&lt;br /&gt;
&lt;br /&gt;
== War Cache Inhabitants ==&lt;br /&gt;
====Friends====&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = War Cache NPCs&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 3&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
====Foes====&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = War Cache Creatures&lt;br /&gt;
notcategory = Bosses&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 3&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
====Bosses====&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = War Cache Creatures&lt;br /&gt;
category = Bosses&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 3&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
=== Harvestables ===&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=200px&amp;gt;&lt;br /&gt;
File:Minotaurcache1.png|A minotaur puzzle being solved in a War Cache.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons]][[Category:Ilmari Dungeons]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=War_Caches&amp;diff=203493</id>
		<title>War Caches</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=War_Caches&amp;diff=203493"/>
		<updated>2025-10-04T02:22:47Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center; padding:1em 0 0; color:#c80000;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warning: Doing War Caches as a hardcore character is extremely dangerous, as you will not be able to easily get help retrieving your gear, also dying in a war cache as a fairy will still send you to Fae Realm unless you have a [[Fairy Soul Anchor]]. Given this information, doing War Caches as a hardcore fairy player without a lot of preparation means you will likely effectively permanently lose your gear.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{DUNGEON infobox&lt;br /&gt;
| name = War Caches&lt;br /&gt;
| connects = [[Ilmari]]&lt;br /&gt;
| arealevel= 50 - 60&lt;br /&gt;
}}&lt;br /&gt;
[[War Caches]] are small dungeons found in the [[Ilmari]] Desert that can be reached by taking quests given by [[Sir Johnson]].&lt;br /&gt;
&lt;br /&gt;
Each unique War Cache will have a code identifier in the quest log. (e.g. &amp;quot;S-2&amp;quot; or &amp;quot;T-1&amp;quot;)&lt;br /&gt;
* Drug (D) War Caches usually contain [[Rakshasa]].&lt;br /&gt;
* Flood (F) War Caches often have partial or completely flooded floors. [[Fire Magic|Fire Mages]] may find their spells mostly useless here.&lt;br /&gt;
* Mummy (M) War Caches are known to have the [[Undead]] Mummy creatures inside.&lt;br /&gt;
* Scorpion (S) War Caches often contain [[Smallish Scorpion]]s. These arthropods are &#039;&#039;Nigh Invulnerable Until Knocked Back.&#039;&#039;&lt;br /&gt;
* Tornado (T) War Caches often have wind-related monsters inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time a player visits a War Cache, the map will appear fogged, and no Cartography experience will be given for exploration. However, each War Cache will have the same map layout and location of chests, bosses, and rune clues.&lt;br /&gt;
&lt;br /&gt;
To begin another War Cache you must wait 20 minutes from when you received the previous map.&lt;br /&gt;
&lt;br /&gt;
After receiving a War Cache map from Sir Johnson, choosing to abort the quest will delete the map from the player&#039;s inventory. War cache maps that are dropped on ground are unusable except for by the original owner.&lt;br /&gt;
&lt;br /&gt;
== Ilmari War Cache Dungeons ==&lt;br /&gt;
&lt;br /&gt;
=== War Cache D-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Here&#039;s your next map. A new gang of bandits moved into the area, so make yourself useful and figure out what they&#039;re up to. And get my xedrite too, obviously.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache D-1|&lt;br /&gt;
[[File:War Cache D-1.jpg|400px]]&lt;br /&gt;
:•	[[Drug Chemist]], [[Guard Cat]], [[Chopjaw]], [[Rathla the Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache D-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Remember those drug-manufacturing rakkies you found? Well, I&#039;ve been hearing more rumors about it. It sounds powerful. Could be an alchemical recipe we could use in the Council military. Here&#039;s a map to a hole without any Xedrite in it. But it&#039;s in the same general area as that gang. I&#039;m guessing it&#039;ll be swarming with the kitties, so be careful. Get in there and steal me a clean sample of the drug.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache D-2|&lt;br /&gt;
[[File:War Cache D-2.jpg|400px]]&lt;br /&gt;
:Disclaimer: Other people in the cache with you can mess up the sequence&lt;br /&gt;
:•	[[Drug-Test Animal (Cow)]], [[Drug-Test Animal (Deer)]], [[Drug Chemist]], [[Remeka the Compassionate]]&lt;br /&gt;
:•	The combined Tooth/Eye gate at entry will be the last one you do – some of the gates are already open on entry&lt;br /&gt;
:•	Run through the open vase 1 to the NE room, get the rune and recall beginnings&lt;br /&gt;
:•	Run WNW, get the 2 runes and deal with Remeka if desired&lt;br /&gt;
:•	Use the vase lever to open vase gate 2 (and closing vase gate 1) – get the rune in SW room – recall beginnings&lt;br /&gt;
:•	Run W then SE through the (open) vase and eye gates (W and S from entry)&lt;br /&gt;
:•	Run E through to get the next rune and use the eye lever – recall beginnings&lt;br /&gt;
:•	Head W then S back through the vase gate and use the tooth lever to open the tooth/eye gate. Recall beginnings and the last room should be open&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache D-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Here&#039;s the map for your next assignment. And you might want to hurry, I&#039;ve had reports of smoke, screams, and commotion coming from there today.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache D-3|&lt;br /&gt;
[[File:War Cache D-3.jpg|400px]]&lt;br /&gt;
:•	[[Mutated Test Subject (Cow)]], [[Mutated Test Subject (Deer)]], [[Drug-Infused Super Slime]]&lt;br /&gt;
}}&lt;br /&gt;
Drinking from the cauldron will cause an Obedient Acid Slime pet to incubate, required for slaying the [[Mutated Test Subject (Deer)|Mutated Test Subject]]s found inside.&lt;br /&gt;
&lt;br /&gt;
