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	<id>https://wiki.gorgonserver.com//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TinyFailure</id>
	<title>Project Gorgon - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.gorgonserver.com//api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TinyFailure"/>
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	<updated>2026-06-21T11:15:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Gloria_Stonecurl&amp;diff=272927</id>
		<title>Gloria Stonecurl</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Gloria_Stonecurl&amp;diff=272927"/>
		<updated>2026-03-14T16:48:37Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
|title            = Gloria Stonecurl&lt;br /&gt;
|image            = [[File:GloriaStonecurl(npc).png|300px]]&lt;br /&gt;
|caption          = Smiling calmly.&lt;br /&gt;
|zone             = Kur Mountains&lt;br /&gt;
|town             = Northwestern Outpost&lt;br /&gt;
|location         = Building across from [[Ukorga]]&#039;s Inn.&lt;br /&gt;
|anatomy = Dwarf&lt;br /&gt;
|species = Dwarf&lt;br /&gt;
|beastspeak       = Yes&lt;br /&gt;
|beastlist = All&lt;br /&gt;
|skilltrainer     = [[Priest]]&lt;br /&gt;
}}&lt;br /&gt;
{{Quote| &lt;br /&gt;
I&#039;ve been meaning to clean Ukorga&#039;s basement. There&#039;s tons of mold down there!&lt;br /&gt;
}}&lt;br /&gt;
[[Gloria Stonecurl]] is a Priest of [[Arisetsu]].&lt;br /&gt;
&lt;br /&gt;
At {{Favor|Comfortable}}, [[Gloria Stonecurl]] will offer the vow of [[Priest]].&lt;br /&gt;
== Location ==&lt;br /&gt;
; [[Kur Mountains]]&lt;br /&gt;
: [[Gloria Stonecurl]] is always found in the [[Kur Mountains]], in the building across from [[Ukorga]]&#039;s Inn.&lt;br /&gt;
&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/Favor Rewards]]&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Neutral}}.|&lt;br /&gt;
:{{Item|Simple Blanket}} x2&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Comfortable}}.|&lt;br /&gt;
: Willing to train [[Priest]]&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Friends}}.|&lt;br /&gt;
:{{Item|&amp;quot;The Gods, Vol. XI: Arisetsu&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Close Friends}}.|&lt;br /&gt;
:{{Item|Buckle of Arisetsu}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[Gloria Stonecurl]] offers some quests around the [[Kur Mountains]] region.&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Gloria Stonecurl&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;
&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; | [[Priest]]&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;
 |ability=Invigorate&lt;br /&gt;
 |skilllevel= 9&lt;br /&gt;
 |cost={{formatnum:650}}&lt;br /&gt;
 |favor= Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Relentless Hope&lt;br /&gt;
 |skilllevel= 18&lt;br /&gt;
 |cost={{formatnum:1600}}&lt;br /&gt;
 |favor= Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Give Warmth&lt;br /&gt;
 |skilllevel= 20&lt;br /&gt;
 |cost={{formatnum:1700}}&lt;br /&gt;
 |favor= Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Invigorate 2&lt;br /&gt;
 |skilllevel= 24&lt;br /&gt;
 |cost={{formatnum:2400}}&lt;br /&gt;
 |favor= Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Relentless Hope 2&lt;br /&gt;
 |skilllevel= 34&lt;br /&gt;
 |cost={{formatnum:4100}}&lt;br /&gt;
 |favor= Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Give Warmth 2&lt;br /&gt;
 |skilllevel= 35&lt;br /&gt;
 |cost={{formatnum:4450}}&lt;br /&gt;
 |favor= Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Invigorate 3&lt;br /&gt;
 |skilllevel= 39&lt;br /&gt;
 |cost={{formatnum:4650}}&lt;br /&gt;
 |favor= Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Tether Soul&lt;br /&gt;
 |skilllevel= 40&lt;br /&gt;
 |cost={{formatnum:4700}}&lt;br /&gt;
 |favor= Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Invigorate 4&lt;br /&gt;
 |skilllevel= 47&lt;br /&gt;
 |cost={{formatnum:7050}}&lt;br /&gt;
 |favor= Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Give Warmth 3&lt;br /&gt;
 |skilllevel= 50&lt;br /&gt;
 |cost={{formatnum:7200}}&lt;br /&gt;
 |favor= Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Relentless Hope 3&lt;br /&gt;
 |skilllevel= 58&lt;br /&gt;
 |cost={{formatnum:11600}}&lt;br /&gt;
 |favor= ?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |ability=Give Warmth 4&lt;br /&gt;
 |skilllevel= 65&lt;br /&gt;
 |cost={{formatnum:14950}}&lt;br /&gt;
 |favor= ?&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Services ==&lt;br /&gt;
==== Bartering ====&lt;br /&gt;
Available at {{Favor|Comfortable}}&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
!Give&lt;br /&gt;
!Receive &lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Lapis Lazuli}} x2 || {{Item|Shoddy Arisetsu Medallion}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Lapis Lazuli}} x3 || {{Item|Rough Arisetsu Medallion}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Lapis Lazuli}} x4 || {{Item|Crude Arisetsu Medallion}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Lapis Lazuli}} x5 || {{Item|Decent Arisetsu Medallion}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Lapis Lazuli}} x6 || {{Item|Nice Arisetsu Medallion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hang Outs ==&lt;br /&gt;
[[Category:Favor/Hang Outs]]&lt;br /&gt;
{{Spoiler|Learn background information about Arisetsu (6h) (Must be a [[Priest]])|&lt;br /&gt;
{{Quote|&lt;br /&gt;
[[Arisetsu]] was super angry and she said to [[Vol]], &amp;quot;to protect Hope, I would end Death if I must. Do not doubt my conviction or my power,&amp;quot; and so that started another fight, because Vol said... well, we&#039;re out of time and it doesn&#039;t matter what he said.&lt;br /&gt;
&lt;br /&gt;
To sum up, there&#039;s been a &#039;&#039;lot&#039;&#039; of lover&#039;s spats over the centuries, but amazingly, Vol, the god of Death, is &#039;&#039;still&#039;&#039; Arisetsu&#039;s lover, eighteen thousand years later! That&#039;s really weird, right? Hope and Death as lovers? I know!&lt;br /&gt;
&lt;br /&gt;
Have you ever heard the folk tale that says if your situation is truely hopeless and you pray to Arisetsu, you&#039;ll die in your sleep? Well, don&#039;t go spreading this around, but it&#039;s true! As a gift to Arisetsu, Vol changed reality so that you really will die peacefully in your sleep if your situation is truly hopeless. Arisetsu was pretty upset about that for a few hundred years, but she&#039;s gotten used to it.&lt;br /&gt;
&lt;br /&gt;
They say Arisetsu has made Vol kinder, but I think Vol has rubbed off on Arisetsu a lot more. Arisetsu hates the undead... really seriously HATES them... and I think it&#039;s all because Vol hates them. If she didn&#039;t care for Vol I don&#039;t think she&#039;d care about the undead either.&lt;br /&gt;
&lt;br /&gt;
Okay.. that&#039;s enough for today. You did great!&lt;br /&gt;
}}&lt;br /&gt;
: 50 favor with Gloria Stonecurl&lt;br /&gt;
: 500 [[Priest]] XP&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Learn the basics of being a Priest of Arisetsu (6h) (Must be a [[Priest]])|&lt;br /&gt;
{{Quote|&lt;br /&gt;
Gloria Stonecurl said, &amp;quot;Nope, you treat poison with the Remedy blessing, it works faster. Now don&#039;t get discouraged, you&#039;re learning really quickly! Just remember the acronyms I&#039;ve taught you: W.A.R.M.T.H. for helping people, and B.U.R.N. for undead. Got it? Okay, that&#039;s enough for one lesson!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
: 53.5 favor with Gloria Stonecurl&lt;br /&gt;
: 600 [[Priest]] XP&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Learn advanced lifesaving Priest techniques (8h) (Must be a [[Priest]])|&lt;br /&gt;
{{Quote|&lt;br /&gt;
Gloria Stonecurl said, &amp;quot;...and it should go without saying that you NEVER use cauterizing heat on a patient without explicit permissions, unless they&#039;re unconscious and bleeding out.&lt;br /&gt;
&lt;br /&gt;
Okay that&#039;s probably enough for today. I know it&#039;s overwhelming, but you&#039;re doing fine. You&#039;ve got the basic ideas. Now you just need some hands-on experience triaging battlefields!&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
: 69.55 favor with Gloria Stonecurl&lt;br /&gt;
: 800 [[Priest]] XP&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Learn combat techniques for Priests (8h) (Must be a [[Priest]])|&lt;br /&gt;
{{Quote|&lt;br /&gt;
Gloria Stonecurl said, &amp;quot;You&#039;ve got the basics of admonishing and castigating. Now, when it comes to undead, you want to use Castigation every time. It&#039;s super effective against them! In fact, the only thing more deadly to undead is a Flamestrike. I don&#039;t know that technique, but I&#039;ve seen it done before. Boom! Exploded undead everywhere. Maybe you can learn that technique somewhere, but for now, stick with Castigation. It&#039;s tried and true and it always works.&lt;br /&gt;
}}&lt;br /&gt;
: 69.55 favor with Gloria Stonecurl&lt;br /&gt;
: 1000 [[Priest]] XP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Conversations ==  &lt;br /&gt;
{{Quote|source=[[Gloria Stonecurl]]|&lt;br /&gt;
; Can you train me to be a [[Priest]] of [[Arisetsu]]?&lt;br /&gt;
: Well, I trust you, and I think you have a personality that will work well in the priesthood. But there&#039;s a few other things you need to know.&lt;br /&gt;
&lt;br /&gt;
: First, there&#039;s a fee of 5000 Councils.&lt;br /&gt;
&lt;br /&gt;
: Second, you have to take a vow, and it&#039;s permanent.&lt;br /&gt;
:; Nevermind for now.&lt;br /&gt;
:; Tell me about the fee.&lt;br /&gt;
:: It&#039;s really a &#039;cover my ass&#039; fee. When I go back to the temple and tell them I trained a new priest in the field, they won&#039;t be happy. But if I bring your offering of 5000 Councils, that will help smooth everything over. I&#039;m willing to stick my neck out for you, but only to a point! [[Arisetsu]] is a pragmatic god, after all, and that money will buy a lot of blankets.&lt;br /&gt;
::; I see. And the vow?&lt;br /&gt;
:; Tell me about the vow.&lt;br /&gt;
:: Becoming a priest means becoming a Scion of Arisetsu. You will be a living point of Arisetsu&#039;s energy, a sort of organ for Arisetsu&#039;s will.&lt;br /&gt;
:: Now, she&#039;s a very hands-off god so it&#039;s mostly a formality. But you will formally pledge your life to aid Arisetsu whenever &#039;Hope is fading from the world.&#039;&lt;br /&gt;
::; How often does &#039;hope fade from the world?&#039;&lt;br /&gt;
:: I&#039;m fifty-six and I&#039;ve never heard of anyone being summoned by Arisetsu. I certainly haven&#039;t! But it could happen some day: if a cataclysmic event happens, you&#039;ll be expected to drop everything and help save the world.&lt;br /&gt;
; What do you do here again?&lt;br /&gt;
&lt;br /&gt;
::Oh, I was just passing through and decided to stay and help this little settlement for a week or two. I&#039;ve collected firewood, killed bizarre exploding sheep, fished up some tasty food, re-insulated this barn... that sort of thing.&lt;br /&gt;
::; That&#039;s nice of you.&lt;br /&gt;
:: Well I saw the need. That rakkie can&#039;t do it all on his own! [[Ukorga]] I mean. He&#039;s overworked and very stressed out. He hides his fears, but he&#039;s worried. All these guests staying at his inn means there&#039;s a lot of mouths to feed, a lot of work to do. So I&#039;m helping out.&lt;br /&gt;
; So you&#039;re a follower of Arisetsu?&lt;br /&gt;
&lt;br /&gt;
:: Yes. When I was young, my life was saved by a priest of Arisetsu. It showed my true calling: I have basked in the glow of Arisetsu, the goddess of Hope and Warmth, and now I take her message of hope to frontier settlements like this one.&lt;br /&gt;
::; How did you become a priest?&lt;br /&gt;
:: I studied at the temple in [[Gravefell]]. The temple is a bright spot of hope in a gloomy city. If you&#039;re a devout follower of Arisetsu I&#039;m sure they&#039;d let you in! There&#039;s a four-year certification program.&lt;br /&gt;
::; Is there a faster way to become a priest?&lt;br /&gt;
:: Well... I mean, we always heard about hick priests in backwoods areas that never formally studied. They just learn from another priest. So I guess you could study under a priest like me... but...&lt;br /&gt;
::; But?&lt;br /&gt;
:: I could teach you some of the less subtle stuff, like creating physical warmth and healing wounds. But I&#039;m not qualified to teach the more difficult tasks of a priest of Arisetsu, like comforting the grieving, bringing hope to a dying relationship, or alleviating depression. You&#039;d have to learn all of that on your own. And I&#039;m not sure it&#039;d be in the priesthood&#039;s best interests to have another bush priest... why don&#039;t you just go to school instead? It&#039;s four years, but they&#039;ll fly by in the rapturous glow of Arisetsu&lt;br /&gt;
::; Think of all the people I could be helping during those four years, thought! Do it for the people!&lt;br /&gt;
:: Hmmm... well there are definitely too few priests of Arisetsu out here. I suppose if I was confident in your sincerity, and you paid a token amount, I could teach you the basics.&lt;br /&gt;
; What does it mean to be a &#039;Priest?&#039;&lt;br /&gt;
&lt;br /&gt;
:: Oh, don&#039;t get hung up on terminology. I mean, almost every god has worshipers that could be called &#039;priests.&#039; But if you call yourself a priest in public, people are going to expect you to be a healer! So most people who use that word are priest of Arisetsu. Although there are a few others.&lt;br /&gt;
::; Other gods with healer-priests?&lt;br /&gt;
:: Yeah. Goblin healers worship [[Saledar]], the god of Empathy and Cooperation. Orthodox dwarven priests worship [[Kirad]], the god of Hearth and Home. And other gods have followers that don&#039;t call themselves &#039;priests,&#039; but who heal. [[Dreva]]&#039;s followers, the [[Druid|Druids]], can heal. [[Imatia]]&#039;s Love Monks can heal too. [[Errana]]&#039;s Harlots can heal. And so on. Beyond organized groups, many gods have a handful of individual Scions that can heal, too. Oh, and there&#039;s non-god-associated groups like the [[Council Surgeons]] or the [[Leafguard]].&lt;br /&gt;
::; Sounds like there&#039;s a lot of healers!&lt;br /&gt;
:: Not at all! Most of these groups have only a few thousand members, and there&#039;s billions of people who need help. There&#039;s actually a crushing shortage of healers in most of the world.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
== Events ==&lt;br /&gt;
===== Winter Celebration =====&lt;br /&gt;
{{HOLIDAY&lt;br /&gt;
|RiShin Friends ={{Item|Holy Warmth}} x3&lt;br /&gt;
|RiShin Family ={{Item|Holy Warmth}} x10&lt;br /&gt;
}}&lt;br /&gt;
== Conversations ==&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=272598</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=272598"/>
		<updated>2026-03-10T20:31:43Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Direct Damage */&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) * (Sum of all Skill|Generic Damage Modifier) + Base Damage * (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 increases)&lt;br /&gt;
+ &lt;br /&gt;
(sum of flat damage)*(1 + sum of % skill and generic increases)&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) * (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: 150% and above&lt;br /&gt;
*Effective: 101%-149%&lt;br /&gt;
*Ineffective: 99%-51%&lt;br /&gt;
*Very Ineffective: 50% 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 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 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;
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 (cyan, yellow, purple colour), 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>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=272596</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=272596"/>
		<updated>2026-03-10T20:27:35Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Direct Damage */&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) * (Sum of all Skill|Generic Damage Modifier) + Base Damage * (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 damage type mods)&lt;br /&gt;
+ &lt;br /&gt;
(sum of flat damage)*(1 + sum of % skill and damage type mods)&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) * (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: 150% and above&lt;br /&gt;
*Effective: 101%-149%&lt;br /&gt;
*Ineffective: 99%-51%&lt;br /&gt;
*Very Ineffective: 50% 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 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 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;
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 (cyan, yellow, purple colour), 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>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=272595</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=272595"/>
		<updated>2026-03-10T20:26:40Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Direct Damage */&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) * (Sum of all Skill|Generic Damage Modifier) + Base Damage * (Base Damage Multiplier - 1))&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) * (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: 150% and above&lt;br /&gt;
*Effective: 101%-149%&lt;br /&gt;
*Ineffective: 99%-51%&lt;br /&gt;
*Very Ineffective: 50% 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 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 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;
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 (cyan, yellow, purple colour), 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>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=272594</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Combat&amp;diff=272594"/>
		<updated>2026-03-10T20:25:09Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Direct Damage */&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) * (Sum of all Skill|Generic Damage Modifier) + (Base Damage * (Base Damage Multiplier - 1)))&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) * (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: 150% and above&lt;br /&gt;
*Effective: 101%-149%&lt;br /&gt;
*Ineffective: 99%-51%&lt;br /&gt;
*Very Ineffective: 50% 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 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 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;
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 (cyan, yellow, purple colour), 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>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Brewing&amp;diff=263070</id>
		<title>Brewing</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Brewing&amp;diff=263070"/>
		<updated>2026-03-06T11:23:23Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
|title            = Brewing&lt;br /&gt;
|image            = [[File:Empty_Placeholder.png]]&lt;br /&gt;
|caption          = Skill in creating alcoholic beverages of all sorts.&lt;br /&gt;
|skilltype        = Trade Skill&lt;br /&gt;
|maxlevel         =  90&lt;br /&gt;
|req              = &lt;br /&gt;
|skilltrainers    = [[Brianna Willer]], [[Gretchen Salas]], [[Dhakmar]], [[Hiral]], [[Malvol]], [[Dunahain Broadarm]]&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&lt;br /&gt;
Leave a quote about the skill here. This can be the in-game description, but that info must be placed below as well.  Adds a bit of flavor to the article as well.&lt;br /&gt;
}}&lt;br /&gt;
== {{msg:BASEPAGENAME}} Overview==&lt;br /&gt;
[[Brewing]] is a crafting skill that involves the production of Alcoholic Beverages. The consumption of these beverages will raise your [[Alcohol Tolerance]] skill.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Description ===&lt;br /&gt;
Skill in creating alcoholic beverages of all sorts.&lt;br /&gt;
=== Training {{msg:BASEPAGENAME}} ===&lt;br /&gt;
* [[Brianna Willer]] teaches Brewing after you have been introduced to her by either [[Therese]] or [[Julius Patton]] (requires {{Favor|Close Friends}}) and then reached {{Favor|Comfortable}} with Brianna.&lt;br /&gt;
* [[Malvol]] is willing to teach Whisky recipes to Like Family.&lt;br /&gt;
* [[Gretchen Salas]] can be persuaded to teach a recipe for Potato Vodka.&lt;br /&gt;
* [[Hiral]] can teach Pale Rum recipes to his Close Friends.&lt;br /&gt;
* [[Dhakmar]] can raise the [[Brewing]] level cap to both Level 60 and Level 70.&lt;br /&gt;
* Levels 71-80 can be unlocked by befriending a [[Ghost Orc|ghostly orc]] in a cave beneath [[Povus]]. He also has some high-level brewing recipes.&lt;br /&gt;
* Levels 81-90 are unlocked by [[Dunahain Broadarm]] deep beneath [[Povus]].&lt;br /&gt;
&lt;br /&gt;
== Connected Skills ==&lt;br /&gt;
=====Sub-Skills:=====&lt;br /&gt;
* None&lt;br /&gt;
=====Secondary Skills:=====&lt;br /&gt;
* [[Alcohol Tolerance]] - This skill represents your ability to ward off the adverse effects of alcohol. The consumption of [[Brewing|brewed]] beverages will raise this skill.&lt;br /&gt;
=====Related Skills:=====&lt;br /&gt;
* [[Carpentry]] - Carpentry is handy for making the kegs and barrels required for many recipes.&lt;br /&gt;
* [[Gardening]] - Barley is a common crop grown for use in beer. &lt;br /&gt;
* [[Foraging]] - Many ingredients used in [[Brewing]] are found through Foraging.&lt;br /&gt;
===== Synergy Levels: =====&lt;br /&gt;
Bonus [[Synergy Levels]] for [[Brewing]] can be obtained from the following skills and levels:&lt;br /&gt;
:; [[Alchemy]] &lt;br /&gt;
:: Level 49&lt;br /&gt;
:; [[Alcohol Tolerance]]&lt;br /&gt;
:: Level 80&lt;br /&gt;
:; [[Battle Chemistry]]&lt;br /&gt;
:: Level 70&lt;br /&gt;
:; [[Cooking]]&lt;br /&gt;
:: Level 70&lt;br /&gt;
&lt;br /&gt;
== Recipe Lists ==&lt;br /&gt;
&amp;lt;!-- Lists of Recipes pertaining to the skill goes here. See [[Cooking]] for one example of where recipes are broken up. For Transcluded tables (What all skills should use), see [[Carpentry]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{:{{msg:BASEPAGENAME}}/Recipes}}&lt;br /&gt;
==Beer Effects (Level 40-70)==&lt;br /&gt;
{{Spoiler|Click Expand to view Beer Effects (Level 40-70)|&lt;br /&gt;
&#039;&#039;&#039;Base differences and percentages increase with higher level alcohol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* +(%) Dance Appreciation extra effect chance, +(X) Dance Appreciation&lt;br /&gt;
* +(%) Taunt&lt;br /&gt;
* -(%) Taunt&lt;br /&gt;
* -(X) Sprint speed, +(%) Taunt&lt;br /&gt;
* +(%) Projectile miss chance; +(%) Taunt&lt;br /&gt;
* +(X) Melee accuracy, +(%) Melee evasion&lt;br /&gt;
* +(%) Miss chance, +(%) Burst evasion, +(X) Sprint speed out-of-combat&lt;br /&gt;
* +(%) Knockback evasion, +(X) Jump height&lt;br /&gt;
* +(X) Breath recovery rate, +(X) Maximum breath, +(X) Fast-swimming speed&lt;br /&gt;
* -(X) Fast-flying power depletion rate, +(X) Fast-flying speed&lt;br /&gt;
* -(%) Ability power cost (Unarmed/Shield/Sword)&lt;br /&gt;
* -(%) Ability power cost (Knife/Staff/Hammer)&lt;br /&gt;
* -(%) Ability power cost (Bard/Battle Chemistry/Archery)&lt;br /&gt;
* -(%) Ability power cost (Necromancy/Ice Magic/Fire Magic)&lt;br /&gt;
* -(%) Ability power cost (Crossbow/Psychology/Mentalism)&lt;br /&gt;
* -(%) Ability power cost (Armor Patching/Lycanthropy/Druid)&lt;br /&gt;
* -(%) Ability power cost (First Aid/Giant Bat/Spider)&lt;br /&gt;
* -(%) Ability power cost (Pig/Deer/Cow)&lt;br /&gt;
* +(X) Max health&lt;br /&gt;
* +(X) Max armor&lt;br /&gt;
* +(X) Max power&lt;br /&gt;
* +(X) Max health (Dwarf)&lt;br /&gt;
* +(X) Max health (Elf)&lt;br /&gt;
* +(X) Max health (Fey)&lt;br /&gt;
* +(X) Max health (Human)&lt;br /&gt;
* +(X) Max health (Orc)&lt;br /&gt;
* +(X) Max health (Rakshasa)&lt;br /&gt;
* +(X) Max power (Dwarf)&lt;br /&gt;
* +(X) Max power (Elf)&lt;br /&gt;
* +(X) Max power (Fey)&lt;br /&gt;
* +(X) Max power (Human)&lt;br /&gt;
* +(X) Max power (Orc)&lt;br /&gt;
* +(X) Max power (Rakshasa)&lt;br /&gt;
* +(X) Max metabolism (Dwarf)&lt;br /&gt;
