This guide gives you a detailed look at all the various abilities you can explore in MMORPG Tycoon 2. This guide is all about explaining creature attributes and player-made abilities, specifically focusing on the Dungeons Update that came out on February 11, 2024.
The information provided here comes from studying custom abilities and closely watching how players and monsters interact. لكن, some details might not be entirely precise due to certain measurements, such as time, being approximate. The main focus of these descriptions is on the interactions between level 1 players and level 1 monsters.
I’m open to any corrections or additional information to enhance the accuracy of this guide. Your input is greatly appreciated!
Attributes
Health
- Health represents the amount of damage an entity can withstand before it perishes, and it serves as a resource for activating abilities. At the onset, both players and monsters begin with their Health set to its maximum value.
- When not engaged in combat, players naturally recover 2-3 health every 2 ثواني. To regain health without using abilities, players can rest by sitting until fully healed. بالإضافة إلى ذلك, potions bought outside of combat can instantly restore a player’s health to its maximum.
Rage
- Rage functions as a resource that can be expended to activate abilities. Both players and monsters commence with their Rage levels at 0.
- Players accumulate 1 Rage for every 1 point of damage they deal or receive. على سبيل المثال, التعامل 5 damage earns 5 Rage, and sustaining 5 damage also generates 5 Rage.
- If no damage is dealt or received within the last 2-3 ثواني, Rage starts to diminish. Every 2 seconds without damage, an entity loses 1 Rage until it depletes to 0.
Mana
- Mana is another resource utilized as a cost for activating abilities, with players and monsters beginning with their Mana set to its maximum value.
- Regeneration of Mana commences if a mana-consuming ability hasn’t been utilized within the last 4-5 ثواني.
Effects on Target
Heal / Charge Mana / Generate Rage
- These effects augment the specified attribute. على سبيل المثال, “Heal – 3” replenishes 3 points of a target’s health.
ضرر / Drain Mana / Reduce Rage
- These effects diminish the specified attribute. على سبيل المثال, “Drain Mana – 5” deducts 5 points from a target’s mana.
Effects on Attributes Over Time
- This category encompasses abilities such as “Heal Over Time” أو “Damage Over Time”. على سبيل المثال, “Heal Over Time” gradually restores health over a designated duration. ال “HPS” value denotes the health recovered each second.
- These effects take place every 2 ثواني. لذلك, if an ability has an HPS value of 2, ثم 4 health will be restored every 2 ثواني.
Siphon Attribute
- Abilities like “Siphon Health” fall under this classification. They deplete the specified attribute from the target, transferring the drained amount to the caster. If the target possesses less than the specified value, the caster acquires the remaining amount from the target. على سبيل المثال, if a target has 2 mana and a caster siphons mana with a siphon value of 5, the caster only recovers 2 mana.
بطيء
- This effect reduces a target’s movement speed by approximately half of their total speed.
Protect
- This effect mitigates the damage taken by the specified percentage for the stated duration.
- The damage sustained is diminished by the listed percentage. على سبيل المثال, if a target possesses the Protect buff at 20% and an attack inflicts 5 ضرر, the total damage sustained is 80% of the original value, resulting in the target only taking 4 ضرر.
Weaken
- This effect amplifies the damage taken by the specified percentage for the given duration.
- The damage sustained is heightened by the indicated percentage. على سبيل المثال, if a target is afflicted with the Weaken debuff at 20% and an attack delivers 5 ضرر, the total damage sustained is 120% of the original value, resulting in the target taking 6 ضرر.
Root in Place
- This prevents the target from moving for the specified duration, ensnaring them with entangling vines that emerge from the ground.
- The target retains the ability to attack and use their abilities.
Stun
- This inhibits the target’s movement for the indicated duration, manifesting star effects around the target.
- The target retains the ability to attack and use their abilities. ملحوظة: There may be uncertainty regarding this effect’s functionality. Initially presumed to prevent movement and ability usage, it currently appears to solely restrict movement.
Taunt
- This compels the target to solely engage and attack the caster for the specified duration.
Ability Modifiers
Cast Time
- This denotes the duration required before a selected ability is cast and takes effect.
ترطيب
- This indicates the duration that must elapse after a caster employs an ability before it can be utilized again. Other costs, such as mana and rage, are not factored into this.
يتراوح
- Range delineates the area surrounding the caster where entities may be targeted.
- A range of “self” signifies that only the caster themselves can be targeted and affected.
- The other ranges (melee, missile, sniper) permit a caster to target entities within that range, encompassing the caster.
Single Target and Area of Effect
- This specifies the number of targets impacted by the ability.
- “Single Target” affects only one target, whereas both small and large Area of Effect options generate a sphere around the targeted entity, influencing entities within it.
- Through personal experimentation, it appears that Area of Effect abilities solely affect entities of the same “يكتب” as the initial target of the ability. بواسطة “يكتب,” I refer to either player or monster. على سبيل المثال, if a caster directs a damage ability at a monster, then only that monster and other monsters in the area of effect will be affected. بصورة مماثلة, if a player is targeted with a healing ability, then only that player and other players (regardless of class) will be healed, including the caster.
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