=== War Cache D-4 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|So the drug you found out there, that Telka&#039;s Tits or whatever... it&#039;s garbage. Only works on rakkies! Most worthless drug since I got my hands on &#039;bounceweed&#039;. But there&#039;s good news: the stuff is made from the silk of the rare giant sand worm, and we think other, better drugs could be made from the same stuff. And I have a lead on a cache infested with &#039;em! If we&#039;re lucky, you can get some samples of their silk while you&#039;re getting my xedrite. Before you leave, go see if the Sand Seer has any advice for ya on Sand Worm killin&#039;. Or just take my advice: use archery. But no, no, the elf woman&#039;s gotta make it more complicated than that!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache D-4|&lt;br /&gt;
[[File:War Cache D-4.jpg|400px]]&lt;br /&gt;
:•	[[Drug Chemist]], [[Drug-Test Animal (Cow)]], [[Drug-Test Animal (Deer)]], [[Sand Worm]]&lt;br /&gt;
:•	Head north from entry through the (open) eye gate. Ignore the eye lever. Grab the 2 NW runes then use the tooth lever – recall beginnings&lt;br /&gt;
:•	Run through the tooth gate to use the vase lever – recall beginnings&lt;br /&gt;
:•	Head N again thru the (open) eye gate to the open vase gate - catch the remaining runes, xedrite and sand worms&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache F-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|I&#039;ve got a nice easy one for you. Here&#039;s the map to the war cache. We believe the cache was originally located in a Crone military city called [[New Argolis]]. Well, not really a city, more like a recreational area for off-duty Hegemony troops. Should be pretty safe. The report says there&#039;s some weird animals in there, but no bandits. Follow the map, get in, find the Weaponized Xedrite, and get out. Don&#039;t screw up! You&#039;ve only got one chance -- you won&#039;t be able to get back in a second time.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache F-1|&lt;br /&gt;
[[File:War Cache F-1.jpg|400px]]&lt;br /&gt;
:•	[[Angry Giant Bat]], [[Deinonychus]], [[Viper]], [[Xedrite-Sickened Cave Hippo]]&lt;br /&gt;
:•	Angry Giant Bats in this cache can infect you with [[Fevered Trismus]]&lt;br /&gt;
:•	Occasionally you&#039;ll be stunned from unseen critters in the ceiling&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache F-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|We&#039;ve found another war cache in the region that used to be &#039;[[New Argolis]]&#039;. It wasn&#039;t on the front lines. Hegemony troops went there for booze and whores. So there shouldn&#039;t be any spike traps or death beams or anything. Nice and easy! In fact, I almost gave this job to my second-best finder, [[Kella]], so I could save you for the hard ones. But she declined it... so it&#039;s all yours. She said the area is full of snakes, and she&#039;s afraid of snakes. Whoever heard of a rakkie that&#039;s afraid of snakes? What is this world coming to, I ask you? Anyway, I guess she might know what she&#039;s talking about. Bring some antivenom.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache F-2|&lt;br /&gt;
[[File:War Cache F-2.jpg|400px]]&lt;br /&gt;
:[[Viper]], [[Waterlogged Skeleton Sentinel]], [[Impregnesnail]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache F-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|I&#039;ve got a real easy one for you! This one&#039;s in the remains of &#039;[[New Argolis]]&#039;, the old R&amp;amp;R camp for Hegemony soldiers during the war. The Seer didn&#039;t go in, of course, but she said it smells like beer in there. I can&#039;t imagine it&#039;s still drinkable, though. Remember: wine ages, but beer just goes bad after a few decades. Don&#039;t make yourself sick!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache F-3|&lt;br /&gt;
[[File:War Cache F-3.jpg|400px]]&lt;br /&gt;
:[[Drunk Sewer Rat]], [[Drunk Viper]], [[Drunk Scray]], [[Beer-Embittered Scray]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache F-4 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Here&#039;s the map to your next mission. It used to be a holding cell for war prisoners. It sounds like it&#039;s been flooded for a while, which means the bandits will have moved on, but I&#039;m sure there&#039;s snakes and other dumb animals in there. Oh, and ghosts. Ghosts always show up in military prisons... you&#039;re not scared of ghosts, are you? I just give &#039;em a stunning bash with my shield. That shuts &#039;em up.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache F-4|&lt;br /&gt;
[[File:War Cache F-4.jpg|400px]]&lt;br /&gt;
:The xedrite chests and runes are behind the numbered gates (19, 30, 26). &lt;br /&gt;
:•	[[Viper]], [[Megatriffid]], [[Ghostly Prisoner]]&lt;br /&gt;
:•	South Gate 19: Use the first set of levers. From left to right - pull 2nd lever once and 3rd lever once. Get the xedrite and rune and recall beginnings &lt;br /&gt;
:•	Reset levers to zero: still showing 19 – pull 3rd then 2nd levers to reset to zero&lt;br /&gt;
:•	West Gate 30: head to the east levers and pull: 2nd, 4th, 3rd (should come up 30), recall beginnings and do the 30 gate area – recall beginnings&lt;br /&gt;
:•	North Gate 26: head back to levers at the entry – should still be showing 30. Pull 4th and then 3rd lever. Should come up as 26.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache M-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|I hope you&#039;re not afraid of mummies. I need you to go into a mummy-infested hole and get some xedrite. My other finders have chickened out, but you&#039;re better than them! You&#039;ve got this! Here&#039;s the map!&lt;br /&gt;
&lt;br /&gt;
Oh, better have the Sand Seer brief you on mummies first. It&#039;s good to refresh the brain!}}&lt;br /&gt;
{{Spoiler| The Sand Seer&#039;s Comment|&lt;br /&gt;
He wants me to brief you on MUMMIES? I&#039;m not a mummy expert! But I can repeat what I&#039;ve read in books, I guess.&lt;br /&gt;
&lt;br /&gt;
Mummies are nasty undead that are supposedly not being created anymore... although I&#039;m pretty sure that&#039;s untrue. Anyway, the mummies you&#039;ll be facing are very old, and they have old diseases that your body has few protections against. So try not to inhale near them.&lt;br /&gt;
&lt;br /&gt;
Their organs are removed during the creation process, so don&#039;t bother trying to poison them, bludgeon them, or make them bleed. Their thick bandages give them protection against blades and arrows, too. Fire is the classic weapon of choice, but acid and lightning also work well, and I&#039;ve heard they&#039;re even susceptible to psychic blasts, which is unusual for undead.&lt;br /&gt;
&lt;br /&gt;
That&#039;s about all I can remember about mummies, aside from historical info. Good luck.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache M-1|&lt;br /&gt;
[[File:War Cache M-1.png|400px]]&lt;br /&gt;