* +(X) Max metabolism (Elf)&lt;br /&gt;
* +(X) Max metabolism (Fey)&lt;br /&gt;
* +(X) Max metabolism (Human)&lt;br /&gt;
* +(X) Max metabolism (Orc)&lt;br /&gt;
* +(X) Max metabolism (Rakshasa)&lt;br /&gt;
* +(X) Max body heat (Dwarf)&lt;br /&gt;
* +(X) Max body heat (Elf)&lt;br /&gt;
* +(X) Max body heat (Fey)&lt;br /&gt;
* +(X) Max body heat (Human)&lt;br /&gt;
* +(X) Max body heat (Orc)&lt;br /&gt;
* +(X) Max body heat (Rakshasa)&lt;br /&gt;
* +(X) Max hydration (Dwarf)&lt;br /&gt;
* +(X) Max hydration (Elf)&lt;br /&gt;
* +(X) Max hydration (Fey)&lt;br /&gt;
* +(X) Max hydration (Human)&lt;br /&gt;
* +(X) Max hydration (Orc)&lt;br /&gt;
* +(X) Max hydration (Rakshasa)&lt;br /&gt;
* +(%) exp. gain for Elves when clean, 0 exp. earned when dirty&lt;br /&gt;
* +(%) exp. gain for Humans when community-minded, 0 exp. earned when lonely&lt;br /&gt;
* +(%) exp. gain for Rakshasa when peaceable, 0 exp. earned when dead inside&lt;br /&gt;
* +(X) Dig Deep power restoration&lt;br /&gt;
* +(X) Ultimate Protection health restoration, +(X) Minor Healing health restoration, +(X) Major Healing health restoration&lt;br /&gt;
* +(%) chance to chop perfect wood, +(%) chance to chop extra wood&lt;br /&gt;
* +(%) chance to forage extra seeds, +(%) chance to forage extra mushrooms&lt;br /&gt;
* +(%) chance to produce extra fish scales, +(%) chance to catch extra fish&lt;br /&gt;
* +(X) to Max Peaceableness, +(X) to Max Community, +(X) to Max Cleanliness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hard Liquor Effects (Level 1-70)==&lt;br /&gt;
{{Spoiler|Click Expand to view Liquor Effects (Level 1-70)|&lt;br /&gt;
&#039;&#039;&#039;Base differences and percentages increase with higher level alcohol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* +(%) Dance Appreciation extra effect chance, +(X) Dance Appreciation&lt;br /&gt;
* +(%) Taunt&lt;br /&gt;
* -(%) Taunt&lt;br /&gt;
* -(X) Sprint speed, +(%) Taunt&lt;br /&gt;
* +(%) Projectile miss chance; +(%) Taunt&lt;br /&gt;
* +(X) Melee accuracy, +(%) Melee evasion&lt;br /&gt;
* +(%) Miss chance, +(%) Burst evasion, +(X) Sprint speed out-of-combat&lt;br /&gt;
* +(%) Knockback evasion, +(X) Jump height&lt;br /&gt;
* +(X) Breath recovery rate, +(X) Maximum breath, +(X) Fast-swimming speed&lt;br /&gt;
* -(X) Fast-flying power depletion rate, +(X) Fast-flying speed&lt;br /&gt;
* +(X) Direct Slashing damage&lt;br /&gt;
* +(X) Direct Crushing damage&lt;br /&gt;
* +(X) Direct Piercing damage&lt;br /&gt;
* +(X) Direct Fire damage&lt;br /&gt;
* +(X) Direct Cold damage&lt;br /&gt;
* +(X) Direct Electricity damage&lt;br /&gt;
* +(X) Direct Nature damage&lt;br /&gt;
* +(X) Direct Poison damage&lt;br /&gt;
* +(X) Direct Acid damage&lt;br /&gt;
* +(X) Direct Psychic damage&lt;br /&gt;
* +(X) Direct Darkness damage&lt;br /&gt;
* +(X) Direct Trauma damage&lt;br /&gt;
* +(X) Direct Sonic damage&lt;br /&gt;
* +(X) Direct Demonic damage&lt;br /&gt;
* +(X) Direct Divine damage&lt;br /&gt;
* +(X) Melee damage to Elites&lt;br /&gt;
* +(X) Projectile damage to Elites&lt;br /&gt;
* +(X) Burst damage to Elites&lt;br /&gt;
* +(X) Damage to Aberrations&lt;br /&gt;
* +(X) Damage to Arthropods&lt;br /&gt;
* +(X) Damage to Bears&lt;br /&gt;
* +(X) Damage to Canines&lt;br /&gt;
* +(X) Damage to Constructs&lt;br /&gt;
* +(X) Damage to Crone-kin&lt;br /&gt;
* +(X) Damage to Demons&lt;br /&gt;
* +(X) Damage to Dinosaurs&lt;br /&gt;
* +(X) Damage to Elementals&lt;br /&gt;
* +(X) Damage to Elves&lt;br /&gt;
* +(X) Damage to Felines&lt;br /&gt;
* +(X) Damage to Fey&lt;br /&gt;
* +(X) Damage to Fish&lt;br /&gt;
* +(X) Damage to Fungoids&lt;br /&gt;
* +(X) Damage to Giants&lt;br /&gt;
* +(X) Damage to Goblins&lt;br /&gt;
* +(X) Damage to Humans&lt;br /&gt;
* +(X) Damage to Incorporeal Creatures&lt;br /&gt;
* +(X) Damage to Non-ruminant Ungulates&lt;br /&gt;
* +(X) Damage to Orcs&lt;br /&gt;
* +(X) Damage to Rakshasa&lt;br /&gt;
* +(X) Damage to Rodents&lt;br /&gt;
* +(X) Damage to Ruminants&lt;br /&gt;
* +(X) Damage to corporeal Undead&lt;br /&gt;
* +(X) Max health, -(X) Damage taken from Elites, -(X) Damage taken from non-Elites&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Fire/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Cold/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Electricity/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Psychic/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Poison/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Trauma/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Fire/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Cold/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Electricity/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Trauma/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Psychic/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Poison/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Fire/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Cold/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Electricity/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Poison/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Trauma/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Psychic/Piercing)&lt;br /&gt;
* +(X) Max health&lt;br /&gt;
* +(X) Max armor&lt;br /&gt;
* +(X) Max power&lt;br /&gt;
* +(X) Max health (Dwarf)&lt;br /&gt;
* +(X) Max health (Elf)&lt;br /&gt;
* +(X) Max health (Fey)&lt;br /&gt;
* +(X) Max health (Human)&lt;br /&gt;
* +(X) Max health (Orc)&lt;br /&gt;
* +(X) Max health (Rakshasa)&lt;br /&gt;
* +(X) Max power (Dwarf)&lt;br /&gt;
* +(X) Max power (Elf)&lt;br /&gt;
* +(X) Max power (Fey)&lt;br /&gt;
* +(X) Max power (Human)&lt;br /&gt;
* +(X) Max power (Orc)&lt;br /&gt;
* +(X) Max power (Rakshasa)&lt;br /&gt;
* +(X) Max metabolism (Dwarf)&lt;br /&gt;
* +(X) Max metabolism (Elf)&lt;br /&gt;
* +(X) Max metabolism (Fey)&lt;br /&gt;
* +(X) Max metabolism (Human)&lt;br /&gt;
* +(X) Max metabolism (Orc)&lt;br /&gt;
* +(X) Max metabolism (Rakshasa)&lt;br /&gt;
* +(X) Max body heat (Dwarf)&lt;br /&gt;
* +(X) Max body heat (Elf)&lt;br /&gt;
* +(X) Max body heat (Fey)&lt;br /&gt;
* +(X) Max body heat (Human)&lt;br /&gt;
* +(X) Max body heat (Orc)&lt;br /&gt;
* +(X) Max body heat (Rakshasa)&lt;br /&gt;
* +(X) Max hydration (Dwarf)&lt;br /&gt;
* +(X) Max hydration (Elf)&lt;br /&gt;
* +(X) Max hydration (Fey)&lt;br /&gt;
* +(X) Max hydration (Human)&lt;br /&gt;
* +(X) Max hydration (Orc)&lt;br /&gt;
* +(X) Max hydration (Rakshasa)&lt;br /&gt;
* +(%) exp. gain for Elves when clean, 0 exp. earned when dirty&lt;br /&gt;
* +(%) exp. gain for Humans when community-minded, 0 exp. earned when lonely&lt;br /&gt;
* +(%) exp. gain for Rakshasa when peaceable, 0 exp. earned when dead inside&lt;br /&gt;
* +(X) Dig Deep power restoration&lt;br /&gt;
* +(X) Ultimate Protection health restoration, +(X) Minor Healing health restoration, +(X) Major Healing health restoration&lt;br /&gt;
* +(%) chance to chop perfect wood, +(%) chance to chop extra wood&lt;br /&gt;
* +(%) chance to forage extra seeds, +(%) chance to forage extra mushrooms&lt;br /&gt;
* +(%) chance to produce extra fish scales, +(%) chance to catch extra fish&lt;br /&gt;
* +(X) to Max Peaceableness, +(X) to Max Community, +(X) to Max Cleanliness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Known Effects for Marzen (Level 20)==&lt;br /&gt;
(List is not yet complete, other effects may be added as discovered)&lt;br /&gt;
&lt;br /&gt;
* +7% Chance to catch extra fish, +15% Chance to gather extra fish scales (stacks with arrangements/displays)&lt;br /&gt;
* +7% Chance to gather extra seeds, +15% Chance to gather extra mushrooms (stacks with arrangements/displays)&lt;br /&gt;
* +24 Max Armor&lt;br /&gt;
* +33% Chance for YOUR attacks to miss, +20% Chance to avoid bursts, Sprint boost out of combat +0&lt;br /&gt;
* +2 Peacableness, +3 Community, +3 Cleanliness&lt;br /&gt;
* +17 Taunt, -1.5 Sprint speed&lt;br /&gt;
* -0.2 Fast Flying power cost per second, +0.6 Flying speed&lt;br /&gt;
== {{msg:BASEPAGENAME}} Mechanics ==&lt;br /&gt;
=== Brewing Advice from [[Brianna Willer]] ===&lt;br /&gt;
{{Quote|source=[[Brianna Willer]]|&lt;br /&gt;
Brewing advice? Let&#039; see. First, start by making beer. You can brew tiny batches of beer to see how each recipe tastes. When you&#039;re happy with the recipe, you can brew up a big keg of it.&lt;br /&gt;
&lt;br /&gt;
Every Brewing recipe has some standard ingredients, like barley and hops, but there&#039;s also room for personalization. The personalized ingredients determine the precise flavor and effect of your beer. And everybody&#039;s different. Even if I followed your exact recipe, I might get a completely different effect. That&#039;s why there&#039;s no substitute for experimentation.&lt;br /&gt;
&lt;br /&gt;
Hard liquor is more potent than beer, but you can drink a lot more beer than you can hard liquor! Of course, the fastest way to get blitzed is to mix beer and the hard stuff at once.&lt;br /&gt;
&lt;br /&gt;
Sadly, the recipes for beer, wine, and liquor don&#039;t have a lot of carryover. You&#039;ll need to do separate experiments for beer, wine, and hard liquor recipes.&lt;br /&gt;
&lt;br /&gt;
Each ingredient can have a different effect in different recipes. I mean, you can put strawberries in Basic Lager, Pale Ale, and Marzen, but the strawberry&#039;s effect will be different for each recipe.&lt;br /&gt;
&lt;br /&gt;
When you get more advanced, there&#039;s an important trick. If two beer recipes take the exact same NUMBER of ingredients IN EACH SLOT, then there&#039;s a way to map the ingredients effects to other recipes with the same setup.&lt;br /&gt;
&lt;br /&gt;
This is tricky to explain to a new brewer. Here&#039;s an example: Orcish Bock, a very fancy brew, takes four special ingredients: one of four possible vegetables, one of three kinds of fruit, one of four mushrooms, and one of three garnish items. That means it&#039;s 4-3-4-3. Brown Ale&#039;s ingredients are different, but they work out to the same number: 4-3-4-3. You can predict how your ingredients are going to work between these two recipes, because their ingredient combinations are the same.&lt;br /&gt;
&lt;br /&gt;
Look, don&#039;t worry about all this at the beginning. Just remember to write down your research notes, especially when you start brewing fancier beers like Orcish Bock. You&#039;ll thank me later!&lt;br /&gt;
&lt;br /&gt;
And that special trick I just mentioned is even more important for hard liquor, because every kind of hard liquor has the exact same number of ingredients for each slot. That means that if you find an ingredient combo that makes Muscle Vodka, you can translate that recipe into other hard liquors -- Muscle Gin or whatever. So always write down notes on what you try!&lt;br /&gt;
&lt;br /&gt;
Course, hard liquor is a huge pain to brew. It needs a ton of ingredients, plus you&#039;ve gotta let it age, plus you&#039;ve gotta age the stuff in big barrels in a cave somewhere. Brewing beer is a lot easier! But once you find a few hard liquor recipes you like, you don&#039;t have to make it too often... a full barrel of the hard stuff will last you a while! ... Unless you&#039;re selling it to a bar, and you promised not to do that!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t throw away your barrels when they run dry! Those suckers are expensive! I can show you how to clean &#039;em up so they can be reused. They&#039;ll still break every once in a while, but they usually last a long time.&lt;br /&gt;
}}&lt;br /&gt;
=== Information from [[Developers|Citan]]&#039;s  blog post, April 20, 2017 ===&lt;br /&gt;
&lt;br /&gt;
The basic ideas of brewing are the same as I described last week, but the details have changed many times. In fact, I think this is the most times I&#039;ve ever iterated on a craft skill before it went live! The first few versions were prototypes, trying to figure out what the system&#039;s goals were and how it would achieve them. I blogged about the system last week based on a fairly fun prototype version. But then I needed to future-proof the system, which turned out to require a full rewrite.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t usually bother trying to future-proof crafting skills, because rewriting it later doesn&#039;t usually cause alpha-testers too much pain. When I rewrite a craft skill, you keep your old level and recipes, but the contents of those recipes change. No big deal. But brewing is different: brewing recipes have randomized results which will require a lot of player experimentation, so I want to protect that time investment. For instance, if I later decide that apples aren&#039;t a low-level fruit anymore, and replace them with, I dunno, kiwifruit, what happens to brewing recipes that can take apples? Obviously, kiwi should be a drop-in replacement in those brewing recipes, doing the same things as apples used to do, so that you don&#039;t have to re-try every brewing ingredient combination. But that&#039;s not an automatic feature -- it had to be coded that way. I brainstormed other ways that the skill might change in the future, and I tried to make sure those changes wouldn’t mess brewers up too badly. I can&#039;t guarantee that everything will work out right -- who knows, a bug might screw everything up. But I&#039;ve given it my best shot.&lt;br /&gt;
&lt;br /&gt;
After that, I realized the skill was way TOO random: every time you learned a new recipe, you had to start your experimentation all over again. That&#039;s fine at low level when there&#039;s not too many ingredient combinations, but by level 50 there&#039;s over a hundred brewing outcomes! If levels 50, 60, 70, 80, etc. each had 100% different random outcomes, it wouldn&#039;t make economic sense to experiment at lower levels. Instead, players would just grind as fast as they could to the highest level and experiment with only the high-level recipes. That&#039;s a boring design! I needed a system that lets you &amp;quot;carry over&amp;quot; some of your brewing-experiment knowledge from mid-levels to higher levels. I&#039;ve got a system that does that now -- although it might carry over a bit too much info... I&#039;m still fiddling with things here.&lt;br /&gt;
&lt;br /&gt;
And in between all these revisions, I&#039;ve been trying out tons of different possible buffs that could come from drinking booze. I had to answer some tricky questions, like: how many drink-effects can you have at once? If you can &amp;quot;stack&amp;quot; too many booze buffs then each individual drink would have to be weak and uninteresting. But if they don&#039;t stack at all, there&#039;s no chance to mix-and-match drink effects. After some experiments, I&#039;ve decided that you can have three beers (or glasses of wine) at once, plus one drink of hard liquor, for a total of four stacking alcohol buffs. That&#039;s a lot of buffs! I&#039;m trying to make the drink effects somewhat useful by themselves, but also make them more impressive when stacked together. It&#039;s a delicate balance. However, the specific buff effects can be changed later as balance demands, so I&#039;m not TOO worried about this part.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also made sure there&#039;s room for various systemic interactions later on. For instance, I was thinking it might be fun if beer brewed during the full moon is more random, with a chance to have higher or lower stats than normal. But what would it mean for a beer to be &amp;quot;extra effective&amp;quot; or &amp;quot;less effective&amp;quot; than normal? I had to work all that out too.&lt;br /&gt;
&lt;br /&gt;
In other words, there&#039;s lots and lots of design questions! Nothing earth-shatteringly hard, but it&#039;s been keeping me busy.&lt;br /&gt;
&lt;br /&gt;
=== Information from [[Developers|Citan]]&#039;s  blog post, April 9, 2017===&lt;br /&gt;
Brewing&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about brewing! It&#039;s probably the most complex crafting skill so far, because it builds on the tech from other skills. (For instance, Cheesemaking gave us cask &amp;quot;technology&amp;quot;, which brewing needs; Augmentation gave us recipes that can infuse items with effects, etc.)&lt;br /&gt;
&lt;br /&gt;
Brewing is the first skill that uses random per-player seeding. Basically, you can add certain items to your brew recipe and you&#039;ll get a specific result that&#039;s random for that character. Other characters who try the same recipe may get different results. I think this adds some fun to the crafting process, as you get to experiment on your own -- and there&#039;s no temptation to wiki the &amp;quot;right&amp;quot; brew recipes, since the recipes are unique to you!&lt;br /&gt;
&lt;br /&gt;
But it&#039;s not quite as trivial as &amp;quot;put an ingredient in a box and get a random result&amp;quot;. It needs to be a little more fair than that: it shouldn&#039;t be the case that some players can use dirt-cheap items to get amazing brew, where others have to use extremely expensive items for the same results. I&#039;ve ended up using fairly constrained recipes to avoid those cases. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example: a certain testing beer requires two special items (along with the usual beer ingredients like hops and barley). In the first box, players can drop &amp;quot;an apple, grapes, or an orange&amp;quot;, and in the other box, they can drop &amp;quot;a guava, lemon, or banana&amp;quot;. The results of that combination are random for each player; there are 9 possible results from just those ingredients.&lt;br /&gt;
&lt;br /&gt;
In that example, I broke the possibilities into &amp;quot;low-value fruit&amp;quot; and &amp;quot;high-value fruit&amp;quot; to avoid some of the extremes of randomness. Nobody will get the most-amazing brew with just a couple of dirt-cheap apples, because everybody has to use one low-value and one high-value fruit. Some people will still get better random luck than others -- the availability of individual fruit fluctuates, but generally apples are easier to find than oranges, for instance, and they&#039;re both in the &amp;quot;low-value fruit&amp;quot; category -- but there&#039;s enough different random recipe sets that it evens out pretty well in the end.&lt;br /&gt;
&lt;br /&gt;
(And of course, not all brewing recipes use fruit! Or have such a limited number of possible ingredients...)&lt;br /&gt;
&lt;br /&gt;
Drinking&lt;br /&gt;
Brewing covers all kinds of alcoholic beverages. They&#039;re broken up into beers, wines, and hard liquors. Different kinds of brew have different effects, and they&#039;re quite broad-ranging. So you might find yourself carrying a small keg of combat-boosting beer into battle, or you might set up a tap of dance-boosting beer at a party.&lt;br /&gt;
&lt;br /&gt;
There&#039;s down sides to drinking too much alcohol, such as hangovers, slurred speech, or just passing out drunk. A new skill, Alcohol Tolerance, helps offset some of that. If you plan to drink in combat, perhaps as a drunken kung-fu master or a beer-rowdy tank, you&#039;ll definitely need some alcohol tolerance. Of course, no amount of alcohol tolerance prevents you from becoming an alcoholic! It just lets you be a &amp;quot;functional alcoholic.&amp;quot; Just like the real-life drunken masters of yore. I assume.&lt;br /&gt;
&lt;br /&gt;
There&#039;s more complexity to the systems than I&#039;ll bother trying to explain here -- it&#039;s a complicated skill with lots of nooks and crannies. But I think it&#039;s turning out really well, and I&#039;m looking forward to getting it in front of players!&lt;br /&gt;
&lt;br /&gt;
I mentioned above that this skill is the first that uses player-specific randomness -- and it might be the only one. The tech is being written with the idea that it might be reused for a few other craft skills, either old ones or new ones. But first I&#039;ll see how you like the system! Then we&#039;ll play it by ear with regard to future skills.&lt;br /&gt;
&lt;br /&gt;
=== How to obtain specific hard liquors ===&lt;br /&gt;
&lt;br /&gt;
Brewing hard liquor is slightly different than beer. Since all recipes at all level share the 3x4x5x4 pattern, figuring out recipes at low level enables one to know them at high level too. However, this is not immediate because contrary to beer, materials for recipes that follow the same pattern don&#039;t map one to one.&lt;br /&gt;
&lt;br /&gt;
To make this more clear, suppose you know a recipe for Hegemony Lager Beer, for example Corn + Peach + Blood Mushroom Flakes + Cinnamon gives +X damage to Goblins. Using the order in which components are listed in the recipe, we can use the shortcut 4x2x4x1 (Corn is the 4th fruit, and so on).&lt;br /&gt;
&lt;br /&gt;
Then, when creating Dwarven Stout, if you use components matching this 4x2x4x1 shortcut, i.e Corn + Peach + Black Foot Morel Flakes + Mint, you will obtain a slightly more powerful beer with +X damage to Goblins.&lt;br /&gt;
&lt;br /&gt;
For hard liquors, this is no longer true. Black Foot Morel Flakes does not necessarily replace Blood Mushroom Flakes nor Mint replace Cinnamon. However, other components that replace Blood Mushroom Flakes and Cinnamon (this could be for instance Coral Mushroom Powder and Honey) will be the same for all recipes. So the essential difficulty resides in finding the mapping between these different components. Once known, all recipes at the higher level are known by replacing low level components with the proper high level one.&lt;br /&gt;
&lt;br /&gt;
There are thirteen sets of components, listed below by category and tier:&lt;br /&gt;
* Fruit 1: Red Apple, Grapes, Orange&lt;br /&gt;
* Veggie 1: Parasol Mushroom Flakes, Mycena Mushroom Flakes, Boletus Mushroom Flakes, Field Mushroom Flakes&lt;br /&gt;
* Parts 1: Boar Tusk, Cat Eyeball, Snail Sinew, Rat Tail, Basic Fish Scale&lt;br /&gt;
* Flavor 1: Oregano, Mandrake Root, Peppercorns, Grass&lt;br /&gt;
* Fruit 2: Guava, Banana, Lemon&lt;br /&gt;
* Veggie 2: Beet, Squash, Broccoli, Carrot&lt;br /&gt;
* Parts 2: Wolf Teeth, Panther Tail, Deinonychus Claw, Rabbit&#039;s Foot, Bear Gallbladder&lt;br /&gt;
* Flavor 2: Cinnamon, Muntok Peppercorns, Seaweed, Myconian Jelly&lt;br /&gt;
* Fruit 3: Pear, Peach, Green Apple&lt;br /&gt;
* Veggie 3: Field Mushroom Flakes, Blusher Mushroom Flakes, Milk Cap Mushroom Powder, Blood Mushroom Powder&lt;br /&gt;
* Parts 3: Cockatrice Beak, Worm Tooth, Ectoplasm, Powdered Mammal, Barghest Flesh&lt;br /&gt;
* Flavor 3: Mint, Honey, Juniper Berries, Almonds&lt;br /&gt;
* Veggie 4: Coral Mushroom Powder, Groxmax Powder, Porcini Mushroom Flakes, Black Foot Morel Flakes&lt;br /&gt;
&lt;br /&gt;
At low level, components tend to map one to one. For example:&lt;br /&gt;
* Red Apple -&amp;gt; Guava&lt;br /&gt;
* Grapes -&amp;gt; Banana&lt;br /&gt;
* Orange -&amp;gt; Lemon&lt;br /&gt;
&lt;br /&gt;
Starting with Whisky, this is longer true and each mapping must be researched through trial and errors. Below are examples of some mapping that been found (speculated to be specific to each player):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Boar Tusk -&amp;gt; Rabbit&#039;s Foot&lt;br /&gt;
* Cat eyeball -&amp;gt; Panther Tail&lt;br /&gt;
* Snail Sinew -&amp;gt; Bear Gallbladder&lt;br /&gt;
* Rat Tail -&amp;gt; Deinonychus Claw&lt;br /&gt;
* Basic Fish Scale -&amp;gt; Wolf Teeth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Oregano -&amp;gt; Seaweed&lt;br /&gt;
* Mandrake Root -&amp;gt; Muntok Peppercorns&lt;br /&gt;
* Peppercorns -&amp;gt; Cinnamon&lt;br /&gt;
* Grass -&amp;gt; Myconian Jelly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wolf Teeth -&amp;gt; Worm Tooth&lt;br /&gt;
* Panther Tail -&amp;gt; Ectoplasm&lt;br /&gt;
* Deinonychus Claw -&amp;gt; Cockatrice Beak&lt;br /&gt;
* Rabbit&#039;s Foot -&amp;gt; Barghest Flesh&lt;br /&gt;
* Bear Gallbladder -&amp;gt; Powdered Mammal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Cinnamon -&amp;gt; Almonds&lt;br /&gt;
* Muntok Peppercorns -&amp;gt; Honey&lt;br /&gt;