:[[Mummy Rotter]], [[Mummy Wrapper]], [[Gaz-Urak]], [[Ancient Hook Beast]], [[Arbulekh]]&lt;br /&gt;
:Gates are timed so you may have to run through the buttons more than once&lt;br /&gt;
:Door 1 (2 gates): Press the button on the N wall, then 2nd button is in the open store room directly across. After going thru the open gates, a button there opens them again if you need it&lt;br /&gt;
:Door 2 (3 gates) – facing N:&lt;br /&gt;
:   o	Button 6 on the left opens 1 gate&lt;br /&gt;
:   o	Button 2 on the right opens 1 gate&lt;br /&gt;
:   o	Button 7 on the right opens 1 gate&lt;br /&gt;
:Door 3 (4 gates):&lt;br /&gt;
:   o	After getting the 4th rune, head north to get the 5th rune and deal with Arbulekh (northern most room) if desired&lt;br /&gt;
:   o	Run back to the E/W hallway facing W. &lt;br /&gt;
:   o	Facing W there is an open arch with a crypt leaning on the left and a skull button on the right. Ignore that button – go past the open arch, turn around (facing E) and use that button&lt;br /&gt;
:   o	In the main part of the adjacent room, press the S button. &lt;br /&gt;
:   o	Turn back to the W and run around to the open arch, using the left button opens 1 gate&lt;br /&gt;
:   o	Straight ahead to door 3 and the right button opens remaining gates (sometimes it may just open 1 gate – have to hit all these buttons quickly)&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache M-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Got a big ole&#039; mummy-infested deathtrap for ya. Lots of xedrite though! I&#039;ve already sent someone into this one and she came back empty-handed, sayin&#039; it was too dangerous. So I tell ya what, I&#039;ll throw in a little something extra if you can get all three pieces. Just don&#039;t die over it! }}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache M-2|&lt;br /&gt;
[[File:War Cache M-2.png|400px]]&lt;br /&gt;
:•	[[Mummy Wrapper]], [[Mummy Rotter]], [[Snow Leaper]], [[Ghoul]], [[Ghoul Smasher]], [[Explosion Trap]]&lt;br /&gt;
:•	Skull Buttons with flame results are not the right ones and will reset the doors&lt;br /&gt;
:•	Buttons with glowy results are correct&lt;br /&gt;
:•	The gates will close after a short time in this cache&lt;br /&gt;
:•	The buttons also seem to be timed, may have to run through a sequence more than once&lt;br /&gt;
:•	Once you pass through a gate, all doors have a button to open it again on the back&lt;br /&gt;
:•	If someone else is in the cache, it may be best to log and wait until you’re alone&lt;br /&gt;
:Door 1 (W and S from entry) – four buttons:&lt;br /&gt;
:•	R top, R bottom, L bottom, L top&lt;br /&gt;
:•	Get the 1st rune&lt;br /&gt;
:Door 2 (E from first door) – four buttons to open this door. The buttons for this door seem to be timed:&lt;br /&gt;
:•	From the 1st rune - the first button is dead ahead by an open gate (should be facing east)&lt;br /&gt;
:•	Second button is by the 2nd rune&lt;br /&gt;
:•	Third button is left of door 2 (should be facing north) (you can ignore the right button by door 2)&lt;br /&gt;
:•	For the last button run west from door 2, then south – button is by the open arch&lt;br /&gt;
:•	Get the xedrite and recall beginnings&lt;br /&gt;
:Door 3 (full W from entry) – opens in this order (can ignore all the E and W buttons):&lt;br /&gt;
:•	Right button on the S wall&lt;br /&gt;
:•	Right button on the N wall&lt;br /&gt;
:•	Left button on the N wall&lt;br /&gt;
:•	Left button on the S wall&lt;br /&gt;
:•	Get the xedrite and recall beginnings&lt;br /&gt;
:Door 4 (N from entry) – only 1 button to deal with - opens easily without any sequencing or button combos.Ignore the skull buttons in this room.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache M-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|This hole&#039;s near the other mummy-pits, so be on your guard. Could be mummies or other nasty undead. }}&lt;br /&gt;
{{Spoiler| Warning about monsters in M-3|&lt;br /&gt;
Inside this War Cache, [[Visage of Demise]] are encountered.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache M-3|&lt;br /&gt;
[[File:War Cache M-3.png|400px]]&lt;br /&gt;
:Warning: Visage of Demise possible starting after door 2. Watch for green mist. Hook beasts and mummies will call them for help so deal with the Visage first.&lt;br /&gt;
:•	[[Visage of Demise]], [[Mummy Rotter]], [[Mummy Wrapper]], [[Ancient Hook Beast]], [[Sand Dog]]&lt;br /&gt;
:Door 1 (2 doors) – this sequence opens both doors: &lt;br /&gt;
:•	top right button&lt;br /&gt;
:•	bottom right&lt;br /&gt;
:•	top left&lt;br /&gt;
:•	bottom left&lt;br /&gt;
:Door 2 (two doors separated by a short hallway). You’ll need to open the first door and probably stay in the hallway until it closes. You can open again from the 3 buttons on the other side (top-middle-bottom). Then do the door at the end of the hallway&lt;br /&gt;
:•	First door – &lt;br /&gt;
:   o	red button on right of door&lt;br /&gt;
:   o	N red button&lt;br /&gt;
:   o	S white button&lt;br /&gt;
:   o	bottom left button by the doors&lt;br /&gt;
:   o	top left&lt;br /&gt;
:   o	wait in the hallway until the door closes (or close the door – 1st button), then open it again and do the sequence for the 2nd door&lt;br /&gt;
:•	Second door: You can lure mobs into the hallway if necessary so you can stay in the hallway. With the first door open – &lt;br /&gt;
:   o	In the room - Red button right of the door that just opened&lt;br /&gt;
:   o	N red button in the room and run back through the still open doors&lt;br /&gt;
:   o	Lone red button in the hallway to open the 2nd door 2.&lt;br /&gt;
:Door 3:&lt;br /&gt;
:•	White button by door&lt;br /&gt;
:•	White W button&lt;br /&gt;
:•	Red E button&lt;br /&gt;
:•	Red S button&lt;br /&gt;
:•	Green E button&lt;br /&gt;
:•	Green S button&lt;br /&gt;
:•	White button by the door&lt;br /&gt;
:•	White W button&lt;br /&gt;
:•	Other south white button (not by the door though)&lt;br /&gt;
:•	(has 3 buttons on the other side to open it again – top, middle, bottom)&lt;br /&gt;
:Door 4 (two doors)(red and green buttons). You’ll need to keep door 3 open – or open again (1st, 2nd, 3rd button):&lt;br /&gt;
:•	Red E button (in the previous room)&lt;br /&gt;
:•	Red button by door 3&lt;br /&gt;
:•	Red button by door 4 (opens 1 door)&lt;br /&gt;
:•	Green E in previous room&lt;br /&gt;
:•	Green S in previous room&lt;br /&gt;