* Seaweed -&amp;gt; Juniper Berries&lt;br /&gt;
* Myconian Jelly -&amp;gt; Mint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To summarize, and using the mapping above as example, here are recipes for the +X damage to Goblins liquor (the recipe will be different for each player, of course) for each tier:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Liquor&lt;br /&gt;
! Shortcut&lt;br /&gt;
! Recipe&lt;br /&gt;
|-&lt;br /&gt;
| Potato Vodka || 2x2x4x4 || Grapes + Mycena Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Applejack || 2x2x4x4 || Grapes + Squash + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Beet Vodka || 2x2x4x4 || Banana + Mycena Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Pale Rum || 2x2x4x4 || Banana + Blusher Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Whisky || 2x2x3x4 || Banana + Blusher Mushroom Flakes + Deinonychus Claw + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Tequila || 2x2x3x4 || Banana + Blusher Mushroom Flakes + Deinonychus Claw + Myconian Jelly&lt;br /&gt;
|-&lt;br /&gt;
| Dry Gin || 2x2x3x4 || Peach + Groxmax Powder + Deinonychus Claw + Myconian Jelly&lt;br /&gt;
|-&lt;br /&gt;
| Bourbon || 2x2x1x1 || Peach + Groxmax Powder + Cockatrice Beak + Mint&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aging Casks===&lt;br /&gt;
&lt;br /&gt;
====Number of Casks====&lt;br /&gt;
Two casks can be aged at once.  Starting at level 40 Brewing, three casks may be aged simultaneously.&lt;br /&gt;
&lt;br /&gt;
====Aging Times And Experience====&lt;br /&gt;
Upon completing aging a cask, you will receive some experience (in addition to that received when crafting the cask, if you had crafted it yourself). This &amp;quot;second round&amp;quot; of experience is unaffected by crafting experience buffs.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Un-aged Cask&lt;br /&gt;
! Result&lt;br /&gt;
! Time&lt;br /&gt;
! XP&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Item|Un-Aged Potato Vodka}} ||  {{Item|Aged Potato Vodka}} || 1 hour || 5&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{Item|Un-Aged Applejack}} || {{Item|Aged Applejack}} || 1 hour || 10&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{Item|Un-Aged Beet Vodka}} || {{Item|Aged Beet Vodka}} || 1 hour || 20&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{Item|Un-Aged Pale Rum}} || {{Item|Aged Pale Rum}} || 1 hour ||30&lt;br /&gt;
|-&lt;br /&gt;
| 40 || {{Item|Un-Aged Whisky}} || {{Item|Aged Whisky}} || 2 hours || 80&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{Item|Un-Aged Tequila}} || {{Item|Aged Tequila}} || 2 hours || 100&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{Item|Un-Aged Dry Gin}} || {{Item|Aged Dry Gin}} || 3 hours || 180&lt;br /&gt;
|-&lt;br /&gt;
| 70 || {{Item|Un-Aged Bourbon}} || {{Item|Aged Bourbon}} || 3 hours ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:{{msg:BASEPAGENAME}}/Level Up Rewards}}&lt;br /&gt;
&lt;br /&gt;
== {{msg:BASEPAGENAME}} Experience Table ==&lt;br /&gt;
{{Spoiler|Click Expand to view the Experience Table for {{msg:BASEPAGENAME}}|&lt;br /&gt;
{{:Xptables/TypicalNoncombatSkill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The [[Brewing]] skill is the first skill where two players can craft the same recipe with the same ingredients, and get different results!&lt;br /&gt;
&lt;br /&gt;
Although the Dwarven Stout Keg is listed in the recipes list, it requires Level 73, while the current Brewing maximum level with bonus is 71. It&#039;s currently not possible to learn or make it.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Include images of some kegs in a cave, a player drinking, and what being drunk looks like.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=200px&amp;gt;&lt;br /&gt;
File:Serbule docks area.jpg|The docks area.&lt;br /&gt;
File:Serbule Gallery (abandoned cart).jpg|An abandoned cart.&lt;br /&gt;
File:Serbule Gallery 2.jpg|A very dangerous place...&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Brewing&amp;diff=263039</id>
		<title>Brewing</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Brewing&amp;diff=263039"/>
		<updated>2026-03-06T11:22:45Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
|title            = Brewing&lt;br /&gt;
|image            = [[File:Empty_Placeholder.png]]&lt;br /&gt;
|caption          = Skill in creating alcoholic beverages of all sorts.&lt;br /&gt;
|skilltype        = Trade Skill&lt;br /&gt;
|maxlevel         =  90&lt;br /&gt;
|req              = &lt;br /&gt;
|skilltrainers    = [[Brianna Willer]], [[Gretchen Salas]], [[Dhakmar]], [[Hiral]], [[Malvol]], [[Dunahain Broadarm]]&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&lt;br /&gt;
Leave a quote about the skill here. This can be the in-game description, but that info must be placed below as well.  Adds a bit of flavor to the article as well.&lt;br /&gt;
}}&lt;br /&gt;
== {{msg:BASEPAGENAME}} Overview==&lt;br /&gt;
[[Brewing]] is a crafting skill that involves the production of Alcoholic Beverages. The consumption of these beverages will raise your [[Alcohol Tolerance]] skill.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Description ===&lt;br /&gt;
Skill in creating alcoholic beverages of all sorts.&lt;br /&gt;
=== Training {{msg:BASEPAGENAME}} ===&lt;br /&gt;
* [[Brianna Willer]] teaches Brewing after you have been introduced to her by either [[Therese]] or [[Julius Patton]] (requires {{Favor|Close Friends}} with either of them) and then reached {{Favor|Comfortable}} with Brianna.&lt;br /&gt;
* [[Malvol]] is willing to teach Whisky recipes to Like Family.&lt;br /&gt;
* [[Gretchen Salas]] can be persuaded to teach a recipe for Potato Vodka.&lt;br /&gt;
* [[Hiral]] can teach Pale Rum recipes to his Close Friends.&lt;br /&gt;
* [[Dhakmar]] can raise the [[Brewing]] level cap to both Level 60 and Level 70.&lt;br /&gt;
* Levels 71-80 can be unlocked by befriending a [[Ghost Orc|ghostly orc]] in a cave beneath [[Povus]]. He also has some high-level brewing recipes.&lt;br /&gt;
* Levels 81-90 are unlocked by [[Dunahain Broadarm]] deep beneath [[Povus]].&lt;br /&gt;
&lt;br /&gt;
== Connected Skills ==&lt;br /&gt;
=====Sub-Skills:=====&lt;br /&gt;
* None&lt;br /&gt;
=====Secondary Skills:=====&lt;br /&gt;
* [[Alcohol Tolerance]] - This skill represents your ability to ward off the adverse effects of alcohol. The consumption of [[Brewing|brewed]] beverages will raise this skill.&lt;br /&gt;
=====Related Skills:=====&lt;br /&gt;
* [[Carpentry]] - Carpentry is handy for making the kegs and barrels required for many recipes.&lt;br /&gt;
* [[Gardening]] - Barley is a common crop grown for use in beer. &lt;br /&gt;
* [[Foraging]] - Many ingredients used in [[Brewing]] are found through Foraging.&lt;br /&gt;
===== Synergy Levels: =====&lt;br /&gt;
Bonus [[Synergy Levels]] for [[Brewing]] can be obtained from the following skills and levels:&lt;br /&gt;
:; [[Alchemy]] &lt;br /&gt;
:: Level 49&lt;br /&gt;
:; [[Alcohol Tolerance]]&lt;br /&gt;
:: Level 80&lt;br /&gt;
:; [[Battle Chemistry]]&lt;br /&gt;
:: Level 70&lt;br /&gt;
:; [[Cooking]]&lt;br /&gt;
:: Level 70&lt;br /&gt;
&lt;br /&gt;
== Recipe Lists ==&lt;br /&gt;
&amp;lt;!-- Lists of Recipes pertaining to the skill goes here. See [[Cooking]] for one example of where recipes are broken up. For Transcluded tables (What all skills should use), see [[Carpentry]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{:{{msg:BASEPAGENAME}}/Recipes}}&lt;br /&gt;
==Beer Effects (Level 40-70)==&lt;br /&gt;
{{Spoiler|Click Expand to view Beer Effects (Level 40-70)|&lt;br /&gt;
&#039;&#039;&#039;Base differences and percentages increase with higher level alcohol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* +(%) Dance Appreciation extra effect chance, +(X) Dance Appreciation&lt;br /&gt;
* +(%) Taunt&lt;br /&gt;
* -(%) Taunt&lt;br /&gt;
* -(X) Sprint speed, +(%) Taunt&lt;br /&gt;
* +(%) Projectile miss chance; +(%) Taunt&lt;br /&gt;
* +(X) Melee accuracy, +(%) Melee evasion&lt;br /&gt;
* +(%) Miss chance, +(%) Burst evasion, +(X) Sprint speed out-of-combat&lt;br /&gt;
* +(%) Knockback evasion, +(X) Jump height&lt;br /&gt;
* +(X) Breath recovery rate, +(X) Maximum breath, +(X) Fast-swimming speed&lt;br /&gt;
* -(X) Fast-flying power depletion rate, +(X) Fast-flying speed&lt;br /&gt;
* -(%) Ability power cost (Unarmed/Shield/Sword)&lt;br /&gt;
* -(%) Ability power cost (Knife/Staff/Hammer)&lt;br /&gt;
* -(%) Ability power cost (Bard/Battle Chemistry/Archery)&lt;br /&gt;
* -(%) Ability power cost (Necromancy/Ice Magic/Fire Magic)&lt;br /&gt;
* -(%) Ability power cost (Crossbow/Psychology/Mentalism)&lt;br /&gt;
* -(%) Ability power cost (Armor Patching/Lycanthropy/Druid)&lt;br /&gt;
* -(%) Ability power cost (First Aid/Giant Bat/Spider)&lt;br /&gt;
* -(%) Ability power cost (Pig/Deer/Cow)&lt;br /&gt;
* +(X) Max health&lt;br /&gt;
* +(X) Max armor&lt;br /&gt;
* +(X) Max power&lt;br /&gt;
* +(X) Max health (Dwarf)&lt;br /&gt;
* +(X) Max health (Elf)&lt;br /&gt;
* +(X) Max health (Fey)&lt;br /&gt;
* +(X) Max health (Human)&lt;br /&gt;
* +(X) Max health (Orc)&lt;br /&gt;
* +(X) Max health (Rakshasa)&lt;br /&gt;
* +(X) Max power (Dwarf)&lt;br /&gt;
* +(X) Max power (Elf)&lt;br /&gt;
* +(X) Max power (Fey)&lt;br /&gt;
* +(X) Max power (Human)&lt;br /&gt;
* +(X) Max power (Orc)&lt;br /&gt;
* +(X) Max power (Rakshasa)&lt;br /&gt;
* +(X) Max metabolism (Dwarf)&lt;br /&gt;
* +(X) Max metabolism (Elf)&lt;br /&gt;
* +(X) Max metabolism (Fey)&lt;br /&gt;
* +(X) Max metabolism (Human)&lt;br /&gt;
* +(X) Max metabolism (Orc)&lt;br /&gt;
* +(X) Max metabolism (Rakshasa)&lt;br /&gt;
* +(X) Max body heat (Dwarf)&lt;br /&gt;
* +(X) Max body heat (Elf)&lt;br /&gt;
* +(X) Max body heat (Fey)&lt;br /&gt;
* +(X) Max body heat (Human)&lt;br /&gt;
* +(X) Max body heat (Orc)&lt;br /&gt;
* +(X) Max body heat (Rakshasa)&lt;br /&gt;
* +(X) Max hydration (Dwarf)&lt;br /&gt;
* +(X) Max hydration (Elf)&lt;br /&gt;
* +(X) Max hydration (Fey)&lt;br /&gt;
* +(X) Max hydration (Human)&lt;br /&gt;
* +(X) Max hydration (Orc)&lt;br /&gt;
* +(X) Max hydration (Rakshasa)&lt;br /&gt;
* +(%) exp. gain for Elves when clean, 0 exp. earned when dirty&lt;br /&gt;
* +(%) exp. gain for Humans when community-minded, 0 exp. earned when lonely&lt;br /&gt;
* +(%) exp. gain for Rakshasa when peaceable, 0 exp. earned when dead inside&lt;br /&gt;
* +(X) Dig Deep power restoration&lt;br /&gt;
* +(X) Ultimate Protection health restoration, +(X) Minor Healing health restoration, +(X) Major Healing health restoration&lt;br /&gt;
* +(%) chance to chop perfect wood, +(%) chance to chop extra wood&lt;br /&gt;
* +(%) chance to forage extra seeds, +(%) chance to forage extra mushrooms&lt;br /&gt;
* +(%) chance to produce extra fish scales, +(%) chance to catch extra fish&lt;br /&gt;
* +(X) to Max Peaceableness, +(X) to Max Community, +(X) to Max Cleanliness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hard Liquor Effects (Level 1-70)==&lt;br /&gt;
{{Spoiler|Click Expand to view Liquor Effects (Level 1-70)|&lt;br /&gt;
&#039;&#039;&#039;Base differences and percentages increase with higher level alcohol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* +(%) Dance Appreciation extra effect chance, +(X) Dance Appreciation&lt;br /&gt;
* +(%) Taunt&lt;br /&gt;
* -(%) Taunt&lt;br /&gt;
* -(X) Sprint speed, +(%) Taunt&lt;br /&gt;
* +(%) Projectile miss chance; +(%) Taunt&lt;br /&gt;
* +(X) Melee accuracy, +(%) Melee evasion&lt;br /&gt;
* +(%) Miss chance, +(%) Burst evasion, +(X) Sprint speed out-of-combat&lt;br /&gt;
* +(%) Knockback evasion, +(X) Jump height&lt;br /&gt;
* +(X) Breath recovery rate, +(X) Maximum breath, +(X) Fast-swimming speed&lt;br /&gt;
* -(X) Fast-flying power depletion rate, +(X) Fast-flying speed&lt;br /&gt;
* +(X) Direct Slashing damage&lt;br /&gt;
* +(X) Direct Crushing damage&lt;br /&gt;
* +(X) Direct Piercing damage&lt;br /&gt;
* +(X) Direct Fire damage&lt;br /&gt;
* +(X) Direct Cold damage&lt;br /&gt;
* +(X) Direct Electricity damage&lt;br /&gt;
* +(X) Direct Nature damage&lt;br /&gt;
* +(X) Direct Poison damage&lt;br /&gt;
* +(X) Direct Acid damage&lt;br /&gt;
* +(X) Direct Psychic damage&lt;br /&gt;
* +(X) Direct Darkness damage&lt;br /&gt;
* +(X) Direct Trauma damage&lt;br /&gt;
* +(X) Direct Sonic damage&lt;br /&gt;
* +(X) Direct Demonic damage&lt;br /&gt;
* +(X) Direct Divine damage&lt;br /&gt;
* +(X) Melee damage to Elites&lt;br /&gt;
* +(X) Projectile damage to Elites&lt;br /&gt;
* +(X) Burst damage to Elites&lt;br /&gt;
* +(X) Damage to Aberrations&lt;br /&gt;
* +(X) Damage to Arthropods&lt;br /&gt;
* +(X) Damage to Bears&lt;br /&gt;
* +(X) Damage to Canines&lt;br /&gt;
* +(X) Damage to Constructs&lt;br /&gt;
* +(X) Damage to Crone-kin&lt;br /&gt;
* +(X) Damage to Demons&lt;br /&gt;
* +(X) Damage to Dinosaurs&lt;br /&gt;
* +(X) Damage to Elementals&lt;br /&gt;
* +(X) Damage to Elves&lt;br /&gt;
* +(X) Damage to Felines&lt;br /&gt;
* +(X) Damage to Fey&lt;br /&gt;
* +(X) Damage to Fish&lt;br /&gt;
* +(X) Damage to Fungoids&lt;br /&gt;
* +(X) Damage to Giants&lt;br /&gt;
* +(X) Damage to Goblins&lt;br /&gt;
* +(X) Damage to Humans&lt;br /&gt;
* +(X) Damage to Incorporeal Creatures&lt;br /&gt;
* +(X) Damage to Non-ruminant Ungulates&lt;br /&gt;
* +(X) Damage to Orcs&lt;br /&gt;
* +(X) Damage to Rakshasa&lt;br /&gt;
* +(X) Damage to Rodents&lt;br /&gt;
* +(X) Damage to Ruminants&lt;br /&gt;
* +(X) Damage to corporeal Undead&lt;br /&gt;
* +(X) Max health, -(X) Damage taken from Elites, -(X) Damage taken from non-Elites&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Fire/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Cold/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Electricity/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Psychic/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Poison/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Trauma/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Fire/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Cold/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Electricity/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Trauma/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Psychic/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Poison/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Fire/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Cold/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Electricity/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Poison/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Trauma/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Psychic/Piercing)&lt;br /&gt;
* +(X) Max health&lt;br /&gt;
* +(X) Max armor&lt;br /&gt;
* +(X) Max power&lt;br /&gt;
* +(X) Max health (Dwarf)&lt;br /&gt;
* +(X) Max health (Elf)&lt;br /&gt;
* +(X) Max health (Fey)&lt;br /&gt;
* +(X) Max health (Human)&lt;br /&gt;
* +(X) Max health (Orc)&lt;br /&gt;
* +(X) Max health (Rakshasa)&lt;br /&gt;
* +(X) Max power (Dwarf)&lt;br /&gt;
* +(X) Max power (Elf)&lt;br /&gt;
* +(X) Max power (Fey)&lt;br /&gt;
* +(X) Max power (Human)&lt;br /&gt;
* +(X) Max power (Orc)&lt;br /&gt;
* +(X) Max power (Rakshasa)&lt;br /&gt;
* +(X) Max metabolism (Dwarf)&lt;br /&gt;
* +(X) Max metabolism (Elf)&lt;br /&gt;
* +(X) Max metabolism (Fey)&lt;br /&gt;
* +(X) Max metabolism (Human)&lt;br /&gt;
* +(X) Max metabolism (Orc)&lt;br /&gt;
* +(X) Max metabolism (Rakshasa)&lt;br /&gt;
* +(X) Max body heat (Dwarf)&lt;br /&gt;
* +(X) Max body heat (Elf)&lt;br /&gt;
* +(X) Max body heat (Fey)&lt;br /&gt;
* +(X) Max body heat (Human)&lt;br /&gt;
* +(X) Max body heat (Orc)&lt;br /&gt;
* +(X) Max body heat (Rakshasa)&lt;br /&gt;
* +(X) Max hydration (Dwarf)&lt;br /&gt;
* +(X) Max hydration (Elf)&lt;br /&gt;
* +(X) Max hydration (Fey)&lt;br /&gt;
* +(X) Max hydration (Human)&lt;br /&gt;
* +(X) Max hydration (Orc)&lt;br /&gt;
* +(X) Max hydration (Rakshasa)&lt;br /&gt;
* +(%) exp. gain for Elves when clean, 0 exp. earned when dirty&lt;br /&gt;
* +(%) exp. gain for Humans when community-minded, 0 exp. earned when lonely&lt;br /&gt;
* +(%) exp. gain for Rakshasa when peaceable, 0 exp. earned when dead inside&lt;br /&gt;
* +(X) Dig Deep power restoration&lt;br /&gt;
* +(X) Ultimate Protection health restoration, +(X) Minor Healing health restoration, +(X) Major Healing health restoration&lt;br /&gt;
* +(%) chance to chop perfect wood, +(%) chance to chop extra wood&lt;br /&gt;
* +(%) chance to forage extra seeds, +(%) chance to forage extra mushrooms&lt;br /&gt;
* +(%) chance to produce extra fish scales, +(%) chance to catch extra fish&lt;br /&gt;
* +(X) to Max Peaceableness, +(X) to Max Community, +(X) to Max Cleanliness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Known Effects for Marzen (Level 20)==&lt;br /&gt;
(List is not yet complete, other effects may be added as discovered)&lt;br /&gt;
&lt;br /&gt;
* +7% Chance to catch extra fish, +15% Chance to gather extra fish scales (stacks with arrangements/displays)&lt;br /&gt;
* +7% Chance to gather extra seeds, +15% Chance to gather extra mushrooms (stacks with arrangements/displays)&lt;br /&gt;
* +24 Max Armor&lt;br /&gt;
* +33% Chance for YOUR attacks to miss, +20% Chance to avoid bursts, Sprint boost out of combat +0&lt;br /&gt;
* +2 Peacableness, +3 Community, +3 Cleanliness&lt;br /&gt;
* +17 Taunt, -1.5 Sprint speed&lt;br /&gt;
* -0.2 Fast Flying power cost per second, +0.6 Flying speed&lt;br /&gt;
== {{msg:BASEPAGENAME}} Mechanics ==&lt;br /&gt;
=== Brewing Advice from [[Brianna Willer]] ===&lt;br /&gt;
{{Quote|source=[[Brianna Willer]]|&lt;br /&gt;
Brewing advice? Let&#039; see. First, start by making beer. You can brew tiny batches of beer to see how each recipe tastes. When you&#039;re happy with the recipe, you can brew up a big keg of it.&lt;br /&gt;
&lt;br /&gt;
Every Brewing recipe has some standard ingredients, like barley and hops, but there&#039;s also room for personalization. The personalized ingredients determine the precise flavor and effect of your beer. And everybody&#039;s different. Even if I followed your exact recipe, I might get a completely different effect. That&#039;s why there&#039;s no substitute for experimentation.&lt;br /&gt;
&lt;br /&gt;
Hard liquor is more potent than beer, but you can drink a lot more beer than you can hard liquor! Of course, the fastest way to get blitzed is to mix beer and the hard stuff at once.&lt;br /&gt;
&lt;br /&gt;
Sadly, the recipes for beer, wine, and liquor don&#039;t have a lot of carryover. You&#039;ll need to do separate experiments for beer, wine, and hard liquor recipes.&lt;br /&gt;
&lt;br /&gt;
Each ingredient can have a different effect in different recipes. I mean, you can put strawberries in Basic Lager, Pale Ale, and Marzen, but the strawberry&#039;s effect will be different for each recipe.&lt;br /&gt;
&lt;br /&gt;
When you get more advanced, there&#039;s an important trick. If two beer recipes take the exact same NUMBER of ingredients IN EACH SLOT, then there&#039;s a way to map the ingredients effects to other recipes with the same setup.&lt;br /&gt;
&lt;br /&gt;
This is tricky to explain to a new brewer. Here&#039;s an example: Orcish Bock, a very fancy brew, takes four special ingredients: one of four possible vegetables, one of three kinds of fruit, one of four mushrooms, and one of three garnish items. That means it&#039;s 4-3-4-3. Brown Ale&#039;s ingredients are different, but they work out to the same number: 4-3-4-3. You can predict how your ingredients are going to work between these two recipes, because their ingredient combinations are the same.&lt;br /&gt;
&lt;br /&gt;
Look, don&#039;t worry about all this at the beginning. Just remember to write down your research notes, especially when you start brewing fancier beers like Orcish Bock. You&#039;ll thank me later!&lt;br /&gt;
&lt;br /&gt;
And that special trick I just mentioned is even more important for hard liquor, because every kind of hard liquor has the exact same number of ingredients for each slot. That means that if you find an ingredient combo that makes Muscle Vodka, you can translate that recipe into other hard liquors -- Muscle Gin or whatever. So always write down notes on what you try!&lt;br /&gt;
&lt;br /&gt;
Course, hard liquor is a huge pain to brew. It needs a ton of ingredients, plus you&#039;ve gotta let it age, plus you&#039;ve gotta age the stuff in big barrels in a cave somewhere. Brewing beer is a lot easier! But once you find a few hard liquor recipes you like, you don&#039;t have to make it too often... a full barrel of the hard stuff will last you a while! ... Unless you&#039;re selling it to a bar, and you promised not to do that!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t throw away your barrels when they run dry! Those suckers are expensive! I can show you how to clean &#039;em up so they can be reused. They&#039;ll still break every once in a while, but they usually last a long time.&lt;br /&gt;
}}&lt;br /&gt;
=== Information from [[Developers|Citan]]&#039;s  blog post, April 20, 2017 ===&lt;br /&gt;
&lt;br /&gt;
The basic ideas of brewing are the same as I described last week, but the details have changed many times. In fact, I think this is the most times I&#039;ve ever iterated on a craft skill before it went live! The first few versions were prototypes, trying to figure out what the system&#039;s goals were and how it would achieve them. I blogged about the system last week based on a fairly fun prototype version. But then I needed to future-proof the system, which turned out to require a full rewrite.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t usually bother trying to future-proof crafting skills, because rewriting it later doesn&#039;t usually cause alpha-testers too much pain. When I rewrite a craft skill, you keep your old level and recipes, but the contents of those recipes change. No big deal. But brewing is different: brewing recipes have randomized results which will require a lot of player experimentation, so I want to protect that time investment. For instance, if I later decide that apples aren&#039;t a low-level fruit anymore, and replace them with, I dunno, kiwifruit, what happens to brewing recipes that can take apples? Obviously, kiwi should be a drop-in replacement in those brewing recipes, doing the same things as apples used to do, so that you don&#039;t have to re-try every brewing ingredient combination. But that&#039;s not an automatic feature -- it had to be coded that way. I brainstormed other ways that the skill might change in the future, and I tried to make sure those changes wouldn’t mess brewers up too badly. I can&#039;t guarantee that everything will work out right -- who knows, a bug might screw everything up. But I&#039;ve given it my best shot.&lt;br /&gt;
&lt;br /&gt;
After that, I realized the skill was way TOO random: every time you learned a new recipe, you had to start your experimentation all over again. That&#039;s fine at low level when there&#039;s not too many ingredient combinations, but by level 50 there&#039;s over a hundred brewing outcomes! If levels 50, 60, 70, 80, etc. each had 100% different random outcomes, it wouldn&#039;t make economic sense to experiment at lower levels. Instead, players would just grind as fast as they could to the highest level and experiment with only the high-level recipes. That&#039;s a boring design! I needed a system that lets you &amp;quot;carry over&amp;quot; some of your brewing-experiment knowledge from mid-levels to higher levels. I&#039;ve got a system that does that now -- although it might carry over a bit too much info... I&#039;m still fiddling with things here.&lt;br /&gt;
&lt;br /&gt;