:•	Green button by door 4 (opens the 2nd door)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache S-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Let&#039;s get right to work. The Sand Seer has located a new war cache entrance. Follow this map. Remember: the entrance isn&#039;t stable. You should be able to get inside and back out again, but don&#039;t expect to be able to go back a second time! The hole will collapse quickly. So you have one shot to get my Weaponized Xedrite! This seems like a pretty straightforward one. Just get in, get my Xedrite, and get out without being buried in the sand.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache S-1|&lt;br /&gt;
[[File:War Cache S-1.jpg|400px]]&lt;br /&gt;
:[[Sand Dog]], [[Fearless Sewer Rat]], [[Smallish Scorpion]], [[The Forgotten Accountant]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache S-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|I&#039;ve talked with my informants about those scorpions you found. And they WERE keeping secrets from me! Apparently scorpion poison is very valuable on the rakkie bandit market, so they&#039;ve been keeping their existence secret from me. Like I give a fuck about poison glands! I just want the weaponized xedrite. Working with me should be a win-win! Why are they hiding this?! I convinced them to give me the location of another scorpion-filled pit. You&#039;re the only agent I trust in this desert -- aside from the Seer, of course -- so this one&#039;s all yours. There are two objectives this time: get my xedrite, and also get me a sample from one of these scorpions. Look for a decently scary-looking one, kill it, and bring back... well, just bring the whole thing back, I guess. The Seer wants to examine it. You should expect scorpions, of course, but I wouldn&#039;t be surprised if there were bandits in there, too. Be ready for anything! Here&#039;s the map. Get me my xedrite!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache S-2|&lt;br /&gt;
[[File:War Cache S-2.jpg|400px]]&lt;br /&gt;
:•	[[Tired Bandit]], [[Rakshasa Skirmisher]], [[Smallish Scorpion]], [[Decently-Scary Scorpion]], [[Vagreef the Flameproof]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache S-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|The Sand Seer examined the scorpion remains you brought back, and she found something interesting. That scorpion&#039;s carapace was infused with xedrite! She thinks xedrite dust got into their shells or something. I don&#039;t buy it. We need a lot more information. It took some bribery, but I got the location of another scorpion-filled pit for you. There&#039;s no xedrite in this one. Just go in, kill every scorpion, and bring me back those carapaces.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache S-3|&lt;br /&gt;
[[File:War Cache S-3.jpg|400px]]&lt;br /&gt;
:•	[[Brain Beast]], [[Smallish Scorpion]], [[Utimak The Introverted]]&lt;br /&gt;
:•	On entry both doors are shut&lt;br /&gt;
:•	Go north to use lever 1 to open that gate – recall beginnings&lt;br /&gt;
:•	At entry, the right gate is now open to allow you to use lever 2 to open the other gate – recall beginnings&lt;br /&gt;
:•	Once both gates are open, they remain open unless you pull their levers again.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache S-4 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Remember those xedrite-laced scorpion corpses you brought back? Well, that xedrite is useless. It&#039;s just raw metal infused into their shells. I need weapons-grade xedrite! However, the Seer thinks there&#039;s weaponized xedrite involved. She asked for an agent to undergo an extremely dangerous assignment. So I told her you&#039;d be right over! Here&#039;s your map. See her for further briefing.}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache S-4|&lt;br /&gt;
[[File:War Cache S-4.jpg|400px]]&lt;br /&gt;
:•	[[Smallish Scorpion]], [[Sand Dog]], [[Mama Scorpion]]&lt;br /&gt;
:•	Three numbered gates (9,15,24)&lt;br /&gt;
:•	The levers should show 0 on entry to the dungeon. &lt;br /&gt;
:•	Best to do gate 15 last since that route has most of what you want to finish.&lt;br /&gt;
:•	As you open a gate, others close; but none of the gates are timed&lt;br /&gt;
:Door 9: pull to equal 9 (from left to right - 4th lever, 3rd, 2nd, 1st will equal 9)&lt;br /&gt;
:Door 24: 9 should still be showing – pull the 5th lever, then 2nd lever (24 should be showing now) – get the rune and recall beginnings&lt;br /&gt;
:Door 15: 24 should still be showing – pull 3rd, 5th, then 2nd&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache T-1 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|This one might be tricky. The Sand Seer insists this area of the desert has &amp;quot;unusual isolated weather patterns&amp;quot;. What kind of patterns, you ask? Wind storms. Wind storms! Those are completely natural for the Ilmari! But she&#039;s an elf. They&#039;re supposed to be sensitive to nature, or whatever. Anyway I hired her for her expertise, so I&#039;d be a fool to ignore her. Here&#039;s the map. The Seer will brief you further. We&#039;ve detected a lot of xedrite in this one, so do whatever it takes!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache T-1|&lt;br /&gt;
[[File:War Cache T-1.jpg|400px]]&lt;br /&gt;
:•	[[Acid Sigil]], [[Tornado Spider]], [[Wind-Addled Archer]], [[Tornado]], [[Nature Elemental]], [[Biggish Tornado Spider]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache T-2 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|We&#039;ve got another war cache in that problematic spider area. The Sand Seer wants you to collect some legs from those wind spiders while you&#039;re in there. Here&#039;s the map. Remember: spider legs are great and all, but don&#039;t leave without my Weaponized Xedrite!}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache T-2|&lt;br /&gt;
[[File:War Cache T-2.jpg|400px]]&lt;br /&gt;
:•	[[Tornado Spider]], [[Nature Elemental]], [[Tornado]], [[Wind Crawler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache T-3 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|Got another spider-hole for you. No xedrite detected, though, so you&#039;re not going in for that. You&#039;re going in because the Sand Seer needs more spider legs or something. I&#039;m starting to regret listening to her about this... but she says it might be a huge crisis, so now I can&#039;t just tell her to ignore it! Do whatever she needs, and try to be quick about it. We&#039;ve got xedrite to find!}}&lt;br /&gt;
{{Spoiler| The Sand Seer&#039;s Comment|&lt;br /&gt;
He assigned you again? Good. I&#039;ve got bad news and worse news. The bad news is those spiders you found are definitely tornado spiders, and the infestation is already too deep. There&#039;s no hope of really being rid of them, but maybe we can keep them contained to a small part of the desert.&lt;br /&gt;