And in between all these revisions, I&#039;ve been trying out tons of different possible buffs that could come from drinking booze. I had to answer some tricky questions, like: how many drink-effects can you have at once? If you can &amp;quot;stack&amp;quot; too many booze buffs then each individual drink would have to be weak and uninteresting. But if they don&#039;t stack at all, there&#039;s no chance to mix-and-match drink effects. After some experiments, I&#039;ve decided that you can have three beers (or glasses of wine) at once, plus one drink of hard liquor, for a total of four stacking alcohol buffs. That&#039;s a lot of buffs! I&#039;m trying to make the drink effects somewhat useful by themselves, but also make them more impressive when stacked together. It&#039;s a delicate balance. However, the specific buff effects can be changed later as balance demands, so I&#039;m not TOO worried about this part.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also made sure there&#039;s room for various systemic interactions later on. For instance, I was thinking it might be fun if beer brewed during the full moon is more random, with a chance to have higher or lower stats than normal. But what would it mean for a beer to be &amp;quot;extra effective&amp;quot; or &amp;quot;less effective&amp;quot; than normal? I had to work all that out too.&lt;br /&gt;
&lt;br /&gt;
In other words, there&#039;s lots and lots of design questions! Nothing earth-shatteringly hard, but it&#039;s been keeping me busy.&lt;br /&gt;
&lt;br /&gt;
=== Information from [[Developers|Citan]]&#039;s  blog post, April 9, 2017===&lt;br /&gt;
Brewing&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about brewing! It&#039;s probably the most complex crafting skill so far, because it builds on the tech from other skills. (For instance, Cheesemaking gave us cask &amp;quot;technology&amp;quot;, which brewing needs; Augmentation gave us recipes that can infuse items with effects, etc.)&lt;br /&gt;
&lt;br /&gt;
Brewing is the first skill that uses random per-player seeding. Basically, you can add certain items to your brew recipe and you&#039;ll get a specific result that&#039;s random for that character. Other characters who try the same recipe may get different results. I think this adds some fun to the crafting process, as you get to experiment on your own -- and there&#039;s no temptation to wiki the &amp;quot;right&amp;quot; brew recipes, since the recipes are unique to you!&lt;br /&gt;
&lt;br /&gt;
But it&#039;s not quite as trivial as &amp;quot;put an ingredient in a box and get a random result&amp;quot;. It needs to be a little more fair than that: it shouldn&#039;t be the case that some players can use dirt-cheap items to get amazing brew, where others have to use extremely expensive items for the same results. I&#039;ve ended up using fairly constrained recipes to avoid those cases. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example: a certain testing beer requires two special items (along with the usual beer ingredients like hops and barley). In the first box, players can drop &amp;quot;an apple, grapes, or an orange&amp;quot;, and in the other box, they can drop &amp;quot;a guava, lemon, or banana&amp;quot;. The results of that combination are random for each player; there are 9 possible results from just those ingredients.&lt;br /&gt;
&lt;br /&gt;
In that example, I broke the possibilities into &amp;quot;low-value fruit&amp;quot; and &amp;quot;high-value fruit&amp;quot; to avoid some of the extremes of randomness. Nobody will get the most-amazing brew with just a couple of dirt-cheap apples, because everybody has to use one low-value and one high-value fruit. Some people will still get better random luck than others -- the availability of individual fruit fluctuates, but generally apples are easier to find than oranges, for instance, and they&#039;re both in the &amp;quot;low-value fruit&amp;quot; category -- but there&#039;s enough different random recipe sets that it evens out pretty well in the end.&lt;br /&gt;
&lt;br /&gt;
(And of course, not all brewing recipes use fruit! Or have such a limited number of possible ingredients...)&lt;br /&gt;
&lt;br /&gt;
Drinking&lt;br /&gt;
Brewing covers all kinds of alcoholic beverages. They&#039;re broken up into beers, wines, and hard liquors. Different kinds of brew have different effects, and they&#039;re quite broad-ranging. So you might find yourself carrying a small keg of combat-boosting beer into battle, or you might set up a tap of dance-boosting beer at a party.&lt;br /&gt;
&lt;br /&gt;
There&#039;s down sides to drinking too much alcohol, such as hangovers, slurred speech, or just passing out drunk. A new skill, Alcohol Tolerance, helps offset some of that. If you plan to drink in combat, perhaps as a drunken kung-fu master or a beer-rowdy tank, you&#039;ll definitely need some alcohol tolerance. Of course, no amount of alcohol tolerance prevents you from becoming an alcoholic! It just lets you be a &amp;quot;functional alcoholic.&amp;quot; Just like the real-life drunken masters of yore. I assume.&lt;br /&gt;
&lt;br /&gt;
There&#039;s more complexity to the systems than I&#039;ll bother trying to explain here -- it&#039;s a complicated skill with lots of nooks and crannies. But I think it&#039;s turning out really well, and I&#039;m looking forward to getting it in front of players!&lt;br /&gt;
&lt;br /&gt;
I mentioned above that this skill is the first that uses player-specific randomness -- and it might be the only one. The tech is being written with the idea that it might be reused for a few other craft skills, either old ones or new ones. But first I&#039;ll see how you like the system! Then we&#039;ll play it by ear with regard to future skills.&lt;br /&gt;
&lt;br /&gt;
=== How to obtain specific hard liquors ===&lt;br /&gt;
&lt;br /&gt;
Brewing hard liquor is slightly different than beer. Since all recipes at all level share the 3x4x5x4 pattern, figuring out recipes at low level enables one to know them at high level too. However, this is not immediate because contrary to beer, materials for recipes that follow the same pattern don&#039;t map one to one.&lt;br /&gt;
&lt;br /&gt;
To make this more clear, suppose you know a recipe for Hegemony Lager Beer, for example Corn + Peach + Blood Mushroom Flakes + Cinnamon gives +X damage to Goblins. Using the order in which components are listed in the recipe, we can use the shortcut 4x2x4x1 (Corn is the 4th fruit, and so on).&lt;br /&gt;
&lt;br /&gt;
Then, when creating Dwarven Stout, if you use components matching this 4x2x4x1 shortcut, i.e Corn + Peach + Black Foot Morel Flakes + Mint, you will obtain a slightly more powerful beer with +X damage to Goblins.&lt;br /&gt;
&lt;br /&gt;
For hard liquors, this is no longer true. Black Foot Morel Flakes does not necessarily replace Blood Mushroom Flakes nor Mint replace Cinnamon. However, other components that replace Blood Mushroom Flakes and Cinnamon (this could be for instance Coral Mushroom Powder and Honey) will be the same for all recipes. So the essential difficulty resides in finding the mapping between these different components. Once known, all recipes at the higher level are known by replacing low level components with the proper high level one.&lt;br /&gt;
&lt;br /&gt;
There are thirteen sets of components, listed below by category and tier:&lt;br /&gt;
* Fruit 1: Red Apple, Grapes, Orange&lt;br /&gt;
* Veggie 1: Parasol Mushroom Flakes, Mycena Mushroom Flakes, Boletus Mushroom Flakes, Field Mushroom Flakes&lt;br /&gt;
* Parts 1: Boar Tusk, Cat Eyeball, Snail Sinew, Rat Tail, Basic Fish Scale&lt;br /&gt;
* Flavor 1: Oregano, Mandrake Root, Peppercorns, Grass&lt;br /&gt;
* Fruit 2: Guava, Banana, Lemon&lt;br /&gt;
* Veggie 2: Beet, Squash, Broccoli, Carrot&lt;br /&gt;
* Parts 2: Wolf Teeth, Panther Tail, Deinonychus Claw, Rabbit&#039;s Foot, Bear Gallbladder&lt;br /&gt;
* Flavor 2: Cinnamon, Muntok Peppercorns, Seaweed, Myconian Jelly&lt;br /&gt;
* Fruit 3: Pear, Peach, Green Apple&lt;br /&gt;
* Veggie 3: Field Mushroom Flakes, Blusher Mushroom Flakes, Milk Cap Mushroom Powder, Blood Mushroom Powder&lt;br /&gt;
* Parts 3: Cockatrice Beak, Worm Tooth, Ectoplasm, Powdered Mammal, Barghest Flesh&lt;br /&gt;
* Flavor 3: Mint, Honey, Juniper Berries, Almonds&lt;br /&gt;
* Veggie 4: Coral Mushroom Powder, Groxmax Powder, Porcini Mushroom Flakes, Black Foot Morel Flakes&lt;br /&gt;
&lt;br /&gt;
At low level, components tend to map one to one. For example:&lt;br /&gt;
* Red Apple -&amp;gt; Guava&lt;br /&gt;
* Grapes -&amp;gt; Banana&lt;br /&gt;
* Orange -&amp;gt; Lemon&lt;br /&gt;
&lt;br /&gt;
Starting with Whisky, this is longer true and each mapping must be researched through trial and errors. Below are examples of some mapping that been found (speculated to be specific to each player):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Boar Tusk -&amp;gt; Rabbit&#039;s Foot&lt;br /&gt;
* Cat eyeball -&amp;gt; Panther Tail&lt;br /&gt;
* Snail Sinew -&amp;gt; Bear Gallbladder&lt;br /&gt;
* Rat Tail -&amp;gt; Deinonychus Claw&lt;br /&gt;
* Basic Fish Scale -&amp;gt; Wolf Teeth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Oregano -&amp;gt; Seaweed&lt;br /&gt;
* Mandrake Root -&amp;gt; Muntok Peppercorns&lt;br /&gt;
* Peppercorns -&amp;gt; Cinnamon&lt;br /&gt;
* Grass -&amp;gt; Myconian Jelly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wolf Teeth -&amp;gt; Worm Tooth&lt;br /&gt;
* Panther Tail -&amp;gt; Ectoplasm&lt;br /&gt;
* Deinonychus Claw -&amp;gt; Cockatrice Beak&lt;br /&gt;
* Rabbit&#039;s Foot -&amp;gt; Barghest Flesh&lt;br /&gt;
* Bear Gallbladder -&amp;gt; Powdered Mammal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Cinnamon -&amp;gt; Almonds&lt;br /&gt;
* Muntok Peppercorns -&amp;gt; Honey&lt;br /&gt;
* Seaweed -&amp;gt; Juniper Berries&lt;br /&gt;
* Myconian Jelly -&amp;gt; Mint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To summarize, and using the mapping above as example, here are recipes for the +X damage to Goblins liquor (the recipe will be different for each player, of course) for each tier:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Liquor&lt;br /&gt;
! Shortcut&lt;br /&gt;
! Recipe&lt;br /&gt;
|-&lt;br /&gt;
| Potato Vodka || 2x2x4x4 || Grapes + Mycena Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Applejack || 2x2x4x4 || Grapes + Squash + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Beet Vodka || 2x2x4x4 || Banana + Mycena Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Pale Rum || 2x2x4x4 || Banana + Blusher Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Whisky || 2x2x3x4 || Banana + Blusher Mushroom Flakes + Deinonychus Claw + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Tequila || 2x2x3x4 || Banana + Blusher Mushroom Flakes + Deinonychus Claw + Myconian Jelly&lt;br /&gt;
|-&lt;br /&gt;
| Dry Gin || 2x2x3x4 || Peach + Groxmax Powder + Deinonychus Claw + Myconian Jelly&lt;br /&gt;
|-&lt;br /&gt;
| Bourbon || 2x2x1x1 || Peach + Groxmax Powder + Cockatrice Beak + Mint&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aging Casks===&lt;br /&gt;
&lt;br /&gt;
====Number of Casks====&lt;br /&gt;
Two casks can be aged at once.  Starting at level 40 Brewing, three casks may be aged simultaneously.&lt;br /&gt;
&lt;br /&gt;
====Aging Times And Experience====&lt;br /&gt;
Upon completing aging a cask, you will receive some experience (in addition to that received when crafting the cask, if you had crafted it yourself). This &amp;quot;second round&amp;quot; of experience is unaffected by crafting experience buffs.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Un-aged Cask&lt;br /&gt;
! Result&lt;br /&gt;
! Time&lt;br /&gt;
! XP&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Item|Un-Aged Potato Vodka}} ||  {{Item|Aged Potato Vodka}} || 1 hour || 5&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{Item|Un-Aged Applejack}} || {{Item|Aged Applejack}} || 1 hour || 10&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{Item|Un-Aged Beet Vodka}} || {{Item|Aged Beet Vodka}} || 1 hour || 20&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{Item|Un-Aged Pale Rum}} || {{Item|Aged Pale Rum}} || 1 hour ||30&lt;br /&gt;
|-&lt;br /&gt;
| 40 || {{Item|Un-Aged Whisky}} || {{Item|Aged Whisky}} || 2 hours || 80&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{Item|Un-Aged Tequila}} || {{Item|Aged Tequila}} || 2 hours || 100&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{Item|Un-Aged Dry Gin}} || {{Item|Aged Dry Gin}} || 3 hours || 180&lt;br /&gt;
|-&lt;br /&gt;
| 70 || {{Item|Un-Aged Bourbon}} || {{Item|Aged Bourbon}} || 3 hours ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:{{msg:BASEPAGENAME}}/Level Up Rewards}}&lt;br /&gt;
&lt;br /&gt;
== {{msg:BASEPAGENAME}} Experience Table ==&lt;br /&gt;
{{Spoiler|Click Expand to view the Experience Table for {{msg:BASEPAGENAME}}|&lt;br /&gt;
{{:Xptables/TypicalNoncombatSkill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The [[Brewing]] skill is the first skill where two players can craft the same recipe with the same ingredients, and get different results!&lt;br /&gt;
&lt;br /&gt;
Although the Dwarven Stout Keg is listed in the recipes list, it requires Level 73, while the current Brewing maximum level with bonus is 71. It&#039;s currently not possible to learn or make it.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Include images of some kegs in a cave, a player drinking, and what being drunk looks like.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=200px&amp;gt;&lt;br /&gt;
File:Serbule docks area.jpg|The docks area.&lt;br /&gt;
File:Serbule Gallery (abandoned cart).jpg|An abandoned cart.&lt;br /&gt;
File:Serbule Gallery 2.jpg|A very dangerous place...&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Julius_Patton&amp;diff=262989</id>
		<title>Julius Patton</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Julius_Patton&amp;diff=262989"/>
		<updated>2026-03-06T11:21:33Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
|title            = Julius Patton&lt;br /&gt;
|image            = [[File:JuliusPatton.png|350px]]&lt;br /&gt;
|caption          = An older human&lt;br /&gt;
|zone             = Serbule Hills&lt;br /&gt;
|location         = His farm in the north west of [[Serbule Hills]]&lt;br /&gt;
|anatomy = Human&lt;br /&gt;
|species = Human&lt;br /&gt;
|beastspeak       = Yes&lt;br /&gt;
|beastlist = All&lt;br /&gt;
|skilltrainer     = [[Cooking]]&lt;br /&gt;
|vendor           = Yes&lt;br /&gt;
|storage = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&lt;br /&gt;
Used to have a bunch of chickens.  But goblins got into my coop.  This was a year ago, before the frog people showed up.  Hm, I don&#039;t even know if frog people eat chicken.  Probably. &lt;br /&gt;
&lt;br /&gt;
Who doesn&#039;t eat chicken?  Anyway, I know some chickens escaped the goblins, so they&#039;re out there in the tall grass somewhere.  But they ain&#039;t comin&#039;home.  Ungrateful birds, I tell you.**&lt;br /&gt;
}}&lt;br /&gt;
[[Julius Patton]] is a farmer in the fields of Serbule Hills. After the goblins drove out the loggers, he lost most of his crops to theft. &lt;br /&gt;
&lt;br /&gt;
In the past, Julius made and sold wine.&lt;br /&gt;
&lt;br /&gt;
{{Quote|source=[[Brianna Willer]]| &lt;br /&gt;
&#039;&#039;&#039;Julius sent me to talk to you. I&#039;m his friend.&#039;&#039;&#039;&lt;br /&gt;
: Wait... Julius sent YOU? To see me? ... What for?&lt;br /&gt;
&#039;&#039;&#039;He said you could teach me to brew alcohol. I&#039;ll pay for lessons.&#039;&#039;&#039;&lt;br /&gt;
: That old coot knows as much about brewing as I do! He&#039;s made thousands of barrels of wine in his lifetime! What&#039;d you do to him? Why&#039;s he pawning you off on me?&lt;br /&gt;
&#039;&#039;&#039;Uh... well, he said he was retired from brewing.&#039;&#039;&#039;&lt;br /&gt;
: Uh-huh. I bet he just wanted to get you off his property.&lt;br /&gt;
}}&lt;br /&gt;
== Location ==&lt;br /&gt;
; [[Serbule Hills]] &lt;br /&gt;
: [[Julius Patton]] is always seen standing on the porch of his house in [[Serbule Hills]] looking over his farm.&lt;br /&gt;
== Shopkeeper ==&lt;br /&gt;
[[Julius Patton]] sells a selection of seeds and seedlings used in [[Gardening]]. He also sells [[Handsaw|Handsaws]] and [[Empty Bottle|Empty Bottles]].&lt;br /&gt;
{{Vendor items sold}}&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;
===Favor Rewards===&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Comfortable}}:|&lt;br /&gt;
:Recipe for {{Item|Grape Juice}}.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Friends}}:|&lt;br /&gt;
{{Quote|Hey, you&#039;re a good kid. If you need any grapes, go ahead and them &#039;em off the vines out there. I don&#039;t use too many of &#039;em anymore. Oh, I thought of an important farming trick I can teach you, too.}}&lt;br /&gt;
:Allows picking of Grapevines around his farm. After being picked, these vines take an hour for more grapes to ripen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Like Family}}:|&lt;br /&gt;
:Recipe for {{Item|Mutton and Eggs}}.&lt;br /&gt;
}}&lt;br /&gt;
== Quests ==&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Julius Patton&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;
==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; | [[Alchemy]]&lt;br /&gt;
! Recipe&lt;br /&gt;
! Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Bone Meal (from Any Bone)&lt;br /&gt;
 | skilllevel = 0&lt;br /&gt;
 | cost = 0&lt;br /&gt;
 | favor = Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Bone Meal (from Humanoid Skull)&lt;br /&gt;
 | skilllevel = 0&lt;br /&gt;
 | cost = 0&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; | [[Cooking]]&lt;br /&gt;
! Recipe&lt;br /&gt;
! Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Grape Juice&lt;br /&gt;
 | skilllevel = 13&lt;br /&gt;
 | cost = 0&lt;br /&gt;
 | favor = Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Mutton and Eggs&lt;br /&gt;
 | skilllevel = 28&lt;br /&gt;
 | cost = 0&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; | [[Gardening]]&lt;br /&gt;
! Recipe&lt;br /&gt;
! Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Basic Fertilizer (from Dirt)&lt;br /&gt;
 | skilllevel = 5&lt;br /&gt;
 | cost = 0&lt;br /&gt;
 | favor = Neutral&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Basic Fertilizer (from Ground Flower Seeds)&lt;br /&gt;
 | skilllevel = 15&lt;br /&gt;
 | cost =  965&lt;br /&gt;
 | favor = Close Friends &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Services == &lt;br /&gt;
==== [[Storage]] ====&lt;br /&gt;
{{NPC STORAGE&lt;br /&gt;
|npcname = Julius Patton&lt;br /&gt;
|favorrestriction =Best Friends&lt;br /&gt;
|itemrestriction =Food and Cooking Ingredients&lt;br /&gt;
|neutral =0&lt;br /&gt;
|comfortable =0&lt;br /&gt;
|friends =0&lt;br /&gt;
|closefriends =0&lt;br /&gt;
|bestfriends =28&lt;br /&gt;
|likefamily =32&lt;br /&gt;
|soulmates =36&lt;br /&gt;
}}&lt;br /&gt;
== Events ==&lt;br /&gt;
===== Winter Celebration =====&lt;br /&gt;
{{HOLIDAY&lt;br /&gt;
|RiShin Friends = {{Item|Amulet of Competent Fire Magic}} (Lv20)&lt;br /&gt;
|RiShin Family = 2 Random Jewelry (Lv 20): {{Item|Amulet of Max Health +15}}, {{Item|Amulet of Crushing Mitigation 3}}, {{Item|Ring of Arrows}}&lt;br /&gt;
}}&lt;br /&gt;
== Conversations ==&lt;br /&gt;
{{Quote|source=[[Julius Patton]]|&lt;br /&gt;
No free food! This is a farm, not a charity!&lt;br /&gt;
;I don&#039;t want free food.&lt;br /&gt;
Liar. But you&#039;re here too late. The damned loggers stole most of my supplies when they fled. Nothin&#039; here now but grapes. And I need those. Maybe some potatoes, onions, the like. But I need those too!&lt;br /&gt;
&lt;br /&gt;
You want food so badly, YOU grow the damned crops!&lt;br /&gt;
;Can you teach me how to grow crops?&lt;br /&gt;
Oh... uh, I was being rhetorical. But hell... tell you what, if you wanna grow food, you can use my farm. I have some seedlings I can sell you.&lt;br /&gt;
;Thanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]] [[Category:Favor/Small Talk]][[Category:Favor/Rewards]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Julius_Patton&amp;diff=262954</id>
		<title>Julius Patton</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Julius_Patton&amp;diff=262954"/>
		<updated>2026-03-06T11:20:44Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
|title            = Julius Patton&lt;br /&gt;
|image            = [[File:JuliusPatton.png|350px]]&lt;br /&gt;
|caption          = An older human&lt;br /&gt;
|zone             = Serbule Hills&lt;br /&gt;
|location         = His farm in the north west of [[Serbule Hills]]&lt;br /&gt;
|anatomy = Human&lt;br /&gt;
|species = Human&lt;br /&gt;
|beastspeak       = Yes&lt;br /&gt;
|beastlist = All&lt;br /&gt;
|skilltrainer     = [[Cooking]]&lt;br /&gt;
|vendor           = Yes&lt;br /&gt;
|storage = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&lt;br /&gt;
Used to have a bunch of chickens.  But goblins got into my coop.  This was a year ago, before the frog people showed up.  Hm, I don&#039;t even know if frog people eat chicken.  Probably. &lt;br /&gt;
&lt;br /&gt;
Who doesn&#039;t eat chicken?  Anyway, I know some chickens escaped the goblins, so they&#039;re out there in the tall grass somewhere.  But they ain&#039;t comin&#039;home.  Ungrateful birds, I tell you.**&lt;br /&gt;
}}&lt;br /&gt;
[[Julius Patton]] is a farmer in the fields of Serbule Hills. After the goblins drove out the loggers, he lost most of his crops to theft. &lt;br /&gt;
&lt;br /&gt;
In the past, Julius made and sold wine.&lt;br /&gt;
{{Quote|source=[[Brianna Willer]]| &lt;br /&gt;
&#039;&#039;&#039;Julius sent me to talk to you. I&#039;m his friend.&#039;&#039;&#039;&lt;br /&gt;
: Wait... Julius sent YOU? To see me? ... What for?&lt;br /&gt;
&#039;&#039;&#039;He said you could teach me to brew alcohol. I&#039;ll pay for lessons.&#039;&#039;&#039;&lt;br /&gt;
: That old coot knows as much about brewing as I do! He&#039;s made thousands of barrels of wine in his lifetime! What&#039;d you do to him? Why&#039;s he pawning you off on me?&lt;br /&gt;
&#039;&#039;&#039;Uh... well, he said he was retired from brewing.&#039;&#039;&#039;&lt;br /&gt;
: Uh-huh. I bet he just wanted to get you off his property.&lt;br /&gt;
}}&lt;br /&gt;
== Location ==&lt;br /&gt;
; [[Serbule Hills]] &lt;br /&gt;
: [[Julius Patton]] is always seen standing on the porch of his house in [[Serbule Hills]] looking over his farm.&lt;br /&gt;
== Shopkeeper ==&lt;br /&gt;
[[Julius Patton]] sells a selection of seeds and seedlings used in [[Gardening]]. He also sells [[Handsaw|Handsaws]] and [[Empty Bottle|Empty Bottles]].&lt;br /&gt;
{{Vendor items sold}}&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;
===Favor Rewards===&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Comfortable}}:|&lt;br /&gt;
:Recipe for {{Item|Grape Juice}}.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Friends}}:|&lt;br /&gt;
{{Quote|Hey, you&#039;re a good kid. If you need any grapes, go ahead and them &#039;em off the vines out there. I don&#039;t use too many of &#039;em anymore. Oh, I thought of an important farming trick I can teach you, too.}}&lt;br /&gt;
:Allows picking of Grapevines around his farm. After being picked, these vines take an hour for more grapes to ripen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Like Family}}:|&lt;br /&gt;
:Recipe for {{Item|Mutton and Eggs}}.&lt;br /&gt;
}}&lt;br /&gt;
== Quests ==&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Julius Patton&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;
==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; | [[Alchemy]]&lt;br /&gt;
! Recipe&lt;br /&gt;
! Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Bone Meal (from Any Bone)&lt;br /&gt;
 | skilllevel = 0&lt;br /&gt;
 | cost = 0&lt;br /&gt;
 | favor = Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Bone Meal (from Humanoid Skull)&lt;br /&gt;
 | skilllevel = 0&lt;br /&gt;
 | cost = 0&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; | [[Cooking]]&lt;br /&gt;
! Recipe&lt;br /&gt;
! Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Grape Juice&lt;br /&gt;
 | skilllevel = 13&lt;br /&gt;
 | cost = 0&lt;br /&gt;
 | favor = Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Mutton and Eggs&lt;br /&gt;
 | skilllevel = 28&lt;br /&gt;
 | cost = 0&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; | [[Gardening]]&lt;br /&gt;
! Recipe&lt;br /&gt;
! Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Basic Fertilizer (from Dirt)&lt;br /&gt;
 | skilllevel = 5&lt;br /&gt;
 | cost = 0&lt;br /&gt;
 | favor = Neutral&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe = Basic Fertilizer (from Ground Flower Seeds)&lt;br /&gt;
 | skilllevel = 15&lt;br /&gt;
 | cost =  965&lt;br /&gt;
 | favor = Close Friends &lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Services == &lt;br /&gt;
==== [[Storage]] ====&lt;br /&gt;
{{NPC STORAGE&lt;br /&gt;
|npcname = Julius Patton&lt;br /&gt;
|favorrestriction =Best Friends&lt;br /&gt;
|itemrestriction =Food and Cooking Ingredients&lt;br /&gt;
|neutral =0&lt;br /&gt;
|comfortable =0&lt;br /&gt;
|friends =0&lt;br /&gt;
|closefriends =0&lt;br /&gt;
|bestfriends =28&lt;br /&gt;
|likefamily =32&lt;br /&gt;
|soulmates =36&lt;br /&gt;
}}&lt;br /&gt;
== Events ==&lt;br /&gt;
===== Winter Celebration =====&lt;br /&gt;
{{HOLIDAY&lt;br /&gt;
|RiShin Friends = {{Item|Amulet of Competent Fire Magic}} (Lv20)&lt;br /&gt;
|RiShin Family = 2 Random Jewelry (Lv 20): {{Item|Amulet of Max Health +15}}, {{Item|Amulet of Crushing Mitigation 3}}, {{Item|Ring of Arrows}}&lt;br /&gt;
}}&lt;br /&gt;
== Conversations ==&lt;br /&gt;
{{Quote|source=[[Julius Patton]]|&lt;br /&gt;
No free food! This is a farm, not a charity!&lt;br /&gt;
;I don&#039;t want free food.&lt;br /&gt;
Liar. But you&#039;re here too late. The damned loggers stole most of my supplies when they fled. Nothin&#039; here now but grapes. And I need those. Maybe some potatoes, onions, the like. But I need those too!&lt;br /&gt;
&lt;br /&gt;
You want food so badly, YOU grow the damned crops!&lt;br /&gt;
;Can you teach me how to grow crops?&lt;br /&gt;
Oh... uh, I was being rhetorical. But hell... tell you what, if you wanna grow food, you can use my farm. I have some seedlings I can sell you.&lt;br /&gt;
;Thanks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]] [[Category:Favor/Small Talk]][[Category:Favor/Rewards]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Brianna_Willer&amp;diff=262897</id>
		<title>Brianna Willer</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Brianna_Willer&amp;diff=262897"/>
		<updated>2026-03-06T11:19:21Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
|title            = Brianna Willer&lt;br /&gt;
|image            = [[File:Brianna_Willer.png|350px]]&lt;br /&gt;
|caption          = She looked annoyed&lt;br /&gt;
|zone             = Serbule Hills&lt;br /&gt;
|location         = Her farm&lt;br /&gt;
|anatomy = Human&lt;br /&gt;
|species = Human&lt;br /&gt;
|beastspeak       = Yes&lt;br /&gt;
|beastlist = All&lt;br /&gt;
|skilltrainer     = [[Brewing]]&lt;br /&gt;
|vendor           = Yes&lt;br /&gt;
|barter = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|source= [[Brianna Willer]]| Well, I mean, that&#039;d be stabbin&#039; my own foot with the hoe, right? I&#039;m the only brewer for miles, and even so, I only sell a few barrels a month. Competition would put me out of business!&lt;br /&gt;
}}&lt;br /&gt;
[[Brianna Willer]] is a [[Gardening|farmer]] and [[Brewing|brewer]] living in the region of [[Serbule Hills]]. She considers beer making her passion, and produces a few kegs every month for the local inns and bars. Brianna has never been married, but claims to have had a &#039;special suitor&#039; when she was younger.&lt;br /&gt;
&lt;br /&gt;
[[Brianna Willer|Brianna]] is generally wary of sharing information with strangers. She&#039;ll be at ease after an introduction from one of her fellow gardeners. [[Therese]] or [[Julius Patton]] will provide that introduction for their {{Favor|Close Friends}}.&lt;br /&gt;
{{Quote|source=[[Therese]]| &lt;br /&gt;
: Yes, Brianna Willer! She&#039;s a pretty human lady in Serbule Hills. I met her when I was searching the nearby lands for fellow gardeners. Durstin from the Tapestry Inn introduced us.&lt;br /&gt;
&#039;&#039;&#039;So Brianna is a gardener?&#039;&#039;&#039;&lt;br /&gt;
: Yes! In fact, she&#039;s an expert on, um, &#039;alternative gardening.&#039; And I think she might be flattered if you showed up and asked her for gardening advice. You&#039;re such an apt student that I&#039;m running out of things to teach you!&lt;br /&gt;
&#039;&#039;&#039;How do I find Brianna?&#039;&#039;&#039;&lt;br /&gt;
: Her farm&#039;s in Serbule Hills, just travel south from here and you should see it eventually.&lt;br /&gt;
: Tell her you&#039;re my friend, and she&#039;ll at least be willing to talk to you. Bring dahlias, she likes those!&lt;br /&gt;
: Oh, and another bit of advice: there&#039;s another gardener in Eltibule named Gretchen. Stay away from her; she&#039;s a horrible, horrible person!&lt;br /&gt;
}}&lt;br /&gt;
[[Brianna Willer|Brianna]] was introduced to [[Therese]] by [[Durstin Tallow]]. Brianna treats Therese as a friend, but is convinced that any gestures Therese makes towards her have ulterior purposes.&lt;br /&gt;
{{Quote|source= [[Brianna Willer]]|&lt;br /&gt;
Hahaha! &#039;Alternative Farming?! Therese is adorable. Which is the only reason I haven&#039;t slapped her. She just doesn&#039;t take no for an answer! I&#039;d be more pissed off if she wasn&#039;t an elf. But you&#039;ve gotta make exceptions for elves, &#039;cuz of their nature.&lt;br /&gt;
&lt;br /&gt;
I know why she really sent you: she&#039;s buttering me up. She&#039;s been trying to get in my pants for a month now. And you can tell her to forget it! I don&#039;t swing that way, and Therese knows it!&lt;br /&gt;
}}&lt;br /&gt;
== Location ==&lt;br /&gt;
; [[Serbule Hills]] &lt;br /&gt;
: [[Brianna Willer]] is always near her farmhouse in [[Serbule Hills]].&lt;br /&gt;
== Shopkeeper ==&lt;br /&gt;
[[Brianna Willer]] sells brewing supplies and some gardening supplies&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;
{{Spoiler|Reward at {{Favor|Comfortable}}.|&lt;br /&gt;
: [[Brewing]] is available for Training.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Friends}}.|&lt;br /&gt;
: {{Item|Barley Seeds}}x10&lt;br /&gt;
}}&lt;br /&gt;
=== Hang Outs ===&lt;br /&gt;
[[Category:Favor/Hang Outs]]&lt;br /&gt;
{{Spoiler|Weed the entire garden while Brianna watches and complains &#039;&#039;&#039; (3 hours) {{Favor|Neutral}}|&lt;br /&gt;
{{Quote|You missed another one! There! No, smaller. See, under your thumb. Yes, it&#039;s small now, but in a few weeks it&#039;d become a full-sized weed. You should take some pride in your work! Okay, fine! Thanks for your help. I&#039;ll do the rest later.}}&lt;br /&gt;
:: 25 favor with Brianna Willer&lt;br /&gt;
:: {{Item|Strange Dirt}} x1&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Help Brianna prepare barley for beer &#039;&#039;&#039; (4 hours) {{Favor|Comfortable}} - Complete &#039;&#039;&#039;Earlier Hang Out&#039;&#039;&#039;|&lt;br /&gt;
{{Quote|How&#039;s the shucking coming along? Well, okay, that&#039;s enough for now. Hm? That barley over there? No, no, that&#039;s eatin&#039; barley! I use the low-protein barley for brewing, and the high-protein barley for bread. I&#039;m all out of bread or I&#039;d let you taste some. But here: let me write down my recipe for you.}}&lt;br /&gt;
:: 40 Favor&lt;br /&gt;
:: {{Recipe|Barley Bread}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
[[Brianna Willer]] offers a few quests around the [[Serbule Hills]] region. &lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Brianna Willer&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;
== Training ==&lt;br /&gt;
[[Brianna Willer]] will train [[Brewing]] skills to anyone who has both been introduced by [[Therese]], and reached {{Favor|Comfortable}} Favor with Brianna.&lt;br /&gt;
:{| class = &amp;quot;sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | [[Brewing]]&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=Marzen&lt;br /&gt;
 |skilllevel=?&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Beet Vodka&lt;br /&gt;
 |skilllevel=?&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Goblin Ale Keg&lt;br /&gt;
 |skilllevel=?&lt;br /&gt;
 |cost=2900&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Orcish Bock (One Glass)&lt;br /&gt;
 |skilllevel=?&lt;br /&gt;
 |cost=3132&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Orcish Bock Keg&lt;br /&gt;
 |skilllevel=?&lt;br /&gt;
 |cost=4566&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Brown Ale (One Glass)&lt;br /&gt;
 |skilllevel=50&lt;br /&gt;
 |cost=4800&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Brown Ale Keg&lt;br /&gt;
 |skilllevel=53&lt;br /&gt;
 |cost=6566&lt;br /&gt;
 |favor=?&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
Table missing many recipes.&lt;br /&gt;
&lt;br /&gt;
== Services ==&lt;br /&gt;
== Bartering ==&lt;br /&gt;
At {{Favor|Friends}}, Brianna will offer to barter with you:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Give&lt;br /&gt;
!Receive &lt;br /&gt;
!Favor Required &lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Barley}} x6 || {{Item|Hops}} x1 || Friends&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Barrel}} x1 || {{Item|Hops}} x5 || Friends&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| {{Item|Hops}} x1 || {{Item|Barley Seeds}} x5 || Friends&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Large Strawberry}} x1 || Friends&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Orange}} x1 || Close Friends&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Banana}} x1 || Best Friends&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
===== Winter Celebration =====&lt;br /&gt;
{{HOLIDAY&lt;br /&gt;
|RiShin Friends ={{Item|Barley Seeds}} x10&lt;br /&gt;
|RiShin Family = {{Item|Amulet of Competent Unarmed Fighting}} (Lv 20), {{Item|Barley Seeds}} x10&lt;br /&gt;
}}&lt;br /&gt;
== Conversations ==&lt;br /&gt;
[[Category:NPCs]] [[Category:Favor/Small Talk]][[Category:Favor/Rewards]][[Category:Favor/Hang Outs]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Brewing&amp;diff=262609</id>
		<title>Brewing</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Brewing&amp;diff=262609"/>
		<updated>2026-03-06T11:12:47Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Skill infobox&lt;br /&gt;
|title            = Brewing&lt;br /&gt;
|image            = [[File:Empty_Placeholder.png]]&lt;br /&gt;
|caption          = Skill in creating alcoholic beverages of all sorts.&lt;br /&gt;
|skilltype        = Trade Skill&lt;br /&gt;
|maxlevel         =  90&lt;br /&gt;
|req              = &lt;br /&gt;
|skilltrainers    = [[Brianna Willer]], [[Gretchen Salas]], [[Dhakmar]], [[Hiral]], [[Malvol]], [[Dunahain Broadarm]]&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&lt;br /&gt;
Leave a quote about the skill here. This can be the in-game description, but that info must be placed below as well.  Adds a bit of flavor to the article as well.&lt;br /&gt;
}}&lt;br /&gt;
== {{msg:BASEPAGENAME}} Overview==&lt;br /&gt;
[[Brewing]] is a crafting skill that involves the production of Alcoholic Beverages. The consumption of these beverages will raise your [[Alcohol Tolerance]] skill.&lt;br /&gt;
&lt;br /&gt;
=== In-Game Description ===&lt;br /&gt;
Skill in creating alcoholic beverages of all sorts.&lt;br /&gt;
=== Training {{msg:BASEPAGENAME}} ===&lt;br /&gt;
* [[Brianna Willer]] teaches Brewing after you have been introduced to her by either [[Therese]] or [[Julius Patton]] (requires {{Favor|Close Friends}} with either of them) and reaching {{Favor|Comfortable}} with Brianna.&lt;br /&gt;
* [[Malvol]] is willing to teach Whisky recipes to Like Family.&lt;br /&gt;
* [[Gretchen Salas]] can be persuaded to teach a recipe for Potato Vodka.&lt;br /&gt;
* [[Hiral]] can teach Pale Rum recipes to his Close Friends.&lt;br /&gt;
* [[Dhakmar]] can raise the [[Brewing]] level cap to both Level 60 and Level 70.&lt;br /&gt;
* Levels 71-80 can be unlocked by befriending a [[Ghost Orc|ghostly orc]] in a cave beneath [[Povus]]. He also has some high-level brewing recipes.&lt;br /&gt;
* Levels 81-90 are unlocked by [[Dunahain Broadarm]] deep beneath [[Povus]].&lt;br /&gt;
&lt;br /&gt;
== Connected Skills ==&lt;br /&gt;
=====Sub-Skills:=====&lt;br /&gt;
* None&lt;br /&gt;
=====Secondary Skills:=====&lt;br /&gt;
* [[Alcohol Tolerance]] - This skill represents your ability to ward off the adverse effects of alcohol. The consumption of [[Brewing|brewed]] beverages will raise this skill.&lt;br /&gt;
=====Related Skills:=====&lt;br /&gt;
* [[Carpentry]] - Carpentry is handy for making the kegs and barrels required for many recipes.&lt;br /&gt;
* [[Gardening]] - Barley is a common crop grown for use in beer. &lt;br /&gt;
* [[Foraging]] - Many ingredients used in [[Brewing]] are found through Foraging.&lt;br /&gt;
===== Synergy Levels: =====&lt;br /&gt;
Bonus [[Synergy Levels]] for [[Brewing]] can be obtained from the following skills and levels:&lt;br /&gt;
:; [[Alchemy]] &lt;br /&gt;
:: Level 49&lt;br /&gt;
:; [[Alcohol Tolerance]]&lt;br /&gt;
:: Level 80&lt;br /&gt;
:; [[Battle Chemistry]]&lt;br /&gt;
:: Level 70&lt;br /&gt;
:; [[Cooking]]&lt;br /&gt;
:: Level 70&lt;br /&gt;
&lt;br /&gt;
== Recipe Lists ==&lt;br /&gt;
&amp;lt;!-- Lists of Recipes pertaining to the skill goes here. See [[Cooking]] for one example of where recipes are broken up. For Transcluded tables (What all skills should use), see [[Carpentry]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{:{{msg:BASEPAGENAME}}/Recipes}}&lt;br /&gt;
==Beer Effects (Level 40-70)==&lt;br /&gt;
{{Spoiler|Click Expand to view Beer Effects (Level 40-70)|&lt;br /&gt;
&#039;&#039;&#039;Base differences and percentages increase with higher level alcohol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* +(%) Dance Appreciation extra effect chance, +(X) Dance Appreciation&lt;br /&gt;
* +(%) Taunt&lt;br /&gt;
* -(%) Taunt&lt;br /&gt;
* -(X) Sprint speed, +(%) Taunt&lt;br /&gt;
* +(%) Projectile miss chance; +(%) Taunt&lt;br /&gt;
* +(X) Melee accuracy, +(%) Melee evasion&lt;br /&gt;
* +(%) Miss chance, +(%) Burst evasion, +(X) Sprint speed out-of-combat&lt;br /&gt;
* +(%) Knockback evasion, +(X) Jump height&lt;br /&gt;
* +(X) Breath recovery rate, +(X) Maximum breath, +(X) Fast-swimming speed&lt;br /&gt;
* -(X) Fast-flying power depletion rate, +(X) Fast-flying speed&lt;br /&gt;
* -(%) Ability power cost (Unarmed/Shield/Sword)&lt;br /&gt;
* -(%) Ability power cost (Knife/Staff/Hammer)&lt;br /&gt;
* -(%) Ability power cost (Bard/Battle Chemistry/Archery)&lt;br /&gt;
* -(%) Ability power cost (Necromancy/Ice Magic/Fire Magic)&lt;br /&gt;
* -(%) Ability power cost (Crossbow/Psychology/Mentalism)&lt;br /&gt;
* -(%) Ability power cost (Armor Patching/Lycanthropy/Druid)&lt;br /&gt;
* -(%) Ability power cost (First Aid/Giant Bat/Spider)&lt;br /&gt;
* -(%) Ability power cost (Pig/Deer/Cow)&lt;br /&gt;
* +(X) Max health&lt;br /&gt;
* +(X) Max armor&lt;br /&gt;
* +(X) Max power&lt;br /&gt;
* +(X) Max health (Dwarf)&lt;br /&gt;
* +(X) Max health (Elf)&lt;br /&gt;
* +(X) Max health (Fey)&lt;br /&gt;
* +(X) Max health (Human)&lt;br /&gt;
* +(X) Max health (Orc)&lt;br /&gt;
* +(X) Max health (Rakshasa)&lt;br /&gt;
* +(X) Max power (Dwarf)&lt;br /&gt;
* +(X) Max power (Elf)&lt;br /&gt;
* +(X) Max power (Fey)&lt;br /&gt;
* +(X) Max power (Human)&lt;br /&gt;
* +(X) Max power (Orc)&lt;br /&gt;
* +(X) Max power (Rakshasa)&lt;br /&gt;
* +(X) Max metabolism (Dwarf)&lt;br /&gt;
* +(X) Max metabolism (Elf)&lt;br /&gt;
* +(X) Max metabolism (Fey)&lt;br /&gt;
* +(X) Max metabolism (Human)&lt;br /&gt;
* +(X) Max metabolism (Orc)&lt;br /&gt;
* +(X) Max metabolism (Rakshasa)&lt;br /&gt;
* +(X) Max body heat (Dwarf)&lt;br /&gt;
* +(X) Max body heat (Elf)&lt;br /&gt;
* +(X) Max body heat (Fey)&lt;br /&gt;
* +(X) Max body heat (Human)&lt;br /&gt;
* +(X) Max body heat (Orc)&lt;br /&gt;
* +(X) Max body heat (Rakshasa)&lt;br /&gt;
* +(X) Max hydration (Dwarf)&lt;br /&gt;
* +(X) Max hydration (Elf)&lt;br /&gt;
* +(X) Max hydration (Fey)&lt;br /&gt;
* +(X) Max hydration (Human)&lt;br /&gt;
* +(X) Max hydration (Orc)&lt;br /&gt;
* +(X) Max hydration (Rakshasa)&lt;br /&gt;
* +(%) exp. gain for Elves when clean, 0 exp. earned when dirty&lt;br /&gt;
* +(%) exp. gain for Humans when community-minded, 0 exp. earned when lonely&lt;br /&gt;
* +(%) exp. gain for Rakshasa when peaceable, 0 exp. earned when dead inside&lt;br /&gt;
* +(X) Dig Deep power restoration&lt;br /&gt;
* +(X) Ultimate Protection health restoration, +(X) Minor Healing health restoration, +(X) Major Healing health restoration&lt;br /&gt;
* +(%) chance to chop perfect wood, +(%) chance to chop extra wood&lt;br /&gt;
* +(%) chance to forage extra seeds, +(%) chance to forage extra mushrooms&lt;br /&gt;
* +(%) chance to produce extra fish scales, +(%) chance to catch extra fish&lt;br /&gt;
* +(X) to Max Peaceableness, +(X) to Max Community, +(X) to Max Cleanliness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hard Liquor Effects (Level 1-70)==&lt;br /&gt;
{{Spoiler|Click Expand to view Liquor Effects (Level 1-70)|&lt;br /&gt;
&#039;&#039;&#039;Base differences and percentages increase with higher level alcohol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* +(%) Dance Appreciation extra effect chance, +(X) Dance Appreciation&lt;br /&gt;
* +(%) Taunt&lt;br /&gt;
* -(%) Taunt&lt;br /&gt;
* -(X) Sprint speed, +(%) Taunt&lt;br /&gt;
* +(%) Projectile miss chance; +(%) Taunt&lt;br /&gt;
* +(X) Melee accuracy, +(%) Melee evasion&lt;br /&gt;
* +(%) Miss chance, +(%) Burst evasion, +(X) Sprint speed out-of-combat&lt;br /&gt;
* +(%) Knockback evasion, +(X) Jump height&lt;br /&gt;
* +(X) Breath recovery rate, +(X) Maximum breath, +(X) Fast-swimming speed&lt;br /&gt;
* -(X) Fast-flying power depletion rate, +(X) Fast-flying speed&lt;br /&gt;
* +(X) Direct Slashing damage&lt;br /&gt;
* +(X) Direct Crushing damage&lt;br /&gt;
* +(X) Direct Piercing damage&lt;br /&gt;
* +(X) Direct Fire damage&lt;br /&gt;
* +(X) Direct Cold damage&lt;br /&gt;
* +(X) Direct Electricity damage&lt;br /&gt;
* +(X) Direct Nature damage&lt;br /&gt;
* +(X) Direct Poison damage&lt;br /&gt;
* +(X) Direct Acid damage&lt;br /&gt;
* +(X) Direct Psychic damage&lt;br /&gt;
* +(X) Direct Darkness damage&lt;br /&gt;
* +(X) Direct Trauma damage&lt;br /&gt;
* +(X) Direct Sonic damage&lt;br /&gt;
* +(X) Direct Demonic damage&lt;br /&gt;
* +(X) Direct Divine damage&lt;br /&gt;
* +(X) Melee damage to Elites&lt;br /&gt;
* +(X) Projectile damage to Elites&lt;br /&gt;
* +(X) Burst damage to Elites&lt;br /&gt;
* +(X) Damage to Aberrations&lt;br /&gt;
* +(X) Damage to Arthropods&lt;br /&gt;
* +(X) Damage to Bears&lt;br /&gt;
* +(X) Damage to Canines&lt;br /&gt;
* +(X) Damage to Constructs&lt;br /&gt;
* +(X) Damage to Crone-kin&lt;br /&gt;
* +(X) Damage to Demons&lt;br /&gt;
* +(X) Damage to Dinosaurs&lt;br /&gt;
* +(X) Damage to Elementals&lt;br /&gt;
* +(X) Damage to Elves&lt;br /&gt;
* +(X) Damage to Felines&lt;br /&gt;
* +(X) Damage to Fey&lt;br /&gt;
* +(X) Damage to Fish&lt;br /&gt;
* +(X) Damage to Fungoids&lt;br /&gt;
* +(X) Damage to Giants&lt;br /&gt;
* +(X) Damage to Goblins&lt;br /&gt;
* +(X) Damage to Humans&lt;br /&gt;
* +(X) Damage to Incorporeal Creatures&lt;br /&gt;
* +(X) Damage to Non-ruminant Ungulates&lt;br /&gt;
* +(X) Damage to Orcs&lt;br /&gt;
* +(X) Damage to Rakshasa&lt;br /&gt;
* +(X) Damage to Rodents&lt;br /&gt;
* +(X) Damage to Ruminants&lt;br /&gt;
* +(X) Damage to corporeal Undead&lt;br /&gt;
* +(X) Max health, -(X) Damage taken from Elites, -(X) Damage taken from non-Elites&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Fire/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Cold/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Electricity/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Psychic/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Poison/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Trauma/Slashing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Fire/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Cold/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Electricity/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Trauma/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Psychic/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Poison/Crushing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Nature/Fire/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Darkness/Cold/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Acid/Electricity/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Sonic/Poison/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Demonic/Trauma/Piercing)&lt;br /&gt;
* +(X) Max health, +(X) Direct mitigation (Divine/Psychic/Piercing)&lt;br /&gt;
* +(X) Max health&lt;br /&gt;
* +(X) Max armor&lt;br /&gt;
* +(X) Max power&lt;br /&gt;
* +(X) Max health (Dwarf)&lt;br /&gt;
* +(X) Max health (Elf)&lt;br /&gt;
* +(X) Max health (Fey)&lt;br /&gt;
* +(X) Max health (Human)&lt;br /&gt;
* +(X) Max health (Orc)&lt;br /&gt;
* +(X) Max health (Rakshasa)&lt;br /&gt;
* +(X) Max power (Dwarf)&lt;br /&gt;
* +(X) Max power (Elf)&lt;br /&gt;
* +(X) Max power (Fey)&lt;br /&gt;
* +(X) Max power (Human)&lt;br /&gt;
* +(X) Max power (Orc)&lt;br /&gt;
* +(X) Max power (Rakshasa)&lt;br /&gt;
* +(X) Max metabolism (Dwarf)&lt;br /&gt;
* +(X) Max metabolism (Elf)&lt;br /&gt;
* +(X) Max metabolism (Fey)&lt;br /&gt;
* +(X) Max metabolism (Human)&lt;br /&gt;
* +(X) Max metabolism (Orc)&lt;br /&gt;
* +(X) Max metabolism (Rakshasa)&lt;br /&gt;
* +(X) Max body heat (Dwarf)&lt;br /&gt;
* +(X) Max body heat (Elf)&lt;br /&gt;
* +(X) Max body heat (Fey)&lt;br /&gt;
* +(X) Max body heat (Human)&lt;br /&gt;
* +(X) Max body heat (Orc)&lt;br /&gt;
* +(X) Max body heat (Rakshasa)&lt;br /&gt;
* +(X) Max hydration (Dwarf)&lt;br /&gt;
* +(X) Max hydration (Elf)&lt;br /&gt;
* +(X) Max hydration (Fey)&lt;br /&gt;
* +(X) Max hydration (Human)&lt;br /&gt;
* +(X) Max hydration (Orc)&lt;br /&gt;
* +(X) Max hydration (Rakshasa)&lt;br /&gt;
* +(%) exp. gain for Elves when clean, 0 exp. earned when dirty&lt;br /&gt;
* +(%) exp. gain for Humans when community-minded, 0 exp. earned when lonely&lt;br /&gt;
* +(%) exp. gain for Rakshasa when peaceable, 0 exp. earned when dead inside&lt;br /&gt;
* +(X) Dig Deep power restoration&lt;br /&gt;
* +(X) Ultimate Protection health restoration, +(X) Minor Healing health restoration, +(X) Major Healing health restoration&lt;br /&gt;
* +(%) chance to chop perfect wood, +(%) chance to chop extra wood&lt;br /&gt;
* +(%) chance to forage extra seeds, +(%) chance to forage extra mushrooms&lt;br /&gt;
* +(%) chance to produce extra fish scales, +(%) chance to catch extra fish&lt;br /&gt;
* +(X) to Max Peaceableness, +(X) to Max Community, +(X) to Max Cleanliness&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Known Effects for Marzen (Level 20)==&lt;br /&gt;
(List is not yet complete, other effects may be added as discovered)&lt;br /&gt;
&lt;br /&gt;
* +7% Chance to catch extra fish, +15% Chance to gather extra fish scales (stacks with arrangements/displays)&lt;br /&gt;
* +7% Chance to gather extra seeds, +15% Chance to gather extra mushrooms (stacks with arrangements/displays)&lt;br /&gt;
* +24 Max Armor&lt;br /&gt;
* +33% Chance for YOUR attacks to miss, +20% Chance to avoid bursts, Sprint boost out of combat +0&lt;br /&gt;
* +2 Peacableness, +3 Community, +3 Cleanliness&lt;br /&gt;
* +17 Taunt, -1.5 Sprint speed&lt;br /&gt;
* -0.2 Fast Flying power cost per second, +0.6 Flying speed&lt;br /&gt;
== {{msg:BASEPAGENAME}} Mechanics ==&lt;br /&gt;
=== Brewing Advice from [[Brianna Willer]] ===&lt;br /&gt;
{{Quote|source=[[Brianna Willer]]|&lt;br /&gt;
Brewing advice? Let&#039; see. First, start by making beer. You can brew tiny batches of beer to see how each recipe tastes. When you&#039;re happy with the recipe, you can brew up a big keg of it.&lt;br /&gt;
&lt;br /&gt;
Every Brewing recipe has some standard ingredients, like barley and hops, but there&#039;s also room for personalization. The personalized ingredients determine the precise flavor and effect of your beer. And everybody&#039;s different. Even if I followed your exact recipe, I might get a completely different effect. That&#039;s why there&#039;s no substitute for experimentation.&lt;br /&gt;