&lt;br /&gt;
Now here&#039;s the worse news: tornado spiders are the weak ones. When an infestation of tornado spiders gets large enough, they somehow spontaneously start laying eggs for the REAL dangerous spiders, the Hurricane Spiders. And those eggs have been spotted in the hole you&#039;re headed to.&lt;br /&gt;
&lt;br /&gt;
Go in and burn those eggs. And I mean that literally: you should be prepared to burn them! They&#039;re very difficult to damage with weapons, and they regenerate health like crazy unless they&#039;re on fire. If you can&#039;t manage any other type of fire, I noticed the fairy has some Trollbane Oil for sale in the &#039;commissary&#039;. That will at least keep them from regenerating! Good luck.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache T-3|&lt;br /&gt;
[[File:War Cache T-3.png|400px]]&lt;br /&gt;
:•	[[Tornado]], [[Tornado Spider]], [[Big Egg]], [[Wind-Addled Archer]], [[Nature Elemental]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== War Cache T-4 ===&lt;br /&gt;
{{Quote|source=[[Sir Johnson]]|You&#039;re finally back. Been saving this one for you! I sent my second-best xedrite-finder in already, and she came back empty-handed and mostly-dead. So it&#039;s time to show &#039;em why you&#039;re the best! There&#039;s xedrite in there, plus some big bug the Sand Seer wants killed. Go talk to her first.}}&lt;br /&gt;
{{Spoiler| The Sand Seer&#039;s Comment|&lt;br /&gt;
Remember how I told you that &#039;tornado spiders&#039; are the weak ones, and it was very important to destroy all the giant eggs before they became much bigger problems? Well, we found another cave where an egg already hatched, and we&#039;ve got a much bigger problem. But it&#039;s still an adolescent, so there might be time left to kill it!&lt;br /&gt;
&lt;br /&gt;
It will have extreme regeneration, just as it did in the egg: you&#039;ll need to light it on fire to prevent that. Fortunately, weapons work better than they do on the egg, but there&#039;s an extra complication: this spider has a very venomous bite!&lt;br /&gt;
&lt;br /&gt;
Kella was sent in before you and nearly died. Don&#039;t underestimate this one.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler| Click Expand to view the map for War Cache T-4|&lt;br /&gt;
[[File:War Cache T-4.png|400px]]&lt;br /&gt;
:•	[[Wind-Addled Archer]], [[Tornado Spider]], [[Tornado]], [[Nature Elemental]], [[Adolescent Storm Spider]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
==== Minotaur Vault ====&lt;br /&gt;
Each War Cache contains one [[Minotaur Vault]], a special type of chest that may be opened by solving a code breaking puzzle. See [[Safecracking]] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Rune Clues ====&lt;br /&gt;
There are 12 possible runes for the Minotaur Vault, but only six will be used for a given puzzle. These are labeled on wall decorations. The rune clues and vault solution are instanced per player. See [[Safecracking]] for more information.&lt;br /&gt;
&lt;br /&gt;
== War Cache Inhabitants ==&lt;br /&gt;
====Friends====&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = War Cache NPCs&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 3&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
====Foes====&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = War Cache Creatures&lt;br /&gt;
notcategory = Bosses&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 3&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
====Bosses====&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = War Cache Creatures&lt;br /&gt;
category = Bosses&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 3&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
=== Harvestables ===&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=200px&amp;gt;&lt;br /&gt;
File:Minotaurcache1.png|A minotaur puzzle being solved in a War Cache.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons]][[Category:Ilmari Dungeons]]&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Memory_Inhibitor&amp;diff=203492</id>
		<title>Memory Inhibitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Memory_Inhibitor&amp;diff=203492"/>
		<updated>2025-10-02T17:22:59Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{ITEM infobox&lt;br /&gt;
|name = Memory Inhibitor&lt;br /&gt;
|description = Rub this potion into your hair and head and your memory will stop working so well.&lt;br /&gt;
|basemods = Reduces earned combat XP by 50% for 120 minutes&lt;br /&gt;
|value = 69&lt;br /&gt;
|extra = {{Spoiler|&lt;br /&gt;
|{{ITEM EXTRA infobox&lt;br /&gt;
 | stack = 10&lt;br /&gt;
 | keywords = &amp;lt;p&amp;gt;{{KW|Alchemy}}{{KW|AlchemyIngredient}}{{KW|BottledItem}}{{KW|Consumable}}&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;{{KW|ExoticPotion}}{{KW|MemoryInhibitor}}{{KW|Potion}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Add a brief description of the item. This can be anything as long as it is relevant, but mentioning skills might be a good idea. You can just add the in-game description here until something else is written! --&amp;gt;&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
&amp;lt;!-- Include any general information about obtaining the item here. If there is a single extremely standard method of obtaining an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Grow from an [[Onion Seedling]] via [[Gardening]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Producing with Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
{| {{STDT|mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width: 250px;&amp;quot; | [[Alchemy]]&lt;br /&gt;
! Lvl !! Name !! Ingredients !! Results&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Memory Inhibitor || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5147.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Boletus Mushroom Suspension]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5160.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Bottle of Milk]] x1&amp;lt;br&amp;gt;[[:Category:Items/GlassChunk|Piece of Glass]] x1 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Memory Inhibitor]] x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Obtaining through Bartering ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Barter {{Item|Fire Dust}} x1 to [[Gretchen Salas]] for {{Item|Oak Wood}} x4.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Purchasing ===&lt;br /&gt;
&amp;lt;!-- Add as much information as you have available.  Include incomplete information.&lt;br /&gt;
Example line:&lt;br /&gt;