&lt;br /&gt;
Hard liquor is more potent than beer, but you can drink a lot more beer than you can hard liquor! Of course, the fastest way to get blitzed is to mix beer and the hard stuff at once.&lt;br /&gt;
&lt;br /&gt;
Sadly, the recipes for beer, wine, and liquor don&#039;t have a lot of carryover. You&#039;ll need to do separate experiments for beer, wine, and hard liquor recipes.&lt;br /&gt;
&lt;br /&gt;
Each ingredient can have a different effect in different recipes. I mean, you can put strawberries in Basic Lager, Pale Ale, and Marzen, but the strawberry&#039;s effect will be different for each recipe.&lt;br /&gt;
&lt;br /&gt;
When you get more advanced, there&#039;s an important trick. If two beer recipes take the exact same NUMBER of ingredients IN EACH SLOT, then there&#039;s a way to map the ingredients effects to other recipes with the same setup.&lt;br /&gt;
&lt;br /&gt;
This is tricky to explain to a new brewer. Here&#039;s an example: Orcish Bock, a very fancy brew, takes four special ingredients: one of four possible vegetables, one of three kinds of fruit, one of four mushrooms, and one of three garnish items. That means it&#039;s 4-3-4-3. Brown Ale&#039;s ingredients are different, but they work out to the same number: 4-3-4-3. You can predict how your ingredients are going to work between these two recipes, because their ingredient combinations are the same.&lt;br /&gt;
&lt;br /&gt;
Look, don&#039;t worry about all this at the beginning. Just remember to write down your research notes, especially when you start brewing fancier beers like Orcish Bock. You&#039;ll thank me later!&lt;br /&gt;
&lt;br /&gt;
And that special trick I just mentioned is even more important for hard liquor, because every kind of hard liquor has the exact same number of ingredients for each slot. That means that if you find an ingredient combo that makes Muscle Vodka, you can translate that recipe into other hard liquors -- Muscle Gin or whatever. So always write down notes on what you try!&lt;br /&gt;
&lt;br /&gt;
Course, hard liquor is a huge pain to brew. It needs a ton of ingredients, plus you&#039;ve gotta let it age, plus you&#039;ve gotta age the stuff in big barrels in a cave somewhere. Brewing beer is a lot easier! But once you find a few hard liquor recipes you like, you don&#039;t have to make it too often... a full barrel of the hard stuff will last you a while! ... Unless you&#039;re selling it to a bar, and you promised not to do that!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t throw away your barrels when they run dry! Those suckers are expensive! I can show you how to clean &#039;em up so they can be reused. They&#039;ll still break every once in a while, but they usually last a long time.&lt;br /&gt;
}}&lt;br /&gt;
=== Information from [[Developers|Citan]]&#039;s  blog post, April 20, 2017 ===&lt;br /&gt;
&lt;br /&gt;
The basic ideas of brewing are the same as I described last week, but the details have changed many times. In fact, I think this is the most times I&#039;ve ever iterated on a craft skill before it went live! The first few versions were prototypes, trying to figure out what the system&#039;s goals were and how it would achieve them. I blogged about the system last week based on a fairly fun prototype version. But then I needed to future-proof the system, which turned out to require a full rewrite.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t usually bother trying to future-proof crafting skills, because rewriting it later doesn&#039;t usually cause alpha-testers too much pain. When I rewrite a craft skill, you keep your old level and recipes, but the contents of those recipes change. No big deal. But brewing is different: brewing recipes have randomized results which will require a lot of player experimentation, so I want to protect that time investment. For instance, if I later decide that apples aren&#039;t a low-level fruit anymore, and replace them with, I dunno, kiwifruit, what happens to brewing recipes that can take apples? Obviously, kiwi should be a drop-in replacement in those brewing recipes, doing the same things as apples used to do, so that you don&#039;t have to re-try every brewing ingredient combination. But that&#039;s not an automatic feature -- it had to be coded that way. I brainstormed other ways that the skill might change in the future, and I tried to make sure those changes wouldn’t mess brewers up too badly. I can&#039;t guarantee that everything will work out right -- who knows, a bug might screw everything up. But I&#039;ve given it my best shot.&lt;br /&gt;
&lt;br /&gt;
After that, I realized the skill was way TOO random: every time you learned a new recipe, you had to start your experimentation all over again. That&#039;s fine at low level when there&#039;s not too many ingredient combinations, but by level 50 there&#039;s over a hundred brewing outcomes! If levels 50, 60, 70, 80, etc. each had 100% different random outcomes, it wouldn&#039;t make economic sense to experiment at lower levels. Instead, players would just grind as fast as they could to the highest level and experiment with only the high-level recipes. That&#039;s a boring design! I needed a system that lets you &amp;quot;carry over&amp;quot; some of your brewing-experiment knowledge from mid-levels to higher levels. I&#039;ve got a system that does that now -- although it might carry over a bit too much info... I&#039;m still fiddling with things here.&lt;br /&gt;
&lt;br /&gt;
And in between all these revisions, I&#039;ve been trying out tons of different possible buffs that could come from drinking booze. I had to answer some tricky questions, like: how many drink-effects can you have at once? If you can &amp;quot;stack&amp;quot; too many booze buffs then each individual drink would have to be weak and uninteresting. But if they don&#039;t stack at all, there&#039;s no chance to mix-and-match drink effects. After some experiments, I&#039;ve decided that you can have three beers (or glasses of wine) at once, plus one drink of hard liquor, for a total of four stacking alcohol buffs. That&#039;s a lot of buffs! I&#039;m trying to make the drink effects somewhat useful by themselves, but also make them more impressive when stacked together. It&#039;s a delicate balance. However, the specific buff effects can be changed later as balance demands, so I&#039;m not TOO worried about this part.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve also made sure there&#039;s room for various systemic interactions later on. For instance, I was thinking it might be fun if beer brewed during the full moon is more random, with a chance to have higher or lower stats than normal. But what would it mean for a beer to be &amp;quot;extra effective&amp;quot; or &amp;quot;less effective&amp;quot; than normal? I had to work all that out too.&lt;br /&gt;
&lt;br /&gt;
In other words, there&#039;s lots and lots of design questions! Nothing earth-shatteringly hard, but it&#039;s been keeping me busy.&lt;br /&gt;
&lt;br /&gt;
=== Information from [[Developers|Citan]]&#039;s  blog post, April 9, 2017===&lt;br /&gt;
Brewing&lt;br /&gt;
&lt;br /&gt;
Let&#039;s talk about brewing! It&#039;s probably the most complex crafting skill so far, because it builds on the tech from other skills. (For instance, Cheesemaking gave us cask &amp;quot;technology&amp;quot;, which brewing needs; Augmentation gave us recipes that can infuse items with effects, etc.)&lt;br /&gt;
&lt;br /&gt;
Brewing is the first skill that uses random per-player seeding. Basically, you can add certain items to your brew recipe and you&#039;ll get a specific result that&#039;s random for that character. Other characters who try the same recipe may get different results. I think this adds some fun to the crafting process, as you get to experiment on your own -- and there&#039;s no temptation to wiki the &amp;quot;right&amp;quot; brew recipes, since the recipes are unique to you!&lt;br /&gt;
&lt;br /&gt;
But it&#039;s not quite as trivial as &amp;quot;put an ingredient in a box and get a random result&amp;quot;. It needs to be a little more fair than that: it shouldn&#039;t be the case that some players can use dirt-cheap items to get amazing brew, where others have to use extremely expensive items for the same results. I&#039;ve ended up using fairly constrained recipes to avoid those cases. &lt;br /&gt;
&lt;br /&gt;
Here&#039;s an example: a certain testing beer requires two special items (along with the usual beer ingredients like hops and barley). In the first box, players can drop &amp;quot;an apple, grapes, or an orange&amp;quot;, and in the other box, they can drop &amp;quot;a guava, lemon, or banana&amp;quot;. The results of that combination are random for each player; there are 9 possible results from just those ingredients.&lt;br /&gt;
&lt;br /&gt;
In that example, I broke the possibilities into &amp;quot;low-value fruit&amp;quot; and &amp;quot;high-value fruit&amp;quot; to avoid some of the extremes of randomness. Nobody will get the most-amazing brew with just a couple of dirt-cheap apples, because everybody has to use one low-value and one high-value fruit. Some people will still get better random luck than others -- the availability of individual fruit fluctuates, but generally apples are easier to find than oranges, for instance, and they&#039;re both in the &amp;quot;low-value fruit&amp;quot; category -- but there&#039;s enough different random recipe sets that it evens out pretty well in the end.&lt;br /&gt;
&lt;br /&gt;
(And of course, not all brewing recipes use fruit! Or have such a limited number of possible ingredients...)&lt;br /&gt;
&lt;br /&gt;
Drinking&lt;br /&gt;
Brewing covers all kinds of alcoholic beverages. They&#039;re broken up into beers, wines, and hard liquors. Different kinds of brew have different effects, and they&#039;re quite broad-ranging. So you might find yourself carrying a small keg of combat-boosting beer into battle, or you might set up a tap of dance-boosting beer at a party.&lt;br /&gt;
&lt;br /&gt;
There&#039;s down sides to drinking too much alcohol, such as hangovers, slurred speech, or just passing out drunk. A new skill, Alcohol Tolerance, helps offset some of that. If you plan to drink in combat, perhaps as a drunken kung-fu master or a beer-rowdy tank, you&#039;ll definitely need some alcohol tolerance. Of course, no amount of alcohol tolerance prevents you from becoming an alcoholic! It just lets you be a &amp;quot;functional alcoholic.&amp;quot; Just like the real-life drunken masters of yore. I assume.&lt;br /&gt;
&lt;br /&gt;
There&#039;s more complexity to the systems than I&#039;ll bother trying to explain here -- it&#039;s a complicated skill with lots of nooks and crannies. But I think it&#039;s turning out really well, and I&#039;m looking forward to getting it in front of players!&lt;br /&gt;
&lt;br /&gt;
I mentioned above that this skill is the first that uses player-specific randomness -- and it might be the only one. The tech is being written with the idea that it might be reused for a few other craft skills, either old ones or new ones. But first I&#039;ll see how you like the system! Then we&#039;ll play it by ear with regard to future skills.&lt;br /&gt;
&lt;br /&gt;
=== How to obtain specific hard liquors ===&lt;br /&gt;
&lt;br /&gt;
Brewing hard liquor is slightly different than beer. Since all recipes at all level share the 3x4x5x4 pattern, figuring out recipes at low level enables one to know them at high level too. However, this is not immediate because contrary to beer, materials for recipes that follow the same pattern don&#039;t map one to one.&lt;br /&gt;
&lt;br /&gt;
To make this more clear, suppose you know a recipe for Hegemony Lager Beer, for example Corn + Peach + Blood Mushroom Flakes + Cinnamon gives +X damage to Goblins. Using the order in which components are listed in the recipe, we can use the shortcut 4x2x4x1 (Corn is the 4th fruit, and so on).&lt;br /&gt;
&lt;br /&gt;
Then, when creating Dwarven Stout, if you use components matching this 4x2x4x1 shortcut, i.e Corn + Peach + Black Foot Morel Flakes + Mint, you will obtain a slightly more powerful beer with +X damage to Goblins.&lt;br /&gt;
&lt;br /&gt;
For hard liquors, this is no longer true. Black Foot Morel Flakes does not necessarily replace Blood Mushroom Flakes nor Mint replace Cinnamon. However, other components that replace Blood Mushroom Flakes and Cinnamon (this could be for instance Coral Mushroom Powder and Honey) will be the same for all recipes. So the essential difficulty resides in finding the mapping between these different components. Once known, all recipes at the higher level are known by replacing low level components with the proper high level one.&lt;br /&gt;
&lt;br /&gt;
There are thirteen sets of components, listed below by category and tier:&lt;br /&gt;
* Fruit 1: Red Apple, Grapes, Orange&lt;br /&gt;
* Veggie 1: Parasol Mushroom Flakes, Mycena Mushroom Flakes, Boletus Mushroom Flakes, Field Mushroom Flakes&lt;br /&gt;
* Parts 1: Boar Tusk, Cat Eyeball, Snail Sinew, Rat Tail, Basic Fish Scale&lt;br /&gt;
* Flavor 1: Oregano, Mandrake Root, Peppercorns, Grass&lt;br /&gt;
* Fruit 2: Guava, Banana, Lemon&lt;br /&gt;
* Veggie 2: Beet, Squash, Broccoli, Carrot&lt;br /&gt;
* Parts 2: Wolf Teeth, Panther Tail, Deinonychus Claw, Rabbit&#039;s Foot, Bear Gallbladder&lt;br /&gt;
* Flavor 2: Cinnamon, Muntok Peppercorns, Seaweed, Myconian Jelly&lt;br /&gt;
* Fruit 3: Pear, Peach, Green Apple&lt;br /&gt;
* Veggie 3: Field Mushroom Flakes, Blusher Mushroom Flakes, Milk Cap Mushroom Powder, Blood Mushroom Powder&lt;br /&gt;
* Parts 3: Cockatrice Beak, Worm Tooth, Ectoplasm, Powdered Mammal, Barghest Flesh&lt;br /&gt;
* Flavor 3: Mint, Honey, Juniper Berries, Almonds&lt;br /&gt;
* Veggie 4: Coral Mushroom Powder, Groxmax Powder, Porcini Mushroom Flakes, Black Foot Morel Flakes&lt;br /&gt;
&lt;br /&gt;
At low level, components tend to map one to one. For example:&lt;br /&gt;
* Red Apple -&amp;gt; Guava&lt;br /&gt;
* Grapes -&amp;gt; Banana&lt;br /&gt;
* Orange -&amp;gt; Lemon&lt;br /&gt;
&lt;br /&gt;
Starting with Whisky, this is longer true and each mapping must be researched through trial and errors. Below are examples of some mapping that been found (speculated to be specific to each player):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Boar Tusk -&amp;gt; Rabbit&#039;s Foot&lt;br /&gt;
* Cat eyeball -&amp;gt; Panther Tail&lt;br /&gt;
* Snail Sinew -&amp;gt; Bear Gallbladder&lt;br /&gt;
* Rat Tail -&amp;gt; Deinonychus Claw&lt;br /&gt;
* Basic Fish Scale -&amp;gt; Wolf Teeth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Oregano -&amp;gt; Seaweed&lt;br /&gt;
* Mandrake Root -&amp;gt; Muntok Peppercorns&lt;br /&gt;
* Peppercorns -&amp;gt; Cinnamon&lt;br /&gt;
* Grass -&amp;gt; Myconian Jelly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Wolf Teeth -&amp;gt; Worm Tooth&lt;br /&gt;
* Panther Tail -&amp;gt; Ectoplasm&lt;br /&gt;
* Deinonychus Claw -&amp;gt; Cockatrice Beak&lt;br /&gt;
* Rabbit&#039;s Foot -&amp;gt; Barghest Flesh&lt;br /&gt;
* Bear Gallbladder -&amp;gt; Powdered Mammal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Cinnamon -&amp;gt; Almonds&lt;br /&gt;
* Muntok Peppercorns -&amp;gt; Honey&lt;br /&gt;
* Seaweed -&amp;gt; Juniper Berries&lt;br /&gt;
* Myconian Jelly -&amp;gt; Mint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To summarize, and using the mapping above as example, here are recipes for the +X damage to Goblins liquor (the recipe will be different for each player, of course) for each tier:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Liquor&lt;br /&gt;
! Shortcut&lt;br /&gt;
! Recipe&lt;br /&gt;
|-&lt;br /&gt;
| Potato Vodka || 2x2x4x4 || Grapes + Mycena Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Applejack || 2x2x4x4 || Grapes + Squash + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Beet Vodka || 2x2x4x4 || Banana + Mycena Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Pale Rum || 2x2x4x4 || Banana + Blusher Mushroom Flakes + Rat Tail + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Whisky || 2x2x3x4 || Banana + Blusher Mushroom Flakes + Deinonychus Claw + Grass&lt;br /&gt;
|-&lt;br /&gt;
| Tequila || 2x2x3x4 || Banana + Blusher Mushroom Flakes + Deinonychus Claw + Myconian Jelly&lt;br /&gt;
|-&lt;br /&gt;
| Dry Gin || 2x2x3x4 || Peach + Groxmax Powder + Deinonychus Claw + Myconian Jelly&lt;br /&gt;
|-&lt;br /&gt;
| Bourbon || 2x2x1x1 || Peach + Groxmax Powder + Cockatrice Beak + Mint&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aging Casks===&lt;br /&gt;
&lt;br /&gt;
====Number of Casks====&lt;br /&gt;
Two casks can be aged at once.  Starting at level 40 Brewing, three casks may be aged simultaneously.&lt;br /&gt;
&lt;br /&gt;
====Aging Times And Experience====&lt;br /&gt;
Upon completing aging a cask, you will receive some experience (in addition to that received when crafting the cask, if you had crafted it yourself). This &amp;quot;second round&amp;quot; of experience is unaffected by crafting experience buffs.&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
|-&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Un-aged Cask&lt;br /&gt;
! Result&lt;br /&gt;
! Time&lt;br /&gt;
! XP&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Item|Un-Aged Potato Vodka}} ||  {{Item|Aged Potato Vodka}} || 1 hour || 5&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{Item|Un-Aged Applejack}} || {{Item|Aged Applejack}} || 1 hour || 10&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{Item|Un-Aged Beet Vodka}} || {{Item|Aged Beet Vodka}} || 1 hour || 20&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{Item|Un-Aged Pale Rum}} || {{Item|Aged Pale Rum}} || 1 hour ||30&lt;br /&gt;
|-&lt;br /&gt;
| 40 || {{Item|Un-Aged Whisky}} || {{Item|Aged Whisky}} || 2 hours || 80&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{Item|Un-Aged Tequila}} || {{Item|Aged Tequila}} || 2 hours || 100&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{Item|Un-Aged Dry Gin}} || {{Item|Aged Dry Gin}} || 3 hours || 180&lt;br /&gt;
|-&lt;br /&gt;
| 70 || {{Item|Un-Aged Bourbon}} || {{Item|Aged Bourbon}} || 3 hours ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:{{msg:BASEPAGENAME}}/Level Up Rewards}}&lt;br /&gt;
&lt;br /&gt;
== {{msg:BASEPAGENAME}} Experience Table ==&lt;br /&gt;
{{Spoiler|Click Expand to view the Experience Table for {{msg:BASEPAGENAME}}|&lt;br /&gt;
{{:Xptables/TypicalNoncombatSkill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The [[Brewing]] skill is the first skill where two players can craft the same recipe with the same ingredients, and get different results!&lt;br /&gt;
&lt;br /&gt;
Although the Dwarven Stout Keg is listed in the recipes list, it requires Level 73, while the current Brewing maximum level with bonus is 71. It&#039;s currently not possible to learn or make it.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Include images of some kegs in a cave, a player drinking, and what being drunk looks like.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=200px&amp;gt;&lt;br /&gt;
File:Serbule docks area.jpg|The docks area.&lt;br /&gt;
File:Serbule Gallery (abandoned cart).jpg|An abandoned cart.&lt;br /&gt;
File:Serbule Gallery 2.jpg|A very dangerous place...&lt;br /&gt;
&amp;lt;/gallery&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Kleave&amp;diff=212493</id>
		<title>Kleave</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Kleave&amp;diff=212493"/>
		<updated>2026-02-19T22:45:10Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
|title            = Kleave&lt;br /&gt;
|image            = [[File:Kleave.png|300px]]&lt;br /&gt;
|caption          = She is doing something disgusting with a fur.&lt;br /&gt;
|zone             = Eltibule&lt;br /&gt;
|town = Eltibule Keep&lt;br /&gt;
|location = Near tanning rack and forge.&lt;br /&gt;
|wander = May walk to visit other NPCs.&lt;br /&gt;
|beastspeak       = Yes&lt;br /&gt;
|beastlist = All&lt;br /&gt;
|skilltrainer     = [[Tanning]]&lt;br /&gt;
|vendor           = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|source=[[Kleave]]|&lt;br /&gt;
I am a tanner by trade, but leatherworking is the hobby I love. Unfortunately my idiot mate [[Kalaba]] insists on wearing only metal armor, which means he never appreciates my creations. Sometimes I almost regret being oathbound to him. But he means well. He&#039;s just an idiot.&lt;br /&gt;
}}&lt;br /&gt;
[[Kleave]] is an expert tanner [[Rakshasa]] from [[Povus]]. She has many skinning and tanning supplies.&lt;br /&gt;
== Location ==&lt;br /&gt;
; [[Eltibule Keep]]&lt;br /&gt;
: Near tanning rack and forge.&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=== &amp;lt;!-- Add a section describing rewards from leveling favor --&amp;gt;&lt;br /&gt;
[[Category:Favor/Rewards]]&lt;br /&gt;
[[Kleave]] rewards her friends with access to additional Training and [[Tanning]] related items.&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Close Friends}}:|&lt;br /&gt;
:{{Item|Crude Leather Roll}} x 10&lt;br /&gt;
}}&lt;br /&gt;
=== Hang Outs ===&lt;br /&gt;
[[Category:Favor/Hang Outs]]&lt;br /&gt;
{{Spoiler|Help clean skins (5 hours)|&lt;br /&gt;
{{Quote| Did you enjoy that as much as I? No? Weird. Well... here, then. Take these.}}&lt;br /&gt;
* 40 {{Favor|favor}}&lt;br /&gt;
* 100 [[Skinning]] XP&lt;br /&gt;
* {{Item|Decent Animal Skin}} x5&lt;br /&gt;
* {{Item|Nice Animal Skin}} x5&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Compare skinning techniques (4 hours)|&lt;br /&gt;
{{Quote|You skin like a child, but I pity you. Let me show you the correct way to perforate the ...stop, not like that! Oh, this will take forever.}}&lt;br /&gt;
* 35 {{Favor|favor}}&lt;br /&gt;
* 300 [[Skinning]] XP&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Discuss marital stress (3 hours) {{Favor|Comfortable}}|&lt;br /&gt;
{{Quote|No, no, it&#039;s not so bad. I use the age-old Rakshasa formula. Here, I&#039;ll teach it to you. Without this, I doubt there&#039;d be many married Rakshasa couples left alive!}}&lt;br /&gt;
* 25 {{Favor|favor}}&lt;br /&gt;
* 25 [[Lore]] XP&lt;br /&gt;
* {{Recipe|Rakshasa Argument Curing Cantrip}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Kleave&lt;br /&gt;
notcategory = Quests/Ri-Shin Quests&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;
=== Tree Decoration: Eltibule===&lt;br /&gt;
During the Winter Holiday of Ri-Shin, [[Kleave]] offers additional quests to decorate a tree in [[Eltibule]].&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Ri-Shin Quests&lt;br /&gt;
category = Quests/Kleave&lt;br /&gt;
mode = unordered&lt;br /&gt;
columns = 1&lt;br /&gt;
&amp;lt;/dpl&amp;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; | [[Tanning]]&lt;br /&gt;
! Unlock&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training unlock row&lt;br /&gt;
 |Icon=Unlock&lt;br /&gt;
 |item=Tanning{{pipe}}Learn Tanning&lt;br /&gt;
 |skilllevel = 0&lt;br /&gt;
 |cost=250&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Rough Leather Roll&lt;br /&gt;
 |skilllevel = 8&lt;br /&gt;
 |cost=400&lt;br /&gt;
 |favor=???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Crude Leather Roll&lt;br /&gt;
 |skilllevel = 18&lt;br /&gt;
 |cost=1,066&lt;br /&gt;
 |favor=???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training  row&lt;br /&gt;
 |recipe=Decent Leather Roll&lt;br /&gt;
 |skilllevel = 28&lt;br /&gt;
 |cost=1,733&lt;br /&gt;
 |favor=???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Nice Leather Roll&lt;br /&gt;
 |skilllevel = 35&lt;br /&gt;
 |cost=2,966&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Quality Leather Roll&lt;br /&gt;
 |skilllevel = 43&lt;br /&gt;
 |cost=4,383&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Leather Strips&lt;br /&gt;
 |skilllevel = 1&lt;br /&gt;
 |cost=166&lt;br /&gt;
 |favor=Neutral&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Rawhide Sheet&lt;br /&gt;