*[[Sammie Grimspine]] in [[Serbule Hills]] for 75 councils. Requires {{Favor|Close Friends}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&amp;lt;!-- To add drops, modify the relevant mob page and it will automatically be added to the following table. --&amp;gt;&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
noresultsheader = This item has not been submitted by an editor as loot, or may not exist as loot&lt;br /&gt;
category = Loot/Memory Inhibitor&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 1&lt;br /&gt;
include = {MOB Location}:area&lt;br /&gt;
table = class=&amp;quot;wikitable mw-collapsible mw-collapsed sortable&amp;quot;, Monster, Location&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
=== Gathering ===&lt;br /&gt;
&amp;lt;!-- Include items obtained from ground spawns such as fruit&lt;br /&gt;
 trees, mushroom patches, ice blocks, serbule crypt urns&lt;br /&gt;
Example line:&lt;br /&gt;
* Randomly from [[Kur]] ice blocks.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Ways to Obtain === &amp;lt;!-- Add a subsection for any How to Obtain info not included above. Some possible subsections are&lt;br /&gt;
==== Winter Holiday Gifts ====&lt;br /&gt;
or&lt;br /&gt;
==== Hang Outs ====&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;!-- Include any general information about using the item here. If there is a single extremely standard use for an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Place and harvest after 1 minute to receive {{Item|Beginner&#039;s Arrow Shafts}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Using in Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
{| {{STDT|mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width: 250px;&amp;quot; | [[Alchemy]]&lt;br /&gt;
! Lvl !! Name !! Ingredients !! Results&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Perfect Memory Inhibitor || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Memory Inhibitor]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5220.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Peridot]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5019.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Strange Dirt]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5010.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Bottle of Water]] x1 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Perfect Memory Inhibitor]] x2&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Rage Inhibitor || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Memory Inhibitor]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Rage Ointment]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5013.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Salt]] x1 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Rage Inhibitor]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5009.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Empty Bottle]] x1&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width: 250px;&amp;quot; | [[Lore]]&lt;br /&gt;
! Lvl !! Name !! Ingredients !! Results&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Word of Power 5 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5081.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Nightmare Flesh]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Memory Inhibitor]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5885.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Expert Holistic Ink]] x1 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5009.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Empty Bottle]] x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gifting===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
{| {{STDT|mw-collapsible mw-collapsed}}&lt;br /&gt;
! NPC !! Location !! Preferences&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Furlak]] || Rahu City in [[Rahu]] || Likes ([[:Category:Items/ExoticPotion|Exotic Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Kohan]] || Rahu City in [[Rahu]] || Likes ([[:Category:Items/ExoticPotion|Exotic Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Ufkar]] || Rahu City in [[Rahu]] || Likes ([[:Category:Items/ExoticPotion|Exotic Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Velkort]] || Serbule Keep in [[Serbule]] || Likes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Voo]] || [[Myconian Cave]] in Serbule || Likes ([[:Category:Items/Alchemy|Alchemy Items]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Daisy (NPC)]] || [[Animal Town]] in Sun Vale || Likes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Ragabir]] || [[Red Wing Casino]] || Likes ([[:Category:Items/AlchemyIngredient|Alchemy Ingredients]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Percy Evans]] || Northeastern [[Eltibule]] || Likes ([[:Category:Items/MemoryInhibitor|Memory Inhibitors]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Flia]] || East of Serbule Keep in [[Serbule]] || Likes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Kleave]] || Eltibule Keep in [[Eltibule]] || Likes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#F29E4A;&amp;quot;&lt;br /&gt;
| [[Corinth]] || unknown || Dislikes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#F24A4A;&amp;quot;&lt;br /&gt;
| [[Sie Antry]] || Sie Antry&#039;s Farm in [[Eltibule]] || Hates ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#F24A4A;&amp;quot;&lt;br /&gt;
| [[Sir Coth]] || Serbule Keep in [[Serbule]] || Hates ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bartering Uses ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Give 3-4x {{Item|Brain Bug Lobe}}, along with 2-3x {{Item|Brain}} to [[Zeratak]] in exchange for a choice of equipment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Selling ===&lt;br /&gt;
&amp;lt;!-- Include information for npcs who buy this item at full value with sufficient favor. Do not list general vendors; instead include the line {{General Buyers}} at the bottom of the list.&lt;br /&gt;
Example:&lt;br /&gt;
Purchased at full value by:&lt;br /&gt;
* [[Sir Coth]]&lt;br /&gt;
{{General Buyers}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Consumption===&lt;br /&gt;
====Direct Consumption====&lt;br /&gt;
&amp;lt;!-- Include this section if an item can be consumed, and document the effects providing as much information as possible.&lt;br /&gt;
Example:&lt;br /&gt;
Drinking a Healing Potion instantly restores 75 health and consumes 25 metabolism.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====Ability Consumption====&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Quest Fulfillment===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
=====Work Order=====&lt;br /&gt;
Turn in 10x [[Memory Inhibitor]] to [[Viedesi]] for 2089 councils. Requires [[Industry]] Level 0.&lt;br /&gt;
&lt;br /&gt;
=== Other Uses ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any uses that don&#039;t fit in above sections.&lt;br /&gt;
====Example Subsection Heading====&lt;br /&gt;
Example subsection.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;!-- Add quotes or any other in-game lore that mentions the item.&lt;br /&gt;
Example:&lt;br /&gt;
{{Quote|source=[[Velkort]]|Ah yes. The secretions of fire elementals and other fiery beasts. Quite valuable. I will part with some of mine if you complete a few favors for me. Beyond that, you can obtain it by seeking out creatures that are naturally on fire. For instance, look for fire spiders in the Eltibule region.}}&lt;br /&gt;
{{Quote|source=[[Work Order for Fire Dust]]|Rumor has it that Fire Dust can be found all over the place in Serbule and Eltibule. You are very lucky! It is not so common here in Verta.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--Category tags are added automatically by the ITEM infobox--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Memory_Inhibitor&amp;diff=203491</id>
		<title>Memory Inhibitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Memory_Inhibitor&amp;diff=203491"/>
		<updated>2025-10-02T17:04:24Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{ITEM infobox&lt;br /&gt;
|name = Memory Inhibitor&lt;br /&gt;
|description = Rub this potion into your hair and head and your memory will stop working so well.&lt;br /&gt;
|basemods = Reduces earned combat XP by 50% for 120 minutes&lt;br /&gt;
|value = 69&lt;br /&gt;
|extra = {{Spoiler|&lt;br /&gt;
|{{ITEM EXTRA infobox&lt;br /&gt;
 | stack = 10&lt;br /&gt;
 | keywords = &amp;lt;p&amp;gt;{{KW|Alchemy}}{{KW|AlchemyIngredient}}{{KW|BottledItem}}{{KW|Consumable}}&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;{{KW|ExoticPotion}}{{KW|MemoryInhibitor}}{{KW|Potion}}&amp;lt;/p&amp;gt;&lt;br /&gt;
}}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Add a brief description of the item. This can be anything as long as it is relevant, but mentioning skills might be a good idea. You can just add the in-game description here until something else is written! --&amp;gt;&lt;br /&gt;
== How to Obtain ==&lt;br /&gt;
&amp;lt;!-- Include any general information about obtaining the item here. If there is a single extremely standard method of obtaining an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Grow from an [[Onion Seedling]] via [[Gardening]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Producing with Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
{| {{STDT|mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width: 250px;&amp;quot; | [[Alchemy]]&lt;br /&gt;
! Lvl !! Name !! Ingredients !! Results&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Memory Inhibitor || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5149.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Boletus Mushroom Suspension]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5160.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Bottle of Milk]] x1&amp;lt;br&amp;gt;[[:Category:Items/GlassChunk|Piece of Glass]] x1 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Memory Inhibitor]] x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Obtaining through Bartering ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Barter {{Item|Fire Dust}} x1 to [[Gretchen Salas]] for {{Item|Oak Wood}} x4.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Purchasing ===&lt;br /&gt;
&amp;lt;!-- Add as much information as you have available.  Include incomplete information.&lt;br /&gt;
Example line:&lt;br /&gt;
*[[Sammie Grimspine]] in [[Serbule Hills]] for 75 councils. Requires {{Favor|Close Friends}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Drops ===&lt;br /&gt;
&amp;lt;!-- To add drops, modify the relevant mob page and it will automatically be added to the following table. --&amp;gt;&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
noresultsheader = This item has not been submitted by an editor as loot, or may not exist as loot&lt;br /&gt;
category = Loot/Memory Inhibitor&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 1&lt;br /&gt;
include = {MOB Location}:area&lt;br /&gt;
table = class=&amp;quot;wikitable mw-collapsible mw-collapsed sortable&amp;quot;, Monster, Location&lt;br /&gt;
&amp;lt;/dpl&amp;gt;&lt;br /&gt;
=== Gathering ===&lt;br /&gt;
&amp;lt;!-- Include items obtained from ground spawns such as fruit&lt;br /&gt;
 trees, mushroom patches, ice blocks, serbule crypt urns&lt;br /&gt;
Example line:&lt;br /&gt;
* Randomly from [[Kur]] ice blocks.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Quest Rewards===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
=== Other Ways to Obtain === &amp;lt;!-- Add a subsection for any How to Obtain info not included above. Some possible subsections are&lt;br /&gt;
==== Winter Holiday Gifts ====&lt;br /&gt;
or&lt;br /&gt;
==== Hang Outs ====&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Uses ==&lt;br /&gt;
&amp;lt;!-- Include any general information about using the item here. If there is a single extremely standard use for an item, include that here. Often no information needs to be added here.&lt;br /&gt;
Example:&lt;br /&gt;
Place and harvest after 1 minute to receive {{Item|Beginner&#039;s Arrow Shafts}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Using in Recipes===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
{| {{STDT|mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width: 250px;&amp;quot; | [[Alchemy]]&lt;br /&gt;
! Lvl !! Name !! Ingredients !! Results&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Perfect Memory Inhibitor || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Memory Inhibitor]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5220.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Peridot]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5019.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Strange Dirt]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5010.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Bottle of Water]] x1 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Perfect Memory Inhibitor]] x2&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Rage Inhibitor || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Memory Inhibitor]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Rage Ointment]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5013.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Salt]] x1 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Rage Inhibitor]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5009.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Empty Bottle]] x1&lt;br /&gt;