 |skilllevel = 20&lt;br /&gt;
 |cost=???&lt;br /&gt;
 |favor=???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Dye Leather Armor (1 color)&lt;br /&gt;
 |skilllevel = 5&lt;br /&gt;
 |cost=300&lt;br /&gt;
 |favor=???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Dye Leather Armor (2 colors)&lt;br /&gt;
 |skilllevel = 25&lt;br /&gt;
 |cost=1,633&lt;br /&gt;
 |favor=???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Dye Leather Armor (3 colors)&lt;br /&gt;
 |skilllevel = 50&lt;br /&gt;
 |cost=4,800&lt;br /&gt;
 |favor=???&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]] - Bundle List&lt;br /&gt;
! Unlock&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training unlock row&lt;br /&gt;
 |Icon=Unlock&lt;br /&gt;
 |item=Leatherworking{{pipe}}Learn Leatherworking &lt;br /&gt;
 |skilllevel=0&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Crude Cloth Gloves|32}} Leatherworking Practice (2 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 332 councils&lt;br /&gt;
| {{favor|Friends}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Shoddy Leather Boots|32}} Leatherworking: Shoddy Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 830 councils&lt;br /&gt;
| | {{favor|Best Friends}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Shoddy Leather Boots|32}} Leatherworking: Enchanted Shoddy Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,165 councils&lt;br /&gt;
| | {{favor|Best Friends}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Rough Leather Boots|32}} Leatherworking: Rough Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2,330 councils&lt;br /&gt;
| | {{favor|Like Family}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Rough Leather Boots|32}} Leatherworking: Enchanted Rough Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 4,500 councils&lt;br /&gt;
| {{favor|Like Family}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Crude Leather Boots|32}} Leatherworking: Crude Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,830 councils&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Crude Leather Boots|32}} Leatherworking: Enchanted Crude Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,830 councils&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Decent Leather Boots|32}} Leatherworking: Enchanted Decent Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 33&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,808 councils&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Nice Leather Boots|32}} Leatherworking: Enchanted Nice Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 19,165 councils&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Nice Leather Boots|32}} Leatherworking: Max-Enchanted Nice Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 43&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 19,165 councils&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Quality Leather Boots|32}} Leatherworking: Enchanted Quality Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 28,126 councils&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
| {{Item icon|Quality Leather Boots|32}} Leatherworking: Max-Enchanted Quality Gear (5 Recipes)&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 53&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 28,126 councils&lt;br /&gt;
| ???&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]] - Detail List&lt;br /&gt;
! Unlock&lt;br /&gt;
! Skill Level&lt;br /&gt;
! Cost&lt;br /&gt;
! Favor&lt;br /&gt;
{{NPC training unlock row&lt;br /&gt;
 |Icon=Unlock&lt;br /&gt;
 |item=Leatherworking{{pipe}}Learn Leatherworking &lt;br /&gt;
 |skilllevel = 0&lt;br /&gt;
 |cost={{formatnum:0}}&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Boots&lt;br /&gt;
 | skilllevel=1&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Gloves&lt;br /&gt;
 | skilllevel=1&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Helmet&lt;br /&gt;
 | skilllevel=1&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Leggings&lt;br /&gt;
 | skilllevel=1&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Shirt&lt;br /&gt;
 | skilllevel=1&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Boots (Enchanted)&lt;br /&gt;
 | skilllevel=3&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Gloves (Enchanted)&lt;br /&gt;
 | skilllevel=3&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Helmet (Enchanted)&lt;br /&gt;
 | skilllevel=3&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Leggings (Enchanted)&lt;br /&gt;
 | skilllevel=3&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Shoddy Leather Shirt (Enchanted)&lt;br /&gt;
 | skilllevel=3&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Boots&lt;br /&gt;
 | skilllevel=10&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Gloves&lt;br /&gt;
 | skilllevel=10&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Helmet&lt;br /&gt;
 | skilllevel=10&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Leggings&lt;br /&gt;
 | skilllevel=10&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Shirt&lt;br /&gt;
 | skilllevel=10&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Boots (Enchanted)&lt;br /&gt;
 | skilllevel=13&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Gloves (Enchanted)&lt;br /&gt;
 | skilllevel=13&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Helmet (Enchanted)&lt;br /&gt;
 | skilllevel=13&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Leggings (Enchanted)&lt;br /&gt;
 | skilllevel=13&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Rough Leather Shirt (Enchanted)&lt;br /&gt;
 | skilllevel=13&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Boots&lt;br /&gt;
 | skilllevel=20&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Gloves&lt;br /&gt;
 | skilllevel=20&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Helmet&lt;br /&gt;
 | skilllevel=20&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Leggings&lt;br /&gt;
 | skilllevel=20&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Shirt&lt;br /&gt;
 | skilllevel=20&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Boots (Enchanted)&lt;br /&gt;
 | skilllevel=22&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Gloves (Enchanted)&lt;br /&gt;
 | skilllevel=22&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Helmet (Enchanted)&lt;br /&gt;
 | skilllevel=22&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Leggings (Enchanted)&lt;br /&gt;
 | skilllevel=22&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Crude Leather Shirt (Enchanted)&lt;br /&gt;
 | skilllevel=22&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Boots&lt;br /&gt;
 | skilllevel=30&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Gloves&lt;br /&gt;
 | skilllevel=30&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Helmet&lt;br /&gt;
 | skilllevel=30&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Leggings&lt;br /&gt;
 | skilllevel=30&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Shirt&lt;br /&gt;
 | skilllevel=30&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Boots (Enchanted)&lt;br /&gt;
 | skilllevel=33&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Gloves (Enchanted)&lt;br /&gt;
 | skilllevel=33&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Helmet (Enchanted)&lt;br /&gt;
 | skilllevel=33&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Leggings (Enchanted)&lt;br /&gt;
 | skilllevel=33&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Decent Leather Shirt (Enchanted)&lt;br /&gt;
 | skilllevel=33&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Boots (Enchanted)&lt;br /&gt;
 | skilllevel=40&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Gloves (Enchanted)&lt;br /&gt;
 | skilllevel=40&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Helmet (Enchanted)&lt;br /&gt;
 | skilllevel=40&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Leggings (Enchanted)&lt;br /&gt;
 | skilllevel=40&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Shirt (Enchanted)&lt;br /&gt;
 | skilllevel=40&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Boots (Max-Enchanted)&lt;br /&gt;
 | skilllevel=40&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Gloves (Max-Enchanted)&lt;br /&gt;
 | skilllevel=43&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Helmet (Max-Enchanted)&lt;br /&gt;
 | skilllevel=43&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Leggings (Max-Enchanted)&lt;br /&gt;
 | skilllevel=40&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Nice Leather Shirt (Max-Enchanted)&lt;br /&gt;
 | skilllevel=43&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Boots (Enchanted)&lt;br /&gt;
 | skilllevel=50&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Gloves (Enchanted)&lt;br /&gt;
 | skilllevel=53&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Helmet (Enchanted)&lt;br /&gt;
 | skilllevel=50&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Leggings (Enchanted)&lt;br /&gt;
 | skilllevel=50&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Shirt (Enchanted)&lt;br /&gt;
 | skilllevel=50&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Boots (Max-Enchanted)&lt;br /&gt;
 | skilllevel=50&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Gloves (Max-Enchanted)&lt;br /&gt;
 | skilllevel=53&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Helmet (Max-Enchanted)&lt;br /&gt;
 | skilllevel=53&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Leggings (Max-Enchanted)&lt;br /&gt;
 | skilllevel=50&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 | recipe=Quality Leather Shirt (Max-Enchanted)&lt;br /&gt;
 | skilllevel=53&lt;br /&gt;
 | cost = ???&lt;br /&gt;
 | favor =???&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
===== Winter Celebration =====&lt;br /&gt;
{{HOLIDAY&lt;br /&gt;
|RiShin Friends = &lt;br /&gt;
|RiShin Family ={{Item|Quality Leather Roll}} x10&lt;br /&gt;
}}&lt;br /&gt;
== Conversations ==&lt;br /&gt;
{{Quote|source=[[Kleave]]|&lt;br /&gt;
I had heard that the Council had created elaborate new trade routes around here, so I came looking. But they seem abandoned halfway through completion. Trade is dead... except right here, thanks to the vast number of goblins.&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|source=[[Kleave]]|&lt;br /&gt;
No no, we&#039;re not like them. Yes, Goblins and Rakshasa both allow slavery. But the Rakshasa slaves are all thieves, murderers, or tax evaders. Goblins just enslave anyone weaker than them.}}&lt;br /&gt;
{{Quote|source=[[Kleave]]|&lt;br /&gt;
[[Povus]] is a pleasant place to be a craftsman. It&#039;s outside of the Council&#039;s jurisdiction, and acts as a buffer between them and the Crone Hegemony. Money is good! But competition is fierce.}}&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Care_Package_from_Rahu&amp;diff=212359</id>
		<title>Care Package from Rahu</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Care_Package_from_Rahu&amp;diff=212359"/>
		<updated>2026-02-17T04:50:01Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Summary==&lt;br /&gt;
Wintria Irasce in Rahu said: &amp;quot;I left my brother running our book store back in Statehelm. I need him to think I&#039;m happy here! Otherwise he won&#039;t understand why I&#039;m not ready to go home.I want to send Michael a package of treats and wonders from Rahu to show how amazing this place is. I have a list here... could you help me? If you get these items, I&#039;ll teach you a special organizational cantrip that we use in the book-sellers&#039; trade.&lt;br /&gt;
&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
To start this quest, talk to &#039;&#039;&#039;[[Wintria Irasce]]&#039;&#039;&#039; in &#039;&#039;&#039;[[Rahu]]&#039;&#039;&#039;. The quest is available at {{Favor|Neutral}} favor.&lt;br /&gt;
&lt;br /&gt;
===Preface===&lt;br /&gt;
{{Quote|I left my brother running our book store back in Statehelm. I need him to think I&#039;m happy here! Otherwise he won&#039;t understand why I&#039;m not ready to go home.nI want to send Michael a package of treats and wonders from Rahu to show how amazing this place is. I have a list here... could you help me? If you get these items, I&#039;ll teach you a special organizational cantrip that we use in the book-sellers&#039; trade.}}&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
* Obtain [[Rakshasa_Poetry]]&lt;br /&gt;
* Obtain [[Telka&#039;s Teeth]]&lt;br /&gt;
* Obtain {{Item|Secret Rice}}&lt;br /&gt;
* Talk to [[Wintria]]&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
{{Spoiler|Rewards|&lt;br /&gt;
{{Quote|&amp;quot;Perfect! I&#039;ll also include some foods I&#039;ve bought from Selaxi, and I&#039;ll get this package onto the next courier ship. Let me teach you a little spell we bookmasters use to keep bookshelves organized without having to walk everywhere! [There is a new button on the Storage UI window, &amp;quot;Stow Items in Nearby Storages&amp;quot;. Pressing this button will move items from your inventory into any nearby storage, provided there&#039;s at least one of that item in the storage already.]}}&lt;br /&gt;
&lt;br /&gt;
* 250 {{Favor|favor}}&lt;br /&gt;
* Adds a new button on the Storage UI window, &amp;quot;Stow Items in Nearby Storages&amp;quot;. Pressing this button will move items from your inventory into any nearby storage, provided there&#039;s at least one of that item in the storage already.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]][[Category:Quests/Rahu Quests]][[Category:Quests/Wintria Irasce]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Makara&amp;diff=212068</id>
		<title>Makara</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Makara&amp;diff=212068"/>
		<updated>2026-02-09T21:01:40Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Favor Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
|title            = Makara&lt;br /&gt;
|image            = [[File:Makara.png|300px]]&lt;br /&gt;
|caption          = An older Rakshasa, eyes half closed.&lt;br /&gt;
|zone             = Ilmari&lt;br /&gt;
|location         = Living in the far northeast.&lt;br /&gt;
|anatomy = Rakshasa&lt;br /&gt;
|species = Rakshasa&lt;br /&gt;
|beastspeak       = Yes&lt;br /&gt;
|beastlist = All&lt;br /&gt;
|skilltrainer     = [[Transmutation]]&lt;br /&gt;
|barter = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&lt;br /&gt;
I am tired. I have run out of materials to practice my craft. And I am alone in this world, without meaning or purpose.&lt;br /&gt;
}}&lt;br /&gt;
[[Makara]] is an older [[Rakshasa]] living alone in the empty wasteland of [[Ilmari]]. She is a first-generation Rakshasa, so her parents were emotionless and uncaring for her.&lt;br /&gt;
{{Quote|&lt;br /&gt;
You are a fast learner! Much faster than I was. Now you can break down simple magical items. Perhaps some day I can teach you more advanced techniques.&lt;br /&gt;
; &#039;&#039;&#039;But what&#039;s the purpose of this skill?&#039;&#039;&#039;&lt;br /&gt;
I will explain it as my father did to me. Most magic items are powered by a weird substance called Phlogiston. This is what gives them their magic power. But the substance is invisible and undetectable... unless you know the trick I just taught you. Now you can magically boil down an item into its raw phlogiston!&lt;br /&gt;
; &#039;&#039;&#039; Nice! And what do I do with the phlogiston?&#039;&#039;&#039;&lt;br /&gt;
When you have practiced enough, you can use that table over there to change the enchantments on a magic item. You will pour raw phlogiston onto the item and change its properties. Unfortunately the only technique I&#039;ve mastered is somewhat... random. I can choose an enchantment on an item and then twist it to do something else, but I don&#039;t have much control over what the new enchantment does.&lt;br /&gt;
; &#039;&#039;&#039;So this lets me randomly change an enchantment on a magic item? &#039;&#039;&#039;&lt;br /&gt;
Yes, if you don&#039;t like the results, you can always try again, as long as you have enough phlogiston of the appropriate quality... and as long as the item is still in good enough shape.&lt;br /&gt;
; &#039;&#039;&#039; Wait, so Transmutation damages the item?&#039;&#039;&#039;&lt;br /&gt;
It&#039;s not physical damage, no. The item will be fine. But there&#039;s a limit to the number of times an item can be Transmuted before its innate power is too weak to try again.&lt;br /&gt;
; &#039;&#039;&#039;How many Transmutations can an item take?&#039;&#039;&#039;&lt;br /&gt;
That depends, but typically four or five. However, I&#039;ve recently mastered another technique... one that can repair the Transmutation damage and let you further alter the item.&lt;br /&gt;
; &#039;&#039;&#039;How do I do that?&#039;&#039;&#039;&lt;br /&gt;
I can&#039;t explain it to you now; you wouldn&#039;t understand enough of the details. First you will need to practice more Transmutation.&lt;br /&gt;
; &#039;&#039;&#039;Okay. I will practice some. Thanks!&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
; [[Ilmari]]&lt;br /&gt;
: Living to the far northeast, in a small hut hidden in the sandy hills. Look for the red &amp;amp; white cloth that makes up half the roof. &lt;br /&gt;
&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;
{{Spoiler|Reward at {{Favor|Best Friends}}:|&lt;br /&gt;
:{{Item|Medium Prism}} x 6}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Like Family}}:|&lt;br /&gt;
:{{Item|Medium Prism}} x 6}}&lt;br /&gt;
{{Spoiler|Reward at {{Favor|Soul Mates}}:|&lt;br /&gt;
:{{Item|Decent Phlogiston}} x 100}}&lt;br /&gt;
&lt;br /&gt;
===Hang Outs===&lt;br /&gt;
[[Category:Favor/Hang Outs]]&lt;br /&gt;
{{Spoiler|Have a quiet tea break &#039;&#039;&#039; (30 minutes) {{Favor|Neutral}}|&lt;br /&gt;
{{Quote|I guess my parents are right: all the rakshasa born here are infected with empathy. Which means that even if we could go home to [[Ravana]], the non-empathetic rakshasa would simply kill us to avoid spreading the contamination. I may dream of seeing our homeworld, but it can never be.&lt;br /&gt;
&lt;br /&gt;
You&#039;re a good listener. Thank you for your visit.}}&lt;br /&gt;
* 5 {{favor|favor}}&lt;br /&gt;
* Gives effect of consuming {{Item|Sun Vale Tea}}.&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Get in-depth disenchanting lessons &#039;&#039;&#039; (4 hours) {{Favor|Comfortable}}|&lt;br /&gt;
{{Quote|And so, by turning the armor over counter-clockwise, we destabilize its phlogiston. Then you use the resonance hammer. Right! You&#039;ve finally gotten the hang of it. Of course, never turn footwear counter-clockwise, only headwear.}}&lt;br /&gt;
* 35 {{favor|favor}} &lt;br /&gt;
* 100 [[Transmutation]] XP&lt;br /&gt;
* 10x {{Item|Shoddy Phlogiston}}&lt;br /&gt;
}}&lt;br /&gt;
{{Spoiler|Help to transmute a difficult item &#039;&#039;&#039; (2 hours) {{Favor|Neutral}}|&lt;br /&gt;
{{Quote|No! Don&#039;t shake it... oh no! Are you okay? I told you not shake it while I aim the prism! The phlogiston climbed up the light beam and shattered the prism. Augh, I have bits of glass in my fur!&lt;br /&gt;
&lt;br /&gt;
Look, I&#039;m sure you&#039;re a fine transmuter, but it&#039;s just too difficult for two people to work on the same item. But I do appreciate your gesture. Here. Take this and go work on your own.}}&lt;br /&gt;
* 20 {{favor|favor}}&lt;br /&gt;
* 50 [[Transmutation]] XP&lt;br /&gt;
* {{Item|Medium Prism}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Makara&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;
&lt;br /&gt;
==Training==&lt;br /&gt;
At Friends, [[Makara]] will begin to teach Transmutation.&lt;br /&gt;
:{| class = &amp;quot;sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | [[Transmutation]]&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=Distill Simple Magical Item (0-30)&lt;br /&gt;
 |skilllevel= 1&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Repair Transmutation Damage 1&lt;br /&gt;
 |skilllevel= 5&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Distill Rare Magical Item (0-30)&lt;br /&gt;
 |skilllevel= 10&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Repair Transmutation Damage 2&lt;br /&gt;
 |skilllevel= 15&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Distill Exceptional or Better Magical Item (0-30)&lt;br /&gt;
 |skilllevel= 20&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Repair Transmutation Damage 3&lt;br /&gt;
 |skilllevel= 25&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Distill Simple Magical Item (31-60)&lt;br /&gt;
 |skilllevel= 31&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Distill Rare Magical Item (31-60)&lt;br /&gt;
 |skilllevel= 31&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Repair Transmutation Damage 4&lt;br /&gt;
 |skilllevel= 40&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Distill Exceptional Magical Item (31-60)&lt;br /&gt;
 |skilllevel= 35&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Distill Epic or Legendary Magical Item (31-60)&lt;br /&gt;
 |skilllevel= 40&lt;br /&gt;
 |cost=0&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bartering==&lt;br /&gt;
Makara will exchange smaller prisms for larger ones.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Give&lt;br /&gt;
!Receive &lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Large Prism}} x3 || {{Item|Medium Prism}} x4&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Medium Prism}} x3 || {{Item|Small Prism}} x4&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Large Prism}} || {{Item|Medium Prism}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Item|Medium Prism}} || {{Item|Small Prism}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
=====Winter Celebration=====&lt;br /&gt;
{{HOLIDAY&lt;br /&gt;
|RiShin Friends = &lt;br /&gt;
|RiShin Family = 2-3x random items from list (incomplete): {{Item|On Becoming Great Again}}, {{Item|Carpentry: Amazing Priest Staff}}, {{Item|Teleportation: Mushroom-Circle Recall (False Agaric)}} &amp;lt;br&amp;gt;{{Item|Pottery Shard}}, 5x{{Item|Large Prism}}, {{Item|Enchanted Construction Nail}}, {{Item|Telka&#039;s Tail}}&lt;br /&gt;
}}&lt;br /&gt;
==Conversations==&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Ragabir&amp;diff=212049</id>
		<title>Ragabir</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Ragabir&amp;diff=212049"/>
		<updated>2026-02-09T10:25:28Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{NPC infobox&lt;br /&gt;
|title            = Ragabir&lt;br /&gt;
|image            = [[File:Ragabir (npc).jpg|300px]]&lt;br /&gt;
|caption          = Attempting to look friendly &lt;br /&gt;
|zone             = Red Wing Casino&lt;br /&gt;
|location         = Side room of the arena area&lt;br /&gt;
|anatomy = Goblin&lt;br /&gt;
|species = Goblin&lt;br /&gt;
|beastspeak       = Yes&lt;br /&gt;
|skilltrainer     = [[Alchemy]]&lt;br /&gt;
|vendor           = Yes&lt;br /&gt;
|storage = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Quote| &lt;br /&gt;
no quote yet for Ragabir&lt;br /&gt;
}}&lt;br /&gt;
[[Ragabir]] is a goblin vendor in a side room of the arena area within the Red Wing Casino. He also teaches some Alchemy recipes. He requires 30 [[Goblinese]] to understand.&lt;br /&gt;
== Location ==&lt;br /&gt;
; [[Red Wing Casino]]&lt;br /&gt;
: [[Ragabir]] is a room on the southside of the Arena area  &lt;br /&gt;
== Shopkeeper ==&lt;br /&gt;
[[Ragabir]] sells some Extreme armor, health and power potions. &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;
[[Ragabir]] rewards their friends with additional Storage.&lt;br /&gt;
== Quests ==&lt;br /&gt;
[[Ragabir]] offers some quests around the ... region.&lt;br /&gt;
&amp;lt;dpl&amp;gt;&lt;br /&gt;
category = Quests/Ragabir&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;
== Training ==&lt;br /&gt;
[[Ragabir]] trains 25 recipes for Potions that Boost Damage for Specific Skills &lt;br /&gt;