|}&lt;br /&gt;
{| {{STDT|mw-collapsible mw-collapsed}}&lt;br /&gt;
|+ style=&amp;quot;text-align:left; width: 250px;&amp;quot; | [[Lore]]&lt;br /&gt;
! Lvl !! Name !! Ingredients !! Results&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Word of Power 5 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5081.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Nightmare Flesh]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5155.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Memory Inhibitor]] x1&amp;lt;br&amp;gt;&amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5885.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Expert Holistic Ink]] x1 || &amp;lt;span class=&amp;quot;extimage32px&amp;quot;&amp;gt;http://cdn.projectgorgon.com/v426/icons/icon_5009.png&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[Empty Bottle]] x1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gifting===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
{| {{STDT|mw-collapsible mw-collapsed}}&lt;br /&gt;
! NPC !! Location !! Preferences&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Furlak]] || Rahu City in [[Rahu]] || Likes ([[:Category:Items/ExoticPotion|Exotic Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Kohan]] || Rahu City in [[Rahu]] || Likes ([[:Category:Items/ExoticPotion|Exotic Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Ufkar]] || Rahu City in [[Rahu]] || Likes ([[:Category:Items/ExoticPotion|Exotic Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Velkort]] || Serbule Keep in [[Serbule]] || Likes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Voo]] || [[Myconian Cave]] in Serbule || Likes ([[:Category:Items/Alchemy|Alchemy Items]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Daisy (NPC)]] || [[Animal Town]] in Sun Vale || Likes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Ragabir]] || [[Red Wing Casino]] || Likes ([[:Category:Items/AlchemyIngredient|Alchemy Ingredients]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Percy Evans]] || Northeastern [[Eltibule]] || Likes ([[:Category:Items/MemoryInhibitor|Memory Inhibitors]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Flia]] || East of Serbule Keep in [[Serbule]] || Likes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#9EF24A;&amp;quot;&lt;br /&gt;
| [[Kleave]] || Eltibule Keep in [[Eltibule]] || Likes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#F29E4A;&amp;quot;&lt;br /&gt;
| [[Corinth]] || unknown || Dislikes ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#F24A4A;&amp;quot;&lt;br /&gt;
| [[Sie Antry]] || Sie Antry&#039;s Farm in [[Eltibule]] || Hates ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|- style=&amp;quot;background:#F24A4A;&amp;quot;&lt;br /&gt;
| [[Sir Coth]] || Serbule Keep in [[Serbule]] || Hates ([[:Category:Items/Potion|Potions]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bartering Uses ===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Example:&lt;br /&gt;
Give 3-4x {{Item|Brain Bug Lobe}}, along with 2-3x {{Item|Brain}} to [[Zeratak]] in exchange for a choice of equipment.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Selling ===&lt;br /&gt;
&amp;lt;!-- Include information for npcs who buy this item at full value with sufficient favor. Do not list general vendors; instead include the line {{General Buyers}} at the bottom of the list.&lt;br /&gt;
Example:&lt;br /&gt;
Purchased at full value by:&lt;br /&gt;
* [[Sir Coth]]&lt;br /&gt;
{{General Buyers}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Consumption===&lt;br /&gt;
====Direct Consumption====&lt;br /&gt;
&amp;lt;!-- Include this section if an item can be consumed, and document the effects providing as much information as possible.&lt;br /&gt;
Example:&lt;br /&gt;
Drinking a Healing Potion instantly restores 75 health and consumes 25 metabolism.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
====Ability Consumption====&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
===Quest Fulfillment===&lt;br /&gt;
&amp;lt;!-- v426 --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This section has been added automatically by a bot. Please contact [[user:Shupitsu]] if you believe this section is in error. --&amp;gt;&lt;br /&gt;
=====Work Order=====&lt;br /&gt;
Turn in 10x [[Memory Inhibitor]] to [[Viedesi]] for 2089 councils. Requires [[Industry]] Level 0.&lt;br /&gt;
&lt;br /&gt;
=== Other Uses ===&lt;br /&gt;
&amp;lt;!-- Add a subsection for any uses that don&#039;t fit in above sections.&lt;br /&gt;
====Example Subsection Heading====&lt;br /&gt;
Example subsection.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;!-- Add quotes or any other in-game lore that mentions the item.&lt;br /&gt;
Example:&lt;br /&gt;
{{Quote|source=[[Velkort]]|Ah yes. The secretions of fire elementals and other fiery beasts. Quite valuable. I will part with some of mine if you complete a few favors for me. Beyond that, you can obtain it by seeking out creatures that are naturally on fire. For instance, look for fire spiders in the Eltibule region.}}&lt;br /&gt;
{{Quote|source=[[Work Order for Fire Dust]]|Rumor has it that Fire Dust can be found all over the place in Serbule and Eltibule. You are very lucky! It is not so common here in Verta.}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--Category tags are added automatically by the ITEM infobox--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Azalak/Small_talk&amp;diff=203489</id>
		<title>Azalak/Small talk</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Azalak/Small_talk&amp;diff=203489"/>
		<updated>2025-09-29T21:37:05Z</updated>

		<summary type="html">&lt;p&gt;Anoobis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ==Small Talk== --&amp;gt;&lt;br /&gt;
* Likes Gems {{Hint|Blue Spinel +13, Lapis Lazuli +12, Citrine +13,Obsidian +13.5, Bloodstone +13, Aquamarine +13.5, Tourmaline +13.5}}&lt;br /&gt;
* Likes Flowers {{Hint|Daisy +9, Dahlia +7.5, Violet +6, Red Aster +4.5, Wolfsbane + 0.8}}&lt;br /&gt;
* Likes Books {{Hint|Art:Silver Gryphon Statues +25}}&lt;br /&gt;
* Loves Head Gear {{Hint|Yellow +35.0% value, Purple +24.5% value}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Small talk]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Anoobis</name></author>
	</entry>
</feed>