:{| class = &amp;quot;sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | [[Alchemy]]&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=Necromancy Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Druid Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Fire Magic Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Ice Magic Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Comfortable&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Mentalism Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Psychology Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Priest Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Sword Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Knife Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Unarmed Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Close Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Staff Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Hammer Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Battle Chemistry Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Best Friends&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Archery Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Bard Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Shield Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Animal Handling Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Werewolf Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Like Family&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Spider Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Soul Mates&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Pig Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Soul Mates&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Deer Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Soul Mates&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Cow Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Soul Mates&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Giant Bat Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Soul Mates&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Rabbit Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Soul Mates&lt;br /&gt;
}}&lt;br /&gt;
{{NPC training row&lt;br /&gt;
 |recipe=Warden Boost Potion 20%&lt;br /&gt;
 |skilllevel=40&lt;br /&gt;
 |cost=3133&lt;br /&gt;
 |favor=Soul Mates&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Services == &lt;br /&gt;
==== [[Storage]] ====&lt;br /&gt;
{{NPC STORAGE&lt;br /&gt;
|npcname = Ragabir&lt;br /&gt;
|favorrestriction =Comfortable&lt;br /&gt;
|itemrestriction =Potions and Alchemy Ingredients.&lt;br /&gt;
|neutral =0&lt;br /&gt;
|comfortable =10&lt;br /&gt;
|friends =20&lt;br /&gt;
|closefriends =30&lt;br /&gt;
|bestfriends =40&lt;br /&gt;
|likefamily =50&lt;br /&gt;
|soulmates =60&lt;br /&gt;
}}&lt;br /&gt;
== Events ==&lt;br /&gt;
===== Winter Celebration =====&lt;br /&gt;
{{HOLIDAY&lt;br /&gt;
|RiShin Friends ={{Item|Recuperative Honey Potion}} x5&lt;br /&gt;
|RiShin Family ={{Item|Healing Eternal Potion}} x5&lt;br /&gt;
}}&lt;br /&gt;
== Conversations ==&lt;br /&gt;
&lt;br /&gt;
[[Category:NPCs]]&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206902</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206902"/>
		<updated>2026-01-23T11:29:12Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. Using a skill crystal as primary and a Rubywall Crystal as secondary results in an item with modifiers for the chosen skill and one random skill. (Mechanics not confirmed) Using Rubywall Crystal as the primary and a skill crystal as the secondary has been reported to roll Endurance modifiers at a higher rate than other methods.&lt;br /&gt;
&lt;br /&gt;
Rumors tell of rare Demonic crafting materials that add generic modifiers in unpredictable ways otherwise not possible...&lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
Project Gorgon has many crafting skills that create consumable items. &lt;br /&gt;
&lt;br /&gt;
* [[Cooking]] creates food, the most important consumable item type for general play&lt;br /&gt;
* [[Alchemy]] creates potions with various powerful but temporary effects&lt;br /&gt;
* [[Brewing]] creates beer and liquor with a wide range of useful effects&lt;br /&gt;
* [[Cheesemaking]] creates cheeses, a subtype of food which are often useful in cooking other foods&lt;br /&gt;
* [[Mycology]] creates some foods and potion-like effects as well as bombs&lt;br /&gt;
* [[Flower Arrangement]] creates arrangements that boost power or have rare bonuses to gathering/&amp;quot;life skills&amp;quot;&lt;br /&gt;
* [[Candle Making]] creates candles with specific damage boost or stat gain effects&lt;br /&gt;
* [[Blacksmithing]] creates throwing knives, statues that boost experience gain, and components used in other crafting skills&lt;br /&gt;
* [[Gadgeteering]] creates item rafflers, pet kennels, and other unique tools&lt;br /&gt;
* And many more&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206901</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206901"/>
		<updated>2026-01-23T11:28:43Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. Using a skill crystal as primary and a Rubywall Crystal as secondary results in an item with modifiers for the chosen skill and one random skill. (Mechanics not confirmed) Using Rubywall Crystal as the primary and a skill crystal as the secondary has been reported to roll Endurance modifiers at a higher rate than other methods.&lt;br /&gt;
&lt;br /&gt;
Rumors tell of rare Demonic crafting materials that add generic modifiers in unpredictable ways otherwise not possible...&lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
Project Gorgon has many crafting skills that create consumable items. &lt;br /&gt;
&lt;br /&gt;
* [[Cooking]] creates food, the most important consumable item type for general play&lt;br /&gt;
* [[Alchemy]] creates potions with various powerful but temporary effects&lt;br /&gt;
* [[Brewing]] creates beer and liquor with a wide range of useful effects&lt;br /&gt;
* [[Cheesemaking]] creates cheeses, a subtype of food which are often useful in cooking other foods&lt;br /&gt;
* [[Mycology]] creates some foods and potion-like effects as well as bombs&lt;br /&gt;
* [[Flower Arrangement]] creates arrangements that boost power or have rare bonuses to gathering/&amp;quot;life skills&amp;quot;&lt;br /&gt;
* [[Candle Making]] creates candles with specific damage boost or stat gain effects&lt;br /&gt;
* [[Blacksmithing]] creates throwing knives, statues that boost exp gain, and components used in other crafting skills&lt;br /&gt;
* [[Gadgeteering]] creates item rafflers, pet kennels, and other unique tools&lt;br /&gt;
* And many more&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206900</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206900"/>
		<updated>2026-01-23T11:28:13Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. Using a skill crystal as primary and a Rubywall Crystal as secondary results in an item with modifiers for the chosen skill and one random skill. (Mechanics not confirmed) Using Rubywall Crystal as the primary and a skill crystal as the secondary has been reported to roll Endurance modifiers at a higher rate than other methods.&lt;br /&gt;
&lt;br /&gt;
Rumors tell of rare Demonic crafting materials that add generic modifiers in unpredictable ways otherwise not possible...&lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
Project Gorgon has many crafting skills that create consumable items. &lt;br /&gt;
&lt;br /&gt;
* [[Cooking]] creates food, the most important consumable item type for general play&lt;br /&gt;
* [[Alchemy]] creates potions with various powerful but temporary effects&lt;br /&gt;
* [[Brewing]] creates beer and liquor with a wide range of useful effects&lt;br /&gt;
* [[Cheesemaking]] creates cheeses, a subtype of food which are often useful in cooking other foods&lt;br /&gt;
* [[Mycology]] creates some foods and potion-like effects as well as bombs&lt;br /&gt;
* [[Flower Arrangement]] creates arrangements that boost power or have rare bonuses to gathering/&amp;quot;life skills&amp;quot;&lt;br /&gt;
* [[Candle Making]] creates candles with specific damage boost or stat gain effects.&lt;br /&gt;
* [[Blacksmithing]] creates throwing knives, statues that boost exp gain, and components used in other crafting skills&lt;br /&gt;
* [[Gadgeteering]] creates item rafflers, pet kennels, and other unique tools&lt;br /&gt;
* And many more&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206899</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206899"/>
		<updated>2026-01-23T11:16:28Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. Using a skill crystal as primary and a Rubywall Crystal as secondary results in an item with modifiers for the chosen skill and one random skill. (Mechanics not confirmed) Using Rubywall Crystal as the primary and a skill crystal as the secondary has been reported to roll Endurance modifiers at a higher rate than other methods.&lt;br /&gt;
&lt;br /&gt;
Rumors tell of rare Demonic crafting materials that add generic modifiers in unpredictable ways otherwise not possible...&lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
Project Gorgon has many crafting skills that create consumable items. &lt;br /&gt;
&lt;br /&gt;
* [[Cooking]] creates food, the most important consumable item type for general play&lt;br /&gt;
* [[Alchemy]] creates potions with various powerful but temporary effects&lt;br /&gt;
* [[Brewing]] creates beer and liquor with a wide range of useful effects&lt;br /&gt;
* [[Cheesemaking]] creates cheeses, a subtype of food that are often useful in cooking other foods&lt;br /&gt;
* [[Mycology]] creates some foods and potion-like effects as well as bombs&lt;br /&gt;
* [[Flower Arrangement]] creates arrangements that boost power or have rare bonuses to gathering/&amp;quot;life skills&amp;quot;&lt;br /&gt;
* [[Candle Making]] creates candles with specific damage boost or stat gain effects.&lt;br /&gt;
* [[Blacksmithing]] creates throwing knives, statues that boost exp gain, and components used in other crafting skills&lt;br /&gt;
* [[Gadgeteering]] creates item rafflers, pet kennels, and other unique tools&lt;br /&gt;
* And many more&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206898</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206898"/>
		<updated>2026-01-23T11:15:55Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. Using a skill crystal as primary and a Rubywall Crystal as secondary results in an item with modifiers for the chosen skill and one random skill. (Mechanics not confirmed) Using Rubywall Crystal as the primary and a skill crystal as the secondary has been reported to roll Endurance modifiers at a higher rate than other methods.&lt;br /&gt;
&lt;br /&gt;
Rumors tell of rare Demonic crafting materials that add generic modifiers in unpredictable ways otherwise not possible...&lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
Project Gorgon has many crafting skills that create consumable items. &lt;br /&gt;
&lt;br /&gt;
 * [[Cooking]] creates food, the most important consumable item type for general play&lt;br /&gt;
 * [[Alchemy]] creates potions with various powerful but temporary effects&lt;br /&gt;
 * [[Brewing]] creates beer and liquor with a wide range of useful effects&lt;br /&gt;
 * [[Cheesemaking]] creates cheeses, a subtype of food that are often useful in cooking other foods&lt;br /&gt;
 * [[Mycology]] creates some foods and potion-like effects as well as bombs&lt;br /&gt;
 * [[Flower Arrangement]] creates arrangements that boost power or have rare bonuses to gathering/&amp;quot;life skills&amp;quot;&lt;br /&gt;
 * [[Candle Making]] creates candles with specific damage boost or stat gain effects.&lt;br /&gt;
 * [[Blacksmithing]] creates throwing knives, statues that boost exp gain, and components used in other crafting skills&lt;br /&gt;
 * [[Gadgeteering]] creates item rafflers, pet kennels, and other unique tools&lt;br /&gt;
 * and many more&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206897</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206897"/>
		<updated>2026-01-23T11:14:16Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Consumables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. Using a skill crystal as primary and a Rubywall Crystal as secondary results in an item with modifiers for the chosen skill and one random skill. (Mechanics not confirmed) Using Rubywall Crystal as the primary and a skill crystal as the secondary has been reported to roll Endurance modifiers at a higher rate than other methods.&lt;br /&gt;
&lt;br /&gt;
Rumors tell of rare Demonic crafting materials that add generic modifiers in unpredictable ways otherwise not possible...&lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
Project Gorgon has many crafting skills that create consumable items. &lt;br /&gt;
 * [[Cooking]] creates food, the most important consumable item for general play&lt;br /&gt;
 * [[Alchemy]] creates potions with various powerful but temporary effects&lt;br /&gt;
 * [[Brewing]] creates beer and liquor with a wide range of possible effects&lt;br /&gt;
 * [[Cheesemaking]] creates cheeses, a subtype of food that are often useful in cooking other foods&lt;br /&gt;
 * [[Mycology]] creates some foods and potion-like effects as well as bombs&lt;br /&gt;
 * [[Flower Arrangement]] creates arrangements that boost power or have rare bonuses to gathering/&amp;quot;life skills&amp;quot;&lt;br /&gt;
 * [[Candle Making]] creates candles with specific damage boost or stat gain effects.&lt;br /&gt;
 * [[Blacksmithing]] creates throwing knives, statues that boost exp gain, and components used in other crafting skills&lt;br /&gt;
 * [[Gadgeteering]] creates item rafflers, pet kennels, and other unique tools&lt;br /&gt;
 * and many more&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206896</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206896"/>
		<updated>2026-01-23T10:59:02Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Generic and Endurance mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. Using a skill crystal as primary and a Rubywall Crystal as secondary results in an item with modifiers for the chosen skill and one random skill. (Mechanics not confirmed) Using Rubywall Crystal as the primary and a skill crystal as the secondary has been reported to roll Endurance modifiers at a higher rate than other methods.&lt;br /&gt;
&lt;br /&gt;
Rumors tell of rare Demonic crafting materials that add generic modifiers in unpredictable ways otherwise not possible...&lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
[[Alchemy]], [[Cooking]], [[Brewing]], [[Cheesemaking]], [[Mycology]], [[Flower Arrangement]], [[Candle Making]], [[Blacksmithing]], [[Carpentry]], [[Gadgeteering]],  ...&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206895</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206895"/>
		<updated>2026-01-23T10:53:11Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: /* Generic and Endurance mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. (Mechanics not confirmed) Using Rubywall Crystal as the primary and a skill crystal as the secondary has been reported to roll Endurance modifiers at a higher rate than other methods.&lt;br /&gt;
&lt;br /&gt;
Rumors tell of rare Demonic crafting materials that add generic modifiers in unpredictable ways otherwise not possible...&lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
[[Alchemy]], [[Cooking]], [[Brewing]], [[Cheesemaking]], [[Mycology]], [[Flower Arrangement]], [[Candle Making]], [[Blacksmithing]], [[Carpentry]], [[Gadgeteering]],  ...&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206892</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206892"/>
		<updated>2026-01-23T01:52:03Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. &lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
[[Alchemy]], [[Cooking]], [[Brewing]], [[Cheesemaking]], [[Mycology]], [[Flower Arrangement]], [[Candle Making]], [[Blacksmithing]], [[Carpentry]], [[Gadgeteering]],  ...&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Transmutation]], [[Augmentation]], [[Shamanic Infusion]], [[Hoplology]], [[Phrenology]], [[Augury]], [[Surveying]] ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206833</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206833"/>
		<updated>2026-01-18T13:27:39Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See specific pages for details. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. &lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
[[Alchemy]], [[Cooking]], ...&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Hoplology]], [[Phrenology]], ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206832</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206832"/>
		<updated>2026-01-18T13:25:50Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See their pages for specifics and recipes. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. &lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item with a skill augmentation and 60 spare crafting points]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
[[Alchemy]], [[Cooking]], ...&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Hoplology]], [[Phrenology]], ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206831</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206831"/>
		<updated>2026-01-18T13:24:23Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See their pages for specifics and recipes. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. &lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic Infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
[[Alchemy]], [[Cooking]], ...&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Hoplology]], [[Phrenology]], ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206830</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=Crafting&amp;diff=206830"/>
		<updated>2026-01-18T13:23:09Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: Created page with &amp;quot;{{TOCright}} Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
Crafting is a core gameplay mechanic in Projet Gorgon. Like many MMOs players can craft their own armor and weapons, but the crafting system in Project Gorgon is also used to perform many actions that typically have their own systems, such as [[Fire Magic#Recipe_Lists|learning new magic spells]], [[Teleportation]], [[Phrenology|studying skulls]], and much more. &lt;br /&gt;
&lt;br /&gt;
To craft, open the Crafting menu (default key C) and select a recipe. &lt;br /&gt;
&lt;br /&gt;
==Crafting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Equipment Crafting Skills===&lt;br /&gt;
====Armor====&lt;br /&gt;
[[File:basic_enchanted_crafting_recipe.png|thumb|right|Example recipe for a basic enchanted item]]&lt;br /&gt;
Various types of player armor can be crafted using the skills [[Armorsmithing]], [[Leatherworking]], [[Tailoring]], and [[Toolcrafting]]. See their pages for specifics and recipes. &lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
Weapon crafting is somewhat more exclusive than armor crafting. Some early game weapon crafting options exist:&lt;br /&gt;
*Weapons for [[Staff]], [[Hammer]], and magic skills can be crafted using [[Carpentry]]. &lt;br /&gt;
*Bardic Horns can be crafted with [[Fishing]]. &lt;br /&gt;
Other weaponcrafting is limited to crafting skills not available until late game: &lt;br /&gt;
*Weapons for [[Sword]], [[Knife Fighting]], and [[Unarmed]] are crafted using [[Bladesmithing]]. &lt;br /&gt;
*Weapons for [[Archery]] and [[Crossbow]] are crafted using [[Bowyery]].&lt;br /&gt;
Several types of weapons, including [[Bard]] lutes, [[Battle Chemistry]] beakers, shields, and magic orbs are not currently craftable. &lt;br /&gt;
&lt;br /&gt;
====Other Equipment====&lt;br /&gt;
Jewelry can be crafted using [[Jewelry Crafting]]. Various specialized belts can be crafted using [[Toolcrafting]] and [[Buckle Artistry]].&lt;br /&gt;
&lt;br /&gt;
===Getting [[Treasure Effects]] on Your Equipment===&lt;br /&gt;
Equipment (except belts) can have modifiers for your abilities, one of the primary ways of making your character stronger. In order to craft items with treasure effects, you must craft an Enchanted item and supply two [[Geology|crystals]] to specify which skills the item will be enchanted with. An item of random rarity is created (see [[Items]]), with Legendary items being less likely. The number of modifiers is always split equally between the two provided skills. &lt;br /&gt;
&lt;br /&gt;
====Crystal Ordering====&lt;br /&gt;
When you craft an item with an odd number of treasure effects, the extra effect goes to the skill enchanted by the Primary Crystal. For example, if you craft a Legendary item enchanted with [[Staff]] and [[Fire Magic]] effects, the item will have five modifiers. If you used Quartz as the the Primary Crystal, three modifiers will be Fire Magic modifiers and two modifiers will be Staff. &lt;br /&gt;
&lt;br /&gt;
====Generic and Endurance mods====&lt;br /&gt;
Items can be crafted to have modifiers from the Generic and Endurance modifier pools. This will replace one or both of the skills that would otherwise be on the item. To craft an item with purely generic/endurance modifiers, use [[Rubywall Crystal]] in both slots. To craft an item with modifiers for one combat skill plus generic/endurance modifiers, use two crystals for the combat skill. Note that mods from the Endurance pool can only appear on item creation and cannot be rerolled using [[Transmutation]]. &lt;br /&gt;
&lt;br /&gt;
===Crafting Points===&lt;br /&gt;
[[File:Foretold_item.png|thumb|right|Foretold of in Prophecy item]]&lt;br /&gt;
All magical items come with a set number of crafting points. These crafting points can be used to add an extra treasure effect with [[Augmentation]], add a special modifier with [[Shamanic infusion]], or perform other special modifications, such as adding extra armor with [[Blacksmithing]] or granting extra item slots with [[Tailoring]]. &lt;br /&gt;
&lt;br /&gt;
===Mastercrafting===&lt;br /&gt;
Enchanted item recipes also have a Max-Enchanted version. Using this recipe works like the normal recipe, but the rarity of the item is increased by one. For example, if your item&#039;s random rarity roll resulted in an Epic item, the item would come out as Legendary. If you perform a Max-Enchanted craft and the rarity roll is Legendary, you instead get a Mastercrafted item. Mastercrafted items have additional crafting points, 160 instead of the usual 120, and can be used in special late-game item modification recipes. &lt;br /&gt;
&lt;br /&gt;
Foretold of in Prophecy items are the drop-only equivalent to Mastercrafted items. They have identical properties. &lt;br /&gt;
&lt;br /&gt;
==Consumables==&lt;br /&gt;
[[Alchemy]], [[Cooking]], ...&lt;br /&gt;
&lt;br /&gt;
==Other Actions==&lt;br /&gt;
[[Teleportation]], [[Hoplology]], [[Phrenology]], ...&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=File:Basic_enchanted_crafting_recipe.png&amp;diff=206829</id>
		<title>File:Basic enchanted crafting recipe.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=File:Basic_enchanted_crafting_recipe.png&amp;diff=206829"/>
		<updated>2026-01-18T12:37:19Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=File:Basic_enchanted_crafting_recipe.jpg&amp;diff=206828</id>
		<title>File:Basic enchanted crafting recipe.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=File:Basic_enchanted_crafting_recipe.jpg&amp;diff=206828"/>
		<updated>2026-01-18T12:34:39Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
	<entry>
		<id>https://wiki.gorgonserver.com//index.php?title=File:Foretold_item.png&amp;diff=206827</id>
		<title>File:Foretold item.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.gorgonserver.com//index.php?title=File:Foretold_item.png&amp;diff=206827"/>
		<updated>2026-01-18T12:33:44Z</updated>

		<summary type="html">&lt;p&gt;TinyFailure: Screenshot of a Foretold of in Prophecy item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of a Foretold of in Prophecy item&lt;/div&gt;</summary>
		<author><name>TinyFailure</name></author>
	</entry>
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